Gaming machine
The gaming machine maintains advantageous states through value-based gameplay control, addressing interruptions by ensuring continuous gaming experiences.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2026-02-18
- Publication Date
- 2026-04-23
AI Technical Summary
Conventional gaming machines lack mechanisms to sustain advantageous gaming states for players beyond a predetermined number of games, leading to potential interruptions in gameplay due to insufficient gaming values.
The gaming machine incorporates a gaming state control mechanism that maintains a specific gaming state if a predetermined value is reached within a certain number of games, utilizing a gaming value granting system, storage, and determination means to ensure continuous gameplay.
This solution allows for sustained advantageous gaming states by managing gaming values effectively, preventing gameplay interruptions and enhancing player engagement.
Smart Images

Figure 2026069658000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there is known a gaming machine including a variable display device capable of variably displaying a plurality of identification information, executing a variable display game accompanied by variable display on the variable display device, and deriving the result of the variable display game by stopping the variable display by a stop operation of a player, and generating a specific gaming state advantageous to the player according to the derived result of the variable display game.
[0003] In this type of gaming machine, in a specific gaming state such as an AT state advantageous to the player, a continuous lottery is executed at a predetermined timing, and when winning the lottery, there is known a gaming machine in which the specific gaming state continues (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, there has been room for improvement in such conventional gaming machines.
Means for Solving the Problems
[0006] To solve the above problems, the gaming machine of the present invention comprises: a gaming state control means capable of controlling to a specific gaming state including a specific gaming section; a gaming value granting means capable of granting a number of gaming values according to the gaming result; a storage means capable of storing a specific value that may fluctuate in accordance with the number of gaming values granted by the gaming value granting means in the specific gaming section; and a determination means capable of determining whether the specific value stored in the storage means has reached a predetermined value defined in the specific gaming section in the specific gaming section. The gaming state control means can continue the specific gaming state if the determination means determines that the specific value stored in the storage means has reached a predetermined value defined in the specific gaming section before the completion of a specific number of games in the specific gaming section. [Brief explanation of the drawing]
[0007] [Figure 1] This is a schematic front view showing the exterior of a coinless gaming machine. [Figure 2] This is a schematic perspective showing the internal structure of a coinless gaming machine. [Figure 3] This is a block diagram showing the control configuration for a coinless gaming machine. [Figure 4] This is a guide on how to play a coinless gaming machine. [Figure 5] (a) is an explanatory diagram showing the reel arrangement, and (b) is an explanatory diagram showing the active lines. [Figure 6] This is a diagram showing the internal lottery table. [Figure 7] This is an explanatory diagram showing information about the pattern group. [Figure 8] This is an explanatory diagram showing the correspondence between role names and group names. [Figure 9] This is an explanatory diagram showing the correspondence between role names and group names. [Figure 10] This is an explanatory diagram showing a list of pattern combinations. [Figure 11] This is an explanatory diagram showing a list of pattern combinations. [Figure 12]This is an explanatory diagram showing a list of pattern combinations. [Figure 13] This is an explanatory diagram showing the stop control for the button-press sequence bell. [Figure 14] This is an explanatory diagram illustrating an example of stop control for the push-button bell during internal and non-internal states. [Figure 15] This is an explanatory diagram showing the number of sliding frames in the emergency braking effect. [Figure 16] This is an explanatory diagram showing the transitions between game states. [Figure 17] (a) A diagram showing the ceiling lottery table, and (b) A diagram showing the monitoring counter addition lottery table. [Figure 18] (a) A chart showing the normal bonus lottery table 1, (b) A chart showing the normal bonus lottery table 2, and (c) A chart showing the normal bonus type lottery table. [Figure 19] (a) A chart showing the long freeze lottery table, (b) A chart showing the long freeze pattern lottery table, (c) A chart showing the reel lock lottery table, and (d) A chart showing the BB upgrade lottery table. [Figure 20] (a) A chart showing the CZ bonus lottery table, (b) A chart showing the high probability counter lottery table when RB is won, and (c) A chart showing the high probability counter addition lottery table during RB. [Figure 21] This is an explanatory diagram of the number of games and the prescribed number of tokens in each round during Big Bonus (BB). [Figure 22] This is a flowchart of the bonus transition control process executed by the main control unit 10. [Figure 23] This is a flowchart of the bonus control process executed by the main control unit 10. [Figure 24] (a) A flowchart of the BC control process (game start) executed by the main control unit 10, and (b) A diagram showing the navigation state upgrade lottery table. [Figure 25] (a) This is a flowchart of the BC control process (end of game) executed by the main control unit 10. [Figure 26]It is a flowchart of the BB control process executed by the main control unit 10. [Figure 27] (a) It is a flowchart of the bell consecutive reservation process executed by the main control unit 10, and (b) it is a chart showing the bell consecutive reservation lottery table. [Figure 28] It is a flowchart of the bell consecutive lottery process executed by the main control unit 10. [Figure 29] (a) It is a chart showing the bell consecutive lottery table (left 1st bell), (b) it is a chart showing the bell consecutive lottery table (middle right 1st bell), and (c) it is a chart showing the bell consecutive lottery table (rare combination). [Figure 30] It is a flowchart of the bell consecutive performance execution determination process executed by the main control unit 10. [Figure 31] (a) It is a flowchart of the BB success process executed by the main control unit 10, (b) it is a flowchart of the BEB success process executed by the main control unit 10, and (c) it is a flowchart of the RR success process executed by the main control unit 10. [Figure 32] It is a flowchart of the R success process executed by the main control unit 10. [Figure 33] (a) It is a flowchart of the BB end executed by the main control unit 10, and (b) it is a chart showing the ceiling lottery table. [Figure 34] It is an explanatory diagram showing an example of the performance during BB executed by the sub-control unit 20. [Figure 35] It is an explanatory diagram showing an example of the performance during BB executed by the sub-control unit 20. [Figure 36] It is an explanatory diagram showing an example of the performance during BB executed by the sub-control unit 20. [Figure 37] It is an explanatory diagram showing an example of the performance during BB executed by the sub-control unit 20. [Figure 38] It is an explanatory diagram showing an example of the emergency brake performance executed by the sub-control unit 20.
Mode for Carrying Out the Invention
[0008] A preferred embodiment of the gaming machine according to the present invention will be described with reference to each drawing.
[0009] The gaming machine illustrated in this embodiment is a medalless gaming machine that allows players to play using data-formatted medals provided as electronic information, instead of physical medals. In other words, with a medalless gaming machine, players can play without touching actual medals. Such gaming machines are generally also called Smart Pachislo (registered trademark), SmaSlo (registered trademark), etc.
[0010] The following describes an example of applying this to a 6th generation slot machine with an AT (ART) state as a medalless gaming machine. However, it is not limited to this; for example, it can also be applied to a normal type (so-called A-type) slot machine that allows for real bonus gameplay.
[0011] Furthermore, tokens used as data in tokenless gaming machines are referred to as "game tokens," while tokens that have been acquired in past games and deposited with the gaming parlor (management device, dedicated unit) as data are referred to as "held tokens."
[0012] (Overall configuration of coinless gaming machine 1) First, the overall configuration of the medalless gaming machine 1 will be explained using Figures 1 and 2.
[0013] As shown in Figures 1 and 2, a display window 6 is formed in the center of the front door 1a, allowing the rear to be seen, and the pattern displayed on the reel 41 can be seen through this display window 6.
[0014] Below the display window 6, a stepped portion is formed that protrudes forward. Around this stepped portion, operating means such as the bet button 2a, MAX bet button 2b, performance button 2g, counting button 2c, payout button 2d, start lever 3, and stop button 5 are provided, as well as notification means such as the game token count display device 7, counting button lamp 2e, and bet count lamp 2f. The game token count display device 7 may also be provided on the upper or front side of the stepped portion.
[0015] Above the display window 6 is a navigation lamp 12 that guides the player through the sequence of operations for the stop button 5.
[0016] The upper part of the front door 1a is equipped with a display unit 8 that operates as a notification means. The display unit 8 may be, for example, a single-screen liquid crystal display, but is not limited to this, and may also be configured with multiple screens (for example, a main screen and a sub-screen). Alternatively, a liquid crystal display may be provided at the bottom of the front door 1a (on the lower top panel) instead of or in addition to the display unit 8, and it is not necessary to provide the display unit 8.
[0017] On the side of the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning each role or the effects displayed on the display unit 8.
[0018] The enclosure 1b contains a main control unit 10 which has a CPU that comprehensively controls the game, and a sub-control unit 20 which has a CPU that controls game effects and other related aspects under the control of the main control unit 10.
[0019] Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 has three reels 41a to 41c (variable display means) arranged horizontally, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (not shown).
[0020] Inside the enclosure 1b is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. The main control unit 10 is composed of a single-chip microcomputer and is equipped with a CPU, ROM, and RAM. The main control unit 10 executes control programs stored in the ROM to perform processing related to the progress of the game. The sub-control unit 20 is composed of a single-chip microcomputer and is equipped with a CPU, ROM, and RAM. The sub-control unit 20 executes control programs stored in the ROM to perform processing related to the execution of effects.
[0021] Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).
[0022] As shown in Figure 3, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply unit 15. The dashed line in Figure 3 (dedicated unit 19) indicates that it is an external device.
[0023] The main control unit 10 operates as a game control means and functions as a lottery means capable of executing lotteries related to the game. In addition, it detects and controls the operation of each of the above parts, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timings. For example, it outputs a winning target command that shows the lottery result of the internal lottery process that determines the winning role in the current game, and a winning judgment command that shows the result of the winning judgment.
[0024] The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the performance button 2g, the display unit 8, the speaker 9, and the lamp 11.
[0025] The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10.
[0026] I will now explain the operation of the main components.
[0027] The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game.
[0028] Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7.
[0029] The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means.
[0030] Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7.
[0031] The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b.
[0032] The game token count display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If, for example, the total number of game tokens exceeds this upper limit due to payouts from winning, the game will be disabled by executing a "game disabled" control.
[0033] When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.
[0034] Bet button 2a and MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game.
[0035] The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.
[0036] The start lever 3 is a means of operation that the player uses to begin playing after a game token has been inserted.
[0037] The stop button 5 is an operating means (stop operation means) that can be operated to stop multiple symbols (identification information) that are displayed variably according to the progress of the game, and comprises multiple stop operation units (5a to 5c).
[0038] The effect button 2g is an operating means that can be operated by the player to change the effects displayed on the display unit 8.
[0039] The counting button 2c is an operating means used by the player to count the game tokens they have acquired.
[0040] Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable).
[0041] The amount counted by the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7.
[0042] If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7.
[0043] For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" game tokens will be counted.
[0044] In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed on the game token display device 7.
[0045] As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0".
[0046] Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds).
[0047] In this case, the main control unit 10 outputs counting data that allows for the identification of the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7.
[0048] Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a batch output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected.
[0049] On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held.
[0050] In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.
[0051] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting.
[0052] Therefore, if the number of game tokens exceeds the upper limit and the game becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.
[0053] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7.
[0054] When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0".
[0055] Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.
[0056] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7.
[0057] For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7.
[0058] If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7.
[0059] If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7.
[0060] In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the bet (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7 (game value display means).
[0061] Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit.
[0062] As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned.
[0063] Furthermore, other operating methods such as the bet button 2a and the counting button 2c can also be assigned the function of the payout button 2d.
[0064] For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above).
[0065] Furthermore, when the counting button 2c is operated, the operation of the settlement button 2d (the return operation described above) can be performed before the counting operation. This allows the player to simply perform the counting operation and have the bet amount of game tokens returned to the number of game tokens before outputting (counting) the number of game tokens to the dedicated unit 19.
[0066] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts.
[0067] The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1).
[0068] In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off.
[0069] Furthermore, when the sub-control unit 20 detects that game tokens corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted.
[0070] The probability setting device 16 can change the probability of transitioning to a specific game state (AT state) (winning probability) to multiple levels (for example, 6 levels), and the degree of advantage for the player can be set and changed in multiple levels.
[0071] The main control unit 10 stores one of the setting values in its memory unit based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls the probability of winning the AT state based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability.
[0072] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is located externally to the coinless gaming machine 1 and is connected to the coinless gaming machine 1 via a connection terminal board, enabling data communication.
[0073] When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the tokenless gaming machine 1.
[0074] In the coinless gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.
[0075] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the coinless gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c.
[0076] The dedicated unit 19 receives counting data output from the medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held.
[0077] The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card in the card unit (not shown). The IC card can be ejected from the card unit by performing a return operation (pressing the return button).
[0078] The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again.
[0079] The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation.
[0080] In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.
[0081] The dedicated unit 19 can be connected to a computer, such as a hall computer or management device, via a relay device or directly, and can output game information such as "out" and "safe" and sales information to the computer.
[0082] This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.
[0083] Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player when calling an attendant (store clerk) and a call lamp that notifies the attendant that an attendant has been called. The unit can output game information such as game execution information and AT status information received from the medalless gaming machine 1 to the calling device.
[0084] (Gameplay flow in coinless gaming machine 1) The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4.
[0085] The game start process is executed (S1). In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19.
[0086] Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data.
[0087] When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of tokens to be lent based on the lending data, and stores and displays the number of gaming tokens corresponding to that number of tokens on the gaming token display device 7.
[0088] If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100).
[0089] In the game start process, the next step is to insert game tokens in response to the player's input.
[0090] Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed.
[0091] For example, if the number of game tokens displayed on the game token count display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f.
[0092] When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective.
[0093] Perform the lottery process (S2). When the game is in the start state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations.
[0094] The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.
[0095] The reel rotation process is executed (S3). Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.
[0096] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.
[0097] Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 determines that a win has been achieved if the combination of symbols that stopped on the valid line (winning line) is a predetermined combination.
[0098] Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the "third reel" refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations.
[0099] Furthermore, in this embodiment, the determination of a prize is made based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations.
[0100] Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of dispensing the corresponding number of game tokens (hereinafter also referred to simply as dispensing tokens) is executed.
[0101] For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount "10" to the number of game tokens stored and displayed on the game token count display device 7.
[0102] The game termination process is executed (S7). The game end process executes the counting of game tokens.
[0103] Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7.
[0104] More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7.
[0105] If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7.
[0106] If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19.
[0107] The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data.
[0108] In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit.
[0109] The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c to execute the counting process until the number of game tokens displayed on the game token count display device 7 becomes "0".
[0110] Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations etc. in the dedicated unit 19, and then the lottery process (S2) to payout process (S6) can be executed.
[0111] The medalless gaming machine 1 according to the present invention has the following characteristic configurations in addition to the above-described configuration. Each of the configurations may be installed individually or in combination.
[0112] (Patterns arranged on the reel) As shown in Figure 5(a), the outer surfaces of reels 41a to 41c are each painted with 20 of several types of mutually recognizable patterns in a predetermined order. When reel 41 is stopped, a predetermined number of consecutive patterns (for example, 3) on each reel 41a to 41c are visible through the display window 6. That is, 3 patterns are displayed vertically from the display window 6 on each reel, and a total of 9 patterns (3 x 3) are displayed from the display window 6 on all 3 reels. Note that the arrangement of patterns on reels 41a to 41c is just one example, and the same patterns may be arranged in a different way, or different patterns may be arranged.
[0113] (Effective lines) As shown in Figure 5(b), one line is set as the effective line used to determine whether or not a winning combination has been achieved, connecting the upper position of reel 41a, the lower position of reel 41b, and the middle position of reel 41c. Note that there is not limited to one effective line; there may be multiple lines. Furthermore, the configuration of the effective line may also be different. For example, it is possible to set one line connecting the middle position of reel 41a, the middle position of reel 41b, and the middle position of reel 41c.
[0114] (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbols.
[0115] As shown in Figure 6, the winning combinations are grouped together. Specifically, they are grouped into replay combinations, left 1st bell combinations, middle 1st bell combinations, right 1st bell combinations, rare combinations, single-coin combinations, and bonus combinations. Each of these groups contains a winning combination.
[0116] Specifically, the winning combinations belonging to the replay category are Replay 1 and Replay 2. The winning combinations belonging to the left 1st bell are 123 Bell 1, 123 Bell 2, 132 Bell 1, and 132 Bell 2. The winning combinations belonging to the middle 1st bell are 213 Bell 1, 213 Bell 2, 231 Bell 1, and 231 Bell 2. The winning combinations belonging to the right 1st bell are 312 Bell 1, 312 Bell 2, 321 Bell 1, and 321 Bell 2. The winning combinations belonging to the rare category are Cherry, Watermelon, Common Bell, and Reach Eye 1-4. The winning combinations belonging to the single-coin category are AT 1 Coin 1-4. The winning combination belonging to the bonus category is BB (Big Bonus). Note that the bells belonging to the left 1st bell, middle 1st bell, and right 1st bell are sometimes collectively referred to as push-order bells.
[0117] When Replay 1 or Replay 2 is won, the corresponding combination of symbols will stop on the active line regardless of the order (called the pressing order) and timing of the operation on Stop Button 5. When Replay 1 or Replay 2 is won, the game can be played again in the next game without inserting any more game tokens. Replay 1 can be won in both internal mode (RT1) and non-internal mode (RT0), but Replay 2 can only be won in internal mode (RT1) and cannot be won in non-internal mode (RT0).
[0118] When a bell belonging to the left 1st bell, middle 1st bell, or right 1st bell is won, if stop buttons 5a to 5c are operated using one of the six possible button press sequences (the correct sequence), the corresponding combination of symbols will stop on the active line. On the other hand, if stop button 5 is operated using one of the other five incorrect button press sequences, the combination of symbols corresponding to the missed bell, indicating that the bell was missed, will stop on the active line.
[0119] Furthermore, for the left 1st bells, 123 Bell 1 and 123 Bell 2 have the correct button press order set to "5a→5b→5c" (left→middle→right: left 1st press). Also, for the left 1st bells, 132 Bell 1 and 132 Bell 2 have the correct button press order set to "5a→5c→5b" (left→right→middle: left 1st press).
[0120] For the 213 Bell 1 and 213 Bell 2 of the Middle 1st Bell, the correct button press order is set to "5b→5a→5c" (Middle→Left→Right: Middle 1st Press). Also, for the 231 Bell 1 and 231 Bell 2 of the Middle 1st Bell, the correct button press order is set to "5b→5c→5a" (Middle→Right→Left: Middle 1st Press).
[0121] For the right 1st bells, 312 Bell 1 and 312 Bell 2 have the correct button press order set to "5c→5a→5b" (right→left→middle: right 1st press). Also, for the right 1st bells, 321 Bell 1 and 321 Bell 2 have the correct button press order set to "5c→5b→5a" (right→middle→left: right 1st press).
