Gaming machine

The gaming machine addresses engagement issues by generating and notifying advantageous states through variable display and operation controls, enhancing player interaction and enjoyment.

JP2026069728APending Publication Date: 2026-04-23KITA DENSHI CORP
View PDF 1 Cites 0 Cited by

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2026-02-24
Publication Date
2026-04-23

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player engagement and provide variable and strategic gameplay experiences, particularly in determining and notifying advantageous gaming states.

Method used

A gaming machine equipped with a determination means to generate specific gaming states advantageous to the player, featuring a notification means to notify the occurrence of these states with freeze control, and variable display means to display a plurality of information in a variable manner, start and stop operation means, and control means to manage these states based on predetermined wins, with higher notification probability when the stop operation is used.

Benefits of technology

Enhances player engagement by providing strategic gameplay experiences and variable notification of advantageous states, increasing player interaction and enjoyment.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026069728000001_ABST
    Figure 2026069728000001_ABST
Patent Text Reader

Abstract

To enhance the enjoyment of the game. [Solution] It is possible to create a first specific state (a CZ state in which item A is possessed) in which the occurrence of a pseudo-bonus is guaranteed if a rare role is won, and a second specific state (a CZ state in which item A is not possessed) in which the occurrence of a pseudo-bonus is not guaranteed even if a rare role is won. It is possible to notify the occurrence of a pseudo-bonus accompanied by freeze control that interrupts gameplay. In the first specific state, it is possible to control the system so that the probability of notifying the occurrence of a pseudo-bonus accompanied by freeze control is higher at the timing of the first stop operation than at the timing of the start lever operation.
Need to check novelty before this filing date? Find Prior Art

Description

Technical Field

[0001] The present invention relates to a gaming machine.

Background Art

[0002] Conventionally, there is known a gaming machine provided with 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, there is known a gaming machine that enhances the interest of the game by finely controlling the method of notifying a bonus according to the gaming situation of the player (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 is room for improvement in such conventional gaming machines.

Means for Solving the Problems

[0006] To solve the above problems, the present invention provides a gaming machine comprising: a determination means capable of determining whether or not to generate a specific gaming state advantageous to the player; and a notification means capable of notifying the occurrence of the specific gaming state, wherein the gaming machine comprises: a variable display means capable of displaying a plurality of identification pieces of information in a variable manner; a start operation means that can be operated to start the variable display in the variable display means; a stop operation means that can be operated to stop the variable display in the variable display means; and a control means capable of generating a first specific state in which the occurrence of the specific gaming state is confirmed if a predetermined small win is achieved; and a second specific state in which the occurrence of the specific gaming state is not confirmed even if a predetermined small win is achieved, wherein the notification means is capable of notifying the occurrence of the specific gaming state accompanied by freeze control to interrupt the game, and in the first specific state, it is possible to control the notification so that the proportion of notification of the occurrence of the specific gaming state accompanied by freeze control is higher when the stop operation means is operated than when the start operation means is operated. [Brief explanation of the drawing]

[0007] [Figure 1] This is a schematic front view showing the external appearance of the gaming machine. [Figure 2] This is a block diagram showing the control configuration of a gaming machine. [Figure 3] This diagram illustrates the arrangement of symbols on each reel. [Figure 4] This diagram shows the internal lottery table used when the main control unit performs the lottery for winning combinations. [Figure 5] This is a chart explaining the benefits of winning each role. [Figure 6] This is a diagram illustrating the transitions between game states in a gaming machine. [Figure 7] This diagram shows the state transition lottery table used in the state transition lottery during normal gameplay in the main control unit. [Figure 8] This is a diagram showing the point lottery table used in the point lottery during normal gameplay in the main control unit. [Figure 9]This diagram shows the item selection lottery table used in the item selection lottery during the CZ state in the main control unit. [Figure 10] This diagram shows the pseudo-bonus lottery table used in the pseudo-bonus lottery during the CZ state in the main control unit. [Figure 11] This diagram shows the freeze animation lottery table used in the CZ (Chance Zone) state lottery in the main control unit. [Figure 12] This flowchart shows the flow of the process for changing the performance mode in the main control unit. [Figure 13] This is a diagram illustrating the contents of the performance mode. [Figure 14] This is an explanatory diagram showing examples of animations that occur when a freeze animation is triggered. [Modes for carrying out the invention]

[0008] Embodiments of the present invention will be described below with reference to the drawings. Here, we will describe a slot machine as a suitable example of a gaming machine according to an embodiment of the present invention.

[0009] First, the overall configuration of slot machine 1 will be explained with reference to Figures 1 and 2. Slot machine 1 is intended to be installed in amusement facilities, etc. As shown in Figures 1 and 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, a special effect button 2d, an upper special effect button 2f, a coin slot 2, a start lever 3 (start operation means), reels 4, a stop button 5 (stop operation means), a display window 6, a coin dispensing device 7, a coin dispensing outlet 7b, a main display 8, a sub-display 17, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a notification lamp 13, a probability setting device 14, a display decorative frame 15, a drum unit 4d, an external output terminal 18, a main control device 10, and a sub-control device 20.

[0010] The main control device 10 and the sub-control device 20 each have a storage unit and a control unit, and are devices capable of performing various arithmetic processes and various controls, and are included in the concept of a computer. Each storage unit includes a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit includes a CPU or the like. Each control unit realizes various functions of the present embodiment by appropriately reading and executing various programs and the like stored in each storage unit.

[0011] [Schematic front view showing the appearance of the gaming machine] As shown in FIG. 1, a front door 1a is disposed on the front surface of the slot machine 1. The front door 1a is pivotally attached to one side (the left side when viewed from the front) of a main body (not shown) that is disposed on the rear side of the front door 1a and attached to island equipment (not shown) so as to be openable and closable, and is configured to be openable and closable to the front side in a single-opening format. Hereinafter, the left-right direction is shown in the state where the slot machine 1 is viewed from the front side.

[0012] When the slot machine 1 is viewed from the front side, a main display 8 is disposed at the center in the left-right direction at the upper part of the front door 1a. The main display 8 is composed of a liquid crystal display or the like capable of displaying a plurality of information such as information related to effects (effect images) as described later, and constitutes display means. In front of the main display 8 at the upper part of the front door 1a, a display decoration frame 15 having an opening at the center is disposed, and the main display 8 is disposed in a state where the display surface faces forward from the opening of the display decoration frame 15.

[0013] Speakers 9 are disposed on each of the left and right sides of the main display 8, and for example, can output sound effects corresponding to the effects displayed on the main display 8. Also, lamps 11 made of LEDs or the like are disposed on each of the left and right sides of the main display 8, and for example, can output light in a light emission mode corresponding to the light at the time of winning a combination or the effects displayed on the main display 8.

[0014] An upper effect button 2f, which is exemplified as an operation means, is disposed on the right side of the main display 8. The upper performance button 2f is a push-button that moves in the forward and backward directions. The pressing operation of the upper performance button 2f is detected by a non-contact sensor or the like, and output to the sub-control device 20 as operation information for the upper performance button 2f. In addition, the upper performance button 2f is equipped with a light source (not shown) consisting of an LED or the like, and the illumination of the light source can be used to indicate that the operation of the upper performance button 2f is valid.

[0015] In slot machine 1, a flat front panel 19, which has decorative elements and various function displays on its surface, is positioned in the vertical center of the front door 1a. Behind the front panel 19, a drum unit 4d equipped with a reel 4 as a variable display means is provided. Furthermore, a display window 6 made of a translucent material is formed approximately in the center of the front panel 19, allowing the design attached to the reel 4 to be viewed from the front.

[0016] Reel 4 consists of a left reel 4a, a middle reel 4b, and a right reel 4c arranged side by side in the left-right direction. The rotation axes of each reel 4a to 4c extend in the left-right direction, and their centers of rotation are set to be the same. Reels 4 (4a to 4c) have continuous patterns (identification information) on their circumferential surfaces, and these patterns are configured to be identifiable from outside the machine through the display window 6. As Reel 4 rotates in one direction, the patterns can be displayed in the display window 6, for example, by moving from top to bottom. Each reel 4a to 4c displays multiple patterns (for example, 21 patterns), and the types of patterns include, for example, "Replay," "Watermelon," "Cherry," "Bell," "Red 7," "Blue 7," and "Gold 7." However, the form of reel 4 is not limited to this; for example, the number of symbols on the surface may be other than 21.

[0017] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, and 12c are provided, corresponding to each reel 4a, 4b, and 4c, which can indicate the stopping order of the stop button 5, which will be described later. Below the display window 6 on the front panel 19, a notification lamp 13 is provided to indicate that the system is transitioning to a pseudo-bonus state, which will be described later.

