Gaming machine

The gaming machine enhances player engagement by introducing a diverse lottery and prize system with multiple outcomes and varied prizes, addressing the limitations of conventional machines to improve the Assist Time experience.

JP2026074312APending Publication Date: 2026-05-01KITA DENSHI CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2026-02-27
Publication Date
2026-05-01

AI Technical Summary

Technical Problem

Conventional gaming machines lack diversity and engagement in their lottery and prize systems, particularly in gaming states like Assist Time (AT), which can be improved to enhance player experience.

Method used

The gaming machine incorporates a lottery system capable of deriving multiple lottery results and displaying specific information corresponding to each result, along with a prize granting mechanism that awards different prizes based on these results, enhancing gameplay dynamics and player interaction.

Benefits of technology

The system increases player engagement by providing varied and dynamic gameplay experiences, including extended Assist Time states, thereby improving overall player satisfaction.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

We will provide a highly entertaining gaming machine unlike anything before. [Solution] The system includes a display means capable of displaying a predetermined number of specific pieces of information from a plurality of specific pieces of information, including first specific pieces of information corresponding to the first lottery result regardless of the second and third lottery results, second specific pieces of information corresponding to the second lottery result regardless of the first and third lottery results, and third specific pieces of information corresponding to the third lottery result regardless of the first and second lottery results, and a reward granting means capable of granting any of a plurality of rewards, including a first reward and a second reward, based on the lottery result by the lottery means, wherein the reward granting means is configured to grant the first reward when the first lottery result is derived, grant the first reward when the second lottery result is derived, and grant the second reward when the third lottery result is derived, while the first specific pieces of information, the second specific pieces of information, and the third specific pieces of information are displayed on the display means.
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Description

Technical Field

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

Background Art

[0002] As a gaming machine, for example, there is a slot machine, and some slot machines have a gaming state called AT (Assist Time) that notifies the winning of small roles and replay roles as a gaming state advantageous to the player. In such a slot machine, in a predetermined gaming state, a lottery for obtaining the right to transition to AT is executed, and it is known to control the transition to AT by winning the lottery (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there was room for improvement in such conventional gaming machines.

Means for Solving the Problems

[0005] To solve the above problems, the gaming machine of the present invention includes a lottery means capable of deriving any lottery result from among a plurality of lottery results including a first lottery result, a second lottery result, and a third lottery result, and a means capable of displaying a predetermined number of specific information from a plurality of specific information including first specific information corresponding to the first lottery result regardless of the second and third lottery results, second specific information corresponding to the second lottery result regardless of the first and third lottery results, and third specific information corresponding to the third lottery result regardless of the first and second lottery results. The system comprises a display means capable of displaying a prize, and a prize granting means capable of granting any of a plurality of prizes, including a first prize and a second prize, based on the lottery result by the lottery means, wherein the prize granting means is configured to grant the first prize when the first lottery result is derived, grant the first prize when the second lottery result is derived, and grant the second prize when the third lottery result is derived, while the first specific information, the second specific information, and the third specific information are displayed on the display means. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the external appearance of the gaming machine. [Figure 2] This is a schematic perspective view showing the internal structure of a gaming machine. [Figure 3] This is a block diagram showing the control configuration of a gaming machine. [Figure 4A] This is a diagram showing the internal lottery table. [Figure 4B] This is a diagram showing the arrangement of the reel symbols. [Figure 5] This is a state transition diagram of the RT state. [Figure 6] This is a state transition diagram for gameplay. [Figure 7] This is a diagram showing the level lottery tables for states A and E. [Figure 8] This is a diagram showing the state B level lottery table. [Figure 9] This is a diagram showing the state C level lottery table. [Figure 10] It is a chart showing the status D level lottery table. [Figure 11] It is a chart showing the status F level lottery table. [Figure 12] It is a chart showing the game state transition lottery table. [Figure 13] It is a diagram for explaining the control during the selection of rare replay roles in the normal stage. [Figure 14] It is a chart showing the CZ stage B type lottery table. [Figure 15] It is a chart showing the CZ stage B game number bonus lottery table. [Figure 16] It is a chart showing the CZ stage B1 and B2 privilege awarding lottery table. [Figure 17] It is a diagram for explaining the awarding of privileges in the CZ stage B. [Figure 18] It is a chart showing the probability state lottery table by status. [Figure 19] It is a chart showing the AT continuation rate bonus lottery table. [Figure 20] It is a chart showing the item lottery table. [Figure 21] It is a chart showing the specialized stage B transition rate bonus lottery table. [Figure 22] It is a chart showing the CB game number bonus lottery table. [Figure 23] It is a chart showing the EX game number bonus lottery table. [Figure 24] It is a chart showing the status F probability state transition lottery table. [Figure 25] It is a chart showing the white 7 alignment navigation derivation lottery table. [Figure 26] It is a chart showing the continuous battle lottery table. [Figure 27] It is a chart showing the AT continuation rate bonus lottery table. [Figure 28] It is a chart showing the EX game number bonus lottery table. [Figure 29] It is a diagram for explaining the continuous lottery performance and privilege awarding using items.

Best Mode for Carrying Out the Invention

[0007] A preferred embodiment of the gaming machine according to the present invention will be described with reference to the respective drawings. First, the overall configuration of the slot machine 1 will be described. The slot machine 1 is an embodiment of the gaming machine according to the present invention and is installed in a game arcade or the like. As shown in FIGS. 1 to 3, the slot machine 1 includes a front door 1a, a housing 1b, a medal insertion slot 2, a bet button 2a, a medal selector 2b, an effect button 2c, a start lever 3, a drum unit 4, a reel 41, a stop button 5, a display window 6, a medal payout device 7, a hopper 7a, a medal payout opening 7b, a display 8, a speaker 9, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a power supply device 14, a probability setting device 15, a main control unit 10, a sub-control unit 20, and the like.

[0008] The main control unit 10 and the sub-control unit 20 are each provided with a storage unit (storage means) and a control unit (control means), 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 ROM that stores a control program related to the game, various lottery tables, etc., and a RAM or the like that has a storage area for temporarily storing various data, a work area of the CPU, etc. Each control unit includes a CPU or the like. Each control unit realizes various functions of the present embodiment by appropriately reading out and executing various control programs and the like stored in each storage unit.

[0009] The slot machine 1 includes, in the same manner as a normal slot machine, a housing 1b having an opening at the front, and a front door 1a that covers the opening in an openable and closable manner. A display window 6 that enables visual recognition of the rear is formed at the central portion of the front door 1a, and the symbols represented on the reel 41 can be visually recognized through this display window 6. Furthermore, a stepped portion is formed below the display window 6, which protrudes forward. The upper surface of this stepped portion is equipped with a coin slot 2 for inserting coins, a bet button 2a for setting the number of bets by pressing it when the game starts, and an effect button 2c for changing the effects displayed on the display 8 by the player's operation. Furthermore, the front of the stepped section is equipped with a start lever 3, which the player operates when starting the game, and a stop button 5, which the player presses to stop the reels 41.

[0010] Furthermore, above the display window 6, navigation lamps 12 (navigation lamps 12a, 12b, 12c) are provided to inform the player of the order in which to operate the stop buttons 5, corresponding to each reel 41a, 41b, and 41c. The navigation lamps 12 may also be controlled to light up, for example, the "dot" portion of a 7-segment display (also called "7-segment") that constitutes the push-order display unit that shows the order in which to operate the stop buttons 5. Below the display window 6, for example, a favorable period lamp 13, which is made up of LEDs, is provided. The favorable period lamp 13 is controlled to light up during the favorable period (described later). Alternatively, instead of the favorable period lamp 13, for example, the "dot" portion of a 7-segment display that makes up the payout display section that shows the number of medals dispensed may be controlled to light up. Furthermore, the advantageous section lamp 13 does not need to be provided, and instead of the advantageous section lamp 13, an AT status lamp that lights up during the AT stage, as described later, may be provided.

[0011] The upper part of the front door 1a is equipped with a display unit 8 that functions as both a notification means and a display means. The display unit 8 is composed of, for example, a liquid crystal display capable of displaying multiple pieces of information, and performs various visual effects and displays various information related to the game. Although the display unit 8 is configured as a single unit as shown in Figure 1, it is not limited to this configuration and multiple units may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side so that the main and sub-displays function together as a single display unit. Alternatively, the sub-display may be positioned closer to the reel 41 than the main display so that the displayed image can be easily viewed while observing the rotation and stopping status of the reel 41. Alternatively, a display may be provided on the lower panel display unit, which is a large display unit located below the slot machine 1.