[0122] If the stop operation for the correct button press sequence results in a combination of symbols corresponding to the bell belonging to the left 1st bell, 4 game tokens will be awarded. Similarly, if the stop operation for the correct button press sequence results in a combination of symbols corresponding to the bell belonging to the middle 1st bell or the right 1st bell, 15 game tokens will be awarded. Furthermore, if the stop operation for an incorrect button press sequence results in a combination of symbols corresponding to a missed bell, either 1 game token will be awarded or no game tokens will be awarded (as shown in Figure 13, if the acquisition rate is 1, 1 game token will always be awarded, but if the acquisition rate is 0.25, either 1 game token will be awarded or no game tokens will be awarded). Note that the number of game tokens awarded when an incorrect button press sequence is stopped may be a number other than 1, and the system may also be configured to always award either 1 or 0 tokens.
[0123] When you win one of the rare symbols, such as a cherry, watermelon, or winning combinations 1-4, the corresponding symbol combination will stop on an active line regardless of the order in which you press stop button 5, as long as the timing of your press on stop button 5 is at a specific time. On the other hand, even though it is the same rare symbol, when you win a common bell, the corresponding symbol combination will stop on an active line regardless of the order and timing of your press on stop button 5.
[0124] If a combination of symbols corresponding to a cherry stops, 3 game tokens will be awarded. If a combination of symbols corresponding to a watermelon stops, 5 game tokens will be awarded. If a combination of symbols corresponding to winning combinations 1-4 stops, 1 game token will be awarded. If a combination of symbols corresponding to a common bell stops, 15 game tokens will be awarded.
[0125] When you win one of the AT 1-coin 1-4 combinations, the corresponding symbol combination will stop on the active line regardless of the order and timing of pressing stop button 5. If a symbol combination corresponding to AT 1-coin 1-4 stops, one game token will be awarded.
[0126] When a BB (Big Bonus) is won, if the timing of pressing stop button 5 is at a specific timing, the corresponding combination of symbols will stop on the active payline regardless of the order in which the stop button 5 is pressed.
[0127] BB (Big Bonus) can be carried over as long as the winning combination of symbols does not stop appearing in the game in which it was won or in subsequent games. In other words, during the period until a BB is won, the right to win a BB is carried over (hereinafter, this state may be referred to as "bonus winning state," "internal state," or "bonus carryover state").
[0128] On the other hand, if you win a Big Bonus (BB) and the combination of symbols corresponding to the BB stops and is displayed, you enter a bonus state. After the end of this bonus state, you enter a non-carryover state where you have not carried over the right to win a BB (hereinafter, this state may be referred to as the "non-bonus state" or "non-internal state").
[0129] In Figure 6, the "BB win" symbol "1" is a symbol that can result in a BB win either alone or in combination with other symbols. That is, a BB can be won in combination with Reach symbols 1-4 or AT 1-4, or it can be won alone. When a BB is won in combination with Reach symbols 1-4 or AT 1-4, the main control unit 10 performs reel stopping control, prioritizing the combination of symbols corresponding to Reach symbols 1-4 or AT 1-4 over the combination of symbols corresponding to the BB.
[0130] Therefore, in games where a Big Bonus (BB) is won simultaneously with a winning combination of symbols 1-4 or AT 1-4, it is basically impossible to stop the reels on the combination of symbols corresponding to the BB. As a result, if a BB is won multiple times, the BB is carried over. In addition, in this embodiment, there are no losing combinations, and the main control unit 10 controls the reels to stop, prioritizing combinations of symbols corresponding to other winning combinations over combinations of symbols corresponding to the BB. As a result, the carryover state of a multiple-win BB continues. Furthermore, it is statistically rare for a BB to be won alone. Therefore, most of the game is played with the BB in a carryover state.
[0131] The medalless gaming machine 1 according to this embodiment is capable of executing AT (Assist Time) as a game state related to the order of bells pressed.
[0132] In AT mode, when a player wins a button-press sequence bell through an internal lottery process, the sub-control unit 20 controls the display unit 8, etc., to notify the player of the correct button-press sequence for stop buttons 5a to 5c, as well as symbols that serve as a guide for timing button presses.
[0133] In other words, the main control unit 10 and the sub-control unit 20 perform control to notify information regarding the stop operation for deriving the combination of symbols in a game where the result of the internal lottery process is a sequence of bells.
[0134] Therefore, the occurrence of AT makes it easier for players to acquire game tokens, and the rate of payout is faster during AT compared to when AT is not active. The AT state, which is a game state in which AT is continuously executed, is described later.
[0135] For example, when the player wins 123 Bell 1 or 123 Bell 2, the button press order consisting of the characters "1", "2", and "3" is displayed on the display unit 8 from left to right, the voices "left", "middle", and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order of 12a (left), 12b (middle), and 12c (right) to indicate the order in which to press the stop button 5.
[0136] Furthermore, the navigation of the button-pressing order by output means and notification means such as the display unit 8, lamp 11, navigation lamp 12, and speaker 9 is also called "button-pressing order navigation." In this embodiment, a command capable of identifying the result of the internal lottery is transmitted from the main control unit 10 to the sub-control unit 20. Based on this command, the sub-control unit 20 performs display control of the display unit 8, lamp 11, and navigation lamp 12, and output control of the sound output from speaker 9, thereby executing the button-pressing order navigation. In addition, control related to the display of the button-pressing order navigation may be performed by lamps controlled by the main control unit 10.
[0137] In non-AT (Automatic Trigger) mode, even if the internal lottery results in a sequence of button presses for a bell, the order in which to press stop button 5 is not announced. Therefore, unless the sequence in which the player operates stop button 5 coincidentally matches the sequence corresponding to the winning sequence of button presses for a bell, the player is basically unable to stop and display the combination of symbols corresponding to the winning sequence of button presses for a bell.
[0138] Therefore, the gameplay of the medalless gaming machine 1 involves increasing the number of balls won by having the player engage in gameplay that keeps them under the control of the AT (Automatic Trigger) for an extended period of time.
[0139] In this embodiment, we will explain an example in which push-order navigation is performed for all push-order bells in AT, but the frequency of push-order navigation may be changed depending on the game state. For example, it is possible to change the frequency of push-order navigation by performing it at a predetermined probability (other than 100%), or by performing it only for some bells.
[0140] Furthermore, although this embodiment explains an example where there are no strong or weak rare roles, it is also possible to provide "weak rare roles" and "strong rare roles" and differentiate the degree of advantage in the game depending on which one is won.
[0141] Based on the combinations of symbols described above, it is determined whether or not a minor win or a bonus win has been achieved. If the determination is made that a win has been achieved, game value is awarded (game tokens are paid out). In other words, the main control unit 10 is equipped with a game value awarding means that awards game value (game tokens) according to the way the symbols stop.
[0142] Furthermore, the number of game tokens dispensed when a combination of symbols corresponding to each winning combination is displayed may be other than the numbers stated above. Also, the combination of symbols corresponding to each winning combination may be other than those stated above, and may consist of symbols that require a precise stop operation, or symbols that do not require a precise stop operation. In addition, in this embodiment, the number of game tokens dispensed is assumed to be the same regardless of the number of bets, but the number of game tokens dispensed may differ depending on the number of bets.
[0143] In this embodiment, of the three reels 41a, 41b, and 41c that start rotating, the first reel to stop is referred to as the first stop reel, and the act of stopping it is referred to as the first stop. The operation to stop it is also referred to as the first stop operation.
[0144] Similarly, the second reel to stop is called the second stop reel, and the act of stopping it is called the second stop. The operation to stop it is also called the second stop operation.
[0145] Furthermore, the third reel to stop is referred to as the third stop reel, and the act of stopping it is called the third stop or final stop. The operation to stop it is also referred to as the third stop operation.
[0146] Furthermore, the first stop operation that stops reel 41a first is called the left first stop operation (operation of stop button 5a), the first stop operation that stops reel 41b first is called the middle first stop operation (operation of stop button 5b), and the first stop operation that stops reel 41c first is called the right first stop operation (operation of stop button 5c).
[0147] Similarly, the second stop operation that stops reel 41a second is called the left second stop operation (operation of stop button 5a), the second stop operation that stops reel 41b second is called the middle second stop operation (operation of stop button 5b), and the second stop operation that stops reel 41c second is called the right second stop operation (operation of stop button 5c).
[0148] Similarly, the third stop operation that stops reel 41a third is called the left third stop operation (operation of stop button 5a), the third stop operation that stops reel 41b third is called the middle third stop operation (operation of stop button 5b), and the third stop operation that stops reel 41c third is called the right third stop operation (operation of stop button 5c).
[0149] (Recommended button press order) In this embodiment, the medalless gaming machine 1 has a recommended button press sequence of "left 1ST press," where the stop button 5a is the first stop operation. Therefore, if a player performs a button press sequence other than pressing the left button first, such as pressing the middle button first with stop button 5b as the first stop operation, or pressing the right button first with stop button 5c as the first stop operation (hereinafter collectively referred to as irregular pressing), specific information can be output.
[0150] "Output of specific information" refers to, for example, the display on the display unit 8, such as "Pressing left is recommended," the output of a prohibition sound from the speaker 9, or a change in the lighting pattern of the lamp 11.
[0151] Furthermore, in games where such button-pressing navigation is not implemented, if players actively press buttons in an irregular order, the frequency of winning combinations corresponding to those irregular presses increases, resulting in the payout of 8 game tokens. This affects the game performance, such as the payout rate, that the tokenless gaming machine 1 is designed for.
[0152] Therefore, in the medalless gaming machine 1 of this embodiment, if the game is not being played with a button-pressing navigation system, the display unit 8 will show a warning such as "Pressing left is recommended," thereby preventing players from actively pressing buttons in an unintended manner and preventing the unexpected payout of 15 gaming tokens.
[0153] Furthermore, penalties will be imposed if irregular button presses occur. These penalties may include, for example, the denial of prize draws or game point awards for the game in question. Furthermore, if an irregular button press occurs while in AT mode, no penalty may be imposed.
[0154] (Winning probability for each role) Next, we will explain the probability of winning each role, referring to Figure 6.
[0155] As shown in Figure 6, the main control unit 10 performs a lottery for each of the above-mentioned roles by performing an internal lottery based on the extraction of predetermined random numbers when the game is executed in each game state. In this embodiment, the number of judgment values for winning each role is assigned to 65,536 random values from 0 to 65,535 as shown in the figure. The number of judgment values assigned to roles differs between the internal state of BB (RT1) and the non-internal state of BB (RT0), and also differs depending on the setting value. Note that Figure 6 shows the internal lottery table used in the internal lottery during the internal and non-internal states of BB, but the number of judgment values during the bonus state (RT2) to which the game is entered after winning BB is not shown.
[0156] Note that the relationship between the types of roles and the distribution rates for each role may differ from those shown in Figure 6. For example, the probability of winning certain rare roles may be set to increase with higher settings, or conversely, the probability of winning rare roles may be set to increase with lower settings. Similarly, the probability of winning other winning roles may be set to increase with higher settings, or decrease with higher settings. Alternatively, for example, the winning probabilities may be the same for all settings.
[0157] In this embodiment, the probability of winning each combination is assumed to be in a 3-bet game (betting 3 game tokens), but the probability of winning each combination in cases other than 3-bet games may also be used. Also, there are no losing combinations among the winning combinations, but losing combinations may be included.
[0158] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a normal section (non-advantageous section) or an advantageous section, separately from the game state described later. The normal section is a gameplay section in which no button-pressing navigation related to button-pressing bells is performed. It begins when the next game starts after the advantageous section ends and ends when the conditions for transitioning to the advantageous section are met. Furthermore, the main control unit 10 is controlled to the normal range during its initial state (when reset).
[0159] In this embodiment, the condition for transitioning to the advantageous period is met by winning a role that transitions to the advantageous period in the internal lottery process. In Figure 6, roles where "advantageous period" is "1" are advantageous period transition roles. In other words, roles other than Replay 2 are set as advantageous period transition roles.
[0160] Furthermore, the conditions for transitioning to the advantageous section may be met when a predetermined winning combination is won, or the transition may be made by, for example, the stopping display of a combination of symbols corresponding to a predetermined winning combination or the stopping display of a combination of symbols that does not correspond to a predetermined winning combination (for example, a losing combination or a missed bell combination). Alternatively, the game may transition to a favorable zone when the number of game tokens increases, which is advantageous to the player (for example, an AT state), and the favorable zone may be continued if the favorable game state continues for a period of time.
[0161] The advantageous period is a game period in which button-pressing navigation related to button-pressing bells can be performed, and because button-pressing navigation is performed, it is a game period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period ends when the conditions for transitioning to the advantageous period are met in the normal period, and then the conditions for ending the advantageous period are met. One of the conditions for ending the advantageous period is when the medalless gaming machine 1 (main control unit 10) is reset (including when the settings are changed). Furthermore, in the normal game state, if the player remains in the advantageous section for a predetermined number of games, the advantageous section may end and the player may return to the normal section.
[0162] Alternatively, a special-advantageous-period lamp that indicates the player is in an advantageous-period zone when lit may be provided, and the main control unit 10 may control the lighting of this lamp. Furthermore, if a special zone lamp is provided, it may be configured to light up during the special zone and in a game state where the number of game tokens increases (for example, the AT state).
[0163] Furthermore, the medalless gaming machine 1 is equipped with a limiter function (hereinafter also referred to as the advantageous section limiter) to limit the number of game tokens that a player can acquire, and the conditions for ending the advantageous section are met even when the advantageous section limiter is activated. For example, the advantageous section limiter is triggered when the number of tokens acquired during a single advantageous section (the difference in tokens (number of tokens inserted - number of tokens paid out)) reaches the upper limit (for example, +2400 tokens). Therefore, the advantageous period limiter will activate when the difference in the number of tokens in a single advantageous period reaches the upper limit. Alternatively, the condition for the maximum number of coins may be defined as "the total number of coins acquired during a single advantageous period (net increase in coins (so-called MY)) reaching the maximum number of coins (for example, 2400 coins)."
[0164] Furthermore, the conditions for ending the advantageous period are not limited to those mentioned above; they may also include, for example, "at least one notification of a sequenced bell has been given" or "a combination of symbols corresponding to a bonus role has been displayed as a stop." Alternatively, the system may be configured so that the advantageous period ends and the player transitions to the normal period when a predetermined winning combination (a combination that transitions to the normal period) is won during the advantageous period.
[0165] When the advantageous period ends, while bonus winning rights are carried over, other game-related information is reset. For example, the values of each counter and various information managed during each game state, as described later, are reset when the advantageous period ends. Furthermore, this is not limited to the above; some or all of the information that is initialized at the end of the advantageous period may be prevented from being initialized.
[0166] Furthermore, the medalless gaming machine 1 of this embodiment is equipped with a so-called complete function (also simply called complete) that limits the number of gaming tokens that the player can acquire, from the time the power to the medalless gaming machine 1 is turned on until it is turned off. Specifically, when the net increase in tokens (MY) from the time the tokenless gaming machine 1 is powered on until it is powered off reaches a predetermined number (the complete value of +19,000 tokens), the machine is put into a game-stop state where it is unable to play any further games. Therefore, the number of game tokens that players can acquire during the operating hours of the amusement arcade will be limited. Furthermore, even if the net number of tokens won during a single advantageous period is extremely small during the operation of the amusement arcade, and a player is able to acquire a very large number of game tokens before the advantageous period limiter function is activated, the complete function will activate first, preventing the amusement arcade from incurring a significant loss even if the net number of tokens won is extremely small.
[0167] (Counter related to gaming) During the advantageous period, the main control unit 10 operates as a counting means and stores the counting results of the counters shown below in the storage unit. • Advantageous Period Game Count Counter (hereinafter also referred to as Counter A): The total number of games played during the advantageous period. • Advantageous Period Difference Counter (hereinafter also referred to as Counter B): The total number of coins acquired (difference) during the advantageous period.
[0168] Counter B is a counter related to the advantageous period limiter. When the main control unit 10 transitions from the normal section to the advantageous section, it starts counting the number of games played during the advantageous section (counter A) and the number of game tokens acquired during the advantageous section (counter B). When the value indicated by counter B reaches a specific value (+2400 tokens), it forcibly terminates the advantageous section. The values of counters A and B are reset (reset to zero) when the advantageous period ends.
[0169] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of game tokens consumed (input as bets) by the player during a single advantageous period and the number of game tokens paid out (given). It can count the difference in the number of game tokens consumed and the number of game tokens paid out (difference in game value). Furthermore, unless initialized, counter B will also count the total number of game tokens consumed during gameplay if the total number of game tokens paid out as a result of the game exceeds the total number of game tokens paid out.
[0170] This makes it possible to count the number of game tokens consumed (the number of game tokens lost by the player) even if the player does not actually acquire any game tokens during the advantageous period, but only consumes them. In other words, the main control unit 10 can count the value of counter B even when the number of game values (game tokens) consumed in the advantageous period exceeds the number of game values (game tokens) granted in the advantageous period.
[0171] In addition to the configuration described above, the medalless gaming machine 1 according to this embodiment has the following game states and characteristic gameplay based on these game states.
[0172] (Pattern group) Figure 7 is an explanatory diagram showing the group number for grouping the combinations of symbols, the group name corresponding to the group number, the number of symbol combinations corresponding to the group name, and the payout when the symbol combination corresponding to the group name stops. For example, BB has a group number of "0", a group name of "BB_1", a number of symbol combinations of "1", and a payout of "transition to bonus state". The bonus state here is a so-called real bonus, which is a type 1 BB. The other group numbers are as shown in the figure. Note that the number of symbol combinations and payouts are just examples, and may be different from this embodiment.
[0173] (Correspondence between role names and group names) Figures 8 and 9 are explanatory diagrams showing the correspondence between the name of the winning combination and the group name shown in Figure 7. For example, if the name of the winning combination is "Replay 1", then the symbol combinations corresponding to group name "RP_1" (2 combinations) and group name "RP_3" (2 combinations) can be stopped and displayed. The other name of the winning combination is as shown in the diagram.
[0174] (List of pattern combinations) Figures 10 to 12 are explanatory diagrams showing the symbol combinations corresponding to the group numbers (group names) shown in Figures 7 and 8. When the symbol combinations shown in Figures 10 to 12 are displayed, the bonus specified for the corresponding group number (group name) (the bonus shown as "Payout" in Figures 8 and 9) is awarded. On the other hand, if the symbol combinations shown in Figures 10 to 12 are not displayed, no bonus is awarded (because if you miss a combination, a losing combination will stop and no game tokens will be awarded).
[0175] For example, if the role name "Replay 1" is won, the symbol combinations corresponding to the group names "RP_1" and "RP_3" can be stopped (see also Figure 8).
[0176] Furthermore, the group name "RP_1" corresponds to "Group Number 1," allowing you to stop "Replay A / Blank B / Bell A" and "Replay A / Cherry A / Bell A," while the group name "RP_3" corresponds to "Group Number 3," allowing you to stop "Purple 7A / Blank B / Replay A" and "Purple 7A / Cherry A / Replay A" (see also Figures 7 and 8).