[0018] A sub-display unit 17 is positioned to the right of the display window 6 (reel 4) on the front panel 19. The sub-display 17 is composed of a liquid crystal display or the like capable of displaying multiple pieces of information, such as information related to the performance (performance images), as described later, and constitutes a display means. Furthermore, although the sub-display unit 17 has a smaller display area than the main display unit 8, it is positioned closer to the reel 4 than the main display unit 8, making it easier to view the displayed image while observing the rotation and stopping status of the reel 4. The sub-display 17 may be located to the left of the display window 6 (reel 4). Alternatively, the sub-display 17 may be configured as a touch panel display.

[0019] Below the front panel 19, a step is formed that protrudes forward, and on the upper surface of the step, a coin slot 2, and an example of an operating means, a bet button 2a and an effect button 2d, are provided. The medal slot 2 is the part where the player inserts medals (game currency). Inside the medal slot 2 is a medal selector 2b (medal detection means), which is a sensor or the like that detects the medals inserted into the medal slot 2. Bet button 2a is a push-button used by the player to input the number of bets that will be the start of the game. With a single operation, the maximum number of bets allowed by slot machine 1 can be entered.

[0020] The performance button 2d is a push-button that moves vertically. The pressing operation of the performance button 2d is detected by a non-contact sensor or the like, and the operation information of the performance button 2d is output to the sub-control device 20. In addition, the performance button 2d is equipped with a light source (not shown) consisting of an LED or the like, and the illumination of the light source can be used to indicate that the operation of the corresponding performance button 2d is valid. The performance button 2d is positioned closer to the reel 4 than the upper performance button 2f mentioned above.

[0021] A start lever 3, a return button 2c, and a stop button 5 (as exemplified) are provided on the front of the stepped section. Start Lever 3 is a lever operated by the player to start the game. After the bet amount is entered, Start Lever 3 becomes active and the game can be started. The return button 2c is a push-button that moves in the forward and backward directions. It is used to cancel the set number of bets or to dispense medals stored as credit medals. The stop buttons 5 are buttons for stopping the rotating reels 4, and consist of push-type buttons that move in the forward and backward directions. The left stop button 5a, middle stop button 5b, and right stop button 5c are arranged horizontally at predetermined intervals, corresponding to the left reel 4a, middle reel 4b, and right reel 4c.

[0022] Below the front door 1a of the slot machine 1, there is a medal payout port 7b from which medals dispensed from the medal payout device 7 are discharged.

[0023] [Block diagram showing the control configuration of a gaming machine] Figure 2 shows a block diagram of the control system in the slot machine 1 according to this embodiment. As shown in Figure 2, the slot machine 1 includes a main control unit 10 that performs tasks such as drawing winning combinations and controlling the progress of the game, and a sub-control unit 20 that is configured to communicate with the main control unit 10 and performs various performance control tasks based on control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is restricted to one direction only, from the main control unit 10 to the sub-control unit 20, preventing the input of unauthorized signals from the sub-control unit 20 to the main control unit 10.

[0024] The main control unit 10 is connected to the bet button 2a, medal selector 2b, return button 2c, start lever 3, stop button 5, probability setting device 14 (setting means), external output terminal 18, medal dispensing device 7, notification lamp 13, and drum unit 4d via communication cables, and is capable of controlling each of these devices. The main control unit 10 also includes a memory unit (memory means) and a control unit.

[0025] The probability setting device 14, as a setting means, allows the player to change the degree of advantage in multiple stages by changing the probability of transitioning to a specific game state (e.g., AT state) (winning probability) in multiple stages (e.g., 6 stages). The main control device 10 performs a process to set the probability of transitioning to a specific game state to one of multiple probability values ​​with different probabilities, based on the probability setting operation in the probability setting device 14. The probability setting device 14 sets the probability values ​​such that setting 1 is the lowest probability value, and the probability value increases with larger numbers, with setting 6 being the highest probability value. Therefore, setting 1 is the setting least advantageous to the player (the setting with the lowest degree of advantage), and the probability value increases with larger numbers, with setting 6 being the setting most advantageous to the player (the setting with the highest degree of advantage).

[0026] Alternatively, the probability of transitioning to a specific game state may be controlled by a fixed probability value, without being affected by the setting value of the probability setting device 14. Furthermore, by changing the probability of transitioning to the CZ state or pseudo-bonus state based on the setting value in the probability setting device 14, the degree of advantage for the player can be changed in multiple stages. In addition to specific game states, the probability of winning a predetermined minor role (for example, the bell role) may be changed to multiple levels (for example, 6 levels).

[0027] The external output terminal 18 outputs information related to gameplay on slot machine 1 to a management device (not shown) and a calling device (not shown) installed in the amusement parlor. The main control device 10 controls the output of information for collecting various data such as the number of games played on slot machine 1, the number of tokens inserted, the number of tokens paid out, the number of times advantageous game states for the player occurred, and the transition period.

[0028] The drum unit 4d is a device that integrates reels 4a to 4c and stepping motors (not shown) that rotate each of the reels 4a to 4c. The medal dispensing device 7 has a medal storage unit (not shown) that collects medals inserted into the medal selector 2b as medals before dispensing, and dispenses the medals stored in the medal storage unit to the medal dispensing port 7b. The medal dispensing device 7 is equipped with a sensor that detects the dispensed medals. The medal selector 2b is located downstream of the medal slot 2 and is equipped with a sensor that detects medals inserted into the medal slot 2.

[0029] The storage unit of the main control device 10 stores various information such as game programs related to the game, tables for determining small wins and AT status, etc. Furthermore, the main control unit 10 operates using a control unit and a storage unit that stores programs, thereby performing processing related to the progress of gameplay on the slot machine 1.

[0030] The main control unit 10 performs processes such as starting the game and sampling random numbers from a random number generator (not shown) based on the signal from the start lever 3. Then, it performs a lottery process for winning combinations based on the sampled random numbers. Furthermore, according to the control program of the memory unit, it performs a random number generation process by updating the random numbers at predetermined timings, and performs processes such as lottery processes for transitioning between game states based on the generated random numbers.

[0031] In other words, the main control device 10 is equipped with a lottery means that, in response to the execution of a game, determines whether or not to grant benefits such as minor roles or pseudo-bonus states. Furthermore, the lottery patterns using random numbers are not limited to those mentioned above. For example, the lottery for winning combinations may be based on random numbers generated by software, and the lottery for transitioning to pseudo-bonus states or AT states, or for adding bonuses, may be based on random numbers generated by a random number generator. Alternatively, all lotteries may be performed using random numbers generated by software or random numbers generated by a random number generator.

[0032] Furthermore, the main control unit 10 controls the rotation of the reels 4 based on signals from the start lever 3. Based on signals from sensors (not shown) provided on each reel 4a, 4b, and 4c, the main control unit 10 detects the rotational position of each reel 4a, 4b, and 4c, and is able to determine the rotational position of the symbols on each reel 4a, 4b, and 4c. Then, based on signals from the stop button 5, it controls the reels to stop the desired symbols within the display window 6.

[0033] Furthermore, the main control device 10 enables gameplay of the slot machine 1 by controlling game progression processing, including internal lottery processing, management of various information stored in the memory unit, and devices such as the medal payout device 7, in response to the operation of the operation unit such as the start lever 3.

[0034] The sub-control unit 20 is connected to the performance button 2d, upper performance button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, and sub-display 17 via communication cables and is capable of communication. The sub-control unit 20 controls these devices according to the control information from the main control unit 10. The sub-control unit 20 also includes a memory unit and a control unit.

[0035] The storage unit of the sub-control device 20 stores various information such as programs related to the performance, performance image data, and audio data. The sub-control unit 20 operates using a control unit and a memory unit that stores programs, and performs processing such as effects synchronized with the gameplay of the slot machine 1 in response to commands (control information) from the main control unit 10. For example, it controls the main display unit 8, lamps 11, speaker 9, etc., to display effect images indicating transitions in game state, output sound effects, and lamp effects.

[0036] Furthermore, the sub-control device 20 can control the switching timing of each effect based on signals from the effect button 2d and the upper effect button 2f. Either or both of the main control device 10 and the sub-control device 20 constitute the first game control means, the second game control means, the second symbol extraction control means, the variable display direction control means, the bonus granting determination means, the bonus type determination means, and the operation assist means according to the present invention.

[0037] [Basic gameplay of a gaming machine] Next, referring to Figures 3 to 5, the basic gameplay of the slot machine 1, which is implemented by the control of the main control device 10, will be explained.

[0038] First, to start the game, insert tokens into token slot 2, or set the number of tokens to bet using the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, 3), one of the conditions for starting the game is met, and the player enters a state where they have the right to play one game.