[0012] Above the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications corresponding to the lighting when each role is won and the effects displayed on the display unit 8. Furthermore, the lower part of the front door 1a is equipped with a medal dispenser 7b from which medals are dispensed.

[0013] The upper part of the cabinet 1b is equipped with a main control unit 10 that comprehensively controls the game, and the upper part of the front door 1a is equipped with a sub-control unit 20 that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the central part of the housing 1b is equipped with a drum unit 4 that rotates the reel 41. The drum unit 4 comprises reels 41a, 41b, and 41c arranged horizontally, and these reels 41a to 41c are configured to be rotatable by the drive of a stepping motor (not shown).

[0014] Reels 41a to 41c are an example of a variable display means, and multiple symbols (for example, 20) that serve as identification information are displayed on the circumferential surface of reels 41a to 41c, such as "Replay," "Bell," "BAR," "Cherry," and "White 7." The form of reels 41a to 41c is not limited to these; for example, the number of patterns on the periphery may be other than 20. Furthermore, the lower part of the cabinet 1b is equipped with a medal dispensing device 7 for dispensing medals and a hopper 7a for storing medals. The medals dispensed from the medal dispensing device 7 are paid out to the player via the medal dispensing outlet 7b.

[0015] The lower part of the enclosure 1b is equipped with a power supply unit 14. The power supply unit 14 is a device for supplying power to each of the devices, including the main control unit 10 and the sub-control unit 20. It monitors the voltage or frequency of the power supply input from outside the slot machine 1, and outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped when the voltage or frequency drops below a predetermined value. Furthermore, when the power supply unit 14 detects the supply of power indicating a voltage or frequency exceeding a predetermined value upon power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has started.

[0016] Figure 3 shows the configuration of the control system for slot machine 1. Components that are the same as or equivalent to those described in Figures 1 and 2 are denoted by the same reference numerals. The main control unit 10 performs tasks such as drawing winning combinations and controlling the progress of the game, while the sub-control unit 20 performs various effects 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, thereby preventing the input of unauthorized signals from the sub-control unit 20 to the main control unit 10. The main control unit 10 is connected by communication cables to the bet button 2a, medal selector 2b, start lever 3, stop button 5, drum unit 4, medal payout device 7, advantageous section lamp 13, probability setting device 15 (setting means), and sub-control unit 20, and is capable of controlling each of these devices.

[0017] The probability setting device 15 can change the degree of advantage for the player in multiple stages by changing the probability of being assigned a game state level (described later) in multiple stages (for example, 6 stages). The main control unit 10 stores one of the setting values ​​in the memory unit based on the probability setting operation in the probability setting device 15 and controls the probability of being assigned a bonus based on the stored setting value. The setting values ​​(first setting value, second setting value) set by the probability setting device 15 are 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 favorable to the player, and the higher the number, the more favorable the player, with setting 6 being the setting most favorable to the player.

[0018] Furthermore, by directly or indirectly changing the probability of transitioning to a game state favorable to the player (for example, the AT stage) using the setting value in the probability setting device 15, the degree of advantage for the player can be changed in multiple stages. In addition to the game state, the probability of winning a specific minor role (for example, the bell role) may also be changed to multiple levels (for example, 6 levels). Furthermore, while the setting value can be set to six levels, it is not limited to this; for example, it could also be set to four levels (setting values ​​1, 2, 5, 6) or three levels (setting 1, setting 3, setting 6), or it could be set to a fixed probability value.

[0019] The main control unit 10 performs processes such as starting the game based on the signal from the start lever 3 and sampling random values ​​from a random number generator (not shown). The main control unit 10 then performs an internal lottery process based on the sampled random values. Furthermore, the main control unit 10 realizes the various functions of the embodiment described later by appropriately reading and executing control programs and the like stored in the memory unit. In other words, the main control unit 10 includes a lottery means that performs a lottery for a role (winning role) related to the identification information stopped and displayed on the variable display means (reel 41) in response to the execution of a game, and a determination means that determines whether or not to grant benefits such as the right to transition to a new game state. Furthermore, the random number drawing patterns are not limited to those mentioned above. For example, the game may draw roles based on random numbers generated by software, and the game may draw transitions to AT stages, etc., based on random numbers generated by a random number generator. Alternatively, all draws may be performed using random numbers generated by software or random numbers generated by a random number generator.

[0020] Furthermore, the main control unit 10 controls the rotation of the reels 41 based on signals from the start lever 3. Based on signals from sensors (not shown) provided on each reel 41a to 41c, the main control unit 10 detects the rotation position of each reel 41a to 41c and can determine the rotation position of the symbols on each reel 41a to 41c. Then, based on signals from the stop button 5, it controls the reels to stop the desired symbols within the display window 6.

[0021] Furthermore, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of stop buttons 5a to 5c, transition of game state, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs a signal to the sub-control unit 20 indicating that the start lever has been operated. When each of the stop buttons 5a to 5c is operated, the main control unit 10 outputs a signal that identifies which stop button 5 was operated and in what order. When each of the reels 41a to 41c is stopped by the operation of the stop buttons 5, the main control unit 10 outputs information to the sub-control unit 20 that identifies which reel 41 stopped and in what order, as well as the symbols on the upper, middle, and lower rows. Therefore, the sub-control unit 20 can recognize the stopping pattern of the symbols according to the way the player operates the stop buttons 5a to 5c. Furthermore, when the game state changes, the main control unit 10 outputs information to the sub-control unit 20 that allows identification of which game state has been changed to.

[0022] Furthermore, the main control unit 10 is configured to receive power outage signals and power restoration signals from the power supply unit 14. When the main control unit 10 receives a power-off signal, it executes a power-off process to store (save) the game information at the time of the input. This game information includes, for example, the game state at that time, the winning combination, the stopping pattern of the reels 41, and the number of bets. Furthermore, when the main control unit 10 receives a power-up signal, it executes a power-up process that reads the stored (saved) game information and resumes gameplay. In other words, when the main control unit 10 receives a power-up signal, it restores the system to the state it was in immediately before the power was cut off based on the read game information. Furthermore, the main control unit 10 transmits game information to the sub-control unit 20 during the power restoration process. This allows the sub-control unit 20 to resume the gameplay based on the game state immediately before the power was cut off.

[0023] The sub-control unit 20 is connected to the performance button 2c, speaker 9, display unit 8, lamp 11, and navigation lamp 12 via communication cables and is capable of communication. The sub-control unit 20 controls these devices in accordance with commands (control information) from the main control unit 10.

[0024] The sub-control unit 20 stores various information such as programs related to the performance, performance image data, and audio data in its storage unit. The sub-control unit 20 operates as a performance control means and performs processing such as performances 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 display unit 8, lamps 11, speaker 9, etc. to perform performance images indicating transitions in game state, output sound effects, lamp effects, etc.

[0025] Furthermore, the sub-control unit 20 is configured to receive power-off signals and power-restore signals from the power supply unit 14. When the sub-control unit 20 receives a power-off signal, it stores (backs up) performance information that identifies the performance content being executed at the time of input. This performance information includes, for example, various information displayed on the display unit 8. Furthermore, when the sub-control unit 20 receives a power restoration signal, it resumes the performance based on the performance information stored (backed up) from the game information received by the main control unit 10.

[0026] With this type of slot machine 1, the following slot machine games can be played under the control of the main control unit 10. To begin playing, players set their bet amount using tokens (including credit tokens). There are two ways to set the number of bets: by inserting tokens directly into token slot 2, or by pressing the bet button 2a.

[0027] In the method of setting the bet amount by inserting medals through the medal slot 2, the inserted medals are detected by the medal selector 2b located on the back of the front door 1a, and the bet amount corresponding to the number of medals inserted (however, the maximum is 3 bets corresponding to 3 medals) is set. If more than 3 bets are inserted, the medals are stored internally as data and credit medals. The maximum number of bets can be "1", "2", or "4" or more.

[0028] When the bet button 2a is pressed, a predetermined number of tokens (for example, 3 tokens) are deducted from the credit tokens stored internally as data, and the deducted amount is set as 3 bets. Alternatively, a 2-bet button can be provided to set the number of medals corresponding to two medals, allowing you to set a 2-bet by pressing the 2-bet button once. Furthermore, by providing a 1-bet button that allows setting the number of medals corresponding to one medal, it is possible to set a 2-bet by pressing the 1-bet button twice, or a 3-bet by pressing the 1-bet button three times. Additionally, credit medals are accumulated by inserting medals into medal slot 2 or by winning prizes, and for example, up to 50 medals can be credited (stored).