[0177] Therefore, if the winning combination is "Replay 1", you can stop "Replay A / Blank B / Bell A" and "Replay A / Cherry A / Bell A", as well as "Purple 7A / Blank B / Replay A" and "Purple 7A / Cherry A / Replay A". The other group numbers are as shown in the diagram.
[0178] (Control of stopping the button sequence bell) Figure 13 is an explanatory diagram showing the stop control of the button-press sequence bell.
[0179] The "Combinations" shown in Figure 13 indicate the execution of "Combination Priority Control." This control prioritizes drawing in patterns that result in a large number of combinations. The "Number of Pieces" shown in Figure 13 indicates the execution of "Number of Pieces Priority Control." This control prioritizes drawing in patterns that have the potential to yield a large number of pieces.
[0180] In this embodiment, if a push-order bell is won internally and the stop operation is performed with the correct push-order sequence corresponding to that push-order bell, "coin priority control" is executed in all stop controls, so the maximum game value corresponding to that push-order bell can be obtained.
[0181] On the other hand, if the stop operation is performed with the correct button sequence corresponding to the button sequence bell during non-internal operation, the middle stop operation (2nd shown in Figure 13), which is the operation of stop button 5b, will always execute "combination priority control," and the maximum number of game value corresponding to the button sequence bell will not be obtained (either 1 game token will be awarded or no game tokens will be awarded (0 tokens)).
[0182] In this embodiment, by implementing such control, it is possible to limit the acquisition of game value outside of the internal system.
[0183] (Control of stopping the button sequence bell during internal and non-internal operation) When a push-order bell (left, middle, right, 1st bell) is won, the reason why the maximum number of game tokens awarded differs between non-internal and internal modes will be explained using Figure 14, with the role name "213 bell" (middle 1st bell) as an example.
[0184] As shown in Figures 14(a) and (b), "213 Bell" is a winning combination (winning combination name) in which, when the stopping operation is performed in the order of middle → left → right, the symbol combination corresponding to "symbol combination number 141" or "symbol combination number 142" that constitutes "group number 48" stops.
[0185] As shown in Figures 14(c) and (d), if "213 Bell" is selected internally and the stopping operation is performed in the order of middle → left → right, the following control will be executed. (1) When the first stop operation is performed, "Replay A" is drawn in with priority given to the number of coins. This is because, among the group numbers corresponding to the role names, "Group Number 48" has the highest payout, and the middle symbol that makes up "Group Number 48" is "Replay A". (2) When the second left reel is stopped, the reel will prioritize the number of coins and pull in whichever of the "Purple 7A" and "Cherry A" is closer to the active line. This is because the left symbol of "Symbol Combination Number 141," which constitutes "Group Number 48," is "Purple 7A," and the left symbol of "Symbol Combination Number 142," which constitutes "Group Number 48," is "Cherry A." (3) When the right third stop operation is performed, the machine will draw in "Replay A" prioritizing the number of coins. This is because the right-hand symbol in "Symbol Combination Number 141" and "Symbol Combination Number 142," which constitute "Group Number 48," is "Replay A." (4) As a result of (1) to (3) above, if "Purple 7A / Replay A / Replay A" (symbol combination number 141) or "Cherry A / Replay A / Replay A" (symbol combination number 142) stops, 15 coins will be awarded.
[0186] On the other hand, as shown in Figures 14(c) and (d), if "213 Bell" is won during non-internal play and the stopping operation is performed in the order of middle → left → right, the following control is executed. (1) When the first stop operation is performed, the machine will draw in "Replay A" with priority given to the number of coins. This is because, among the group numbers corresponding to the role names, "Group Number 48" has the highest payout, and the middle symbol that makes up "Group Number 48" is "Replay A". (2) When the second left stop operation is performed, the combination priority is given to the pull-in of whichever of "Watermelon A" and "Gold 7A" is closer to the valid line. The symbol combinations that include "Replay A" in the middle symbol are "Symbol Combination Numbers 66, 67" (2 combinations) which include "Watermelon A" in the left symbol, "Symbol Combination Numbers 68, 69" (2 combinations) which include "Gold 7A" in the left symbol, "Symbol Combination Number 141" (1 combination) which includes "Purple 7A" in the left symbol, and "Symbol Combination Number 142" (1 combination) which includes "Cherry A" in the left symbol. However, "Symbol Combination Numbers 66, 67" and "Symbol Combination Numbers 68, 69" (symbol combinations that make up "Group Number 28") have more symbol combinations than "Symbol Combination Numbers 141" and "Symbol Combination Number 142" (symbol combinations that make up "Group Number 48"). (3) When the right third stop operation is performed, the machine will prioritize the number of coins and pull in whichever of "Bar A" or "Cherry B" is closer to the active line. Because the right-hand symbol in "Symbol Combination Numbers 66-69" that make up "Group Number 28" is either "Bar A" or "Cherry B". (4) As a result of (1) to (3) above, one of the following combinations of symbols will stop and one card will be awarded. "Watermelon A / Replay A / Cherry B" (Symbol combination number 66) "Watermelon A / Replay A / Bar A" (Symbol combination number 67) "Gold 7A / Replay A / Cherry B" (Symbol combination number 68) "Gold 7A / Replay A / Bar A" (Symbol combination number 69)
[0187] (Emergency brake effect) In this embodiment, the sub-control unit 20 can execute an effect called an emergency brake effect when the start lever 3 is operated, based on a predetermined probability (for example, 1 / 256) when AT 1-4 is won and a predetermined probability (256 / 256) when the winning combination 4 is won. When the emergency brake effect is executed, for example, an image indicating that the emergency brake effect has occurred is displayed on the display unit 8. When the left first stop operation is performed when AT 1-4 is won, the symbols will always slide by one or more frames, whereas when the left first stop operation is performed when the winning combination 4 is won, the symbols will always stop perfectly (slide 0 frames). Winning the winning combination 4 guarantees a transition to a pseudo-bonus, which will be described later. Therefore, when the emergency brake effect occurs, a player who performs the left first stop operation and notices that the symbols do not slide can realize that they have won a bonus. This makes it extremely likely that the player will be unable to contain their excitement, thus improving the enjoyment of the game.
[0188] Figure 15 illustrates the comparison between the symbols arranged on the reels and the two types of slide count tables defined for each symbol. The slide count tables shown in Figure 15 are for the left first stop operation. The slide count table number "9" is used when winning AT 1 coin 1 to 4. The slide count table number "15" is used when winning reach number 4. The numbers shown in the slide count tables indicate the number of slides when the left first stop operation is performed while the corresponding symbol is positioned on an active line.
[0189] As shown in Figure 15, in the slide frame count table for number "9", all frames are assigned a slide frame count in the range of "1" to "4" so that when AT 1-coin 1-4 is won, the symbols will always slide. On the other hand, in the slide frame count table for number "15", all frames are assigned a slide frame count of "0" so that when the winning combination 4 is won, the symbols will always stop precisely. As a result, when the emergency brake effect is executed, when AT 1-coin 1-4 is won, the symbols will always slide by one or more frames, whereas when the winning combination 4 is won, the symbols will always stop precisely.
[0190] (Transition of game state) Next, with reference to Figure 16, the game states of the medalless gaming machine 1 according to this embodiment and the transitions between each game state will be explained. Furthermore, the main control unit 10 can independently control the lottery state (RT state) of the internal lottery process, the transition between the normal section and the advantageous section, and the transition between game states. Unless otherwise specified, the timing of the transition from one game state to another is generally after the third reel stops in the game in which the transition conditions are met (or after the payout of game tokens is completed). However, it is not limited to this, and the transition may also occur from the next game after the transition conditions are met.
[0191] As shown in Figure 16, gameplay of the medalless gaming machine 1 according to this embodiment takes place in a non-advantageous section and an advantageous section. In the advantageous section, gameplay is performed in multiple game states such as normal gameplay, CZ (Chance Zone), pseudo-bonus, and ED (Ending). The pseudo-bonus and ED are AT states in which push-order navigation is performed.
[0192] As shown in Figure 16, when the medalless gaming machine 1 is shipped, when the settings are changed, when it is reset, and after the ending sequence ends, gameplay starts from a non-advantageous section. This gameplay is during a period when a bonus role has not been internally won. If a role that transitions to an advantageous section is won while a bonus role has not been internally won in the non-advantageous section, the game transitions to an advantageous section and also to a normal game state (arrow (1) in Figure 16). All roles except Replay 2 are considered advantageous section transition roles.
[0193] On the other hand, if a bonus role (BB) is internally active during a non-advantageous period and a role for transitioning to an advantageous period is won, the game will transition to an advantageous period and also to a CZ (arrow (2) in Figure 16).
[0194] If you win the lottery for transitioning to a pseudo-bonus during normal gameplay (hereinafter sometimes referred to as the pseudo-bonus lottery), you will transition to a pseudo-bonus (arrow (3) in Figure 16). There are three types of pseudo-bonuses (BB, RB, and SBB).
[0195] When the pseudo-bonus ends, the game returns to normal gameplay (arrow (4) in Figure 16).
[0196] When the net number of tokens during the advantageous period reaches a predetermined state of 2200 tokens, the game transitions to ED (arrow (5) in Figure 16). Note that the predetermined state can be any game state other than the non-advantageous period.
[0197] In ED mode, when the net number of coins in the advantageous section reaches the limiter of 2400 coins, the game transitions to a non-advantageous section (arrow (6) in Figure 16).
[0198] If you win the lottery to transition to a pseudo-bonus during the CZ, you will transition to a pseudo-bonus (arrow (7) in Figure 16).
[0199] If you play 30 games in the CZ without winning the lottery to transition to a pseudo-bonus, you will return to the normal game state (arrow (8) in Figure 16). At this time, you will transition to SBB, one of the three types of bonuses (BB, RB, SBB).
[0200] If the BB ends after successfully completing two BC (Bonus Challenge) rounds during the pseudo-bonus round, the game transitions to the CZ (Challenge Zone) (arrow (9) in Figure 16).
[0201] (Types of bonuses in pseudo-bonuses) Here, we will explain the three types of bonuses (BB, RB, SBB) in the pseudo-bonus feature.
[0202] First, let's explain the Big Bonus (BB) in the pseudo-bonus. In this embodiment, it is possible to play the game in multiple rounds during the BB of the pseudo-bonus. The multiple rounds consist of five types of rounds. The five types of rounds are SR (Short Round), MR (Middle Round), LR (Long Round), BC (Bonus Challenge), and RR (Revenge Round).
[0203] The rounds can be advanced in the following order: MR (Round 1) → SR (Round 2) → SR (Round 3) → SR (Round 4) → SR (Round 5) → BC (Round 6) → MR (Round 7) → MR (Round 8) → BC (Round 9) → LR (Round 10). In addition to these orders, it is also possible to transition between BC and RR.
[0204] In SR and MR modes, if the cumulative payout points reach the specified number of points before the specified number of games are played, the game proceeds to the next round. In LR mode, if the payout points reach the specified number of points before the specified number of games are played, the game loops.
[0205] The payout points are calculated based on the results of an internal lottery and the execution of a bell chain animation during a freeze animation called a bell chain freeze. The payout points based on the results of the internal lottery can be calculated by adding the number of game tokens paid out (maximum payout) corresponding to the winning combination achieved in the internal lottery. The bell chain animation is a reel animation that temporarily stops the symbol combination corresponding to the middle 1st bell or the right 1st bell within the display window 6. The payout points based on the execution of the bell chain animation can be calculated by adding the number of game tokens paid out (maximum payout) corresponding to the symbol combination that was stopped and displayed as a result of the bell chain animation (15 points in this embodiment).
[0206] In all rounds (SR, MR, and LR), if the payout points do not reach the required number of points before the specified number of games are played, the pseudo-bonus (BB) ends. In BB, the average TY (number of coins won) is approximately 500.
[0207] The main control unit 10 determines the number of times the bell chain animation will be performed by lottery. The determined number is set in the bell chain counter. If it is decided to move to the next round before the number of bell chain animations determined by lottery has been completed in the current round, the unexecuted bell chain animations from the current round are not performed, and the right to perform the unexecuted bell chain animations is carried over to the next round. Based on the carried-over right, the bell chain animations can then be performed in the next round. The carry-over of the right to perform the bell chain animations is performed by adding the value indicated by the bell chain counter to the bell chain reservation counter. Then, in the next round, the value indicated by the bell chain reservation counter is added to the bell chain counter, and the bell chain animations are performed based on the carried-over right.
[0208] Next, we will explain the Regular Bonus (RB) in the pseudo-bonus. The RB in the pseudo-bonus ends when the number of game tokens paid out reaches 50. In the RB, the average TY (number of tokens acquired) is approximately 60. It is preferable to conduct a lottery to determine whether or not to transition to the Chance Zone (CZ) after the pseudo-bonus (RB) ends when a rare role is won.
[0209] Next, let's explain the SBB in the pseudo-bonus. In the pseudo-bonus, the SBB consists of a loop of rounds called BR (specified number of games: 25 games, specified points: 150 points) (loop rate is approximately 95%). In the SBB, the average TY (number of coins won) is approximately 4000 coins.
[0210] With the above configuration, SBB and BB are more advantageous than RB, and SBB is more advantageous than BB.
[0211] Note that the transitions in game states are not limited to the example shown in Figure 16. For example, there may be cases where the game transitions from the normal game state to the CZ (for example, in some cases where the reel lock effect described later is executed and the lottery for transitioning to a pseudo-bonus is unsuccessful). Also, the game may be configured to transition to the CZ at the end of the SBB, creating a loop between the SBB and the CZ. Furthermore, a promotion lottery may be held when a rare role is won during the RB, and if the promotion lottery is successful, the game may transition to the BB or SBB.
[0212] (Freeze effect and simulated gameplay) Next, the freeze effect and simulated gameplay executed by the main control unit 10 in this embodiment will be described. The main control unit 10 is capable of executing delay control to delay the progress of the game. During the execution period of the delay control, a freeze effect can be executed. For example, a freeze effect can be executed by delaying the start of reel rotation triggered by the operation of the start lever 3, or by starting the reel rotation triggered by the operation of the start lever 3 but delaying the activation of the stop button 5. During the execution period of the freeze effect, the operation of the stop button 5 is not activated. Therefore, even if the stop button 5 is operated during the execution period of the freeze effect, the operation will not be accepted.
[0213] Furthermore, during the execution period of the delay control, the main control unit 10 can also execute a simulated game in addition to the freeze effect described above. A simulated game is a game in which the combination of symbols is temporarily stopped without determining whether a winning combination has been achieved, and is different from a normal game. In other words, a simulated game is a game in which no game tokens are dispensed. In a simulated game, during the execution period of the delay control, the reels are rotated and the operation of the stop button 5 is made available, and the symbols are temporarily stopped when the operation of the stop button 5 is received. When the simulated game ends, a normal game is started by operating the start lever 3 again or by the elapsed time. In other words, in this embodiment, during the execution period of the delay control, it is possible to execute a freeze effect that does not accept stop operations and a simulated game that accepts stop operations.
[0214] In this embodiment, during the continuation of BB and SBB (from the second round onwards), the corresponding symbols mentioned above temporarily stop during the simulated game to indicate that the bonus will continue. However, the symbols do not temporarily stop at the start of BC and RR during BB in the simulated bonus. However, the symbols corresponding to BB may be temporarily stopped at the start of BC or RR.
[0215] In this embodiment, the freeze effects can include a long freeze effect, a reel lock effect, and a bell chain freeze. The long freeze effect is a freeze effect that lasts for an extended period. The long freeze effect includes two types of effect patterns. The reel lock effect is a freeze effect that is the same pattern as one of the patterns of the long freeze effect. The bell chain freeze is a freeze effect in which the reels 41 rotate and the bell chain effect is executed when the start lever 3 is operated.
[0216] In this embodiment, when a long freeze animation occurs, a 5-set (5-round) Super Big Bonus (SBB) is guaranteed. Although the long freeze animation occurs in the game in which the pseudo-bonus lottery is won, the pseudo-game does not occur in the game in which the pseudo-bonus lottery was won. Instead, the pseudo-game occurs in the game immediately following the game in which the pseudo-bonus lottery was won, and the symbols corresponding to the SBB temporarily stop. Similarly, if a reel lock animation occurs when the pseudo-bonus lottery is won, the symbols corresponding to the BB will temporarily stop in the same manner.
[0217] Regarding the long freeze effect only, a pseudo-game may occur during the game in which the long freeze effect occurs, causing the symbols corresponding to the Super Big Bonus (SBB) to temporarily stop (i.e., the SBB may start in the next game without a pseudo-game occurring).
[0218] (Stage production) In this embodiment, the sub-control unit 20 can execute performances in multiple types of performance stages. Specifically, the sub-control unit 20 displays an image corresponding to the performance stage from the display unit 8 and outputs sound corresponding to the performance stage from the speaker 9. The sub-control unit 20 transitions the performance stage in accordance with the transition of the game state by the main control unit 10.
[0219] The various types of performance stages include the normal stage, BB stage, RB stage, SBB stage, and ED stage. When the game state transitions to a non-advantageous section, normal game state, or CZ, the performance stage transitions to the normal stage. Therefore, in the normal stage, it is visually difficult to determine whether the game state is a non-advantageous section, normal game state, or CZ.
[0220] If the game state transitions to BB, the presentation stage transitions to the BB stage. If the game state transitions to RB, the presentation stage transitions to the RB stage. If the game state transitions to SBB, the presentation stage transitions to the SBB stage. If the game state transitions to ED, the presentation stage transitions to the ED stage.
[0221] Furthermore, the different game states in the normal stage may be clearly distinguished by the screen or lamp illumination patterns and sound output patterns of the display unit 8. In addition, in the normal game state, if the high probability state (high probability counter is 1 or higher) is described later, the system may illuminate a predetermined lamp to indicate that the player is in a high probability state (that if the player wins the lottery for transitioning to a pseudo-bonus, they will transition to SBB).
[0222] (Unfavorable period) Next, let's explain the non-advantageous period. The non-advantageous period is a state where you are waiting to transition to the advantageous period, and it is not an AT (Attack Time) state. Since any role other than Replay 2 is a role that transitions to the advantageous period, the non-advantageous period ends immediately.
[0223] The non-advantageous period is a game state that is mainly entered after a setting change (including resetting to the same setting) and after the ED ends. As mentioned above, in the non-advantageous period, if an advantageous period transition role is won during non-internal mode (RT0), the game transitions to the normal game state, and if an advantageous period transition role is won during internal mode (RT1), the game transitions to the CZ.
[0224] When transitioning to the advantageous section, a ceiling game count lottery is performed to determine the ceiling game count in the normal game state. Also, when transitioning to the advantageous section, a monitoring counter addition lottery is performed. In the monitoring counter addition lottery, it is determined whether or not to add a predetermined value to the monitoring counter, which is referenced when deciding whether or not to perform push order navigation for the left 1st bell (123 bell 1,2, 132 bell 1,2) in the normal game state. The left 1st bell is a bell in which the left first stop operation is included in the correct push order. Similarly, the middle 1st bell is a bell in which the middle first stop operation is included in the correct push order, and the right 1st bell is a bell in which the right first stop operation is included in the correct push order. Note that a configuration in which push order navigation does not occur in the normal game state may be implemented without a monitoring counter.