[0039] In this game-startable state, the operation of start lever 3 becomes active. When start lever 3 is tilted in this active state, all the conditions for starting the game are met, the game starts, and reels 4a to 4c, which display multiple symbols, begin to move. At the same time, an internal lottery process is executed to determine the results of the current game's draw for multiple roles (including misses), such as replays, minor roles, and bonus roles, as well as the transition to a pseudo-bonus state, before reel 4 stops. In the internal lottery process, the winning combination for the current game is determined by drawing lots from among multiple winning combinations based on predetermined winning probabilities. For example, the lottery may yield results such as a replay combination or a bell combination.

[0040] Furthermore, even if the main control unit 10 receives a signal from the start lever 3, if the elapsed time since the start of reel 4 rotation in the previous game has not reached a predetermined time (for example, 4.1 seconds), it will temporarily delay the start of reel 4 rotation (inserting a waiting time) to limit the number of games played per unit time (for example, 1 minute) to a predetermined number (for example, 14). In other words, the main control unit 10 is equipped with a game count limiting means that can limit the number of games played per unit time to a predetermined number. This control ensures that the minimum execution time required for one game is set to a predetermined time (for example, 4.1 seconds). Furthermore, the period for monitoring the minimum execution time described above does not have to be set based on the start of reel 4's rotation between games. For example, it could be based on the point in time when the stop button 5 is activated. Any point in time can be used as the basis as long as the number of games per unit time can be monitored.

[0041] Each reel 4a to 4c is an example of a display means, and as shown in Figure 3, multiple symbols (replay, bell, watermelon, cherry, BAR, red 7, blue 7, gold 7) are displayed on the circumferential surface of each reel 4a to 4c in a predetermined arrangement, and the rotation speed is gradually increased from a stopped state until it reaches a steady rotation at a constant speed. When this steady rotation is reached, the stop buttons 5a to 5c, which are provided for each reel 4a to 4c, become pressable.

[0042] In this state, when each stop button 5a to 5c is pressed, each reel 4a to 4c is controlled to stop in a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process. The stop control for each reel 4a to 4c has a set pull-in range, and a predetermined number of symbols (for example, 4) located in the reverse rotation direction (upward) from the symbol at the time of the stop operation can be pulled in. Only any of the symbols within this pull-in range can be stopped on the active line (pull-in stop control).

[0043] When stopped, the three consecutive symbols displayed on reels 4a to 4c, which are arranged vertically, stop (stop display) so that they face out of the machine through the display window 6. Whether or not a prize has been won is determined based on the manner in which the symbols are displayed at this time. Winning is determined based on the combination of symbols that stop on the middle winning line connecting the middle symbols of each reel 4 within the display window 6.

[0044] Winning combinations, such as minor roles and replay roles, are determined based on the combination of symbols on these winning lines. Small wins include, for example, the ordered bell win, the watermelon win, the cherry win, and the single-coin win.

[0045] Furthermore, the push-order bell symbols include six types, 1 to 6, where pressing one of the six possible button presses (for example, "5a→5b→5c", "5c→5b→5a", etc.) to operate the stop buttons 5a to 5c, resulting in the corresponding symbol combination ("bell, bell, bell") being displayed. If the stop buttons 5a to 5c are operated using any of the other five button presses (any button presses other than the specific ones) for these push-order bell symbols 1 to 6, the corresponding symbol combination ("bell, bell, bell") will not be displayed, and other symbol combinations such as "bell, bell, replay" (referred to as "bell spill") will be displayed.

[0046] Furthermore, when a push-order bell combination is won, regardless of whether the second or third stop button 5 is operated, if only the first stop button 5 is operated in a specific order, the reel 4 may be controlled to stop so that the symbol combination corresponding to the push-order bell combination stops. Also, there may be three types of push-order bell combinations, 1 to 3, rather than being limited to six.

[0047] The watermelon symbol is a rare symbol combination where the corresponding symbols are "watermelon, watermelon, watermelon". The Cherry symbol is a rare symbol combination that corresponds to "Cherry-ANY-ANY". There is a weak Cherry symbol where the Cherry stops in the upper or lower position of the left reel 4a, and a strong Cherry symbol where the Cherry stops in the middle position of the left reel 4a.

[0048] A single-coin win is a minor win where the corresponding symbol combination is "bell-bell-replay". Therefore, when a single-coin win is achieved, the same symbol combination as the "bell spill" mentioned above will stop.

[0049] The replay combination is one in which the corresponding symbol combination is "replay, replay, replay". Chance symbols are small wins where the corresponding symbol combination is "bell-watermelon-watermelon" (chance combination). Along with watermelon and cherry symbols, they are set as so-called rare symbols with a relatively low probability of being won in the internal lottery process. Furthermore, rare roles are categorized as follows: weak cherry and watermelon roles, which have a relatively high probability of being won, are designated as weak rare roles, while strong cherry and chance roles, which also have a relatively high probability of being won, are designated as strong rare roles. Furthermore, for winning combinations other than the replay and single-coin combinations, players must aim to stop the reels at the corresponding symbols (so-called "eye-stopping" operations), and even if a win occurs and the reel is stopped, the corresponding symbol combination is not guaranteed to stop.

[0050] Furthermore, in the slot machine 1 of this embodiment, in addition to the minor wins mentioned above, bonus wins are also possible. The bonus role is a role that, upon winning, transitions the game state to the bonus state. When a bonus role is won, the stopping control of reel 4 is adjusted to allow a special combination of symbols (for example, "7-BAR-7") on the active payline. If the special combination of symbols stops on the active payline and the bonus role is won, the game state transitions to the bonus state. During the bonus state, the draw for winning combinations is conducted in such a way that there is virtually no increase or decrease in the number of medals (a so-called "zero bonus"). Furthermore, the right to win a bonus is maintained until the bonus is won (bonus carryover), and in normal gameplay, the bonus is executed for most of the time while the bonus is carryover.

[0051] Furthermore, the main control unit 10 and the sub-control unit 20 are capable of generating AT (Assist Time) as a game state related to the push-order bell role. In AT, when a push-order bell role is won, the main display unit 8 and the navigation lamp 12 notify the player of the order in which to press the buttons for the won push-order bell role (execute push-order navigation). Therefore, the occurrence of AT makes it easy for players to acquire medals, and this is controlled during the pseudo-bonus state described later.

[0052] In the main control unit 10, when each game is executed, a lottery is held for each of the above-mentioned roles based on the extraction of a predetermined random number. As shown in Figure 4, for example, if the setting value in the probability setting device 14 is set to setting 1, the probability of winning each role is set to 8982 / 65536 for the replay role, 1-coin role is set to 14400 / 65536 for the single-coin role, 650 / 65536 for the weak cherry role, 164 / 65536 for the strong cherry role, 919 / 65536 for the watermelon role, 491 / 65536 for the chance role, 6981 / 65536 for each of the push-order bell roles 1 to 2, and 6492 / 65536 for each of the push-order bell roles 3 to 6. Furthermore, the winning probabilities for each role in settings 2 through 6 are set to the values ​​shown in the diagram, although a detailed explanation will be omitted.

[0053] Note that the winning probabilities for each role shown in Figure 4 are values ​​while the bonus is being carried over, but the winning probabilities are the same even when the bonus role has not been won (when the bonus is not being carried over). However, when the bonus is not being carried over, there is a predetermined probability of winning a bonus role at the same time as winning a replay role. Furthermore, while there are currently six types of button-press sequence bell symbols, it would be possible to set the number of button-press sequence bell symbols to 12 by including symbols that require not only button-press sequence but also precise timing.

[0054] Then, at the end of the game, which involves drawing lots for each of the above roles, the winning combinations of small roles, replay roles, and bonus roles are determined based on the combinations of symbols that stopped (determination means). If the result of the determination is that the combination of symbols corresponds to the respective combination mentioned above, a prize is awarded and a game value (reward) corresponding to the winning combination is granted. For example, when a combination of symbols corresponding to a minor role such as a bell, cherry, or watermelon stops, it is determined that a minor role has been won, and the medal payout device 7 is driven and controlled so that a predetermined number of medals are dispensed through the medal payout port 7b.

[0055] Specifically, as shown in Figure 5, when a replay combination is displayed, if a replay is achieved, the next game can be played with the same bet amount as the previous game without inserting any more medals (without setting a bet amount). Additionally, if a combination of symbols corresponding to a single-coin win, a weak cherry win, a strong cherry win, or a chance win is displayed, one medal will be dispensed for each combination. Additionally, if a combination of symbols corresponding to the watermelon symbol stops and is displayed, six medals will be dispensed.

[0056] Additionally, when the push-order bell combinations 1-2 are won, 3 medals will be dispensed if the corresponding symbol combinations stop and are displayed. When the push-order bell combinations 3-6 are won, 10 medals will be dispensed if the corresponding symbol combinations stop and are displayed. Additionally, when a specific sequence of button presses (bell combinations 1-6) is won, if the stop buttons 5a-5c are operated in a sequence other than the specified sequence (one of five possible sequences), one medal will be dispensed. Furthermore, the winning probabilities and payout amounts for the sequenced bell combinations 3 through 6 are set to increase the number of medals held by the player during the pseudo-bonus state (AT state), which will be described later. Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be different from the numbers mentioned above. Furthermore, the symbol combinations corresponding to all roles may be composed of symbols that require precise timing, or they may be composed of symbols that do not require precise timing.