[0029] In this way, the number of bets set by directly inserting coins into the coin slot 2 or by pressing each bet button is stored in the memory unit of the main control unit 10, and when the number of bets reaches the amount required to play one game, the game becomes ready to start. When the game is ready to start, the start lever 3 becomes active. When the start lever 3 is tilted, the game starts, the reels 41 begin to move, and an internal lottery process is executed to determine the result of the current game. In the internal lottery process, the winning combination for the current game is determined by lottery from among multiple winning combinations based on a predetermined winning probability. The reel 41 gradually increases its rotational speed from a stationary state and then reaches a steady rotation at a constant speed. Once steady rotation is reached, the stop buttons 5a to 5c, which are provided for each of the reels 41a to 41c, become pressable.

[0030] The stop buttons 5a to 5c are examples of operating means (stopping means) for stopping the reels 41. When pressed while in a pressable state, each reel 41a to 41c is controlled to stop in a combination of symbols that is permitted by the timing of the operation and the result of the internal lottery process (stopping control means). Each reel 41a to 41c has a set pull-in range for stop control, 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 stop on the winning line (hereinafter also referred to as the winning line).

[0031] Then, after the third reel is stopped, the combination of symbols that stopped on the winning line as a result of the game (hereinafter also referred to as "stopped display") is determined, and if it is a predetermined combination of symbols, it is determined to be a win, and the game value (for example, medals) corresponding to the combination of symbols is awarded. The third reel refers to the reel that was stopped in the third and final stop operation when each of the three reels 41a to 41c has been stopped once, for a total of three stops. Furthermore, "after the third reel stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel.

[0032] In this embodiment, the determination of a prize is made based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations. As described above, the slot machine game is executed.

[0033] (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbols. Winning combinations include, for example, minor wins, replay wins, and bonus wins. Minor wins include, for example, the bell, cherry, watermelon, chance symbol, single-coin win, and losing win. Additionally, there are two types of cherry symbols: weak cherry symbols and strong cherry symbols. In the following explanation, the cherry symbol, watermelon symbol, and chance symbol will be collectively referred to as "rare symbols."

[0034] There are two types of bell symbols, each with a different combination of corresponding symbols. For example, there is a common bell symbol where the corresponding symbols are "bell-replay-bell" in the order of "left reel 41a, middle reel 41b, right reel 41c" (and so on) on the winning line, and a push-order bell symbol where the corresponding symbols are "bell-bell-bell".

[0035] The common bell symbol is a small win in which the corresponding combination of symbols stops regardless of the order in which the stop buttons 5a to 5c are pressed (called the "press order"), while the press order bell symbol is a small win in which the corresponding combination of symbols stops by following a specific press order.

[0036] The button-press sequence bell feature has six button-press sequence bell features, 1 to 6, where pressing one of the six possible button press sequences (the correct sequence) will operate the stop buttons 5a to 5c, causing the corresponding combination of symbols ("bell, bell, bell") to stop and be displayed. In these button-press sequence bell combinations 1-6, if stop buttons 5a-5c are operated using one of the other five incorrect button-press sequences, the corresponding symbol combination will not be displayed, and a different symbol combination (a missed button-press sequence bell combination or a losing combination) will be displayed. If stop buttons 5a to 5c are pressed in the wrong order, and the combination of symbols corresponding to the missed bell combination ("Bell-Bell-Replay") cannot be stopped, a missed win will occur, and a losing combination ("Replay-Cherry-Bell," etc.) will be displayed as the stop. If the symbols stop in a combination corresponding to a missed bell combination, one medal will be awarded. If the symbols stop in a combination corresponding to a losing combination, no medal will be awarded.

[0037] 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 41 may be controlled to stop in a way that the combination of symbols corresponding to the push-order bell combination stops. Also, the push-order bell combination is not limited to 6 types, but may be set to 3 types, 1 to 3. In the following explanation, the sequence of bell symbols 1-6 will be collectively referred to simply as the sequence of bell symbols.

[0038] Furthermore, the slot machine 1 according to this embodiment is capable of generating an AT (Assist Time) as a game state related to the ordered bell combinations 1 to 6. In AT mode, when the internal lottery process results in a win for one of the push-order bell symbols 1-6, the sub-control unit 20 controls the display unit 8, etc., to notify the player of the push-order sequence for the stop button 5 and the symbols that serve as a guide for timing the button presses. In other words, the main control unit 10 and the sub-control unit 20 perform control to notify information (specific information) regarding the stop operation for deriving a combination of symbols for the push-order bell role (bell-bell-bell) as a result of the game. Therefore, during AT mode, the payout speed is faster than during non-AT mode, and in this embodiment, the game state other than the normal stage, which will be described later, is controlled by AT mode.

[0039] For example, when the button-pressing order is selected, the button-pressing order consisting of the characters "1", "2", and "3" is displayed on the display unit 8 from left to right, the voices "left", "middle", and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order of 12a (left), 12b (middle), and 12c (right) to indicate the order in which to press the stop button 5. In this embodiment, the process of navigating the button-pressing sequence by notification means such as the display unit 8, navigation lamp 12, and speaker 9 is also referred to as "button-pressing sequence navigation." In non-AT mode, even if the internal lottery results in a winning combination of push-order bell symbols 1-6, the order in which to press stop button 5 is not announced. Therefore, unless the order in which the player operates stop button 5 coincidentally matches the order corresponding to the winning push-order bell symbols 1-6, the player is basically unable to stop and display the combination of symbols corresponding to the winning push-order bell symbols 1-6. Therefore, the gameplay of slot machine 1 involves increasing the number of winnings by playing in a way that allows the player to stay in the AT (Automatic Trigger) state for an extended period of time.

[0040] The weak cherry symbol combination can stop on the winning line as "BAR-Bell-Bell", and the cherry symbol stops on the lower part of left reel 41a. A strong cherry combination is possible when a combination of symbols such as "cherry-bell-bell" stops on the winning line, and the cherry symbol stops in the middle of the 41a on the left reel. The watermelon symbol can be achieved when the combination of "watermelon, watermelon, watermelon" symbols stops on the winning line, while the chance symbol can be achieved when the combination of symbols such as "watermelon, bell, bell" stops on the winning line. For single-symbol wins, the combination of symbols will stop and be displayed regardless of the order in which the buttons are pressed, and the combination of "Replay, Cherry, Watermelon" symbols can stop on the winning line.

[0041] There are two types of replay symbols: regular replay symbols, where the symbols align regardless of the order in which the buttons are pressed, and rare and special replay symbols, where the symbols align only when a specific button press order and timing operation are performed. Normally, a replay can occur when the combination of "Replay-Replay-Replay" symbols stops on the winning line.

[0042] The rare replay symbols include the weak cherry replay symbol, the strong cherry replay symbol, and the chance symbol replay symbol. The weak cherry replay combination can stop on the winning line as a combination of "BAR-Replay-Replay" symbols, and the cherry symbol stops in the lower position of the left reel 41a. The strong cherry-replay combination allows for combinations of symbols such as "cherry-replay-replay" to stop on the winning line, and the cherry symbol stops in the middle of the 41a on the left reel. The chance symbol replay combination allows for symbols such as "watermelon-replay-replay" to stop on the winning line.

[0043] For rare replays, if stop button 5 is operated in one of four (4 / 6) of the six possible button press sequences ("left → middle → right", "left → right → middle", "right → middle → left", "right → left → middle"), the corresponding combination of symbols can be stopped and displayed. On the other hand, with the other two (2 / 6) button press sequences ("middle → left → right" and "middle → right → left" (hereinafter referred to as "middle press")), when stop button 5 is operated, the corresponding combination of symbols is not displayed, and the combination of symbols for the normal replay role (replay, replay, replay) is displayed instead.

[0044] The special replay roles include the white 7 replay role, the fake white 7 replay role, and the special white 7 replay role. The White 7 Replay symbol allows the combination of "White 7, White 7, White 7" to stop on the winning line. The fake white 7 replay symbol allows combinations of symbols such as "replay-white 7-white 7" to stop on the winning line. The special white 7 replay combination allows for symbols such as "white 7, watermelon, white 7" to stop on the winning line.