[0225] <Lottery for reaching the maximum number of games> The main control unit 10 performs a ceiling game count lottery when a player wins a role that triggers a transition to an advantageous section during a non-advantageous section. After the number of games determined by the ceiling game count lottery is played, the main control unit 10 transitions to a pseudo-bonus.
[0226] Figure 17(a) shows the ceiling lottery table used for determining the number of games to reach the ceiling. In this embodiment, "G" is an abbreviation for game.
[0227] The ceiling game count lottery is performed based on a random value (a random value with a range of 256 possible values) extracted during game execution and a set value. The ceiling game count can be selected from "111", "222", "333", "444", "555", "666", and "999".
[0228] As shown in Figure 17(a), for example, in setting 1, the system is controlled so that "111" is selected with a probability of 27 / 256, "222" is selected with a probability of 27 / 256, "333" is selected with a probability of 27 / 256, "444" is selected with a probability of 27 / 256, "555" is selected with a probability of 27 / 256, "666" is selected with a probability of 121 / 256, and "999" is selected with a probability of 0 / 256.
[0229] For settings 2 through 6, the explanation will be omitted, but the system is controlled to conduct the draw according to the probabilities shown in the diagram.
[0230] In this embodiment, when transitioning to an advantageous section, the game may transition to a Challenge Zone (CZ) (see Figure 16). The game count is also counted during the CZ, and this value (game count) is carried over even when transitioning to normal gameplay via the CZ. Alternatively, after the CZ ends, the ceiling game count may be determined by referring to the ceiling lottery table at the end of the pseudo-bonus shown in Figure 33(b).
[0231] Furthermore, in this embodiment, the maximum ceiling game count (999 games) is not selected when transitioning to the advantageous section, and game counts of 555 games or less, which are less likely to be selected at the end of the pseudo-bonus (see Figure 33(b)), are more likely to be selected. Therefore, it is less likely that players will stop playing when transitioning to the normal game state via the CZ that is entered at the start of business at the arcade and after the ED ends.
[0232] Furthermore, for a specific setting (for example, setting 1), you may select only "111" games in the tables shown in Figure 17(a) and Figure 33(b), or select only values less than "111" games (for example, "77" games).
[0233] <Monitoring counter addition lottery> The main control unit 10 executes a monitoring counter addition lottery when a player wins a role that transitions to a favorable section during a non-favorable section. The main control unit 10 sets the value determined by the monitoring counter addition lottery as the initial value of the monitoring counter.
[0234] The monitoring counter is a counter that increments by 1 for each game during normal gameplay. The value of the monitoring counter is reset at the end of the advantageous period or the end of a pseudo-bonus. If the monitoring counter shows a specific value (350-400 or 750-800) during normal gameplay, a push-button navigation will always be executed when a left 1st bell (123 bell 1,2, 132 bell 1,2) is hit.
[0235] Therefore, even when the gameplay period during normal gameplay is long, it is possible to include a period in which the rate of consumption of game value (game tokens) slows down. This prevents excessive consumption of game tokens, allowing players to play with peace of mind.
[0236] Furthermore, the button press order navigation may be performed not only for the left 1st bell, but also for other bells (right 1st bell or middle 1st bell) during normal gameplay.
[0237] Also, even if the value of the monitoring counter is a specific value, a lottery may be executed to determine whether to execute the push order navigation without necessarily executing it. In this case, the lottery may be executed with a probability according to the value of the monitoring counter. Also, there may be cases where the push order navigation is executed even when the value of the monitoring counter is 801 or more. Also, by providing a case where a value of 801 or more is added to the monitoring counter at the time of advantageous section transition, a situation where the push order navigation is not executed may occur until the monitoring counter is reset.
[0238] Figure 17(b) shows a monitoring counter addition lottery table used in the monitoring counter addition lottery.
[0239] The monitoring counter addition lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game. The value to be added to the monitoring counter can be selected from among "0", "128", "256", "384", and "512".
[0240] As shown in Figure 17(b), for example, it is controlled such that "0" is selected with a probability of 52 / 256, "128" is selected with a probability of 51 / 256, "256" is selected with a probability of 51 / 256, "384" is selected with a probability of 51 / 256, and "512" is selected with a probability of 51 / 256.
[0241] In this embodiment, since a value of 128 or more is often set in the monitoring counter at the time of advantageous section transition, it is possible to make it difficult for a player who plays the game at the start of the casino operation to discriminate a setting change.
[0242] (Normal game state) <Not in internal> First, the normal game state in the not-internal state will be described. Hereinafter, the normal game state in the not-internal state may be described as the normal game state (not in internal), and the normal game state in the internal state may be described as the normal game state (in internal).
[0243] The normal gameplay state (not internally active) is a state that can only be reached immediately after a setting change. The normal gameplay state (not internally active) and the normal gameplay state (internally active) have the same presentation stage and the presentation style does not change, so visually they are no different from the normal gameplay state (internally active).
[0244] However, in normal gameplay (not internally controlled), even with the correct button press sequence, the left 1st bell will result in a bell spill and only a maximum of one game token will be awarded (see Figure 13). Therefore, unlike in normal gameplay (internally controlled), the button press sequence navigation is not executed when the left 1st bell is won in normal gameplay (not internally controlled). This prevents the bell spill sequence from stopping even if the correct button press sequence is followed according to the navigation.
[0245] The normal gameplay state (not internal) is a state in which the player plays with the aim of winning a pseudo-bonus. In the normal gameplay state (not internal), a pseudo-bonus lottery is performed twice, and if the player wins in both lotteries, the type of pseudo-bonus is determined by a bonus type lottery.
[0246] In normal gameplay (not internal), only RB (Regular Bonus) can be won. After winning an RB, the game remains in normal gameplay (not internal) until it transitions to the internal state of a bonus role. In the game following the game in which it transitions to the internal state of a bonus role, it transitions to a pseudo-bonus. This is because, while not internal, no matter which sequence of bells is won, a maximum of 1 coin is awarded, so even if a sequence of bells is executed in the pseudo-bonus, it is not possible to increase the number of game coins (see Figure 13).
[0247] After winning an RB, a lottery is held to determine if it will be upgraded to a BB. If it is upgraded from RB to BB, it will transition to BB when the pseudo-bonus transition occurs after the bonus role has moved from non-internal to internal. On the other hand, if it is not upgraded at this point, it will transition to RB when the pseudo-bonus transition occurs after the bonus role has moved from non-internal to internal.
[0248] <Internal> Next, we will explain the normal game state during internal gameplay. The normal game state (internal gameplay) is a game state in which players aim to win a pseudo-bonus. Unlike the normal game state (non-internal gameplay), in the normal game state (internal gameplay), when a pseudo-bonus lottery is won, the game transitions to the pseudo-bonus at the end of that game.
[0249] During normal gameplay (internal mode), a button-pressing navigation may be executed when the left 1st bell is hit, based on the value of the monitoring counter. If you stop the buttons according to the navigation, 4 game tokens will be awarded (see Figure 13).
[0250] In normal gameplay (internal state), two pseudo-bonus draws are performed. If a win occurs in both draws, the type of pseudo-bonus is determined by a bonus type draw. The bonus type draw then determines whether it is an RB or a BB.
[0251] Furthermore, during normal gameplay (internal state), when the player wins the lottery for transitioning to a pseudo-bonus, a long freeze lottery is executed to determine whether or not the long freeze animation will be performed. If the player wins the long freeze lottery, a long freeze pattern lottery is executed to determine the animation pattern of the reel when the long freeze animation is performed. If the player wins the long freeze lottery, the transition to SBB is confirmed.
[0252] If you do not win the pseudo-bonus lottery, or if you win the pseudo-bonus lottery but do not win the long freeze lottery, a reel lock lottery will be executed to determine whether or not the reel lock effect will be performed.
[0253] Furthermore, as will be explained in more detail later, after the RB ends, there is a possibility of transitioning to a high probability state for game count management, and if you win the lottery for transitioning to a pseudo-bonus while in this high probability state, the transition to SBB is confirmed.
[0254] <Order of draws in normal gameplay> The order of the draws performed when operating the start lever 3 during non-internal and internal states in normal gameplay can be summarized as follows (1) to (5).
[0255] Pseudo-bonus lottery 1 refers to the first stage lottery using the normal bonus lottery table 1 shown in Figure 18(a). Pseudo-bonus lottery 2 refers to the second stage lottery using the normal bonus lottery table 2 shown in Figure 18(b). The bonus type lottery is a lottery to determine whether it will be a BB or an RB. The upgrade lottery is a lottery using the BB upgrade lottery table shown in Figure 19(d) to determine whether or not to upgrade an RB to a BB. The long freeze effect lottery is a lottery using the long freeze lottery table shown in Figure 19(a) to determine whether or not to execute the long freeze effect. The reel lock lottery is a lottery using the reel lock lottery table shown in Figure 19(c) to determine whether or not to execute the reel lock effect.
[0256] In this embodiment, pseudo-bonus lottery 1 and pseudo-bonus lottery 2 may be collectively referred to as pseudo-bonus lottery, or either one may simply be referred to as pseudo-bonus lottery.
[0257] (1) Non-internal state (RB not won state): Pseudo bonus lottery 1 → Pseudo bonus lottery 2 → Bonus type lottery (2) Non-internal (RB winning state): Promotion lottery (3) Internal (failure to win the pseudo-bonus lottery): Pseudo-bonus lottery 1 → Pseudo-bonus lottery 2 → Reel lock lottery (4) Internal (Winning the pseudo-bonus lottery + winning the long freeze effect lottery): Pseudo-bonus lottery 1 → Pseudo-bonus lottery 2 → Bonus type lottery → Long freeze effect lottery (5) Internal (Winning the pseudo-bonus lottery + Not winning the long freeze effect lottery): Pseudo-bonus lottery 1 → Pseudo-bonus lottery 2 → Bonus type lottery → Long freeze effect lottery → Reel lock lottery
[0258] The following provides a detailed explanation of each of the above lotteries.
[0259] <Pseudo bonus lottery 1 (first stage)> The main control unit 10 executes a pseudo bonus lottery in the normal game state. The pseudo bonus lottery first performs a first-stage lottery using the normal bonus lottery table 1 shown in FIG. 18(a). If the player wins the first-stage lottery, a second-stage lottery is performed using the normal bonus lottery table 2 shown in FIG. 18(b). Winning the second-stage lottery results in a win.
[0260] As shown in FIG. 18(a), the first-stage pseudo bonus lottery 1 is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game, a set value, and the result of an internal lottery. The result of the internal lottery, "other", refers to results other than "common bell", "melon", "cherry", and "reach target" (i.e., rare combinations). In this embodiment, misses are not included, but misses may be included.
[0261] For example, when the result of the internal lottery is "other" and the setting is 1, "miss" is selected with a probability of 1 / 256, and "win" is selected with a probability of 255 / 256 for control.
[0262] Regarding the cases of settings 2 to 6 when the result of the internal lottery is "other", the description is omitted, but the lottery is controlled to be performed with the illustrated probabilities. Regarding the results of "common bell", "melon", "cherry", and "reach target" of the internal lottery, the description is omitted, but the lottery is controlled to be performed with the illustrated probabilities.
[0263] Regarding a specific set value (e.g., setting 1), it may be set so that any combination results in a "miss".
[0264] <Pseudo bonus lottery 2 (second stage)> As shown in Figure 18(b), the second stage pseudo-bonus lottery 2 is executed based on a random value extracted during game execution (a random value with an extraction range of 256 types), a set value, and the result of an internal lottery. The "Other" result of the internal lottery refers to results other than rare roles, including misses. Since the rare roles are "common bell," "watermelon," "cherry," and "reach eye," this applies to roles other than "Other" shown in the normal bonus lottery table 1 shown in Figure 18(a).
[0265] For example, if the result of the internal lottery is "Other," the system is controlled so that "Miss" is selected with a probability of 249 / 256 and "Win" is selected with a probability of 7 / 256. If the result of the internal lottery is "Rare Role," the system is controlled so that "Miss" is selected with a probability of 0 / 256 and "Win" is selected with a probability of 256 / 256.
[0266] While the example given shows that winning a rare role guarantees a win in the second stage of the lottery, it is also possible to include cases where certain types of rare roles do not result in a win in the pseudo-bonus lottery. Furthermore, the lottery may be reduced from two stages to one stage or three or more stages.
[0267] <Bonus type lottery> The main control unit 10 performs a bonus type lottery when it wins the second stage pseudo-bonus lottery 2 or when the number of games played in the normal game state reaches the ceiling number of games, and determines whether the bonus type will be BB or RB. Figure 18(c) shows the normal bonus type lottery table used in the bonus type lottery in the normal game state.
[0268] As shown in Figure 18(c), the bonus type selection is performed based on a random value (a random value with a range of 256 types) extracted during gameplay, and whether it is a non-internal or internal bonus.
[0269] Then, for example, when it is not in the internal state, it is controlled such that "RB" is selected with a probability of 256 / 256 and "BB" is selected with a probability of 0 / 256. When it is in the internal state, it is controlled such that "loss" is selected with a probability of 0 / 256, "RB" is selected with a probability of 128 / 256, and "BB" is selected with a probability of 128 / 256.
[0270] Note that determination value numbers may be allocated so as to win in BB when not in the internal state.
[0271] <Long Freeze Performance Lottery> When the main control unit 10 executes the bonus type lottery during the internal state of the bonus combination, it executes the long freeze performance lottery and determines whether to execute the long freeze performance.
[0272] When winning the long freeze performance lottery, the long freeze performance occurs in that game, and regardless of the type of bonus determined before the execution of the long freeze performance, the transition to SBB is determined. Also, when winning the long freeze performance lottery, since the transition to SBB for 5 sets (i.e., 5 rounds) is guaranteed, a large number of pachinko balls can be obtained. However, when winning a pseudo-bonus based on reaching the ceiling, the long freeze performance lottery is not executed, which means that the situation when reaching the ceiling is neglected. Fig. 19(a) shows the long freeze lottery table used in the long freeze performance lottery.
[0273] As shown in Fig. 19(a), the bonus type lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game. Note that the main control unit 10 executes the long freeze performance when it "wins".
[0274] Then, for example, it is controlled such that "loss" is selected with a probability of 250 / 256 and "win" is selected with a probability of 6 / 256.
[0275] Furthermore, for certain settings (for example, setting 1), the result may always be a "miss." Also, the probability of the long freeze animation occurring may be changed depending on the type of bonus won (for example, RB occurs at a rate of 6 / 256, BB at a rate of 12 / 256). In addition, the long freeze animation may be possible even when not in internal mode, and it may be made more likely to occur when not in internal mode than when in internal mode (for example, it occurs at a rate of 128 / 256 when not in internal mode, and at a rate of 6 / 256 when in internal mode).
[0276] <Performance Pattern Lottery> The main control unit 10, upon winning the long freeze effect lottery, executes an effect pattern lottery to determine the effect pattern for the long freeze effect. Figure 19(b) shows the long freeze pattern lottery table used in the effect pattern lottery.
[0277] As shown in Figure 19(b), the animation pattern selection is performed based on random values (random values with a range of 256 types) extracted during game execution. "Pattern 1" is a reel animation that includes the same rotation pattern as the reel lock animation. Therefore, when "Pattern 1" is executed, it becomes difficult to distinguish between the reel lock animation and the long freeze animation. For this reason, "Pattern 1" can be said to be an animation pattern that serves to make the player expect the long freeze animation to occur when the reel lock animation is executed.
[0278] Furthermore, "Pattern 2" is a special effect pattern unique to the long freeze effect. Therefore, the occurrence of the long freeze effect can be recognized immediately after the start of the reel effect based on "Pattern 2". As specific examples of "Pattern 1" and "Pattern 2", "Pattern 1" is an effect pattern in which the reels 41 rotate in reverse in stages, and "Pattern 2" is an effect pattern in which the display 8 blacks out and the reels 41 freeze for a predetermined number of seconds without rotating.
[0279] For example, the system is controlled so that "Pattern 1" is selected with a probability of 128 / 256, and "Pattern 2" is selected with a probability of 128 / 256.
[0280] <Reel Lock Lottery> The main control unit 10 executes a reel lock lottery if the pseudo-bonus lottery is not won, or if the pseudo-bonus lottery is won but the long freeze effect lottery is not won, and decides whether or not to trigger the reel lock effect. Figure 19(c) shows the reel lock lottery table used in the reel lock lottery.
[0281] As shown in Figure 19(c), the reel lock lottery is performed based on a random number extracted during game execution (a random number with an extraction range of 256 types), the result of the pseudo-bonus lottery, the result of the bonus type lottery, and the result of the internal lottery. If the result is "winning," a reel lock occurs. In addition, "other," which is the result of the internal lottery, refers to results other than "bell," "watermelon," "cherry," and "winning combination," and includes losing.
[0282] For example, if the result of the pseudo-bonus lottery is "miss" and the result of the internal lottery is "other," the system is controlled so that "miss" is selected with a probability of 256 / 256 and "win" is selected with a probability of 0 / 256.
[0283] Note that if the pseudo-bonus draw is a "miss" and the result of the internal draw is "bell," "watermelon," "cherry," or "winning combination," the explanation will be omitted, but the draw will be controlled to proceed according to the probabilities shown in the diagram. Also, if the pseudo-bonus draw is won and the bonus type draw is "BB," and if the pseudo-bonus draw is won and the bonus type draw is "RB," the explanation will be omitted, but the draw will be controlled to proceed according to the probabilities shown in the diagram.
[0284] As is clear from Figure 19(c), the reel lock effect occurs when the pseudo-bonus lottery is unsuccessful only when "watermelon" or "cherry" is won, and the reel lock effect is more likely to occur when the pseudo-bonus lottery is won than when it is unsuccessful. Therefore, when the reel lock effect occurs, it can create a sense of anticipation in the player. Thus, it is possible to make the player pay close attention to the display on the display unit 8 and the behavior of the reels 41 when they pull the lever in the next game after the game in which the reel lock effect occurred.
[0285] <Promotion lottery> If a pseudo-bonus lottery is won while a bonus role is not internal, the bonus type becomes RB. The main control unit 10 then executes an upgrade lottery when a pseudo-bonus lottery is won while a bonus role is not internal, and decides whether or not to upgrade the RB in the pseudo-bonus to BB. If the upgrade lottery is won, the main control unit 10 upgrades the RB to BB when transitioning from the non-internal state of the bonus role to the internal state of the bonus role. Specifically, the main control unit 10 rewrites the RB flag set in RAM to the BB flag when executing the bonus type lottery. Figure 19(d) shows the BB upgrade lottery table used in the upgrade lottery.
[0286] As shown in Figure 19(d), the promotion lottery is performed based on a random number (a random number with a range of 256 possible values) extracted during game execution and the result of an internal lottery. If the promotion lottery results in a "win," RB is promoted to BB.