[0057] [Game section] The main control unit 10 can control the game to either a normal section (non-advantageous section) or an advantageous section. The normal section is a gameplay section in which no button-pressing navigation is performed. The normal section begins when the next game starts after the advantageous section ends, and ends when the conditions for transitioning to the advantageous section are met. The game is also controlled to the normal section when the main control unit 10 is reset.

[0058] The advantageous period begins when the conditions for transitioning to the advantageous period are met in the normal period and the next game starts, and ends when the predetermined conditions for ending the advantageous period are met. The conditions for transitioning to the advantageous period are, for example, winning a predetermined role (for example, a role other than a single-coin role) in the internal lottery during the normal period. The conditions for ending the advantageous period are, for example, when slot machine 1 (main control device 10) is reset (including when the settings are changed). Furthermore, the timing of the transition to the advantageous period does not have to be at the time mentioned above. For example, it could be at the end of the game in which the conditions for transitioning to the advantageous period were met (such as the moment when the last operation of pressing stop button 5 ends). In this case, the transition to the advantageous period will occur before the next game starts.

[0059] The advantageous period is a gameplay section in which button-press order navigation may be performed, and because button-press order navigation may be performed, it is a gameplay section that is more advantageous for the player compared to the normal period. The button press order navigation is performed, for example, by displaying a navigation image on the main display unit 8 or outputting navigation audio from the speaker 9. By operating the stop button 5 according to the navigation image or audio, the player can play the game in a way that is advantageous in winning a prize (in this embodiment, the button press order bell prize). Therefore, the advantageous period can be described as a game period in which specific information regarding advantageous stopping operations, such as navigation images and navigation voices, can be notified to the player via the main display 8 and speaker 9. In other words, the advantageous period can be described as a gameplay period in which the player's advantageous state can be controlled by the execution of button-press navigation. Additionally, a lamp that lights up when the game enters a favorable period may be provided.

[0060] Furthermore, slot machine 1 is equipped with a limiter function (hereinafter simply referred to as the limiter) to limit the number of medals that the player can acquire, and the conditions for ending the advantageous period are met even when the limiter is activated. For example, the limiter is activated when the net number of tokens dispensed (number of tokens paid out - number of tokens inserted) during a single advantageous period reaches the upper limit (for example, +2400 tokens).

[0061] In addition, the limiter is also set to activate when the number of games in a single advantageous period (advantageous period games) reaches the upper limit (for example, 4000 games). Therefore, the limiter will activate when either the difference in the number of tokens in a single advantageous period reaches the maximum number of tokens, or the number of games played in a single advantageous period reaches the maximum number of games. In this embodiment, the advantageous period generally continues until the limiter is activated even after the pseudo-bonus ends. However, the conditions for ending the advantageous period may be met in part when the pseudo-bonus ends, or the decision on whether or not to end the advantageous period may be made based on the difference in the number of coins at the end of the pseudo-bonus. Alternatively, the limiter may be set to activate only when the net number of tokens in a single advantageous period reaches the maximum limit, and no upper limit may be set on the number of games in a single advantageous period. Furthermore, the advantageous period may be considered to end when any of the above-mentioned conditions for ending the advantageous period are met.

[0062] Furthermore, in addition to the limiter function described above, the slot machine 1 of this embodiment is also equipped with a so-called complete function (also simply called complete) that limits the number of medals actually won by the player from the time the power to the slot machine 1 is turned on until it is turned off. When the net increase in medals from the time the power to the slot machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 medals), the game is put into a state where it is impossible to play, and the game is stopped, making it impossible to play any further games. Therefore, the number of tokens a player can win during the operating hours of a gaming establishment 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 parlor, and a player is able to acquire a very large number of tokens before the limiter function activates, the complete function will activate first, preventing the amusement parlor from incurring a significant loss even if the net number of tokens won is extremely small.

[0063] [Transition of game state] Next, the transitions in the game state during the advantageous period in the slot machine 1 of this embodiment will be explained with reference to Figure 6.

[0064] As shown in Figure 6, the gameplay of the slot machine 1 in this embodiment is performed in multiple game states, including a normal game state (non-AT state), a CZ state (non-AT state), and a pseudo-bonus state (AT state), which is an example of a specific game state advantageous to the player. The main control device 10 can control the transition from one game state to another based on the fulfillment of predetermined transition conditions.

[0065] (Normal gameplay state) The normal game state is the state in which the player remains when the main control device 10 of the slot machine 1 is reset, and it is a disadvantageous state for the player as the button press order navigation is not performed.

[0066] • Transition process from normal gameplay to CZ state or pseudo-bonus state (arrows a and e in Figure 6) [State transition lottery] The main control unit 10 performs a state transition lottery based on the game played during normal gameplay to determine whether or not to transition to a CZ state or a pseudo-bonus state. Based on the result of the state transition lottery, it transitions from the normal gameplay state to the CZ state or the pseudo-bonus state. In other words, since the main control unit 10 is capable of performing a state transition lottery, it includes a determination means that can determine whether or not to generate a specific gameplay state (pseudo-bonus state) that is advantageous to the player.

[0067] Figure 7 shows the state transition lottery table used in the state transition lottery. The state transition lottery is performed based on a random number (random number with a range of 256 types) extracted during the execution of a game in the normal game state (at the start or end of the game, hereinafter the same), the result of the role lottery in that game (whether it is a non-rare role or a rare role), and a set value. If the lottery is won, the right to transition to the CZ state is granted.

[0068] Figure 7(a) shows the state transition lottery table used when the result of the role lottery is a non-rare role (including misses).

[0069] As shown in Figure 7(a), for example, in setting 1, there is a 240 / 256 chance of a miss (no transition in game state), a 10 / 256 chance of transitioning to the CZ state, and a 6 / 256 chance of transitioning to the pseudo-bonus state. Although a detailed explanation will be omitted, settings 2 through 6 are also set to the values ​​shown in the diagram and are controlled in a similar manner.

[0070] Figure 7(b) shows the state transition lottery table used when a rare role is drawn in a game.

[0071] As shown in Figure 7(b), for example, in setting 1, there is a 184 / 256 chance of a miss (no transition in game state), a 38 / 256 chance of transitioning to the CZ state, and a 34 / 256 chance of transitioning to the pseudo-bonus state. Although a detailed explanation will be omitted, settings 2 through 6 are also set to the values ​​shown in the diagram and are controlled in a similar manner.

[0072] As described above, it is easier to transition to the CZ state or pseudo-bonus state when a rare role is won than when a non-rare role is won. Furthermore, in both cases, the higher the setting value, the easier it is to transition to the CZ state or pseudo-bonus state.

[0073] In this embodiment, examples are given of transitioning to the CZ state or pseudo-bonus state during the state transition lottery, but the transition to the CZ state or pseudo-bonus state may also be triggered by the completion of a predetermined number of games.

[0074] Furthermore, although this embodiment describes an example in which no premonition state is provided to indicate the result of the state transition lottery, a premonition state may be provided. If a premonition state is provided, the type and form of the premonition state can be set as appropriate, for example, by providing a real premonition state that is entered when it is decided to transition to a CZ state or a pseudo-bonus state, and a false premonition state that is entered when it is decided to maintain the normal game state.

[0075] [Points awarded by lottery] The main control unit 10 performs a point awarding lottery to award points to the player during normal gameplay. The main control unit 10 then accumulates and stores the number of points decided to be awarded in the point awarding lottery. If the number of points at the time it is decided to transition to the CZ state in the state transition lottery is equal to or greater than a predetermined number of points (for example, 1000 points), the main control unit 10 performs a lottery to award a bonus to the player. In this embodiment, items A to C are provided as bonuses. Then, an item selection lottery is performed to select which item to award.

[0076] Figure 8 shows the point allocation lottery table used in the point allocation lottery. The point lottery is conducted based on random values ​​(random values ​​with a range of 256 types) extracted during gameplay in normal game mode, and the results of the draw for winning combinations in that game. Points are awarded if the draw is successful.

[0077] As shown in Figure 8, for example, if the result of the draw for a role is anything other than a replay role, a weak rare role, or a strong rare role (including a miss) (indicated as "Other" in the figure), the system controls the outcome to be 0 points with a probability of 128 / 256, 5 points with a probability of 64 / 256, 10 points with a probability of 32 / 256, 10 points with a probability of 32 / 256, and 50 points with a probability of 0 / 256. Although a detailed explanation will be omitted, the replay role, weak rare role, and strong rare role are also set to the values ​​shown in the diagram and are controlled in the same way.