[0045] When the White 7 Replay symbol is won, if the stop button 5 is operated in one of the six possible button press sequences (right → middle → left (hereinafter referred to as reverse press)), the corresponding combination of symbols can be stopped and displayed. Furthermore, in order to stop and display the corresponding combination of symbols, it is necessary to manually stop the "white 7" symbol. If the manual operation is successful, the white 7 symbols will line up in a straight line on the active lines (hereinafter, this stopping pattern will also be referred to as "white 7 alignment"). Furthermore, as will be explained in more detail later, in this embodiment, if the white 7s line up are displayed during each stage, the player is granted a special bonus. The fake white 7 replay is a false result of the white 7 replay. When the fake white 7 replay is won, if the player successfully stops the reels on the "white 7" symbol by pressing the buttons in reverse order, the corresponding combination of symbols will stop. In other words, the "white 7 alignment" will not be displayed, and no advantageous bonus will be awarded to the player.

[0046] The special white 7 replay symbol can be displayed by pressing stop button 5 in reverse order when the special white 7 replay symbol is won, which allows the corresponding combination of symbols to be stopped. Furthermore, in order to stop and display the corresponding combination of symbols, it is necessary to manually stop the "White 7" symbol. If the manual operation is successful, the "White 7" symbol will stop and display in a diamond shape (hereinafter, this stopping pattern will also be referred to as "Special White 7 Alignment"). Furthermore, in the case of the White 7 Replay, Fake White 7 Replay, and Special White 7 Replay, if the timing operation fails, the combination of "Replay-Replay-Replay" symbols may be made to stop on a predetermined line.

[0047] Thus, in this embodiment, the slot machine 1 (main control unit 10) can execute control to cause the reels 41 to perform a first specific stop pattern (replay, replay, replay) when the result of the prize draw is a normal replay prize (normal prize). Furthermore, if the result of the role draw is a specific role (strong cherry replay role), if the player's operation of the stop button 5 is the first operation (middle press), the reels 41 are controlled to produce the first specific stop pattern (replay, replay, replay). If the player's operation of the stop operation means is the second operation (other than middle press), the reels 41 are controlled to produce the second specific stop pattern (cherry, replay, replay). Furthermore, if the result of the role lottery is a special role (weak cherry replay role), if the player's operation of the stopping mechanism is the first operation (middle press), it is possible to execute control to cause the reel 41 to produce a first specific stopping pattern (replay-replay-replay), and if the player's operation of the stopping mechanism is the second operation (other than middle press), it is possible to execute control to cause the reel 41 to produce a third specific stopping pattern (BAR-replay-cherry).

[0048] The bonus features include Big Bonus (hereinafter also referred to as BB), Regular Bonus (hereinafter also referred to as RB), and Single Bonus (hereinafter also referred to as SB). In the following explanation, when "bonus role" is mentioned, it includes the BB role and RB role, but excludes the SB role. There are two types of Big Bonus (BB) symbols: the "Blue 7 Big Bonus" (hereinafter also referred to as the Blue BB) which occurs when blue 7 symbols line up in a straight line on the winning line, and the "Red 7 Big Bonus" (hereinafter also referred to as the Red BB) which occurs when red 7 symbols line up in a straight line on the winning line. The RB role includes the "Red 7 Regular Bonus role (hereinafter also referred to as the Red RB role)," which allows combinations of symbols such as "Red 7, Red 7, White 7" to stop on the winning line, and the "White 7 Regular Bonus role (hereinafter also referred to as the White RB role)," which allows combinations of symbols such as "White 7, White 7, Red 7" to stop on the winning line.

[0049] Bonus wins carry over to subsequent games, as long as the corresponding symbol combination does not stop appearing in the game in which the win occurred. Therefore, the bonus win state is maintained until the corresponding symbol combination stops appearing and a bonus win is achieved (hereinafter, this state is referred to as the "bonus win state"). On the other hand, if a bonus role is won and the combination of symbols corresponding to the bonus role stops and is displayed (winning), the game transitions to a bonus state. After the end of that bonus state, the game returns to a non-carryover state where the right to win a bonus role is not carried over (hereinafter referred to as the "non-bonus state").

[0050] In addition, bonus symbols can be won not only on their own, but also in combination with rare symbols at a predetermined rate. Specifically, when a weak cherry, strong cherry, or chance symbol is won, there is a predetermined probability that either a Big Bonus (BB) or Regular Bonus (RB) will be won at the same time. Also, when a watermelon symbol is won, there is a predetermined probability that a Big Bonus (BB) will be won at the same time.

[0051] If a bonus role is won at the same time as a rare role, the main control unit 10 performs reel control to prioritize stopping and displaying the combination of symbols corresponding to the minor role, and performs reel control for the combination of symbols corresponding to the bonus role with the lowest priority. Therefore, in games where multiple bonus symbols are won, the combination of symbols corresponding to the bonus symbol cannot be stopped, and the combination of symbols corresponding to the rare symbol will stop instead, resulting in the bonus winning state continuing into subsequent games.

[0052] The SB role is a winning role that ends after a predetermined number of games (for example, 1 game) without any carryover control of the winning state. For example, there are four SB roles 1 to 4. SB role 1 is when the combination of symbols "Replay-BAR-BAR" stops on the winning line, SB role 2 is when the combination of symbols "Bell-BAR-BAR" stops on the winning line, SB role 3 is when the combination of symbols "Watermelon-BAR-BAR" stops on the winning line, and SB role 4 is when the combination of symbols "Cherry-BAR-BAR" stops on the winning line.

[0053] Based on the combinations of symbols described above, it is determined whether a minor role, replay role, bonus role, or SB role has been achieved. If the determination is made that a role has been achieved, game value is awarded (medals are paid out). In other words, the main control unit 10 is equipped with a game value awarding means that awards game value (medals) according to the stopping pattern of the symbols. For example, in the case of a bell symbol (common bell symbol, order-pressed bell symbol), if the corresponding combination of symbols stops on the display, 8 medals will be dispensed. On the other hand, when an order-pressed bell symbol is won, if the stop buttons 5a to 5c are operated in the wrong order and the order-pressed bell symbol is missed, 1 medal will be dispensed. Additionally, if a combination of symbols corresponding to the watermelon symbol stops, three medals will be dispensed. If a combination of symbols corresponding to the weak cherry, strong cherry, chance symbol, or single-coin symbol stops, one medal will be dispensed. Furthermore, the display of a symbol combination corresponding to a replay symbol allows for replay without inserting any more tokens in the next game. Furthermore, if a combination of symbols corresponding to a bonus role or SB role stops, no medals will be paid out.

[0054] 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 combinations of symbols corresponding to each winning combination are not limited to those listed above and can be set as appropriate. Furthermore, in this embodiment, the number of medals dispensed is assumed to be the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets.

[0055] (Winning probability for each winning role) Next, we will explain the probability of winning each winning combination, referring to Figure 4A. Figure 4A shows the "internal lottery table" used for drawing each winning combination in each state related to bonuses (non-bonus state (RT0-RT4), bonus state (RT5), bonus state (RB, BB)) and SB state (RT0SB-RT4SB). The internal lottery table shows the number of winning values ​​(winning numbers) among the 65,536 random values ​​obtained in the internal lottery process by the main control unit 10. Furthermore, the internal lottery table shown in Figure 4A shows the probability of winning each winning combination in the 3-bet game, and it shows the case where the setting value set by the probability setting device 15 is common to all setting values ​​from setting 1 to 6.

[0056] For example, the probability of winning each winning combination, excluding bonus combinations and SB combinations, in the non-bonus state (RT0-RT4) is as follows: Push-order bell combination > Replay combination > Common bell combination, 1-coin combination > Weak cherry combination > Watermelon combination > Chance eye combination > Strong cherry combination. In other words, the Push-order bell combination is set to be the easiest to win, and the Strong cherry combination is set to be the hardest to win. Furthermore, the winning combinations for the replay symbol differ depending on the RT state, as described below. For example, the strong cherry replay symbol is only drawn during RT4. Also, the white 7 replay symbol and the fake white 7 replay symbol are only drawn during RT2-4, and the special white 7 replay symbol is only drawn during RT2 and RT3. Furthermore, if a random number other than the winning number is drawn for each winning role, the draw result will be set to be a losing role. Furthermore, the internal lottery table shown in Figure 4A only shows the winning probabilities for each winning combination in RT0SB among the RT0SB-RT4SB states, omitting the other RT1SB-RT4SB states. In addition, the winning probabilities for each winning combination in RT1SB-RT4SB are set to be the same as in RT0SB, except for the replay combination, which has the same winning probability as in RT1-RT4.