[0287] For example, if the result of the internal lottery is "watermelon," the system is controlled so that "losing" is selected with a probability of 243 / 256 and "winning" is selected with a probability of 13 / 256.
[0288] Note that while we will omit the explanation for cases where the result of the internal lottery is "cherry" or "winning combination," the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0289] Note that it may be possible to advance to SBB through the promotion lottery. Also, when winning the pseudo-bonus lottery during the non-internal period of the bonus role, instead of the promotion lottery, a lottery may be executed to determine whether to end the advantageous period. In this case, it is possible to shift from the internal period of the bonus role through the non-advantageous period to the advantageous period, and when shifting to the advantageous period, it shifts to CZ, so it is possible to put the player in an advantageous state (see Fig. 16).
[0290] (CZ) Next, CZ will be explained. CZ is a gaming state that shifts when the conditions shown in the following (1) or (2) are met and is a non-AT state. (1) The BB that has broken through BC twice ends (2) Shifting from the non-advantageous period to the advantageous period during the internal period (substantially shifting to SBB)
[0291] Different from the normal gaming state, CZ is a gaming state in which a pseudo-bonus lottery (first-stage lottery) is executed by referring only to the CZ-time bonus lottery table, and it is a gaming state that is more likely to shift to the pseudo-bonus state than the normal gaming state.
[0292] <Lottery Order in CZ> Summarizing the lottery order executed when operating the start lever 3 in the normal gaming state (non-internal) and the normal gaming state (internal), it is as follows (1) to (3). It is different from the normal gaming state in that the second-stage pseudo-bonus lottery and the bonus type lottery are not executed. And when winning the pseudo-bonus lottery, without determining its type, it shifts to SBB. On the other hand, when 30 games have passed without winning the pseudo-bonus lottery, it shifts to the normal gaming state.
[0293] (1) During the internal period (not winning the pseudo-bonus lottery): Pseudo-bonus lottery → Reel lock lottery (2) During the internal period (winning the pseudo-bonus lottery + winning the long freeze effect lottery): Pseudo-bonus lottery → Long freeze effect lottery (3) Internal (Winning the pseudo-bonus lottery + Not winning the long freeze effect lottery): Pseudo-bonus lottery → Long freeze effect lottery → Reel lock lottery
[0294] <Simulated Bonus Lottery> The main control unit 10 performs a pseudo-bonus lottery in the CZ. Unlike the normal game state, the pseudo-bonus lottery in the CZ is performed only in the first stage. If the first stage lottery is successful, a win is declared. Figure 20(a) shows the bonus lottery table used in the pseudo-bonus lottery in the CZ.
[0295] As shown in Figure 20(a), the pseudo-bonus lottery is performed based on a random value extracted during game execution (a random value with an extraction range of 256 types), a set value, and the result of an internal lottery. The result of the internal lottery, "Other," refers to results other than "Common Bell," "Watermelon," "Cherry," and "Reach Eye" (i.e., rare roles), and includes misses.
[0296] For example, if the internal lottery result is "Other" and the setting is 1, the system is controlled so that "Loss" is selected with a probability of 255 / 256 and "Winning" is selected with a probability of 1 / 256.
[0297] Note that for settings 2-6 when the result of the internal lottery is "Other," the explanation is omitted, but the lottery is controlled to be conducted according to the probabilities shown in the diagram. Also, for the results of the internal lottery, "Common Bell," "Watermelon," "Cherry," and "Winning Combination," the explanation is omitted, but the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0298] Furthermore, for certain settings (for example, setting 1), it is possible to make it so that regardless of which role is won, the result is a "loss".
[0299] (Pseudo Bonus (RB)) Among the pseudo-bonuses, the Regular Bonus (RB) is an AT (Action Time) state that ends when the number of game tokens paid out reaches 50. Alternatively, the RB could be managed by the difference in tokens or the number of games played.
[0300] When you win an RB in the bonus type lottery, a lottery is held to add to the high probability counter, and another lottery is held to add to the high probability counter with every game during the RB. The value of the high probability counter added here decreases by 1 with each game after the RB ends, but if you transition to a pseudo-bonus before the value reaches 0, the transition to SBB is confirmed.
[0301] Furthermore, if a player wins the bonus lottery upon winning an RB (Regular Bonus), they will not be notified of this fact. However, if a player wins the bonus lottery during an RB, they will be notified of this fact. This approach can increase the expectation of winning the bonus lottery even if the player is not notified of their win.
[0302] <Additional lottery (when RB is won)> The main control unit 10 performs a lottery to add to the high probability counter when an RB is won. Figure 20(b) shows the high probability counter addition lottery table used in the addition lottery when an RB is won. The addition lottery when an RB is won is referred to as the addition lottery (when RB is won).
[0303] The addition lottery (when RB is won) is performed based on a random value (random value with a range of 256 types) extracted during gameplay. In the addition lottery (when RB is won), the number of games (number of plays) to be added to the high probability counter is selected from "0", "10", "20", and "30". If "10" or more is selected by referring to the table, that value is added to the high probability counter.
[0304] For example, the system is controlled so that "0" is selected with a probability of 220 / 256, "10" with a probability of 26 / 256, "20" with a probability of 8 / 256, and "30" with a probability of 2 / 256.
[0305] <Additional draw (during RB)> The main control unit 10 performs a lottery to add to the high probability counter during each game (every play) in the RB. Figure 20(c) shows the RB high probability counter addition lottery table used in the addition lottery during the RB. The addition lottery during the RB is referred to as the addition lottery (during RB).
[0306] The addition lottery (during RB) is performed based on a random value extracted during game execution (a random value with an extraction range of 256 types), the result of an internal lottery, and the results of the addition lottery (during RB). In the addition lottery (during RB), the number of games to be added to the high probability counter is selected from among "0", "10", "20", and "30". If "10" or more is selected by referring to the table, that value is added to the high probability counter. In addition, "other" in the result of the internal lottery refers to results other than "bell", "watermelon", "cherry", and "reach eye". Note that in this embodiment, misses are not included, but misses may be included.
[0307] For example, if the result of the internal lottery is "other," the system is controlled so that "0" is selected with a probability of 255 / 256, "10" is selected with a probability of 1 / 256, "20" is selected with a probability of 0 / 256, and "30" is selected with a probability of 0 / 256.
[0308] The internal lottery results for "bell," "watermelon," "cherry," and "winning combination" will not be explained, but the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0309] (BB) Next, let's explain the Big Bonus (BB) in the pseudo-bonus. In the pseudo-bonus, it is possible to play the BB in multiple rounds (game sections). The state of each round is predetermined. The BB in the pseudo-bonus is an AT (Automatic Trigger) state that continues as long as the conditions corresponding to the state of each round are met.
[0310] As shown in Figure 21, the multiple rounds performed in the Big Bonus (BB) in the pseudo-bonus consist of the following five types of rounds. (1) SR (Short Round): Figures (2) to (5) (2) MR (Middle Round): (1), (6), (7) in the diagram (3) LR (Long Round): (8) in the diagram (4) BC (Bonus Challenge): (BC) shown in the diagram *The first round has 4 choices, the second round has 2 choices (with the possibility of promotion). (5) RR (Revenge Round): (RR) in the diagram
[0311] Furthermore, in the BB (Big Bonus) of the pseudo-bonus, it is possible to advance the rounds in the order of MR→SR→SR→SR→SR→BC→MR→MR→BC→LR. Also, it is possible to transition between BC and RR.
[0312] For SR and MR, if the payout points reach the specified number of points before the number of games shown in the diagram is completed, the game proceeds to the next round. For LR, if the payout points reach the specified number of points before the number of games shown in the diagram is completed, the game loops (repeating the transition to LR). If the payout points reach the specified number of points before the number of games is completed, the game waits for the number of games to be completed before proceeding to the next round.
[0313] SR has 20 games and a target score of 150 points. MR has 40 games and a target score of 300 points. LR has 60 games and a target score of 500 points.
[0314] Payout points are awarded based on the number of game tokens dispensed corresponding to the winning combination (maximum payout) and the execution of the bell chain freeze (bell chain effect). The number of game tokens dispensed directly affects the number of payout points awarded. For example, if 15 tokens are dispensed, 15 points will be awarded. Also, 15 points are awarded for each execution of the bell chain effect. Alternatively, points may be managed using difference points, where the difference in the number of game tokens dispensed is used as the number of points awarded instead of payout points.
[0315] BC is a round in which, upon winning the first bell in the middle or the first bell on the right, a button-pressing challenge is performed where the player relies on intuition to guess the correct button-pressing order. If the button-pressing challenge is successful in selecting the correct order, the player moves to the next round. On the other hand, if the button-pressing challenge is unsuccessful, the player moves to RR. It is also possible to maintain BC with a predetermined probability (e.g., 1%).
[0316] Then, if the payout points in RR reach the required points, the player returns to the failed BC and can try the BC button-pressing challenge again. In other words, as long as the button-pressing challenge in BC is not successful, BC and RR will loop. RR consists of 10 games and the required points are set at 100 points. If the payout points in RR do not reach the required points, the pseudo-bonus ends.
[0317] Furthermore, the gameplay (number of games or required points) may differ for each round. For example, the gameplay could be determined by lottery each time a round is initiated, or the gameplay corresponding to the number of round transitions could be managed in a table. Alternatively, instead of the number of rounds completed, the game could transition to a Bonus Chance (BC) when the total required points reach a predetermined value. In addition, a BC skip lottery (with a 10% chance of winning and a 90% chance of losing, for example) could be held in the 5th or 7th round, or upon entering a BC. If the winner of this lottery is selected, the game could be considered to have completed the BC, and the player could proceed to the next set (next round).
[0318] Furthermore, in SR, MR, and LR modes, the remaining number of games may be added to the next round without waiting for the current game count to be completed. Also, in SR, MR, and LR modes, if the next round is a BC (Bonus Chance), a lottery may be held to determine whether or not to add 1 to the value of the navigation state counter for that BC, based on the remaining number of games. In this case, for example, if 10 or more games remain, it may be guaranteed that 1 will be added to the navigation state counter. The navigation state counter will be discussed later.
[0319] Furthermore, if the payout points reach the specified number in RR, the game may be controlled to proceed to the round after clearing BC instead of returning to BC. Also, if the payout points reach the specified number in RR and the game returns to BC, the game may be returned with the navigation status counter at +1 from before the return. The navigation status counter will be explained later.
[0320] (SBB) Next, let's explain SBB in the context of pseudo-bonuses. Like BB, SBB is an AT state, but it is an AT state in which only BR (number of games: 25, specified points: 150) is repeatedly executed as a round. BR has the same specified points as SR, but it has more games than SR, and it is easier to accumulate payout points than SR. Therefore, SBB can be said to be a more advantageous game state than BB.
[0321] Note that the number of games and the specified points may be different from those in this embodiment (for example, setting the number of games to 55 and the specified points to 550).
[0322] Furthermore, similar to BB, multiple types of rounds may be provided in SBB. In this case, for example, the number of games and the specified points for BR may be determined for each BR. Also, the net increase per game in SBB may be higher than in BB. In this case, for example, this can be achieved by reducing the execution rate of the button press navigation in BB.
[0323] (ED) ED is an AT state that continues until the advantageous period ends.
[0324] (Regarding control in BB and SBB) Next, the control of "BB" and "SBB" will be explained in detail using flowcharts. Of the flowcharts, only "Bonus Transition Control Processing" and "BC Control Processing_Game End" are processes that occur at the end of the game (after the detection of the third stop operation is turned OFF), while the others are processes that occur at the start of the game (after the start lever is accepted). Note that the execution timing of each process may be other than those specified.
[0325] First, the definitions of terms used in explaining the control of "BB" and "SBB" are listed below.
[0326] "A-row" • AT chain counter = A counter that stores the number of rounds executed during Big Bonus.
[0327] "Ka-gyo" • High probability counter = A counter that stores the number of games in high probability mode. • Reference counter = A counter that stores the specified points for each round of BB and SBB. The required points for each round are as follows: SR and BR = 150 MR=300 LR=500 RR=100
[0328] "Sa-gyo" • Stock counter = A counter that stores the number of BR (SBB) units in stock. • Next game simulated game counter = A counter that stores the number of times the bell chain freeze has been executed.
[0329] "Ta-gyo" • Stay Counter = A counter that stores the remaining number of games (remaining games) in the rounds of BB and SBB. The initial number of games in each round is as follows: SR=20 MR=40 LR=60 RR=10 BR=25 CZ=30
[0330] "Na" row • Navigation status counter = A counter that stores the navigation status during BC (Battle Check). The relationship between the value of the navigation status counter and the number of choices in the button press navigation is as follows. The values in parentheses indicate the button press order or choice for the left, middle, and right stop buttons 5. That is, the numbers indicate the button press order for the corresponding stop button 5, and "?" indicates that the choice is made by operating the corresponding stop button 5. Navigation status counter 1 = 4 choices (×??) Navigation status counter 2 = 2 choices ("?1?" or "??1") Navigation status counter 3 = 1 choice ("213" or "312" or "231" or "321")
[0331] "Ha" • 0 = Flag that manages the status of BC and RR. The correspondence between the value 0 and the states of BC and RR is as follows: Judgment flag 1 = BC 1st time Judgment flag 2 = BC 2nd time Judgment flag 3 = RR after BC 1st failure Judgment flag 4 = RR after BC 2nd failure • Left 1st Bell Counter = A counter that stores the number of times the left 1st bell has been won. • BC Breakthrough Counter = A counter that records the number of times the BC has been broken through. • Bonus Flag = A flag that manages the bonus state. The correspondence between the bonus flag value and the bonus state is as follows: Bonus Flag 1 = RB Bonus Flag 2 = BB Bonus Flag 3 = SBB Bonus Flag 4 = ED • Bell chain counter = A counter that stores the number of times a bell chain has been executed (used when continuation is not yet confirmed). • Bell chain reservation counter = A counter that stores the number of bell chain reservations (used when continuation is confirmed)
[0332] "Ma" row • Count counter = A counter that stores the number of payout points for the current round.
[0333] <Bonus transition control processing> Figure 22 is a flowchart of the bonus transition control process executed by the main control unit 10. The bonus transition control process is related to the transition of pseudo-bonuses.
[0334] As shown in Figure 22, the main control unit 10 determines whether or not the pseudo-bonus lottery has been won (S1). If the pseudo-bonus lottery has not been won (S1: No), the main control unit 10 terminates the process. On the other hand, if the pseudo-bonus lottery has been won (S1: Yes), the main control unit 10 determines whether or not the high probability counter is 0 (S2). If the high probability counter is not 0, the transition to SBB is confirmed.
[0335] If the high probability counter is not 0 (S2: No), the main control unit 10 proceeds to step S13. If the high probability counter is 0 (S2: Yes), the main control unit 10 determines whether or not a long freeze effect will occur (S3).
[0336] If a long freeze animation occurs (S3: Yes), the main control unit 10 sets the stock counter to "5" and proceeds to step S13 (S4). If a long freeze animation does not occur (S3: No), the main control unit 10 determines whether or not an RB has been won in the bonus type lottery (S5).
[0337] If the main control unit 10 does not win an RB (S5: No), it proceeds to step S8. If the main control unit 10 wins an RB (S5: Yes), it sets the bonus flag to "1" to indicate an RB and executes an RB transition control process to transition to an RB (S6, S7). In step S8, the main control unit 10 sets the bonus flag to "2" to indicate a BB (S8).
[0338] Then, the main control unit 10 sets the reference counter to "300" which indicates the specified points for MR (S9), sets the stay counter to "40" which indicates the remaining number of games for MR (S10), sets the AT chain counter to "1" which indicates the number of rounds executed during BB (S11), sets the BC breakthrough counter to "0" which indicates the number of BC breakthroughs (S12), and sets the judgment flag to "0" (S16).
[0339] Furthermore, in step S13, the main control unit 10 sets the bonus flag to "3", which indicates SBB (Super Big Bonus). Then, the main control unit 10 sets the reference counter to "150", which is the specified point for BR (Bonus Round) (S14), and sets the stay counter to "25", which is the remaining number of BR games (S15).
[0340] Alternatively, the system could be configured so that a long freeze animation occurs when the high probability counter is not 0.
[0341] <Bonus control processing> Figure 23 is a flowchart of the bonus control process executed by the main control unit 10. The bonus control process is related to the control of pseudo-bonuses. Note that the "bonus control process" also includes the process related to SBB (Super Big Bonus).
[0342] As shown in Figure 23, the main control unit 10 determines whether the bonus flag is greater than "0" (S101). If the bonus flag is greater than "0", it is a pseudo-bonus; if the bonus flag is "0", it is a non-pseudo-bonus.
[0343] The main control unit 10 terminates processing if the bonus flag is not greater than "0" (S101: No). On the other hand, if the bonus flag is greater than "0" (S101: Yes), the main control unit 10 determines whether the bonus flag is "4", which indicates ED (S102).
[0344] If the bonus flag is not "4" which indicates ED (S102: No), the main control unit 10 proceeds to step S104. On the other hand, if the bonus flag is "4" which indicates ED (S102: Yes), the main control unit 10 executes ED control processing to transition to ED (S103).
[0345] In step S104, the main control unit 10 determines whether the bonus flag is "1", which indicates RB (S104). If the bonus flag is not "1", which indicates RB (S104: No), the main control unit 10 proceeds to step S106. On the other hand, if the bonus flag is "1", which indicates RB (S104: Yes), the main control unit 10 executes RB control processing to transition to RB (S105).
[0346] In step S106, the main control unit 10 determines whether the judgment flag is greater than "0" and less than "3" (S106). That is, it determines whether the judgment flag is "1", indicating the first BC, or "2", indicating the second BC. If the judgment flag is "0", it indicates that it is a round during a BB in a pseudo-bonus that is neither a BC nor an RR.
[0347] The main control unit 10 proceeds to step S108 if the determination flag is greater than "0" and not less than "3" (S106: No). In other words, it proceeds to step S108 if the determination flag is "0", indicating that it is neither BC nor RR, or "3", indicating RR after the first BC failure, or "4", indicating RR after the second BC failure.
[0348] On the other hand, the main control unit 10 executes BC control processing to transition to BC if the determination flag is greater than "0" and less than "3" (S106: Yes). In other words, the BC control processing is executed when the determination flag is "1", indicating the first BC, or "2", indicating the second BC.
[0349] In step S108, the main control unit 10 subtracts "1" from the stay counter (S108). As a result, the remaining number of game rounds in each round is decreased by 1. Then, the main control unit 10 executes BB control processing for causing a transition to BB (S109).
[0350] <BC control processing_game start> FIG. 24(a) is a flowchart of the BC control processing_game start executed by the main control unit 10. The BC control processing_game start is processing related to the start of a BC game.