[0078] [Item Selection Lottery] The main control unit 10 determines whether the points accumulated during normal gameplay are 1000 points or more when it is decided in the state transition lottery to transition to the CZ state. If the points are 1000 points or more, it performs an item selection lottery to select which of items A to C to award.

[0079] Item A is an item that guarantees a transition to a pseudo-bonus state when a rare role (a specific minor role) is won in the CZ state. In other words, a CZ state in which item A is possessed can be described as a first specific state in which a pseudo-bonus state is guaranteed if a rare role is won. On the other hand, a CZ state in which item A is not possessed can be described as a second specific state in which a pseudo-bonus state is not guaranteed even if a rare role is won. Whether the first or second specific state is triggered can be determined by the number of points accumulated until the conditions for transitioning to the CZ state are met. Note that rare roles include both strong rare roles and weak rare roles.

[0080] Item B is an item that guarantees a return to the pseudo-bonus state if the button sequence is correct when the CZ state ends and a push-order bell is won (the first win after the CZ state ends).

[0081] Item C is an item that increases the probability of transitioning to a pseudo-bonus state while in CZ state. In this embodiment, the system is configured to select one of items A to C when the accumulated points are 1000 points or more. However, if the accumulated points are a multiple of 1000 points (2000 points, 3000 points, etc.), the system may be configured to perform multiple item selection draws and award multiple items.

[0082] Figure 9 shows the item selection lottery table used in the item selection lottery. The item selection lottery is performed based on a random value (a random value with a range of 256 types) that is extracted when it is decided to transition to the CZ state in the state transition lottery.

[0083] For example, item A is selected with a probability of 64 / 256, item B with a probability of 32 / 256, and item C with a probability of 160 / 256.

[0084] (CZ state) In the CZ state, when a button-pressing sequence bell combination is won, no button-pressing sequence navigation is provided, but a lottery process for transitioning to a pseudo-bonus state is performed, making it a favorable game state for the player. Since the CZ state has the potential to transition to a guided bonus state, it is positioned as a chance zone in the flow of the game. During the CZ state, control information regarding the CZ state is transmitted from the main control unit 10 to the sub-control unit 20, and under the control of the main control unit 10 and the sub-control unit 20, various effects and the remaining number of games during the CZ state are displayed on the main display unit 8. Note that even if a specific button sequence is won during the CZ state, the button sequence navigation will not be performed. However, it is possible to make the button sequence navigation perform when a specific button sequence is won, or to make the button sequence navigation perform only in a portion of the cases when a specific button sequence is won, i.e., with a predetermined probability (for example, 40%) when a specific button sequence is won.

[0085] • Transition process from CZ state to pseudo-bonus state (arrow b in Figure 6) [Simulated Bonus Lottery] The main control unit 10 performs a pseudo-bonus lottery for each game during the CZ state to determine whether or not to transition to the pseudo-bonus state. In other words, since the main control unit 10 is capable of performing a pseudo-bonus lottery, it includes a determination means that can determine whether or not to generate a specific game state (pseudo-bonus state) that is advantageous to the player.

[0086] Figure 10 shows the pseudo-bonus lottery table used in the pseudo-bonus lottery. In the figure, the right to transition to the pseudo-bonus state is granted when the lottery result indicates "winning". The pseudo-bonus lottery is performed based on a random number (a random number with a range of 256 types) extracted at the time of game execution (at the start or end of the game, hereinafter the same) and the type of item owned.

[0087] Figure 10(a) is a pseudo-bonus lottery table used when you do not own item C and do not own item A. As shown in Figure 10(a), for example, if the result of the draw for a role is anything other than a replay role, a weak rare role, or a strong rare role (including a miss) (indicated as "Other" in the figure), the system is controlled so that there is a 255 / 256 chance of missing and a 1 / 256 chance of winning. Also, if the result of the draw for a role is a replay role, the system is controlled so that there is a 192 / 256 chance of missing and a 64 / 256 chance of winning. Also, if the result of the draw for a role is a weak rare role, the system is controlled so that there is a 96 / 256 chance of missing and a 160 / 256 chance of winning. Also, if the result of the draw for a role is a strong rare role, the system is controlled so that there is a 64 / 256 chance of missing and a 192 / 256 chance of winning.

[0088] Figure 10(b) is a pseudo-bonus lottery table used when item C is not owned, but item A is owned. As shown in Figure 10(b), for example, if the result of the draw for a role is anything other than a replay role, a weak rare role, or a strong rare role (including a miss) (indicated as "Other" in the figure), the system is controlled so that there is a 255 / 256 chance of missing and a 1 / 256 chance of winning. Also, if the result of the draw for a role is a replay role, the system is controlled so that there is a 192 / 256 chance of missing and a 64 / 256 chance of winning. Also, if the result of the draw for a role is a weak rare role, the system is controlled so that there is a 0 / 256 chance of missing and a 256 / 256 chance of winning. Also, if the result of the draw for a role is a strong rare role, the system is controlled so that there is a 0 / 256 chance of missing and a 256 / 256 chance of winning.

[0089] Figure 10(c) shows the pseudo-bonus lottery table used when item C is owned. Note that one of items A through C will be selected, so it is impossible to own item A when you own item C. As shown in Figure 10(c), for example, if the result of the draw for a role is anything other than a replay role, a weak rare role, or a strong rare role (including a miss) (indicated as "Other" in the figure), the system is controlled so that there is a 224 / 256 chance of a miss and a 32 / 256 chance of a win. Also, if the result of the draw for a role is a replay role, the system is controlled so that there is a 128 / 256 chance of a miss and a 128 / 256 chance of a win. Also, if the result of the draw for a role is a weak rare role, the system is controlled so that there is a 64 / 256 chance of a miss and a 192 / 256 chance of a win. Also, if the result of the draw for a role is a strong rare role, the system is controlled so that there is a 32 / 256 chance of a miss and a 224 / 256 chance of a win.

[0090] As described above, if you win a rare role while possessing item A, transition to the pseudo-bonus state is guaranteed. Also, when you possess item C, the probability of transitioning to the pseudo-bonus state is higher than when you do not possess item C.

[0091] [Notification of pseudo-bonus win] In this embodiment, if the state transition lottery in the normal game state determines that the player will transition to the pseudo-bonus state, the main control device 10 lights up the notification lamp 13 (see Figure 1) to indicate that the transition to the pseudo-bonus state has been confirmed. Specifically, the main control device 10 lights up the notification lamp 13 when the start lever is operated in the game following the game in which the state transition lottery in the normal game state determined that the player would transition to the pseudo-bonus state. A pattern may also be included in which notification is given at the end of the game in which the state transition lottery determined that the player would transition to the pseudo-bonus state. Furthermore, if the player wins the pseudo-bonus lottery in the CZ state, the main control unit 10 will execute a freeze animation, and the sub-control unit 20 will light up the lamp 11 in a specific manner to indicate that the transition to the pseudo-bonus state has been confirmed. In other words, the notification lamp 13, the freeze effect, and the lamp 11 constitute a first notification means capable of notifying the occurrence of a specific game state (pseudo-bonus state).

[0092] The freeze effect is an effect in which the main control device 10 executes freeze control to interrupt the game. In this embodiment, the freeze control interrupts the game by delaying the activation of the operation of the start lever 3 or the operation of the stop button 5. The player then feels something is amiss when they operate the start lever 3 or the stop button 5 but no action is taken in response, and realizes that they have won the pseudo-bonus lottery. Thus, in this embodiment, it is possible to notify the player of the occurrence of a pseudo-bonus state accompanied by freeze control that interrupts the game.

[0093] Furthermore, the sub-control device 20 can execute effects in accordance with the progress of the game based on the results of the state transition lottery and the pseudo-bonus lottery by controlling the main display 8, speaker 9, and lamp 11. These effects suggest the results of the state transition lottery and the pseudo-bonus lottery. For example, when the start lever 3 is operated or stopped, the results of the pseudo-bonus lottery are suggested by displaying a cut-in image on the LCD display 8, executing an advanced effect on the LCD display 8, outputting an effect sound from the speaker 9, or lighting up the lamp 11. In other words, the slot machine 1 is equipped with a main display 8, a speaker 9, and a lamp 11 as performance means that can execute performances according to the progress of the game based on the determination results of the determination means (the results of the state transition lottery and the pseudo-bonus lottery).

[0094] Then, while the above-described effects are performed, in normal gameplay, when the notification lamp 13 lights up, the transition to a pseudo-bonus is confirmed, and in the CZ state, when the freeze effect is executed and the lamp 11 lights up in a specific manner, the transition to a pseudo-bonus is confirmed. In this embodiment, when the freeze effect is executed, the main display 8 is also displayed on the main display unit 8 under the control of the sub-control device 20.