[0057] Note that the relationship between the winning probabilities of each winning role may be different from that shown in Figure 4A. Furthermore, while the winning probability is assumed to be the same for all settings, it is not limited to this, and it is also possible to have winning roles where the winning probability changes depending on the setting, and winning roles where the winning probability does not change depending on the setting. For example, the probability of winning certain rare roles may be set to increase with higher settings, or conversely, the probability of winning rare roles may be set to increase with lower settings. Furthermore, for winning combinations other than rare combinations, the probability of winning may be set to increase with higher settings, or to decrease with higher settings.

[0058] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a normal section or a favorable section. The normal section is a gameplay section in which no button-pressing navigation related to the button-pressing bell symbol is performed. It begins when the conditions for ending the advantageous section are met and ends when the conditions for transitioning to the advantageous section are met. In this embodiment, the condition for transitioning to the advantageous section is met by winning a bell role (ordered bell role, common bell role) or a rare role in the internal lottery, and after the third reel is stopped in the winning game, the game transitions from the normal section to the advantageous section. Furthermore, in the initial state of the main control unit 10 (when reset), it is controlled to the normal section, and in the normal section, the advantageous section lamp 13 is controlled to be off.

[0059] While the conditions for transitioning to the advantageous section are defined as winning a bell or rare role, the transition is not limited to these. For example, the transition may also be triggered by the stopping display of a combination of symbols corresponding to a predetermined winning role or a combination of symbols not corresponding to a predetermined winning role (for example, a losing combination or a missed bell combination). Alternatively, the game may be set up so that the player enters a favorable game state where the number of medals increases, and then enters a favorable period, and if the favorable game state continues, the favorable period may be extended.

[0060] The advantageous period is a gameplay period in which button-pressing navigation related to the button-pressing bell symbol can be executed, and because button-pressing navigation is executed, it is a gameplay period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period ends when the conditions for transitioning to the advantageous period are met in the normal period, and then the predetermined conditions for ending the advantageous period are met. The conditions for ending the advantageous period include, for example, when slot machine 1 (main control unit 10) is reset (including when the settings are changed), the advantageous period ends and the game transitions to the normal period. Furthermore, the conditions for ending the advantageous period are the completion of a predetermined game state (for example, AT stage, CZ stage, or bonus), and the advantageous period ends and the game returns to the normal period after the third reel is stopped in the winning game. Furthermore, in the normal stage, if a predetermined number of games (for example, 300 games) are played, the advantageous period may end and the game may return to the normal period.

[0061] Additionally, the advantageous period ends and the game returns to the normal period when the advantageous period limiter is reached. The advantageous section limiter is triggered when either of the following conditions is met: "The number of games played during one advantageous section (advantageous section game count) reaches the upper limit (for example, 4000 games)" or "The number of tokens acquired during one advantageous section (difference in tokens (number of tokens inserted - number of tokens paid out)) reaches the upper limit (for example, 2400 tokens)." Furthermore, the advantageous period limiter may omit either the upper limit on the number of games or the upper limit on the number of coins. Alternatively, the condition for the maximum number of coins may be defined as "the total number of coins acquired during a single advantageous period (net increase in coins (so-called MY)) reaching the maximum number of coins (for example, 2400 coins)."

[0062] Furthermore, the above-mentioned conditions for ending the advantageous period are merely examples, and may include, for example, "at least one notification of a sequenced bell has been given," or "a combination of symbols corresponding to a bonus role has been displayed as a stop." Alternatively, the system may be configured so that the advantageous period ends and the player transitions to the normal period when a predetermined winning combination (a combination that transitions to the normal period) is won during the advantageous period.

[0063] During the advantageous period, the advantageous period lamp 13 is controlled to a state where it can be lit. Furthermore, the advantageous section lamp 13 may also be illuminated when the number of medals increases after entering the advantageous section, resulting in a game state that is advantageous to the player. Furthermore, the advantageous section lamp 13 may be kept off even when transitioning to the advantageous section, or it may be made to light up only when transitioning to the AT state, even when transitioning to the advantageous section. Furthermore, while it is not necessary to provide the advantageous section lamp 13, it is preferable to provide an AT status lamp controlled by the main control unit 10 instead, so that the AT status lamp lights up when the AT state is active.

[0064] (Counter related to gaming) During the advantageous period, the main control unit 10 operates as a counting means and stores the following counter information in the storage unit. • Counter A: The total number of games played during the advantageous period. • Counter B: The total number of coins acquired (difference in coins) during the advantageous period. Counters A and B are counters related to the advantageous period limiter (the maximum number of games that can be played in the advantageous period). When the main control unit 10 transitions from the normal section to the advantageous section, it starts counting the number of games played during the advantageous section (counter A) and the number of medals acquired during the advantageous section (counter B). When the value indicated by counter A reaches the limiter value (4000 games), or when the value indicated by counter B reaches the limiter value (2400 medals), the main control unit 10 forcibly terminates the advantageous section. Furthermore, counters A and B also function as ending limiters (the maximum number of games played before the ending in the advantageous section). For example, the main control unit 10 controls the system to forcibly transition to ending B, which will be described later, when the value indicated by counter A reaches a predetermined number (for example, 3950 games) or when the value indicated by counter B reaches a predetermined number (for example, 2300 coins). Note that the values ​​of counters A and B are reset (initialized) when the advantageous period ends.

[0065] In addition to the above configuration, the slot machine 1 according to this embodiment has the following game states and characteristic gameplay based on these game states. Each game state is controlled (hereinafter also referred to as transitioning) by the main control unit 10, which operates as a game state control means.

[0066] (RT state) Referring to Figure 5, the RT (Replay Time) state (hereinafter also simply referred to as RT) of the slot machine 1 according to this embodiment will be explained. The slot machine 1 according to this embodiment has RT0-RT5 as RT states. Although there are six RT states in this embodiment, there may be other numbers as well.

[0067] RT1 is triggered when the bonus round ends. Furthermore, RT1 ends when the combination of symbols corresponding to the SB role is not stopped (the SB miss symbol is displayed as stopped) when the SB role is won, and the game transitions to RT0 (arrow a in Figure 5). Furthermore, RT1 ends when a combination of symbols corresponding to the weak cherry symbol stops, and the game transitions to RT2 (arrow b in Figure 5). Furthermore, RT1 ends when a combination of symbols corresponding to a winning combination stops, and the game transitions to RT3 (arrow c in Figure 5). Furthermore, if a bonus role is won in RT1, it transitions to RT5 (arrow g in Figure 5), and if an SB role is won, it transitions to SB (arrow j in Figure 5). Thus, RT1 is not a finite game state with a predetermined duration, but rather an infinite game state (infinite RT) that does not transition to other game states unless a specific trigger occurs.

[0068] RT0 is triggered when slot machine 1 (main control unit 10) is reset, or when the setting value is changed (including when the same setting value is set again (re-entering the setting value)). In the case of a setting value change, it may be possible to enter the RT before the setting value change. Additionally, RT0 is triggered when an SB spill symbol stops in RT1, RT2, or RT3, or when 10 games have been played in RT4. Furthermore, RT0 ends when a combination of symbols corresponding to the weak cherry symbol stops, and the game transitions to RT2 (arrow b in Figure 5). Furthermore, RT0 ends when a combination of symbols corresponding to a winning combination stops, and the game transitions to RT3 (arrow c in Figure 5). Furthermore, RT0 ends when the sequence of bell symbols stops being missed, and transitions to RT1 (arrow f in Figure 5). Furthermore, if a bonus role is won in RT0, it transitions to RT5 (arrow g in Figure 5), and if an SB role is won, it transitions to SB (arrow j in Figure 5). Thus, RT0 is not a finite game state with a predetermined duration, but rather an infinite game state (infinite RT) that does not transition to any other game state unless a specific trigger occurs. Furthermore, in RT0, the transition to RT2 or RT3, which is advantageous to the player, is triggered by the winning of a rare role (weak cherry role, chance eye role), which makes it possible to further increase the player's anticipation of winning a rare role.

[0069] RT2 is triggered when a combination of symbols corresponding to the weak cherry symbol stops in RT0. RT3 is triggered when a combination of symbols corresponding to a winning combination stops in RT0. Furthermore, RT2 and RT3 end when a combination of symbols corresponding to the weak cherry replay, chance eye replay, or special white 7 replay stops, and the game transitions to RT4 (arrow d in Figure 5). In RT2 or RT3, if a combination of symbols corresponding to the special white 7 replay (special white 7 alignment) stops, the player can be notified that they have entered a more advantageous state (RT4).