[0351] As shown in FIG. 24(a), the main control unit 10 determines whether it has won the middle 1st bell or the right 1st bell (S201). If the main control unit 10 has not won any bell (S201: No), it proceeds to step S203. On the other hand, if the main control unit 10 has won any bell (S202: Yes), it executes navigation control processing for executing push order navigation with a number of selections according to the value of the navigation state counter (S202).
[0352] In step S203, the main control unit 10 determines whether it has won a rare combination (S203). If the main control unit 1 has not won a rare combination (S203: No), it ends the processing. On the other hand, if the main control unit 10 has won a rare combination (S203: Yes), it executes navigation state promotion lottery processing for determining whether to promote the navigation state (S204).
[0353] In step S205, the main control unit 10 determines whether or not it has won the navigation state promotion lottery (S205). If the main control unit 10 has not won the navigation state promotion lottery (S205: No), it terminates the process. If the main control unit 10 has won the navigation state promotion lottery (S205: Yes), it determines whether or not the value of the navigation state counter is "2" or less (S206). If the value of the navigation state counter is not "2" or less (S206: No), that is, if it has reached the upper limit of "3" (all navigation states (1 choice)), the main control unit 10 terminates the process. If the value of the navigation state counter is "2" or less (S206: Yes), the main control unit 10 adds "1" to the value of the navigation state counter (S207).
[0354] <Navigation status upgrade lottery> The main control unit 10 can perform a navigation state upgrade lottery to determine whether or not to upgrade the navigation state by executing the process in step S204 of Figure 24. Figure 24(b) shows the navigation state upgrade lottery table used in the navigation state upgrade lottery. If the result is "Winning", the navigation state is upgraded.
[0355] As shown in Figure 24(b), the navigation state promotion lottery is performed based on random values (random values with a range of 256 types) extracted during game execution and the results of an internal lottery.
[0356] For example, if the result of the internal lottery is "watermelon," the system is controlled so that "losing" is selected with a probability of 252 / 256 and "winning" is selected with a probability of 4 / 256.
[0357] While we will omit explanations regarding the results of the internal lottery, such as "cherry" and "winning combination," the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0358] Note that the navigation state may be upgraded by two levels (+2) or more. Also, if the player wins in the state where all navigation states (navigation state counter + 3) are reached in the first BC, the player may be set to all navigation states in the next BC. Also, if the player wins in the state where all navigation states (navigation state counter + 3) are reached in the first BC, the player may acquire the LR stock. And if the player acquires the LR stock, the game may proceed to the 8th round after the end of the first BC.
[0359] <BC Control Process_Game End> FIG. 25 is a flowchart of the BC control process_Game End executed by the main control unit 10. The BC control process_Game End is a process executed at the end of the BC game.
[0360] As shown in FIG. 25, the main control unit 10 determines whether the player has won the middle 1st bell (S301). If the main control unit 10 has not won the middle 1st bell (S301: No), the process ends. On the other hand, if the main control unit 10 has won the middle 1st bell (S301: Yes), the main control unit 10 determines whether the pressing order is correct (S302).
[0361] If the main control unit 10 has not answered correctly in the pressing order (S302: No), the main control unit 10 proceeds to step S311. On the other hand, if the main control unit 10 has answered correctly in the pressing order (S302: Yes), the main control unit 10 determines whether the determination flag is "1" indicating the first BC (S303).
[0362] If the determination flag is not "1" indicating the first BC (S303: No), the main control unit 10 proceeds to step S308. Since the BC is executed twice in the BB, if the determination flag is not "1" indicating the first BC, the determination flag is "2" indicating the second BC.
[0363] On the other hand, when the determination flag is "1" indicating the first BC (S303: Yes), the main control unit 10 sets "1" indicating that the number of BC breakthroughs is 1 in the BC breakthrough counter (S304). Then, the main control unit 10 sets "1" as the number of execution rounds during BB in the AT consecutive counter, sets "300" indicating the specified point of MR in the reference counter, sets "40" indicating the remaining number of games of MR in the stay counter, and ends the process (S305, S306, S307).
[0364] In step S308, the main control unit 10 adds "1" to the BC breakthrough counter to make the value of the BC breakthrough counter 2, sets "500" indicating the specified point of LR in the reference counter, sets "60" indicating the remaining number of games of LR in the stay counter, and ends the process (S308, S309, S310).
[0365] In step S311, the main control unit 10 determines whether the determination flag is "1" indicating the first BC (S311). When the determination flag is not "1" indicating the first BC (S311: No), the main control unit 10 proceeds to step S313. On the other hand, when the determination flag is "1" indicating the first BC (S311: Yes), the main control unit 10 sets "3" indicating RR after the end of the first BC in the determination flag (S312).
[0366] In step S313, the main control unit 10 sets "4" indicating RR after the end of the second BC in the determination flag (S313). In step S314, the main control unit 10 sets "100" indicating the specified point of RR in the reference counter. Then, the main control unit 10 sets "10" indicating the remaining number of games of RR in the stay counter and ends the process (S315).
[0367] <BB Control Process> FIG. 26 is a flowchart of the BB control process executed by the main control unit 10. The BB control process is a control process related to BB and SBB.
[0368] As shown in Figure 26, the main control unit 10 determines whether the value of the stock counter is "0" (S401). That is, it determines whether the number of SBB stocks is 0. If the value of the stock counter is not "0" (S401: No), the main control unit 10 proceeds to step S403. On the other hand, if the value of the stock counter is "0" (S401: Yes), the main control unit 10 determines whether the value of the number counter is equal to or greater than the value of the reference counter (S402). It determines whether the payout points for the current round are equal to or greater than the specified points.
[0369] If the value of the number of sheets counter is not equal to or greater than the value of the reference counter (S402: No), the main control unit 10 proceeds to step S404. In other words, if the number of payout points for the current round is not equal to or greater than the specified points, the unit proceeds to step S404.
[0370] On the other hand, if the value of the number of coins counter is greater than or equal to the value of the reference counter (S402: Yes), the main control unit 10 executes the bell chain reservation process and proceeds to step S406 (S403). If the number of payout points for the current round is greater than or equal to the specified points, the bell chain reservation process is executed and proceeds to step S406.
[0371] In step S404, the main control unit 10 executes a count counter update process (S404). The count counter update process adds the maximum payout amount (the payout amount if no payouts are missed) corresponding to the winning combination in this game to the count counter.
[0372] Then, the main control unit 10 executes a bell chain lottery process to determine whether or not to perform a bell chain effect in the next game (S405). In step S406, the main control unit 10 determines whether or not the stay counter is "0" (S406). That is, it determines whether or not the number of remaining games in the current round is 0 (final game).
[0373] The main control unit 10 terminates processing if the stay counter is not 0 (S406: No). In other words, it terminates processing if the number of remaining games in the current round is not 0 (i.e., it is not the final game). On the other hand, if the stay counter is 0 (S406: Yes), the main control unit 10 determines whether the value of the coin counter is equal to or greater than the value of the reference counter (S407). In other words, if the number of remaining games in the current round is 0 (i.e., it is the final game), it determines whether the number of points paid out in the current round is equal to or greater than the specified points.
[0374] The main control unit 10 executes the BB success process and terminates processing (S408) if the value of the number counter is equal to or greater than the value of the reference counter (S407: Yes). In other words, if the number of payout points for the current round is equal to or greater than the specified points, the BB success process is executed and processing terminates.
[0375] On the other hand, if the value of the number of coins counter is not equal to or greater than the value of the reference counter (S4077: No), the main control unit 10 executes the BB termination process and ends the process (S409). In other words, if the number of points paid out in the current round is not equal to or greater than the specified points, the BB termination process is executed and the process ends.
[0376] <Bell-related reservation processing> Figure 27(a) is a flowchart of the bell link reservation process executed by the main control unit 10. The bell link reservation process is the process of deciding whether or not to make a bell link reservation.
[0377] As shown in Figure 27(a), the main control unit 10 executes a bell chain reservation lottery process (S501). The bell chain reservation lottery process is a process to determine whether or not to make a bell chain reservation for the next round or later. Next, the main control unit 10 determines whether or not the sum of the value of the bell chain reservation counter and the value of the lottery result of the bell chain reservation lottery process exceeds "5" (S502).
[0378] If the added value exceeds "5" (S502: Yes), set the bell chain reservation counter to "5" and terminate the process (S503). If the added value does not exceed "5" (S502: No), add the value indicated by the lottery result to the bell chain reservation counter and terminate the process (S504).
[0379] <Bell-related reservation lottery> The main control unit 10 can perform a bell chain reservation lottery to determine whether or not to make bell chain reservations for the next round and beyond by executing the process in step S501 of Figure 27(a). Figure 27(b) shows the bell chain reservation lottery table used in the bell chain reservation lottery. In the bell chain reservation lottery, a value from "0" to "5" is selected as the value that can be added to the bell chain reservation counter.
[0380] As shown in Figure 27(b), the bell chain reservation lottery is performed based on random values extracted during game execution (random values with a range of 256 types) and the results of an internal lottery.
[0381] For example, if the result of the internal lottery is "watermelon," the system is controlled so that "0" is selected with a probability of 251 / 256, "1" with a probability of 4 / 256, "2" with a probability of 0 / 256, "3" with a probability of 0 / 256, "4" with a probability of 0 / 256, and "5" with a probability of 1 / 256.
[0382] While we will omit explanations regarding the results of the internal lottery, such as "cherry" and "winning combination," the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0383] Furthermore, the maximum number of reservations that can be made through the Bell-Ren reservation lottery is not limited to this example; it may be 4 or less, or 6 or more. Also, the chances of winning may be increased compared to when the required points for a round are not reached. Also, the number of winners may be increased compared to when the required points for a round are not reached. In this case, for example, a predetermined number (e.g., 3 or more) may be fixed.
[0384] <Bell chain lottery processing> Figure 28 is a flowchart of the bell chain lottery process executed by the main control unit 10. The bell chain lottery process determines whether to execute the bell chain. If the bell chain reservation counter is 1 or more, the chances of winning the bell chain lottery may be increased.
[0385] As shown in Figure 28, the main control unit 10 determines whether or not a left 1st bell has been won (S601). If the left 1st bell has not been won (S601: No), the main control unit 10 proceeds to step S607. On the other hand, if the left 1st bell has been won (S601: Yes), the main control unit 10 determines whether or not the value of the left 1st bell counter, which counts the number of times the left 1st bell has been won, is less than "5" (S602).
[0386] If the value of the left 1st bell counter is not less than "5" (S602: No), the process proceeds to step S607. On the other hand, if the value of the left 1st bell counter is less than "5" (S602: Yes), the main control unit 10 adds "1" to the value of the left 1st bell counter (S603).
[0387] In step S604, the main control unit 10 executes the bell chain lottery process_Left 1st Bell and determines whether or not it has won in the lottery process (S604, S605). If the bell chain lottery process_Left 1st Bell does not result in a win (S605: No), the main control unit 10 proceeds to step S611. If the bell chain lottery process_Left 1st Bell results in a win (S605: Yes), the main control unit 10 sets the left 1st Bell counter to "0" and proceeds to step S611 (S606).
[0388] The main control unit 10 determines in step S607 whether or not the middle 1st bell or the right 1st bell has been won (S607). If the main control unit 10 has not won the middle 1st bell or the right 1st bell (S607: No), it proceeds to step S609. On the other hand, if the main control unit 10 has won the middle 1st bell or the right 1st bell (S607: Yes), it executes the bell chain lottery process - left 1st bell and proceeds to S611 (S608).
[0389] The main control unit 10 determines in step S609 whether or not a rare role has been won (S609). If the main control unit 10 has not won a rare role (S609: No), it proceeds to step S611. If the main control unit 10 has won a rare role (S609: Yes), it executes the bell chain lottery process - rare role (S610).
[0390] Then, the main control unit 10 sets the value of the bell chain lottery result in the bell chain lottery process in the bell chain counter and executes the bell chain performance execution determination process (S611, S612).
[0391] <Bell chain lottery processing_Left 1st bell> The main control unit 10 can execute the bell chain lottery_left 1st bell, which determines whether or not to cause a bell chain freeze, by executing the process in step S604 of Figure 28. Figure 29(a) shows the bell chain lottery table_left 1st bell used in the bell chain lottery_left 1st bell. In the bell chain lottery_left 1st bell, a value from "0" to "5" is selected as the value that can be added to the bell chain counter.
[0392] As shown in Figure 29(a), the bell chain lottery_left 1st bell is executed based on a random value extracted during game execution (a random value with an extraction range of 256 types), the value of the left 1st bell counter, and whether or not the number of BCs cleared is RR. Note that in SBB, the table for "BC cleared 0" is always referred to.
[0393] For example, if the number of BC breakthroughs is 0 and the value of the left 1st bell counter is "1", the system is controlled so that "0" is selected with a probability of 252 / 256, "1" is selected with a probability of 4 / 256, "2" is selected with a probability of 0 / 256, "3" is selected with a probability of 0 / 256, "4" is selected with a probability of 0 / 256, and "5" is selected with a probability of 0 / 256.
[0394] Note that when the number of BC breakthroughs is 0, if the value of the left 1st bell counter is between "2" and "5", the explanation for when the number of BC breakthroughs is 1 to 2, and in the case of RR will be omitted, but the system will be controlled so that the draw is performed according to the probabilities shown in the diagram.
[0395] Furthermore, even if you win the lottery, you may maintain the value of the "Left 1st Bell Counter" (for example, it is easier to maintain the value with higher settings).
[0396] Furthermore, the table corresponding to RR may be set to the distribution that makes it easiest to win. Also, the upper limit of the lottery result is not limited to this example; it may be 4 or less, or 6 or more. In addition, the larger the value of the left 1st bell counter, the easier it is to win a bell combination. The smaller the value of the left 1st bell counter, the easier it is to win a bell combination lottery.
[0397] <Bell chain lottery processing_Middle right 1st bell> The main control unit 10 can execute the bell chain lottery_middle right 1st bell, which determines whether or not to cause a bell chain freeze, by executing the process in step S608 of Figure 28. Figure 29(b) shows the bell chain lottery table_middle right 1st bell used in the bell chain lottery_middle right 1st bell. In the bell chain lottery_middle right 1st bell, a value from "0" to "5" is selected as the value that can be added to the bell chain counter.
[0398] As shown in Figure 29(b), the Bell Chain Lottery - Middle Right 1st Bell is executed based on a random value extracted during game execution (a random value with an extraction range of 256 types), the value of the AT Chain Counter, and whether or not it is a BC breakthrough, RR, or SBB. Note that in the case of SBB, the table for "BC breakthrough count 0" is always referred to.
[0399] For example, if the number of BC breakthroughs is 0 and the AT chain counter value is "1", the system is controlled so that "0" is selected with a probability of 223 / 256, "1" is selected with a probability of 26 / 256, "2" is selected with a probability of 4 / 256, "3" is selected with a probability of 2 / 256, "4" is selected with a probability of 1 / 256, and "5" is selected with a probability of 0 / 256.
[0400] Note that when the number of BC breakthroughs is 0, the AT chain counter value is "2-4" and the AT chain counter value is "5", and the explanation is omitted, but the lottery is controlled to be conducted according to the probabilities shown in the diagram. Also, when the number of BC breakthroughs is 1 and 2, when it is RR, and when it is SBB, the explanation is omitted, but the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0401] <Bell chain lottery processing_Rare role> The main control unit 10 can execute a bell chain lottery_rare role, which determines whether or not to cause a bell chain freeze, by executing the process in step S610 of Figure 28. Figure 29(c) shows the bell chain lottery table_rare role used in the bell chain lottery_rare role. In the bell chain lottery_rare role, a value from "0" to "5" is selected as the value that can be added to the bell chain counter.
[0402] As shown in Figure 29(c), the bell chain lottery for rare roles is performed based on a random value extracted during game execution (a random value with an extraction range of 256 types), the result of an internal lottery, and whether or not it is a RR (Random Rush). Note that in SBB (Super Big Bonus), the "Non-RR" table is always referred to.
[0403] For example, if a "bell" is won when it is not a RR, the system is controlled so that "0" is selected with a probability of 254 / 256, "1" with a probability of 2 / 256, "2" with a probability of 0 / 256, "3" with a probability of 0 / 256, "4" with a probability of 0 / 256, and "5" with a probability of 0 / 256.
[0404] Note that while we will omit the explanation for when "Watermelon," "Cherry," or "Reach Symbol" are won when it is not a RR, the draw will be controlled to proceed according to the probabilities shown in the diagram. Similarly, while we will omit the explanation for when it is a RR, the draw will be controlled to proceed according to the probabilities shown in the diagram.
[0405] Note that you may refer to the same table (either one in the diagram) regardless of whether it is RR or not.
[0406] <Bell chain effect execution determination process> Figure 30 is a flowchart of the bell chain animation execution determination process performed by the main control unit 10. The bell chain animation execution determination process determines whether to execute the bell chain animation at the start of the next game.
[0407] As shown in Figure 30, the main control unit 10 determines whether the value of the bell chain counter is "0" or not (S701). That is, it determines whether a value was set in step S611 of Figure 28.
[0408] If the value of the bell chain counter is not "0" (S701: No), the main control unit 10 proceeds to step S704. That is, if a value was set in step S611 in Figure 28, the unit proceeds to step S704. On the other hand, if the value of the bell chain counter is "0" (S701: Yes), the main control unit 10 determines whether the value of the bell chain reservation counter is greater than "0" (S702). That is, it determines whether a value was set in step S504 in Figure 27.
[0409] The main control unit 10 terminates processing if the value of the bell link reservation counter does not exceed "0" (S702: No). In other words, if the value is not set in step S504 in Figure 27, processing is terminated.
[0410] On the other hand, if the value of the bell chain reservation counter exceeds "0" (S702: Yes), the main control unit 10 sets the value indicated by the bell chain reservation counter to the bell chain counter (S703). That is, if a value is set in step S504 of Figure 27, the value indicated by the bell chain reservation counter is set to the bell chain counter.
[0411] The main control unit 10 determines whether the value of the count counter exceeds the value of the reference counter (S704). That is, it determines whether the number of payout points for the current round exceeds a specified number of points.
[0412] The main control unit 10 terminates processing if the value of the count counter does not exceed the value of the reference counter (S704: No). Processing also terminates if the number of payout points for the current round does not exceed the specified points.
[0413] Note that when the bell chain counter is 1 or greater (when it is No in S701), if the process in S704 is determined to be "No", the value of the bell chain counter is not reflected. However, in this case, the value of the bell chain counter may be reflected in the bell chain reservation counter. In this case, the upper limit of the value reflected in the bell chain reservation counter may be set to "5" or "6" or greater.
[0414] If the value of the number of coins counter exceeds the value of the reference counter (S704: Yes), the main control unit 10 adds "15" to the number of coins counter, subtracts "1" from the bell chain counter, and adds "1" to the bell chain performance execution counter as the number of bell chain performances (S705, S706, S707). In other words, if the number of coins counter for the current round exceeds the specified number of points, "15" is added to the number of coins counter, subtracts "1" from the bell chain counter, and adds "1" to the next game simulated game counter as the number of bell chain performances. The main control unit 10 then executes the bell chain performance for the next game a number of times corresponding to the value of the next game simulated game counter.