[0095] Furthermore, when the main control device 10 wins a pseudo-bonus lottery in the CZ state, it determines the timing of the freeze effect (in other words, the timing of the lamp 11 lighting up in a specific manner) by a freeze effect lottery.

[0096] In this embodiment, the timing for the freeze effect is set as when the start lever 3 is operated, when the first stop operation (first stop operation) is performed, when the second stop operation (second stop operation) is performed, and when the third stop operation (third stop operation) is performed. Furthermore, if a freeze animation occurs when operating the start lever 3, the activation of the first stop operation will be delayed, interrupting the game. If a freeze animation occurs during the first stop operation, the activation of the second stop operation will be delayed, interrupting the game. If a freeze animation occurs during the second stop operation, the activation of the third stop operation will be delayed, interrupting the game. If a freeze animation occurs during the third stop operation, the activation of the bet operation will be delayed, interrupting the game.

[0097] Figure 11 shows the freeze animation lottery table used in the freeze animation lottery. The freeze animation lottery is performed based on a random number extracted at the time of the lottery (a random number with an extraction range of 256 types), the type of role that triggered the pseudo-bonus lottery win (whether or not it was a rare role), and whether or not the player possesses item A. The freeze animation lottery is performed based on a random number extracted at the time of the lottery (a random number with an extraction range of 256 types), the type of role that triggered the pseudo-bonus lottery win (whether or not it was a rare role), and whether or not the player possesses item A.

[0098] As shown in Figure 11, for example, if the role that triggered the pseudo-bonus lottery win is a non-rare role, the timing of the freeze effect is controlled so that there is a 16 / 256 probability that it will occur when the start lever is operated, an 8 / 256 probability that it will occur when the first stop is operated, an 8 / 256 probability that it will occur when the second stop is operated, an 8 / 256 probability that it will occur when the third stop is operated, and a 216 / 256 probability that it will occur when the start lever is operated in the next game.

[0099] Furthermore, for example, if the role that triggered the pseudo-bonus lottery win is a rare role and item A is not possessed, the timing of the freeze effect is controlled so that there is a 32 / 256 probability that it will occur when the start lever is operated, an 8 / 256 probability that it will occur when the first stop is operated, an 8 / 256 probability that it will occur when the second stop is operated, an 8 / 256 probability that it will occur when the third stop is operated, and a 213 / 256 probability that it will occur when the start lever is operated in the next game.

[0100] Furthermore, for example, if the role that triggered the pseudo-bonus lottery win was a rare role and item A is possessed, the timing of the freeze effect is controlled as follows: 32 / 256 probability of occurring when the start lever is operated, 224 / 256 probability of occurring when the first stop is operated, 0 / 256 probability of occurring when the second stop is operated, 0 / 256 probability of occurring when the third stop is operated, and 0 / 256 probability of occurring when the start lever is operated in the next game. Note that even if item A is possessed, the lottery values ​​may be allocated so that the freeze effect can occur when the second stop or third stop is operated.

[0101] As described above, in the CZ state (first specific state) where item A is possessed, it is possible to control the system so that the probability of notifying the occurrence of a pseudo-bonus state accompanied by freeze control is higher at the time of the first stop operation than at the time of the start lever operation. On the other hand, in a CZ state (second specific state) where item A is not possessed, it is possible to control the system so that the occurrence of a pseudo-bonus state is notified with freeze control at the time the start lever is operated rather than at the time the first stop operation is performed.

[0102] In this embodiment, if the first stop operation results in a rare symbol corresponding to a rare role stopping, it can be determined that a rare role has been won and the pseudo-bonus lottery has been won.

[0103] In this embodiment, if item A is possessed, a transition to a pseudo-bonus is guaranteed when a rare role is won in the CZ state. In this case, the player will play the game expecting to win a rare role.

[0104] However, if a freeze animation occurs when operating the start lever, even though a rare role is won while possessing item A, it is unclear what triggered the pseudo-bonus lottery win, making it impossible to determine whether the transition to the pseudo-bonus was confirmed due to the effect of item A.

[0105] In this case, when the first stop operation is performed and the rare symbol stops, the player will realize that the transition to a pseudo-bonus is confirmed due to the effect of item A. Therefore, there is a lack of a sense of actually possessing item A, and despite possessing item A, the game lacks excitement.

[0106] Therefore, in this embodiment, if the role that triggered the pseudo-bonus lottery win is a rare role and item A is possessed, the probability of the freeze effect occurring during the first stop operation is higher than when the start lever is operated.

[0107] As a result, when Item A is possessed, a freeze animation often occurs and rare symbols stop when the first stop operation is performed. In this case, the player can simultaneously recognize that the transition to a pseudo-bonus is confirmed by the freeze animation and that the transition to a pseudo-bonus is confirmed by the effect of Item A when the rare symbols stop. This increases the player's excitement at the moment the rare symbols stop (especially when the rare symbols slide and stop as shown below), and the impact of the freeze animation enhances the player's enjoyment of the game. In this embodiment, the symbol pull-in range is a total of 5 frames, including the symbol displayed when the stop button 5 is operated and the symbols up to 4 frames ahead of it, and the maximum number of frames the symbol can slide is 4. Therefore, if a rare role is won, even if the rare role symbol is not located on the winning line at the time of the stop operation, the rare role symbol located within the pull-in range can be stopped on the winning line. For example, if the blue 7 with symbol number 16 is located on the winning line and the left stop button 5a is operated, the watermelon (rare role symbol) with symbol number 19 will slide and stop (see Figure 3). Furthermore, when the player possesses item A and performs the first stop operation, if the rare symbol slides and stops, the player receives a visual impact when the rare symbol stops, thus increasing the player's excitement at the moment the rare symbol stops.

[0108] On the other hand, in this embodiment, if the role that triggered the pseudo-bonus lottery win is a rare role and item A is not possessed, the probability of the freeze effect occurring is higher when the start lever is operated than when the first stop operation is performed. In other words, if the player does not possess item A, their interest lies more in the fact that a transition to the pseudo-bonus state is confirmed than in whether or not they have won a rare role. Therefore, by increasing the opportunities to notify the player that a transition to the pseudo-bonus state is confirmed when the start lever is operated, it becomes possible to increase the opportunities to notify the player solely of the fact that the pseudo-bonus state has been confirmed, thereby enhancing the player's enjoyment of the game.

[0109] (Pseudo-bonus state) The pseudo-bonus state is a game state in which, during a game in the pseudo-bonus state, the main control unit 10 controls the lighting of the navigation lamp 12 and the sub-control unit 20 controls the display of the main display unit 8. As a notification of an operation method advantageous to the player, push-order navigation for the push-order bell role is performed, making it easier to acquire medals. For this reason, the pseudo-bonus state can be said to be an advantageous state for the player.

[0110] • Transition process from CZ state to normal game state (arrow c in Figure 6) The number of playable games in the CZ state is 20. If you do not win a pseudo-bonus within 20 games, you will return to the normal game state.

[0111] • Transition process from pseudo-bonus state to normal game state (arrow d in Figure 6) The number of games that can be played in the pseudo-bonus state is 50, and the pseudo-bonus state ends after 50 games have been played. After the pseudo-bonus state ends, the main control device 10 controls the game state to the normal game state. As described above, the main control device 10 controls the transition of the game state.

[0112] [Performance mode change process] Next, the process for changing the performance mode in this embodiment will be explained using Figure 12. In this embodiment, in the normal game state, there are multiple performance modes that differ in the execution manner of the performance based on the result of the state transition lottery (specifically, the performance that suggests the result of the state transition lottery mentioned above). The player can then select one of the multiple performance modes by operating the performance button 2d and play the game. The selected performance mode is reflected in the normal game state. The sub-control device 20 then executes the performance mode change process shown in Figure 12 based on the operation of the performance button 2d in the normal game state. In other words, the sub-control device 20 includes a receiving means that can receive a change operation (operation by the performance button 2d) for performing change control to change from one performance mode to another performance mode among a plurality of performance modes (performance modes A to C) which have different ways of performing performances by the performance means (main display 8, speaker 9, lamp 11). As shown in Figure 13, in this embodiment, there are three performance modes: performance mode A, in which no performance occurs; performance mode B, in which performances occur at a low frequency; and performance mode C, in which performances occur at a high frequency. Furthermore, it is possible to provide performance modes that differ not only in the frequency of the performances, but also in the type of performance (such as characters or background images). In addition, it is also possible to change the performance mode even during the CZ (Chance Zone) state.

[0113] As shown in Figure 12, in the performance mode change process, the sub-control device 20 first determines whether or not a performance mode change operation has been performed using the performance button 2d in the normal game state (S1). If a performance mode change operation has not been performed (S1:NO), the process ends.

[0114] If the performance mode is changed (S1:YES), it is determined whether or not a game is in progress based on a command from the main control unit 10 (S2). In other words, it is determined whether or not it is the period between the end of one game and the start of the next game. If a game is in progress (S2:NO), the process is terminated.