[0070] Furthermore, RT2 and RT3 terminate when the SB spill indicator stops, and transition to RT0 (arrow a in Figure 5). Furthermore, RT2 and RT3 terminate when the sequence of bell symbols stops, and the game transitions to RT1 (arrow f in Figure 5). Furthermore, RT2 ends when a combination of symbols corresponding to a winning combination stops, and the game transitions to RT3 (arrow c in Figure 5). Furthermore, RT3 ends when a combination of symbols corresponding to the weak cherry symbol stops, and the game transitions to RT2 (arrow b in Figure 5). Furthermore, if a bonus role is won in RT2 or RT3, the game transitions to RT5 (arrow g in Figure 5), and if an SB role is won, the game transitions to SB (arrow j in Figure 5). Thus, RT2 and RT3 are not finite game states with predetermined play periods, but rather infinite game states (infinite RT) that do not transition to other game states unless a specific trigger occurs.

[0071] RT4 is triggered when a combination of symbols corresponding to the weak cherry replay, chance eye replay, or special white 7 replay stops in RT2 or RT3. Furthermore, RT4 ends after 10 games have been played, and the game transitions to RT0 (arrow e in Figure 5). Note that the number of games played in RT4 is not limited to 10; it can be any number of games. Furthermore, if a bonus role is won in RT4, it transitions to RT5 (arrow g in Figure 5), and if an SB role is won, it transitions to SB (arrow j in Figure 5). Thus, RT4 is a finite game state (finite RT) that ends after a predetermined number of game plays.

[0072] Furthermore, RT4 is a state in which the probability of winning a replay is higher than in other RTs, making it a favorable state for the player (a specific game state). Specifically, as shown in Figure 4A, the strong cherry replay symbol is set to be awarded only in RT4. In addition, the weak cherry replay symbol and the white 7 replay symbol are set to be awarded with a high probability. Therefore, in each stage, the game progresses more favorably while in RT4. For example, in the normal stage, it becomes easier to transition to the CZ stage. Also, in the CZ stage, it becomes easier to receive bonuses related to the AT stage. Also, in the AT stage, it becomes easier to continue in the AT stage.

[0073] RT5 is triggered when a bonus role is won during RT0-4. Furthermore, RT5 ends when a combination of bonus symbols stops, and the game transitions to a bonus round (arrow h in Figure 5). In other words, RT5 continues from the moment a bonus role is won until the bonus role is actually achieved. In RT5, the game proceeds with the player in a state where a bonus role has been internally won (bonus winning state). Thus, RT5 is a bonus-winning state, but it is not a finite game state with a predetermined play period; rather, it is an infinite game state (infinite RT) that does not transition to any other game state unless a bonus role is won.

[0074] The bonus is triggered in RT5 when a combination of bonus symbols stops (wins). Furthermore, the bonus ends when a predetermined number of medals are paid out, and the game transitions to RT1 (arrow i in Figure 5). Thus, the bonus is a game state that ends when a certain number of medals are paid out.

[0075] SB is entered in RT0-4 when the SB role is won and the SB role is achieved in that game. On the other hand, if the SB role is not achieved in the winning game, the right to transition to SB is forfeited and SB does not occur. The SB (Sky Block) has five RT0SB-RT4SBs, and the one entered depends on the RT (Real Time) the player was in when entering the SB. Specifically, if the player was in RT0, they enter RT0SB; if in RT1, they enter RT1SB; if in RT2, they enter RT2SB; if in RT3, they enter RT3SB; and if in RT4, they enter RT4SB. Furthermore, SB ends after one game has been played, and the game transitions back to the RT (Replay Time) that was in place before it started (arrow k in Figure 5). Furthermore, if the player wins the SB role, the game may notify the player via lamp 11 or similar to prevent them from winning the SB role.

[0076] In this embodiment, multiple RT states with different degrees of advantage are provided, allowing players to transition from a relatively disadvantageous RT to a relatively advantageous RT, and the game has a feature where winning a bonus role during RT0-4 leads to a bonus via RT5. In this type of gameplay, staying in RT4 is an advantageous state for the player, and furthermore, repeating a loop where the player transitions to RT0 after RT4 ends and then returns to RT4 again is advantageous for the player. Therefore, in RT2 or RT3, where transition to RT4 is possible, it is desirable for the player that the player does not transition to RT1 (fall) by stopping on a sequence of bell symbols. In the above explanation of RT transitions, we described a scenario where transitions from RT0 and RT1 to RT2 and RT3 are controlled, and transitions between RT2 and RT3 are controlled to be mutual. However, the explanation is not limited to this scenario. The transition to RT2 and RT3 may be triggered by winning a role that can only be won in RT0 (for example, a special replay role), and the system may be controlled so that transitions to RT2 and RT3 can only be made from RT0.

[0077] (Details of each game state (stage)) Next, with reference to Figure 6, we will describe each game state of the slot machine 1 according to this embodiment, the transitions between each game state, and the gameplay based on each game state. Furthermore, the main control unit 10 can independently control the transition between the normal section and the advantageous section, the transition of the RT, and the transition between each game state (stage). Unless otherwise specified, the timing of the transition from one game state to another is generally after the third reel is stopped in the game in which the transition conditions are met (or after the medal payout is complete). However, it is not limited to this; the transition may also occur from the next game after the transition conditions are met.

[0078] As shown in Figure 6, the gameplay of the slot machine 1 in this embodiment is performed in multiple game states (stages), including a normal stage, a CZ stage, an AT stage, an ending, and a bonus. The main control unit 10 operates as a game state control means, and is capable of controlling the transition from one game state to another based on whether predetermined transition conditions are met. The normal stage is controlled to be non-AT (Attack Time). Therefore, the longer a player stays in the normal stage, the longer it becomes difficult for them to increase their medal count, which is disadvantageous to them. On the other hand, stages other than the normal stage are controlled to be AT. Therefore, players aim to transition from the normal stage to the CZ (Challenge Zone) stage or AT stage, and in particular, aim to stay in the AT stage for as long as possible. Furthermore, some stages other than the normal stages may be non-AT or partially AT (for example, 50% being AT).

[0079] (Normal Stage) The normal stage (normal gameplay state) is entered when slot machine 1 is reset, when the settings are changed (including re-entering the settings), or when the advantageous period ends. Additionally, this mode may be entered after the CZ stage, AT stage, and Ending B have finished. When slot machine 1 (main control unit 10) is reset, it is controlled to the normal stage. If the conditions for transitioning to the advantageous stage are met during the normal stage in the normal stage, the main control unit 10 controls the machine from the normal stage to the advantageous stage. In other words, during normal stages, the time spent in normal zones is extremely short, and you will spend almost all your time in advantageous zones. Furthermore, in normal stages, it may be possible to make it indistinguishable from the outside that the system is controlled in a normal section. For example, the display screen shown on the display unit 8 may use the same background image during normal sections and advantageous sections. By unifying the display screen in this way, it is possible to make it difficult to recognize that the system has transitioned from a normal section to an advantageous section.

[0080] (Processing when transitioning to a favorable period) Next, we will explain the process that is executed when the conditions for transitioning to the advantageous period are met during the normal stage. The main control unit 10 performs a state level lottery when the conditions for transitioning to a favorable period are met. The state level is a parameter that is referenced in each stage during the advantageous period when predetermined conditions are met, and it affects the progress of the game. For example, there are levels for the following six types of states (State A to State F). Details of each state level will be described later. • State A level (a level related to State A, which indicates how easily the AT continuation rate can be increased) • Status B level (a level related to Status B, which indicates how easy it is to obtain an item) • State C level (a level related to State C that indicates the ease of transitioning to specialized stage B) • State D level (a level related to State D, which indicates how easily the number of CB games can be increased) • State E level (a level related to State E, which indicates how easily the number of EX games can be increased) • State F level (a level related to State F, which indicates the likelihood of the white 7s appearing in the navigation)

[0081] Each state level is set in, for example, three stages (Level 1 to Level 3), and based on the relationship Level 1 < Level 2 < Level 3, a higher level value is determined to make the game progress more favorably for the player. Furthermore, it is possible to set any number of state levels, not limited to these, and there may be five or fewer levels, or seven or more levels.