[0415] The main control unit 10 then determines whether the value of the bell chain counter is greater than 0 (S708). If the value of the bell chain counter is not greater than 0 (S708: No), the main control unit 10 terminates the process. On the other hand, if the value of the bell chain counter is greater than 0 (S708: Yes), the main control unit 10 determines whether the value of the payout counter is greater than or equal to the value of the reference counter (S709). That is, it determines whether the specified points are greater than or equal to the number of points paid out in the current round.
[0416] If the payout counter value is not equal to or greater than the reference counter value (S709: No), return to step S705. In other words, if the number of points paid out in the current round is not equal to or greater than the specified points, return to step S705.
[0417] The main control unit 10 determines whether the sum of the value of the bell chain counter and the value of the bell chain reservation counter exceeds "5" (S710) if the value of the payout counter is equal to or greater than the value of the reference counter (S709: Yes). In other words, if the number of payout points for the current round is equal to or greater than the specified points, it determines whether the sum of the value of the bell chain counter and the value of the bell chain reservation counter exceeds "5".
[0418] If the sum of the value of the bell chain counter and the value of the bell chain reservation counter does not exceed "5" (S710: No), the main control unit 10 proceeds to step S712. If the sum of the value of the bell chain counter and the value of the bell chain reservation counter exceeds "5" (S710: Yes), the main control unit 10 sets the bell chain reservation counter to "5" (S711). In step S712, the main control unit 10 adds the value indicated by the bell chain counter to the bell chain reservation counter (S712).
[0419] Furthermore, the number of bell-chain animations corresponding to the value of the "next game pseudo-game counter" that can be added during this process will be executed in the next game.
[0420] By performing the above processing, if the number of payout points for the current round exceeds the specified number and the continuation of the round is confirmed, the bell chain reservation process is executed to reserve the execution of the bell chain performance for the next round (step S504 in Figure 27(a)). On the other hand, if the number of payout points for the current round is not exceeding the specified number and the continuation of the round is not confirmed, the bell chain processing is executed to make the bell chain performance for the current round possible (step S611 in Figure 28). If the number of bell chain performances set in the bell chain counter are not executed in the current round, the right to execute the bell chain performance is carried over, and based on that right, the bell chain performance can be executed in the next round, which is the game played after the current round (step S712 in Figure 30).
[0421] Furthermore, if, as a result of the above process, the "next game simulated game counter" becomes 1 or more during the final game of the round, the Big Bonus (BB) or Super Big Bonus (SBB) will continue or end without executing the bell chain freeze. For example, if BB continues, it would follow the sequence (1) → (2) below. (1) LR59G: With 30 points remaining, the round can continue. (2) LR60G: If you win the first bell in the middle and win the bell chain lottery once, 30 points will be added, so the round will continue but the bell chain freeze will not be executed.
[0422] Also, for example, BB would end in the following sequence (3) → (4). (3) LR59G: With 60 points remaining, the round can continue. (4) LR60th game: If you win the first bell in the middle and win the bell chain lottery once, the round will not continue even if 30 points are added, so the BB will end and the bell chain freeze will not be executed.
[0423] Furthermore, if the Big Bonus (BB) continues, a bell chain freeze may be performed at the final game of the round to indicate that the continuation is being announced.
[0424] In this embodiment, the bell chain effect can also be executed based on the value of the "bell chain reservation counter," but the value of the "bell chain reservation counter" can only be referenced (the value is reflected in the bell chain counter) during the first game of each round.
[0425] The bell chain freeze is then executed based on the value of the bell chain reservation counter referenced in the first game, at the start of the next game following the first game, i.e., the second game after the start of the round.
[0426] Thus, the earliest timing at which the bell chain freeze can be executed in the second set and subsequent rounds is the second game after the round starts. Therefore, the system is controlled to prevent the execution of the simulated game in the first game of the round from overlapping with the bell chain freeze.
[0427] This can prevent the overlapping execution of the continuous bell effects reserved in the previous rounds and the pseudo-game (7 symbols aligned during continuation) at the start of the round, thus preventing the time before the start of this game from becoming redundant.
[0428] In this embodiment, the continuous bell effect is executed up to a maximum of 5 times, but it may be possible to execute other numbers of times (for example, execute according to the total value of the bell continuous counter + the bell continuous reservation counter, etc.).
[0429] Also, it may be defined as "Watermelon is the symbol count + 30", "Cherry is the symbol count + 45", etc., and in the reel rotation effect, consume the bell continuous counter twice to derive a watermelon, or consume the bell continuous counter three times to derive a cherry. In this case, even when executing a reel rotation effect that adds a large value to the symbol count, it is possible to shorten the execution period of the reel rotation effect and prevent the game from being prolonged.
[0430] Also, it may be defined as "Replay is the symbol count + 3", etc., and in the reel rotation effect, consume one bell continuous counter to derive 5 replays. In this case, even if the value of the bell continuous counter is small, it is possible to perform the reel rotation effect multiple times, enhancing the effect of the effect.
[0431] Also, depending on the remaining number of the bell continuous counter, a winning combination other than a bell may be derived (for example, the remaining number of the bell continuous counter "4" = cherry, the remaining number of the bell continuous counter "3" or more = watermelon, etc.). In this case, it is possible to suggest the continuation of the bell continuous freeze.
[0432] Also, it may not be necessary to add the remaining value of the bell continuous counter to the bell continuous reservation counter. In this case, the remaining value of the bell continuous counter at the time of reaching the specified point may be erased.
[0433] <BB Success Process> FIG. 31(a) is a flowchart of the BB success process executed by the main control unit 10. The BB success process is a process related to the continuation of BB and SBB.
[0434] As shown in FIG. 31(a), the main control unit 10 determines whether the bonus flag is "3" indicating SBB (S801). When the bonus flag is not "3" indicating SBB (S801: No), the main control unit 10 proceeds to step S803. On the other hand, when the bonus flag is "3" indicating SBB (S801: Yes), the main control unit 10 executes the SBB success process and ends the process (S802).
[0435] In step S803, the main control unit 10 determines whether the value of the determination flag exceeds "2" indicating the second BC (S803). When the value of the determination flag does not exceed "2" indicating the second BC (S803: No), the main control unit 10 proceeds to step S805. That is, when the value of the determination flag is "1" indicating the first BC or "2" indicating the second BC, the main control unit 10 proceeds to step S805.
[0436] On the other hand, when the value of the determination flag exceeds "2" indicating the second BC (S803: Yes), the main control unit 10 executes the RR success process and ends the process (S804). That is, when the value of the determination flag is "3" indicating RR after the first BC failure or "4" indicating RR after the second BC failure, the main control unit 10 executes the RR success process and ends the process.
[0437] [[ID= 15]] In step S805, the main control unit 10 executes the R (round) success process (S805). That is, when the value of the determination flag is "0" indicating the 1st to 5th rounds, "1" indicating the first BC, or "2" indicating the second BC, the main control unit 10 executes the R (round) success process.
[0438] <SBB success process> FIG. 31(b) is a flowchart of the SBB success process executed by the main control unit 10. The BB success process is a process related to the continuation of SBB.
[0439] As shown in FIG. 31(b), the main control unit 10 sets "150", which indicates the specified point of BR, in the reference counter, and sets "25", which indicates the remaining number of games of BR, in the stay counter (S901, S902). The main control unit 10 determines whether or not the stock counter, which indicates the stock number of SBB, exceeds "0" (S903). If the stock counter does not exceed "0" (S903: No), the main control unit 10 ends the process. That is, when the stock number of SBB is 0, the process ends.
[0440] On the other hand, when the stock counter exceeds "0" (S903: Yes), the main control unit 10 subtracts "1" from the value of the stock counter and ends the process (S904). That is, when there is a stock number of SBB, the value of the stock counter is subtracted by "1" and the process ends.
[0441] <RR Success Process> FIG. 31(c) is a flowchart of the RR success process executed by the main control unit 10. The RR success process is a process related to the success (BC return) of RR (Revenge Round).
[0442] As shown in FIG. 31(c), the main control unit 10 determines whether or not the determination flag is "3", which indicates the RR after the first BC failure (S1001). If the determination flag is not "3", which indicates the RR after the first BC failure (S1001: No), the process proceeds to step S1004. That is, when the determination flag is "4", which indicates the RR after the second BC failure, the main control unit 10 proceeds to step S1004.
[0443] On the other hand, when the determination flag is "3", which indicates the RR after the first BC failure (S1001: Yes), the main control unit 10 sets "1", which indicates the first BC, in the determination flag, sets "1", which indicates a four-way selection, in the navigation state counter, and ends the process (S1002, S1003). Thereby, the process returns from RR to the first BC.
[0444] In step S1004, the main control unit 10 sets the determination flag to "2" indicating the second BC, sets the "1" indicating the four-way selection in the navigation status counter, and ends the process (S1004, S1005). Thereby, it returns from RR to the second BC.
[0445] <R success process> FIG. 32 is a flowchart of the R success process executed by the main control unit 10. The R success process is a process related to the continuation of the BB round.
[0446] As shown in FIG. 32, the main control unit 10 determines whether the value of the BC breakthrough counter is "0" indicating that the number of BC breakthroughs is 0 times (S1101). When the value of the BC breakthrough counter is not "0" indicating that the number of BC breakthroughs is 0 times (S1101: No), the main control unit 10 proceeds to step S1009. That is, when the number of BC breakthroughs is 1 or 2 times, it proceeds to step S1009.
[0447] On the other hand, when the value of the BC breakthrough counter is "0" indicating that the number of BC breakthroughs is 0 times (S1101: Yes), the main control unit 10 determines whether the AT consecutive counter is "5" (S1103). That is, when the number of BC breakthroughs is 0 times, it determines whether the number of execution rounds in BB is 5 times (whether it is the SR indicated by "5" in FIG. 21).
[0448] When the AT consecutive counter is not "5" (S1102: No), it proceeds to step S1106. That is, when the number of execution rounds in BB is any one of 1 to 4 times (when it is any one of the SRs of "1" to "4" in FIG. 21), it proceeds to step S1106.
[0449] On the other hand, when the AT consecutive counter is "5" (S1102: Yes), the main control unit 10 sets the AT consecutive counter to "0", sets the determination flag to "1" indicating the first BC, sets the "1" indicating the four-way selection in the navigation status counter, and ends the process (S1103, S1104, S1105).
[0450] In other words, if the number of rounds executed during BB is 5 (in the case of SR, indicated by "5" in Figure 21), the AT chain counter is set to "0" to indicate that the number of rounds executed is 0, the judgment flag is set to "1" to indicate the first BC, and the navigation state counter is set to "1" to indicate a 4 choice, and the process ends. To put it another way, if the number of rounds executed during BB is 5 (in the case of SR, indicated by "5" in Figure 21), the process to execute the first BC is executed.
[0451] In steps S1106 to S1108, the main control unit 10 adds "1" to the AT chain counter, sets the reference counter to "150" which indicates the specified points for SR, and sets the stay counter to "20" which indicates the remaining number of SR plays, and then terminates the process (S1106, S1107, S1108). In other words, if the number of rounds executed during BB is one to four (if it is one of the SRs "1" to "4" in Figure 21), it adds "1" to the AT chain counter, sets the reference counter to "150" which indicates the specified points for SR, and sets the stay counter to "20" which indicates the remaining number of SR plays, and then terminates the process. In other words, it executes the process to perform the SRs shown in "2" to "5" in Figure 21.
[0452] In step S1109, the main control unit 10 determines whether the value of the BC breakthrough counter is "1", which indicates that the number of BC breakthroughs is 1 (S1109). If the value of the BC breakthrough counter is not "1", which indicates that the number of BC breakthroughs is 1 (S1109: No), the main control unit 10 proceeds to step S1117.
[0453] On the other hand, the main control unit 10 determines whether the AT chain counter is "2" (S1110) if the value of the BC breakthrough counter is "1" (S1109: Yes), indicating that the number of BC breakthroughs is 1. In other words, if the number of BC breakthroughs is 1, it determines whether the number of rounds executed during BB is 7 (whether it is MR, indicated by "7" in Figure 21).
[0454] If the AT chain counter is not "2" (S1110: No), the main control unit 10 proceeds to step S1114. That is, if the number of execution rounds during BB is 6 (in the case of MR, indicated by "6" in Figure 21), it proceeds to step S1114.
[0455] If the AT chain counter is "2" (S1110: Yes), the main control unit 10 sets the AT chain counter to "0" to indicate that the number of execution rounds is 0, sets the navigation state counter to "2" to indicate a 2-choice option, and sets the judgment flag to "2" to indicate the 2nd BC, and then terminates the process (S1111, S1112, S1113).
[0456] In other words, if the number of rounds executed during BB is 7 (in the case of MR, indicated by "7" in Figure 21), the AT chain counter is set to "0" to indicate that the number of rounds executed is 0, the navigation state counter is set to "2" to indicate a 2-choice option, and the judgment flag is set to "2" to indicate the second BC, and the process ends. To put it another way, if the number of rounds executed during BB is 7 (in the case of MR, indicated by "7" in Figure 21), the process to execute the second BC is executed.
[0457] Furthermore, in steps S1114 to S1116, the main control unit 10 adds "1" to the AT chain counter, sets the reference counter to "300" which indicates the specified points for LR, and sets the stay state counter to "40" which indicates the remaining number of plays for LR, and then terminates the process (S1114, S1115, S1116).
[0458] In other words, if the number of BC breakthroughs is 1 but the number of executed rounds in the AT chain counter is 1, then "1" is added to the AT chain counter, "300" is set in the base counter to indicate the specified points for MR, and "40" is set in the current state counter to indicate the remaining number of plays for MR, and the process ends. To put it another way, if the number of BC breakthroughs is 1 but the number of executed rounds during BB is 6 (in the case of MR as indicated by "6" in Figure 21), then the process to execute MR as indicated by "7" in Figure 21 is executed.
[0459] In addition, in steps S1117 to S1118, the main control unit 10 sets "500", which indicates the specified point of LR, in the reference counter, and sets "60", which indicates the remaining number of games of LR, in the stay state counter, and then ends the process (S1117, S1118).
[0460] That is, when the number of BC breakthroughs is 2, "500", which indicates the specified point of LR, is set in the reference counter, and "60", which indicates the remaining number of games of LR, is set in the stay state counter, and then the process ends. In other words, when the number of BC breakthroughs is 2, the process for executing LR indicated by "8" in FIG. 21 is executed.
[0461] <BB end process> FIG. 33(a) is a flowchart of the BB end process executed by the main control unit 10. The BB end process is a process related to the end of BB and SBB.
[0462] As shown in FIG. 33(a), the main control unit 10 determines whether the BC breakthrough counter is "2", which indicates that the number of BC breakthroughs is 2 (S1201). When the BC breakthrough counter is not "2", which indicates that the number of BC breakthroughs is 2 (S1201: No), the main control unit 10 proceeds to step S1204.
[0463] On the other hand, when the BC breakthrough counter is "2", which indicates that the number of BC breakthroughs is 2 (S1201: Yes), the main control unit 10 sets "30", which indicates the remaining number of games of CZ, in the stay counter, executes the CZ transition control process, and then ends the process (S1202, S1203). Thereby, when the pseudo bonus ends when the number of BC breakthroughs is 2, it transitions to CZ.
[0464] In step S1204, the main control unit 10 executes the normal transition control process and ends the process (S1204). That is, when the number of BC breakthroughs is 0 or 1, the normal transition control process is executed and the process ends. Thereby, when the pseudo bonus ends when the number of BC breakthroughs is 0 or 1, it transitions to the normal game state.
[0465] <Ceiling game number lottery> The main control unit 10 executes a ceiling game number lottery when the pseudo bonus ends. That is, in the "normal transition control process" and "CZ transition control process" shown in FIG. 33(a), a ceiling game number lottery is executed.
[0466] FIG. 33(b) shows a ceiling lottery table used in the ceiling game number lottery.
[0467] The ceiling game number lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and a set value. The ceiling game number can be selected from among "111", "222", "333", "444", "555", "666", and "999".
[0468] As shown in FIG. 33(b), for example, in the case of setting 1, "111" is selected with a probability of 1 / 256, "222" is selected with a probability of 1 / 256, "333" is selected with a probability of 0 / 256, "444" is selected with a probability of 0 / 256, "555" is selected with a probability of 0 / 256, "666" is selected with a probability of 0 / 256, and "999" is selected with a probability of 254 / 256.
[0469] Although the description of the cases of settings 2 to 6 is omitted, the lottery is controlled to be performed with the illustrated probabilities.
[0470] (Specific example of the effect) Next, a specific example of the effect executed by the sub-control unit 20 when the game described in the above embodiment is performed will be described. The effects shown below are examples, and effects different from those of the present embodiment may be executed.
[0471] <Specific example of the effect during BB FIGS. 34 to 37 show specific examples of the effect during BB.
[0472] As shown in Figure 34(a), for example, suppose the first game of the SR in the 4th round of BB has started. At this time, the payout points ("payout pt" in the figure) displayed on the display screen of the display unit 8 are 0 points. The arrows in the figure indicate the rotation direction of reels 4a to 4c (from top to bottom). The number of rounds is also displayed in the upper right corner of the screen. In the example in the figure, "4R" is displayed, indicating that it is the 4th round. Note that the number of rounds is not required to be displayed. Alternatively, the number of remaining games in the currently running round may be displayed instead of, or in addition to, the number of rounds.
[0473] As shown in Figure 34(b), for example, suppose a push-order bell is won in the first game of the 4th round of SR. If the stop operation is performed according to the correct push order, the winning push-order bell is awarded and 15 game tokens are paid out. At this time, 15 points are added to the payout points displayed on the display screen of the display unit 8.
[0474] As shown in Figure 34(c), for example, suppose a bell chain freeze occurs in the second game of the 4th round of SR. At this time, reels 4a to 4c rotate in reverse (from bottom to top).
[0475] As shown in Figures 35(d) and (e), when a bell chain freeze occurs and a bell chain animation is triggered, 15 points are added to the payout point display each time the bell chain animation occurs. In other words, points equivalent to the number of game tokens paid out when the ordered bells are hit are added. Note that during the bell chain animation, the bell symbols move slightly at their stopping positions.
[0476] As shown in Figure 35(f), suppose the payout points reach the specified 150 points and the player wins the bell chain reservation lottery. At this time, "Bell Chain Reservation" is displayed on the display screen of the display unit 8, and the result of the bell chain reservation lottery is announced. The 4th round of the game ends, and the game moves to the 5th round from the next game. Note that it is not necessary to display that the bell chain reservation has been executed. In this case, the player can be surprised when the bell chain performance based on the bell chain reservation is executed, which can enhance the enjoyment of the game.