[0115] If the game is not in progress (S2:YES), the system determines whether the number of credited medals (medals stored as play value usable for gameplay) is 0 based on a command from the main control unit 10 (S3). If the number of credits is not 0 (S3:NO), the process terminates.

[0116] If the number of credits is 0 (S3: YES), it is determined whether or not to announce in the next game that the state transition lottery has been decided to transition to the pseudo-bonus state, based on a command from the main control unit 10 (S4). Specifically, it is determined by the notification lamp 13 whether or not to announce in the next game.

[0117] If the decision to transition to the pseudo-bonus state is to be announced in the next game (S4:YES), the process ends. Therefore, if the decision to transition to the pseudo-bonus state is to be announced in the next game, the operation to change the performance mode will not be accepted.

[0118] If the decision to transition to a pseudo-bonus state is not announced in the next game (S4:NO), the presentation mode is changed (S5). Specifically, the flag corresponding to the presentation mode is switched. At this time, the type of presentation mode selected is displayed on the main display 8. Note that the presentation mode can also be changed even if a replay is won and the game is ready to resume.

[0119] Next, it is determined whether a predetermined time has elapsed since the operation to change the performance mode was performed (S6). If the predetermined time has elapsed (S6: YES), the selected performance mode is confirmed (S7). Specifically, the switching of the flag corresponding to the performance mode is completed, and the performance mode change process is terminated. Then, the display of the performance mode shown on the main display 8 is terminated.

[0120] On the other hand, if the predetermined time has not elapsed (S6: NO), it is determined whether the performance mode change operation has been performed again (S8). If the performance mode change operation has been performed again (S8: YES), the process returns to S2. If the performance mode change operation has not been performed (S8: NO), the process returns to S6. If the game starts while the predetermined time has elapsed, the process is terminated.

[0121] As described above, the sub-control device 20 can accept requests to change the performance mode during a predetermined period from the end of one game to the start of the next (including the so-called demo state while waiting for customers). Therefore, this period can be called the period during which the performance mode can be changed. Then, the sub-control device 20 performs the performance mode change process shown in Figure 12, and if it is decided to transition to the pseudo-bonus state, even if it is within the period when the performance mode can be changed, it performs a performance mode change disable control (a YES process in S4) which prevents the performance mode change operation from being accepted.

[0122] In other words, the sub-control device 20 can notify the occurrence of a pseudo-bonus state by not performing a change in the performance mode, even if an operation to change the performance mode is performed, if it is determined by a state transition lottery during the period in which the performance mode can be changed that the system can be controlled to a pseudo-bonus state, and the occurrence of a pseudo-bonus state has not been notified by the notification lamp 13. On the other hand, the sub-control device 20 can notify the occurrence of a pseudo-bonus state by refraining from controlling the performance mode change operation, even if an operation to change the performance mode is performed, in accordance with the number of credited medals, if it is determined by a state transition lottery during the period in which the performance mode can be changed, and the occurrence of the pseudo-bonus state has not been notified by the notification lamp 13.

[0123] Therefore, if the performance mode cannot be changed even though it is within the period when it is possible to change the performance mode, it can be said that the transition to the pseudo-bonus state is confirmed. For this reason, by checking whether or not it is possible to change the performance mode when ending the game, it is possible to confirm whether or not the transition to the pseudo-bonus state is confirmed.

[0124] Therefore, it is possible to prevent situations where players end their game even though a transition to a pseudo-bonus state has been confirmed. This prevents players from losing their profits. Furthermore, it can function as a way to announce the win of a pseudo-bonus that can only be enjoyed by players who have knowledge of the control mechanism that prevents changes to the performance mode. This allows for an unexpected and surprising announcement.

[0125] Furthermore, when the number of credits is 0, there is a high probability that the player is about to end the game. Therefore, when the number of credits is 0, players are likely to check whether or not a transition to the pseudo-bonus state is confirmed. By implementing a control that prevents the change of the performance mode when the number of credits is 0, it is possible to more reliably prevent situations where the player ends the game even though a transition to the pseudo-bonus state is confirmed.

[0126] [Performance during CZ state] Next, referring to Figure 14, we will explain an example of the presentation when you win the pseudo-bonus lottery that is conducted after hitting a rare role.

[0127] Figures 14(a1) to (a3) ​​show examples of the animation when a rare role is won while not possessing item A.

[0128] As shown in Figure 14(a1), in the CZ state, the normal presentation screen 50a is displayed on the main display 8 before the game starts.

[0129] As shown in Figure 14(a2), when the start lever 3 is operated, reels 4a to 4c begin to rotate (the downward arrows in the figure indicate rotation). At this time, if a freeze effect occurs, the freeze effect screen 50b corresponding to the freeze effect is displayed on the main display 8. Specifically, an image that causes the entire screen to black out is displayed. Although not shown in the figure, lamp 11 also lights up. This allows the player to recognize that they have won the pseudo-bonus lottery.

[0130] As shown in Figure 14(a3), when the left stop button 5a is operated (left first stop operation in the figure), a rare symbol (the symbol corresponding to the watermelon symbol in the figure) stops on the winning line. In addition, the corresponding animation screen 50c for the rare symbol is displayed on the main display 8. In this case, the player recognizes that they have won a pseudo-bonus due to the occurrence of a freeze animation, and only afterward does they realize that the trigger for the pseudo-bonus was winning a rare role.

[0131] Figures 14(b1) to (b3) show examples of the animations that occur when a rare role is won while possessing item A.

[0132] As shown in Figure 14(b1), in the CZ state, the normal presentation screen 50a is displayed on the main display 8 before the start of the game.

[0133] As shown in Figure 14(b2), when the start lever 3 is operated, reels 4a to 4c begin to rotate. At this time, the normal animation screen 50a remains displayed.

[0134] As shown in Figure 14(b3), when the left stop button 5a is operated, a rare symbol (corresponding to the watermelon symbol in the figure) stops on the winning line. If a freeze effect occurs at this time, the freeze effect screen 50b, similar to Figure 14(a2), is displayed on the main display 8. Although not shown in the figure, the lamp 11 also lights up. In this case, the player recognizes that they have won a pseudo-bonus due to the occurrence of the freeze animation, and at the same time recognizes that the trigger for the pseudo-bonus was the winning of a rare role, which is different from Figures 14(a2) and (a3).

[0135] If a player possesses item A, then winning a rare role guarantees a transition to a pseudo-bonus. Therefore, most players who possess item A play the game hoping to win a rare role.

[0136] However, as shown in Figure 14(a2), if a freeze animation occurs when operating the start lever 3, the transition to a pseudo-bonus is confirmed, but the trigger for the pseudo-bonus lottery cannot be recognized. Therefore, if item A is possessed, the player will only recognize retrospectively that the transition to a pseudo-bonus was confirmed by the effect of item A, as shown in Figure 14(a3), due to the effect of item A. In this case, even if item A is possessed, its effect is not felt, and recognizing the rare role win diminishes the enjoyment of the game.

[0137] However, when the player possesses item A, if the rare symbol stops and a freeze animation occurs when the left stop button 5a is first operated as shown in Figure 14(b3), the player can simultaneously recognize that the transition to a pseudo-bonus is confirmed by the freeze animation and that the transition to a pseudo-bonus is confirmed by the effect of item A due to the stopping of the rare symbol. As a result, the player's excitement level increases at the moment the rare symbol stops (especially if the rare symbol slides and stops), and they are also impacted by the freeze animation, thus increasing the player's interest in the game.

[0138] On the other hand, if the player does not possess item A, they are more interested in the fact that the transition to the pseudo-bonus state is confirmed than in whether or not they have won a rare role. Therefore, as shown in Figure 14(a2), by notifying the player that the transition to the pseudo-bonus state is confirmed when the start lever is operated, only the fact that the occurrence of the pseudo-bonus state is confirmed is notified, thereby increasing the player's enjoyment of the game.

[0139] [Differentiation] Next, a modified example of this embodiment will be described. In this embodiment, the pseudo-bonus state was given as an example of a specific game state, but other game states different from the pseudo-bonus state may be used as specific game states, such as bonus states (BB, RB, etc.) that are entered when a bonus role is won through internal lottery processing, AT state, CZ state, RT state, ART state, etc. For example, if the bonus state to which the player transitions after winning a bonus role through an internal lottery process is defined as a specific game state, then it would be sufficient to disable the change in the presentation mode before the announcement of winning a bonus role (i.e., while the bonus role is being carried over).

[0140] In this embodiment, the performance mode can be changed even when the game is in a state where it is possible to play again after winning a replay role. However, the system may be configured so that the performance mode cannot be changed when the game is in a state where it is possible to play again. In this case, when the game is in a state where it is decided to transition to a pseudo-bonus state and the notification is given in the next game, the same effect as in this embodiment can be obtained by allowing the performance mode to be changed even when the game is in a state where it is possible to play again.