[0082] The main control unit 10 determines the level value for each state level in the state level lottery. The level values ​​of each state level determined in the state level lottery are maintained until the end of the advantageous period. However, the state levels may be re-determined at predetermined timings during the advantageous period. Furthermore, the timing for determining each state level is not limited to when the conditions for transitioning to the advantageous section are met; it can also be at other times (for example, at the start of the AT stage).

[0083] (Status level lottery) The state level selection process for each state will be explained in detail. The main control unit 10, by referring to the "State A and State E level lottery table" shown in Figure 7, simultaneously determines the State A level and State E level by lottery based on the setting values ​​set in the probability setting device 15, and stores the result in the storage unit of the main control unit 10. For example, as shown in Figure 7, when level pattern 6 is determined, "level 2" is determined as state A level, and "level 3" is determined as state E level. While a detailed explanation is omitted, the determination of other level values ​​is also based on the level patterns selected according to the respective selectivity rates shown in the diagram, and state A and state E are determined simultaneously. As will be explained in more detail later, State A level is referenced in the lottery to increase the AT continuation rate performed in the AT stage and Special Stage A, and State E level is referenced in the lottery to increase the number of EX games performed in the AT stage and Special Stage B. The higher the level determined, the easier it is for the AT stage to continue (extend).

[0084] In the state A and state E level lottery, as shown in Figure 7, the settings are configured to make it difficult for both state A and state E levels to be determined at high levels. This is because states A and E are indicators directly related to the number of balls dispensed, and if the state levels of both states were frequently determined to high values, the probability of players winning large amounts of balls would increase significantly. Therefore, in order to appropriately adjust the balance of profits between the pachinko parlor and the players, the state levels of both states are designed to be less likely to be determined to high values. In the explanation of the state A and state E level lottery, we described the case where state A level and state E level are determined simultaneously, but this is not the only option; they may be determined separately. Furthermore, although the explanation described a case where both State A level and State E level are less likely to be determined at high level values, the explanation is not limited to this case. The higher the setting value set in the probability setting device 15, the more likely both levels are to be determined at high level values.

[0085] The main control unit 10 refers to the "State B level lottery table" shown in Figure 8, and determines the State B level by lottery based on the setting value set in the probability setting device 15, and stores the result in the storage unit of the main control unit 10. For example, as shown in Figure 8, "Level 2" is more likely to be selected when the settings are even (settings 2, 4, and 6), while "Level 1" and "Level 3" are more likely to be selected when the settings are odd (settings 1, 3, and 5). In this configuration, "Level 1" is more likely to be selected than "Level 3". As will be explained in more detail later, the Status B level is referenced in the item acquisition lottery performed in the AT stage, and the higher the level determined, the easier it is to acquire items that will give you an advantage in the battle stage, which will be explained later.

[0086] The main control unit 10 refers to the "State C Level Lottery Table" shown in Figure 9, and determines the State C Level by lottery based on the setting value set in the probability setting device 15, and stores the result in the storage unit of the main control unit 10. For example, as shown in Figure 9, "Level 2" is more likely to be selected when the settings are even (settings 2, 4, and 6), while "Level 1" and "Level 3" are more likely to be selected when the settings are odd (settings 1, 3, and 5). "Level 1" is set to be selected more often than "Level 3". As will be explained in more detail later, the State C level is referenced in the lottery for increasing the transition rate to Special Stage B, which is performed in the AT stage. The higher the level determined, the easier it is to transition to Special Stage B.

[0087] The main control unit 10 refers to the "State D Level Lottery Table" shown in Figure 10, and determines the State D Level by lottery based on the setting value set in the probability setting device 15, and stores the result in the storage unit of the main control unit 10. For example, as shown in Figure 10, "Level 1" is more likely to be selected when the settings are odd (settings 1, 3, and 5), while "Level 2" and "Level 3" are more likely to be selected when the settings are even (settings 2, 4, and 6). In this configuration, "Level 2" is more likely to be selected than "Level 3". As will be explained in more detail later, the State D level is referenced in the lottery for increasing the number of CB games performed during the AT stage, and the higher the level determined, the easier it is to increase the number of CB games.

[0088] The main control unit 10 refers to the "State F Level Lottery Table" shown in Figure 11, and determines the State F Level by lottery based on the setting value set in the probability setting device 15, and stores the result in the storage unit of the main control unit 10. For example, as shown in Figure 11, "Level 1" is more likely to be selected when the settings are odd (settings 1, 3, and 5), "Level 2" is more likely to be selected when the settings are even (settings 2, 4, and 6), and "Level 3" is less likely to be selected when the setting is 6. As will be explained in more detail later, the State F level is referenced in the lottery for determining the white 7 alignment navigation performed in the AT stage. The higher the level determined, the more likely it is that navigation that allows for the white 7 alignment (hereinafter referred to as white 7 alignment navigation) will occur.

[0089] In this way, when transitioning from the normal section to the advantageous section, the level value of the AF state within the current advantageous section is determined. This makes it possible to generate visual effects during the normal stage that suggest the expected outcome of the next AT stage, based on the level value of each determined state. For example, if a high level value is selected for state A, it is possible to generate a visual effect that suggests the next AT stage to transition to is likely to loop (continue). This makes players want to transition to the AT stage within the current advantageous period, thereby increasing their motivation to continue playing and improving the utilization rate of the gaming machines. Furthermore, by incorporating multiple state levels, a variety of gameplay options can be realized, preventing the game from becoming monotonous and enhancing its appeal.

[0090] Furthermore, the normal stage has multiple probability states; for example, a normal probability state and a high probability state are set. The probability of transitioning to the CZ stage or AT stage is higher when controlled to the high probability state than when controlled to the normal probability state. In addition, the probability of winning a bonus role may be increased while in the high probability state. The transition of probability states is controlled, for example, by transitioning (promoting) from the normal probability state to the high probability state with a predetermined probability when a rare role is won. On the other hand, for example, by transitioning (demoting) from the high probability state to the normal probability state with a predetermined probability when a replay role is won, a bell role is won, or a losing role is won. Furthermore, the transition of probability states is not limited to the winning combination; the probability state may also be switched at predetermined intervals. When the probability state transitions from a normal probability state to a high probability state, the sub-control unit 20 controls the display unit 8 to notify that the state is in a high probability state. For example, the background of the stage may be changed from a daytime background to an evening background to notify that the state is in a high probability state.

[0091] The regular stages consist of Regular Stage A and Regular Stage B. (Normal Stage A) Normal Stage A is the initial game state you are in after entering the normal stage. In Normal Stage A, a lottery is held to determine whether to transition to Normal Stage B or the CZ Stage based on the winning combination in the internal lottery process. In this transition lottery, the probability of winning differs depending on the current probability state and the current game section. Specifically, when in the normal zone, the "Game State Transition Lottery Table (Normal Zone)" shown in Figure 12(a) is referenced, and if a rare role is won in the internal lottery process, a lottery is conducted based on a predetermined winning probability. For example, the probability of winning is increased based on the relationship between Watermelon < Weak Cherry < Chance Eye < Strong Cherry. Furthermore, if you win the rare replay role, the corresponding transition lottery will not be held.

[0092] Furthermore, while in the advantageous section and in the normal probability state, the "Game State Transition Lottery Table (Advantageous Section + Normal Probability State)" shown in Figure 12(b) is referenced, and when a rare role or rare replay role is won in the internal lottery process, a lottery is conducted based on a predetermined winning probability. For example, the probability of winning is increased based on the relationships: Watermelon < Weak Cherry, Weak Cherry Replay < Chance Eye, Chance Eye Replay < Strong Cherry Replay < Strong Cherry.

[0093] Furthermore, while in the advantageous section and in a high probability state, the "Game State Transition Lottery Table (Advantageous Section + High Probability State)" shown in Figure 12(c) is referenced, and when a rare role or rare replay role is won in the internal lottery process, a lottery is conducted based on a predetermined winning probability. For example, the probability of winning is increased based on the relationship between weak cherry, weak cherry replay, watermelon, chance symbol, chance symbol replay, strong cherry, and strong cherry replay.

[0094] As shown in Figures 12(b) and (c), in normal stage A, while staying in the advantageous section, the probability of transitioning to normal stage B or the CZ stage is controlled to be higher in the high probability state than in the normal probability state. If the player wins the transition lottery, the main control unit 10 controls the player to transition from normal stage A to normal stage B or the CZ stage (arrows a and c in Figure 6).