[0477] As shown in Figures 36(g) and (h), when the first game of the 5th round of SR is started, a simulated game is played first. When stop buttons 5a to 5 are operated during the simulated game, reels 4a to 4c stop and the purple 7A aligns in the middle. This signals the start of the 5th round (i.e., the continuation of the round). Since it is a simulated game, the purple 7A moves slightly at the stopping position. Also, the "Bell Consecutive Reservation" display on the display unit 8's performance screen is maintained. When the purple 7A aligns in the middle, the simulated game ends and the first game of the actual game is played.
[0478] As shown in Figure 36(i), in the second game of the 5th round of SR, a bell chain freeze occurs due to winning the bell chain reservation lottery in the 4th round. At this time, reels 4a to 4c rotate in reverse (from bottom to top). Also, the display on the display unit 8's performance screen changes to "Bell Chain Release". Note that it is not necessary to display the fact that a bell chain has been released. In this case, since the timing of the execution of the bell chain performance based on the bell chain reservation cannot be predicted, it is possible to surprise the player and enhance the enjoyment of the game.
[0479] As shown in Figure 37(j), when a bell chain freeze occurs due to a win in the bell chain reservation lottery, 15 points are added to the payout points display each time the bell chain effect occurs.
[0480] As shown in Figure 37(k), for example, suppose the payout points reach the specified number in the 5th round and the game moves to the 6th round BC. If the middle 1st bell or right 1st bell is won in the BC, and the navigation state counter is 1, a display screen (shown as "×??" in the figure) indicating a choice between four options will be displayed.
[0481] <Specific examples of emergency braking effects> Figure 38 shows a specific example of an emergency braking effect that may occur during normal gameplay.
[0482] As shown in Figure 38(a), for example, when an emergency braking effect occurs, the display unit 8 will show "Emergency Brake Effect Occurred".
[0483] As shown in Figure 38(b), for example, if you win AT11 and the emergency brake animation occurs, operating the stop button 5a will cause the symbols to slide and stop. In this case, the pseudo-bonus lottery is not confirmed to have been won. Therefore, the display unit 8 will show "Unfortunately...".
[0484] As shown in Figure 38(c), for example, if the winning combination is 4 and the emergency brake effect occurs, operating the stop button 5a will stop the symbols without them sliding. In this case, the win in the pseudo-bonus lottery is confirmed. Therefore, the display unit 8 will display "Success!". In this embodiment, examples of displaying "Too bad!" or "Success!" when the emergency brake effect occurs are given, but these do not have to be displayed.
[0485] (modified version) The rewards granted in connection with the execution of the bell chain animation may be other than the number of points paid out. For example, the number of games in the next round may be increased (e.g., 1 bell chain animation = +5 games or more), or it may be deducted from the prescribed points for the next round (e.g., 1 bell chain animation = -10 points or more).
[0486] Furthermore, if the system is designed to allow both adding to the number of games in the next round and subtracting from the predetermined points for the next round, it may be possible to make it intuitively clear which bonus is awarded depending on the type of freeze animation, for example, by using a watermelon chain animation for adding to the number of games in the next round and a replay chain animation for subtracting from the predetermined points for the next round. Note that the watermelon chain animation and the replay chain animation are reel animations that occur during a freeze animation.
[0487] Furthermore, in an AT where the number of games or the difference in tokens can be increased, the "bell chain effect" of this embodiment may be applied so that the granting of the right to increase the number of games is equivalent to the execution of the bell chain effect, and the number of games or the difference in tokens can be increased when the bell chain effect is executed.
[0488] Furthermore, in the CZ, if the "bell chain effect" of this embodiment is applied and the player wins the breakthrough lottery multiple times in the CZ, the breakthrough right is stored when the player wins the breakthrough lottery for the second time or later. The stored breakthrough right is then consumed in the next CZ, and the bell chain effect may be executed.
[0489] (Effects of the present invention) (A1) A game state control means (in this example, execution of the process shown in Figure 22 by the main control unit 10) that can control the game to a specific game state (in this example, BB and SBB in the pseudo-bonus) that allows the game to be played in multiple game sections (in this example, rounds shown in Figure 21), In a specific game section (SR, MR in this example) among multiple game sections, a specific value addition means (in this example, the execution of the process shown in S404 of Figure 26 by the main control unit 10, and the execution of the process shown in S705 of Figure 30 by the main control unit 10) is capable of adding a specific value according to the game result (in this example, the execution of the process shown in S404 of Figure 26 by the main control unit 10), If the cumulative specific value, which is the sum of the added specific value, reaches a specified value (in this example, a specified number of games for SR or MR as shown in Figure 21) defined for the specific game section (in this example, SR or MR) before a predetermined number of games (in this example, a specified number of games for SR or MR as shown in Figure 21) are completed in the specified game section, the game section transition control means main control unit 10, which can control the game section following the specified game section (in this example, SR, MR, BC), executes the process shown in S408 of Figure 26 and the process shown in Figure 32. The system includes a game state termination means (in this example, the execution of the process shown in S409 of Figure 26 and the process shown in Figure 33(a) by the main control unit 10) which can terminate the specific game state if the cumulative specific value does not reach the predetermined value before a predetermined number of games are completed in the specified game section. The aforementioned specific value addition means is When predetermined conditions are met (in this example, the winning combination is achieved and the bell chain effect is executed), a predetermined number of the aforementioned specific add-to-values can be added (in this example, the main control unit 10 executes the process shown in S404 of Figure 26 and the main control unit 10 executes the process shown in S705 of Figure 30). Therefore, it is possible to keep players interested in continuing the game, thereby enhancing the enjoyment of the game.
[0490] In the above embodiment, BB and SBB in pseudo-bonuses are given as examples of specific game states, but the specific game state may be a different game state from that of the above embodiment, such as AT state or CZ.
[0491] Furthermore, in the above embodiment, the specific values added are given as examples the result of the internal lottery and the number of payout points based on the bell combination effect. However, the specific values added may be points based on different values than those in the above embodiment, such as the difference in the number of tokens or the number of wins.
[0492] Furthermore, while the above embodiment shows an example where the specific game state ends when a predetermined number of games are played in a specific game section, conditions may be set so that the specific game state does not end even if the number of games played in the specific game section exceeds the predetermined number. For example, if the number of games played in the specific game section exceeds the predetermined number, and the player wins a continuation lottery triggered by winning a predetermined winning combination, the game can be continued.
[0493] Furthermore, in the above embodiment, the predetermined conditions are given as examples of winning a winning combination and executing a bell chain effect, but different conditions from those in the above embodiment may be used as predetermined conditions, such as winning a rare combination or winning a predetermined combination (such as a bell) a predetermined number of times (such as 20 wins).
[0494] Furthermore, in the above embodiment, the predetermined number is given as an example of being determined based on the number of tokens paid out for the winning combination, but the predetermined number may be determined based on a different value from the above embodiment, such as the difference in tokens or the number of wins.
[0495] (A2) The specified value addition means is The number of game values corresponding to the game result (in this example, the maximum payout for the winning combination won by the internal lottery) can be added as the specified add value (in this example, points corresponding to the maximum payout). (In this example, the main control unit 10 executes the process shown in S404 of Figure 26). Therefore, by playing each game hoping for a result with a high added specific value, it is possible to increase interest in the results of each game and improve the enjoyment of the game.
[0496] (A3) The predetermined condition is the execution of a reel animation (in this example, the execution of the process shown in S705 of Figure 30 by the main control unit 10). Therefore, it is possible to pique interest in the reel's animations and enhance the enjoyment of the game.
[0497] (A4) The specified value addition means is The number of game value (15 in this example) corresponding to the specific identification information (in this example, the symbol combination corresponding to the middle 1st bell or the right 1st bell) that is stopped and displayed by the execution of the aforementioned reel animation can be added as the aforementioned specific add value (15 points in this example) (in this example, the main control unit 10 executes the process shown in S705 of Figure 30). Therefore, by adding specific values without causing any sense of incongruity, it becomes possible to prevent players from feeling distrustful of the game's content and to enhance the enjoyment of the game.
[0498] (A5) The execution of the reel animation can be postponed until the game section following the specified game section (in this example, the main control unit 10 executes the processes shown in S709 to S712 in Figure 30). Therefore, it is possible to trigger spinning animations at unexpected times, thereby enhancing the enjoyment of the game.
[0499] (A6) The above-mentioned multiple game sections are, The first game interval (MR in this example) is defined by the first number of games played (40 in this example) and the first specific value (300 in this example), The second game interval (SR in this example) includes a second game count (20 in this example) and a second specific value (150 in this example), The aforementioned first number of games played is This is a greater number of games than the second number of games mentioned above (Figure 21 in this example), The aforementioned first specific value is, This value is greater than the second specified value mentioned above (Figure 21 in this example). Therefore, by providing various game sections with different continuation conditions, it becomes possible to prevent specific game states from becoming monotonous, thereby improving the enjoyment of the game.
[0500] (Regarding prior art related to (A1) to (A6) above) Conventionally, a patent document (Japanese Patent Publication No. 2017-169625) discloses a gaming machine in which, in a specific gaming state such as an AT state that is advantageous to the player, a continuation lottery is performed at a predetermined timing, and if the player wins the lottery, the specific gaming state continues.
[0501] However, in the aforementioned gaming machine, the continuation lottery is only performed at predetermined timings, making it difficult to engage players regarding the continuation of a specific game state at times other than those predetermined timings. Therefore, there was room for improvement in enhancing the enjoyment of the game.
[0502] Therefore, the present invention aims to provide a gaming machine that can enhance the enjoyment of the game.
[0503] Furthermore, the gaming machine of the present invention can solve these problems that conventional gaming machines need to improve.
[0504] As a result, the outcome of each game is reflected in the determination of whether the specific game state will continue, keeping players interested in the continuation of that state at all times. Furthermore, even if players keep winning combinations with small payouts, there is a possibility of reaching the required points through the occurrence of reel animations, allowing them to play with hope for the continuation of the specific game state until the very end.
[0505] (B1) A determination means capable of determining whether to execute a reel spinning animation (in this example, a bell chain animation) in a specific game (in this example, a game in one of the rounds of SR, MR, and LR shown in Figure 21) (in this example, the execution of the processes shown in S701 and S702 in Figure 30 by the main control unit 10), When it is determined that the aforementioned reel animation will be executed (in this example, when the main control unit 10 determines "Yes" in S704 of Figure 30), a reward granting means (in this example, the execution of the process shown in S705 of Figure 30 by the main control unit 10) is provided that can grant a specific reward (in this example, payout points), The system includes an effect execution means that, if it is determined that the reel animation will not be executed in the specified game (in this example, if the main control unit 10 determines "Yes" in S709 of Figure 30), the right to execute the reel animation is carried over, and based on that right, the reel animation can be executed in a special game (in this example, the game in the round following the first round) which is a game following the specified game (a game in one of the rounds of SR, MR, or LR shown in Figure 21) (in this example, the execution of the process shown in S712 of Figure 30 by the main control unit 10, followed by the execution of the process in S703 at the start of the next round). Therefore, it is possible to trigger spinning animations at unexpected times, thereby enhancing the enjoyment of the game.
[0506] In the above embodiment, an example is given where payout points can be awarded as a reward. However, it is also possible to award different rewards from the above embodiment, such as round stock, addition of a specified number of games in a round, subtraction of a specified number of points in a round, pseudo-bonus stock, high probability number of games in which an SBB can be won, CZ stock, RB stock, etc.
[0507] In the above embodiment, an example is given where the bell chain animation is carried over when the continuation of the round is confirmed, but the bell chain animation may also be carried over even when the continuation of the round is not confirmed.
[0508] (B2) The determination means is It is possible to determine whether to execute the reel animation in a predetermined game (in this example, the next game within a round) which is a game after the specified game (in this example, a game in one of the rounds of SR, MR, and LR shown in Figure 21) and before the special game (in this example, a game in the round following the first round) (in this example, the main control unit 10 executes the process shown in S709 of Figure 30), The aforementioned performance execution means is If it is determined that the reel animation will not be performed in the predetermined game (in this example, when the main control unit 10 determines "Yes" in S709 of Figure 30), the reel animation can be performed multiple times in the special game (in this example, the main control unit 10 executes the processes shown in S711 and S712 of Figure 30). Therefore, it is possible to prevent the provision of unnecessary rewards in the designated game, thereby improving the enjoyment of the game.
[0509] (B3) The game includes a performance limiting means (in this example, the execution of the process shown in S710 to S712 of Figure 30 by the main control unit 10) that sets a limit on the number of times the reel performance can be performed in one game (5 times in this example). Therefore, it is possible to suppress the prolonged nature of the reel animations, thereby improving the enjoyment of the game.
[0510] (B4) The machine is equipped with a means for determining the number of times the reel animation is performed (in this example, the main control unit 10 performs the processes shown in S604, S608, and S610 in Figure 28), The aforementioned performance execution means is If the number determination means determines that the reel animation will be executed multiple times, the reel animation can be executed in the specified game and the special game (in this example, the main control unit 10 executes the processes shown in S707 and S712 of Figure 30). Therefore, even after a specific type of game, players can still anticipate the reel animation, thus enhancing the enjoyment of the game.
[0511] (Regarding the prior art related to (B1) to (B4) above) Conventionally, a patent document (Japanese Patent Publication No. 2023-002377) discloses a gaming machine that performs a spinning animation at the start of a pseudo-bonus.
[0512] However, the aforementioned reel animation only served to announce the start of a pseudo-bonus and failed to sufficiently enhance the enjoyment of the game.
[0513] Therefore, the present invention aims to provide a gaming machine that can enhance the enjoyment of the game.
[0514] Furthermore, the gaming machine of the present invention can solve these problems that conventional gaming machines need to improve.
[0515] As a result, the right to execute the reel animation can be carried over, allowing it to be executed at unexpected times, thereby enhancing the excitement of the game. Furthermore, since the reel animation is executed in conjunction with the awarding of a bonus, it can give players the impression that the bonus was awarded as a result of the reel animation. In addition, it avoids situations where bonuses can be awarded unnecessarily, allowing for efficient bonus distribution.
[0516] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine of the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention.
[0517] For example, in the above embodiment, the AT state was described as being controlled by a game count-managed AT, but it is not limited to this, and may be managed by at least one of the following: the difference in the number of tokens, the number of times the push-button navigation occurred, the number of times a small win occurred, the number of game tokens acquired, the number of game tokens paid out, etc. Furthermore, the targets managed may differ in each stage during the AT state.
[0518] Furthermore, although the above-described embodiment was explained using an AT machine as an example, the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines).
[0519] Furthermore, although the above embodiment described the case where a game count subtraction method is applied during AT, it is not limited to this, and a game count addition method may be used in which the AT ends when the number of games added for each game reaches an upper limit.
[0520] Furthermore, in the above-described embodiment, the normal game state was assumed to be controlled to either the normal section or the advantageous section, and the AT state was assumed to be controlled to the advantageous section. However, the invention is not limited to this, and each game state may be controlled to either the normal section or the advantageous section, or both.
[0521] Furthermore, the tables referenced in the various processes in the above-described embodiment are merely examples and are not limited to the tables mentioned above. Moreover, the winning probabilities related to the various tables are not limited to the values mentioned above and can be changed as appropriate.
[0522] Furthermore, while some tables have the same winning probability across all settings, and others have different winning probabilities for each setting, this is not limited to these cases. All tables may have the same or different winning probabilities across all settings. Additionally, some settings (even settings only, odd settings only, high settings only) may have different winning probabilities or referenced tables.
[0523] Furthermore, in the embodiments described above, if the expression includes content such as "the probability of the other is higher than that of the other" or "the probability of the other is lower than that of the other," the probability of one includes 0%, and the probability of the other includes 100%. Furthermore, in the above-described embodiment, the numerical value defined for control purposes is merely an example; it may be a numerical value with a range (2 or more) or a numerical value without a range (1).
[0524] Furthermore, in the above-described embodiment, the advantageous section limiter was explained as operating when the difference in the number of coins in one advantageous section reaches the upper limit, but it is not limited to this, and the advantageous section limiter may be set to operate when the number of games in one advantageous section reaches the upper limit. For example, the condition for ending the advantageous section may be set to be met when the condition "the number of games in one advantageous section (advantageous section game count) has reached the upper limit (for example, 4000 games)" is satisfied.
[0525] Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation.
[0526] Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan is activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation.
[0527] Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means.
[0528] Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may also perform some or all of these effects, and the main control unit 10 may operate as various means.
[0529] Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamari slot machines. Furthermore, the gaming machine may also be a gaming machine that uses physical game media such as actual tokens (slot machines).
[0530] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a motor was used as a variable display means. However, instead of this, or in addition to this, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image in which the reel or other symbols change on the display. [Explanation of Symbols]
[0531] 1. Coinless gaming machine 8 Display 10 Main Control Unit 20 Sub-control Unit
Claims
1. A game state control means capable of controlling a specific game state that includes a specific game section, A means for assigning game value that can assign a number of game value according to the game result, A storage means capable of storing a specific value that may fluctuate according to the number of game values assigned by the game value assignment means in the aforementioned specific game section, A determination means capable of determining whether a specific value stored in the storage means has reached a predetermined value defined for that specific game section, Equipped with, The aforementioned game state control means is: If the determination means determines that a specific value stored in the storage means has reached a predetermined value defined for that specific game section before the completion of a specified number of games in that specific game section, the specific game state can be continued. A gaming machine characterized by the following features.
2. The game includes a means for executing a spinning reel animation in the aforementioned specific game section, The aforementioned storage means is When a reel animation is performed by the animation execution means during the aforementioned specific game section, it is possible to change a stored specific value. The gaming machine described in feature 1.
3. The aforementioned storage means is In the reel animation performed by the aforementioned animation execution means, it is possible to change the stored specific value according to the number of game values corresponding to the specific identification information displayed at the stop. The gaming machine according to feature 2.
4. The aforementioned specific game state is, The initial number of games played is defined as the specific number of games played in the specific game section, A special game section is defined in which a special number of games, different from the aforementioned specific number of games, is set as the initial number of games played, Includes, The aforementioned storage means is In the aforementioned special game section, a specific value that may fluctuate according to the number of game values assigned by the game value assignment means can be stored. The determination means is In the aforementioned special game section, it is possible to determine whether the specific value stored in the storage means has reached a predetermined value defined in that special game section. The aforementioned game state control means is: If the determination means determines that a specific value stored in the storage means has reached a predetermined value defined for that specific game section before the completion of the specified number of games in that specific game section, it is possible to control the game to the special game section. In the aforementioned special game section, if the determination means determines that a specific value stored in the storage means has reached a specified value defined for that special game section before the completion of the game for the specified number of special game rounds, the specified game state can be continued. In the aforementioned specific game section, if a specific value stored in the storage means reaches a predetermined value defined for that specific game section before the specified number of games are played, the system includes an adding means that can add the remaining number of games in that specific game section to the number of games played in that special game section. The gaming machine according to feature 1 or 2.
Citation Information
Patent Citations
Game machine
JP2017169625A