[0141] In this embodiment, we have described an example where the change in the performance mode is disabled when the player is notified that they have won a pseudo-bonus in the next game and the number of credits is 0. However, for example, the draw may be performed at the end of the previous game, and the change in the performance mode may be disabled 100% of the time when the number of credits is 0, and 50% of the time when the number of credits is 1 or more, or the change in the performance mode may be disabled with a probability corresponding to the number of credits.

[0142] In this embodiment, an example was given in which no premonition state is provided to indicate the result of the state transition lottery. However, if it is decided in the state transition lottery to transition to a pseudo-bonus state, the player may transition to a premonition state (main premonition state) that lasts for multiple games, and the change of the performance mode may be disabled only during the games in that premonition state (for example, when the number of remaining premonition games becomes 3 or less).

[0143] In this embodiment, we have explained an example in which, when item A is possessed, a transition to the pseudo-bonus state is guaranteed when a rare role is won in the CZ state, but when item A is not possessed, a transition to the pseudo-bonus state is not guaranteed even if a rare role is won in the CZ state. However, it is not necessary to provide an item. In other words, the present invention can be applied by providing a CZ state in which a transition to the pseudo-bonus state is guaranteed when a rare role is won, and a CZ state in which a transition to the pseudo-bonus state is not guaranteed even if a rare role is won.

[0144] In this embodiment, an example was given in which the proportion of freeze effects during the first stop operation is increased when item A is possessed. However, if the symbols are arranged in such a way that it is not possible to determine whether a rare role has been won until the second or third stop operation is performed, the proportion of freeze effects during the second or third stop operation may be increased when item A is possessed compared to when the start lever is operated or during preceding stop operations.

[0145] [Effects of the present invention] As described above, the present invention provides a gaming machine comprising: a determination means (main control device 10) capable of determining whether or not to generate a specific gaming state (pseudo-bonus state) advantageous to the player; and a notification means capable of notifying the occurrence of the specific gaming state, wherein the gaming machine further comprises: an effect means (main display 8, speaker 9, lamp 11) capable of executing effects according to the progress of the game based on the determination result of the determination means; and a reception means (sub-control device 20) capable of receiving a change operation (operation by effect button 2d) for executing change control to change from one effect mode to another effect mode among a plurality of effect modes (effect modes A to C) in which the effect execution manner by the effect means differs, and the notification means comprises a first notification means (notification lamp The system includes a second notification means (a performance mode change process by the sub-control device 20) which is different from the first notification means, and the reception means is capable of receiving the change operation during a predetermined period (the period from the end of one game to the start of the next game) (S5 in Figure 14). The second notification means is capable of notifying the occurrence of the specific game state by not performing the change control even if the change operation is performed, if the determination means has determined that the specific game state can be controlled during the predetermined period, and the first notification means has not notified the occurrence of the specific game state (the performance mode change process ends when the answer is YES in S4 in Figure 12). Therefore, it is possible to prevent situations where a player ends the game and incurs a loss, even though it has been determined that a specific game state can be controlled. Furthermore, it is possible to add an element of surprise to the notification of the occurrence of a specific game state.

[0146] Furthermore, the system includes a storage means (main control device 10) capable of storing game value usable for gameplay, and the second notification means can notify the occurrence of the specific game state by refraining from performing the change control even if the change operation is performed according to the amount of game value stored in the storage means, when it has been determined by the determination means that the specific game state can be controlled within the predetermined period, and the occurrence of the specific game state has not been notified by the first notification means (the performance mode change process is terminated when YES is confirmed in both S3 and S4 in Figure 14). Therefore, by determining whether or not a player should end the game based on the amount of game value, it is possible to more reliably prevent situations where a player ends the game and incurs losses, even though it has been determined that the game can be controlled to a specific state.

[0147] Furthermore, the system includes a variable display means (reel 4) capable of displaying multiple identification information (patterns) in a variable manner, a start operation means (start lever 3) that can be operated to start the variable display on the variable display means, a stop operation means (stop button 5) that can be operated to stop the variable display on the variable display means, and a control means (main control device 10, Figure 10) capable of generating a first specific state (CZ state with item A) in which the occurrence of the specific game state is confirmed if a predetermined small win (rare win) is achieved, and a second specific state (CZ state without item A) in which the occurrence of the specific game state is not confirmed even if a predetermined small win is achieved. The first notification means is capable of notifying the occurrence of the specific game state accompanied by freeze control to interrupt the game, and in the first specific state, it is possible to control the system so that the proportion of notification of the occurrence of the specific game state accompanied by freeze control is higher when the stop operation means is operated (first stop operation) than when the start operation means is operated (start lever operation) (Figure 11). Therefore, in the first specific state, the opportunities for the stop operation means to detect that a predetermined small win has been achieved through operation and at the same time to detect that the occurrence of a specific game state has been confirmed increase, thus enhancing the enjoyment of the game for players who are eagerly awaiting the winning of a predetermined small win in the first specific state.

[0148] Furthermore, the first notification means can be controlled such that, in the second specific state, the proportion of times it notifies the occurrence of the specific game state accompanied by the freeze control is higher at the timing when the start operation means is operated (start lever operation) than at the timing when the stop operation means is operated (first stop operation) (Figure 11). Therefore, in the second specific state, the player's interest lies more in the confirmation of the occurrence of the specific game state than in whether or not a predetermined small win has been achieved. By increasing the opportunities to notify the player that the occurrence of the specific game state has been confirmed when the start operation means is operated, it becomes possible to increase the opportunities to notify the player solely of the confirmation of the occurrence of the specific game state, thereby enhancing the player's enjoyment of the game.

[0149] Furthermore, the control means can determine whether to generate the first specific state or the second specific state based on the game status (number of points accumulated in the normal game state) until a specific condition (condition for transitioning to the CZ state) is met. Therefore, it becomes possible to add a sense of tension to the game until certain conditions are met, thereby enhancing the enjoyment of the game.

[0150] The means described above may be provided by the main control unit 10 or by the sub-control unit 20. Alternatively, they may be configured through the cooperation of the main control unit 10 and the sub-control unit 20.

[0151] [Challenges of conventional technology] On the other hand, Patent Document 1 discloses a gaming machine that enhances the enjoyment of the game by precisely controlling the method of notifying players of bonuses according to the player's gameplay situation. However, the gaming machine disclosed in Patent Document 1 did not adequately consider the method of notifying players of bonuses, which is extremely important to them. Therefore, the present invention aims to provide a gaming machine with an improved method for notifying players of bonuses. Furthermore, the gaming machine (slot machine 1) of the present invention can solve the problems that conventional gaming machines need to improve.

[0152] [Other variations] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention.

[0153] Furthermore, in this embodiment, the numerical values ​​specified in the various tables are merely examples; they may be numerical values ​​with a range (2 or more) or numerical values ​​without a range (1).

[0154] Furthermore, although this invention has been applied to slot machines, it can also be applied to other gaming machines such as pachinko (for example, ball slots). Furthermore, the present invention can also be applied to so-called smart gaming machines (registered trademark) that can execute games using a data-based pseudo-gaming medium without using physical gaming media such as medals or game balls. [Explanation of Symbols]

[0155] 1: Slot machine 2a: Bet button 4: Reel 5: Stop button 8: Main display unit 10: Main control unit 17: Sub-display 20: Sub-control device

Claims

1. In a gaming machine comprising a determination means capable of determining whether or not to generate a specific game state advantageous to the player, and a notification means capable of notifying the occurrence of the said specific game state, A variable display means capable of displaying multiple identification information in a variable manner, A start operation means that can be operated to start the fluctuation display in the fluctuation display means, A stop operation means that can be operated to stop the fluctuation display of the fluctuation display means, A control means capable of generating a first specific state in which the occurrence of the aforementioned specific game state is confirmed if a predetermined minor role is won, and a second specific state in which the occurrence of the aforementioned specific game state is not confirmed even if a predetermined minor role is won, Equipped with, The aforementioned notification means is, The occurrence of the aforementioned specific game state can be notified with freeze control that interrupts the game, In the first specific state, it is possible to control the system so that the probability of notifying the occurrence of the specific game state accompanied by the freeze control is higher at the timing of the stop operation means than at the timing of the start operation means. A gaming machine characterized by the following features.

2. The aforementioned notification means is, In the second specific state, it is possible to control the system so that the probability of notifying the occurrence of the specific game state accompanied by the freeze control is higher at the time the start operation means is operated than at the time the stop operation means is operated. The gaming machine described in feature 1.

3. The control means is Whether the first specific state or the second specific state is generated can be determined by the game state until the specific conditions are met. The gaming machine according to claim 1 or 2.

Citation Information

Patent Citations

  • gaming machines

    JP2022059651A