[0095] (Press sequence guessing gameplay) In the normal Stage A, in addition to transitioning to the CZ stage by winning the transition lottery mentioned above, there are other cases where it is possible to transition to the CZ stage. In normal Stage A, if a specific button sequence bell combination is won, a button sequence guessing animation will be performed with a predetermined probability. The button-press sequence guessing feature is a feature state in which the player can guess the correct button-press sequence for the button-press sequence bell symbol on their own. For example, the display unit 8 shows a predetermined feature image (6-choice challenge!) and a button-press sequence navigation as "?".

[0096] In the button-press sequence guessing game, if the button press sequence is correct, the main control unit 10 controls the system to transition to the CZ stage (arrow c in Figure 6). On the other hand, in the button-pressing sequence guessing game, if the button-pressing sequence is incorrect, the main control unit 10 continues to control the system to normal stage A. Furthermore, if the button sequence is incorrect during the button press sequence guessing game, the system may be controlled to transition to normal stage B. This allows players to remain in a state where the probability of transitioning to the CZ stage is still high, even if the button sequence is incorrect.

[0097] Furthermore, the "predetermined probability" at which the button-press sequence guessing animation can appear changes depending on the occurrence of SB spills during the advantageous period. Specifically, the probability of winning increases with each consecutive stop display of a missed SB (Super Bonus). For example, if a missed SB is displayed three times in a row, the probability becomes 30%, and if it is displayed four times in a row, the probability becomes 50%. Additionally, if a number other than the SB spill occurs, the probability is reset (to 0%).

[0098] (Normal Stage B) Normal Stage B can be entered from Normal Stage A and is a game state that can be stayed in for a predetermined number of games (10 games + α). Normally, Stage B ends after 10 games, triggered by the display of a missed SB symbol or the end of SB. Specifically, if you do not win an SB after 10 games, Normal Stage B ends, but if you win an SB after 10 games, Normal Stage B continues without ending. In other words, even after completing 10 games in the normal Stage B, you can extend the game by an additional number of games by stopping on an SB miss or by hitting an SB combination. Furthermore, if a rare role is won during the SB (Super Bonus) that begins after 10 games have been played, the game will be controlled back to normal stage B. In other words, "10 games + α" will be reset. However, this is not the only option; if a rare role is won during the SB, the game may continue until the SB miss symbol stops again or an SB role is won.

[0099] In the normal Stage B, if a rare role is won in the internal lottery process, a lottery is held to determine whether to transition to the CZ stage based on a predetermined winning probability. In other words, in the normal Stage B, the goal is to play the game with the aim of acquiring the right to transition to the CZ stage within "10 games + α". For example, the probability of winning is increased based on the relationship between Watermelon < Weak Cherry < Chance Eye < Strong Cherry, and it is set to have a higher probability of winning than the transition lottery that takes place in normal Stage A. If the transition lottery is won, the main control unit 10 controls the transition from normal stage B to CZ stage (arrow d in Figure 6). If the transition lottery is not won, the main control unit 10 controls the transition to normal stage A (arrow b in Figure 6).

[0100] (Control when a rare play combination is won in a normal stage) Next, referring to Figure 13, we will explain the characteristic control when a rare replay role is won in a normal stage. For example, after the AT stage ends, the RT state may remain in RT4 (specific game state) while transitioning to the normal section and normal stage. While in RT4, as mentioned above, it is possible to win specific roles that are very advantageous to the player (for example, the strong cherry replay role). Furthermore, as mentioned above, during normal sections and normal stages, even if a specific role (strong cherry replay role) is won, the system is controlled so that the lottery for transitioning to normal stage B or the CZ stage is not executed. In other words, if a specific role is won in the normal stage while in RT4, and the game is controlled to the advantageous section, there is a high probability that a bonus (the right to transition to another game state) will be granted. However, if the game is controlled to the normal section, no bonus will be granted.

[0101] Therefore, the slot machine 1 (sub-control unit 20) according to this embodiment is configured to notify the user of specific information (button press navigation) (hereinafter referred to as "button press avoidance navigation") that prompts the user to perform the operation in the first manner (middle button press) when a specific role is won while staying in RT4 and staying in the normal section (Figure 13A). Then, if the player performs a stop operation according to the button press avoidance navigation, the first specific stop pattern (replay, replay, replay) will be displayed. This prevents the display of a second specific stop pattern (cherry-replay-replay), which is extremely advantageous for the player, when the player is in RT4 and during normal play, thus preventing the player from feeling a sense of loss due to winning a specific role.

[0102] Furthermore, while in RT4 and during the normal section, if a specific role is won, the specific information (button press avoidance navigation) that is notified can include setting value information related to the setting value set by the probability setting device 15. For example, when displaying a button-press sequence consisting of text information such as "1", "2", and "3" on the display unit 8 as a button-press sequence avoidance navigation, a predetermined image (for example, a character image) may also be displayed. The character image to be displayed is selected according to each setting value, and the setting value can be predicted to some extent by the displayed character. Furthermore, as a button-press order avoidance navigation, the "left," "middle," and "right" voice prompts output from speaker 9 may also be used to predict the set values ​​by including other sound effects or voice prompts. Furthermore, when reporting setting value information, the level of confidence may be varied for each setting. For example, the level of confidence may differ depending on the character's facial expression, or it may differ depending on the type of sound output. This allows the probability setting device 15 to suggest a specific value to the player when they win a specific role while in RT4 and during the normal section, thus preventing them from feeling a sense of loss due to winning a specific role.

[0103] Furthermore, if a specific role is won while in RT4 and during a normal section, and the setting value set by the probability setting device 15 is a specific setting value (second setting value (for example, setting 6)), the button press order avoidance navigation can be disabled. This allows for the display of a second specific stop pattern (cherry-replay-replay) even when a specific role is won, and it becomes possible to associate "the display of the second specific stop pattern during the normal section = high setting confirmed." As a result, it becomes possible to definitively inform players of specific settings, preventing them from feeling a sense of loss due to winning a specific role.

[0104] Furthermore, in the normal stage, if a specific role is won while in RT4 and within the advantageous section, the specific information (button press avoidance navigation) prompting operation using the first operation method (middle stop) is not displayed (Figure 13B). In other words, the display of the second specific stop method (cherry-replay-replay) is permitted. In this case, a cut-in animation is performed on the main screen of the display unit 8 to notify that a specific role has been won. The cut-in animation is performed, for example, by displaying a predetermined character image for a brief moment (for example, 1 second). This allows the player to recognize that they have won a specific combination, enabling the display of a second specific stop pattern (cherry-replay-replay) that is highly advantageous to the player. In addition, during normal stages, if you are in RT4 and within the advantageous period, and you win a special role such as a weak cherry replay or a chance eye replay, the button press avoidance navigation will not be displayed (Figure 13, D).

[0105] Furthermore, in the normal stage, if a special role (for example, a weak cherry replay role) is won while in RT4 and during the normal section, specific information (avoidance of button press order) prompting operation using the first operation method (middle press) is not displayed (Figure 13C). In other words, if a special role is won, the display of the third specific stop method (BAR, replay, cherry) is permitted. This is for the following reasons: As shown in Figures 12(b) and (c), when a special role is won while in the advantageous period, the probability of being granted a bonus (the right to transition to another game state) is set lower compared to when a specific role is won. Therefore, because the sense of loss for the player is less when a special role is won compared to when a specific role is won, the system is designed to allow the display of a third specific stopping pattern without providing notification of avoiding the wrong button press order. This allows players to recognize the win of a special role even during normal gameplay, and can therefore be used, for example, to determine the current RT (Replay Time) state or the machine's settings. Furthermore, in addition to the above, if a special role such as a weak cherry replay or a chance eye replay is won while in RT4 and during a normal section, a push-button avoidance navigation may be displayed.

[0106] (CZ Stage) The CZ stage (first game state) is a game state that is entered from the normal stage and controlled by the AT (Attack Time). Furthermore, in the CZ stage, if you are in RT2 or RT3, you can avoid the stop display of missed bell symbols in the correct order, making it easier to transition to RT4, which gives the player an advantage in the game.

[0107] The CZ stage consists of a first half (CZ Stage A) and a second half (CZ Stage B), and the second half (CZ Stage B) is further composed of CZ Stage B1 (normal first game state) and CZ Stage B2 (special first game state). Each CZ stage continues until the predetermined number of games set for each stage is completed. After the end of CZ stage A, the main control unit 10 controls the system to transition to CZ stage B1 or CZ stage B2 (arrows e and f in Figure 6).

[0108] The next stage to transition from CZ Stage A (either CZ Stage B1 or CZ Stage B2) is determined when the transition to a CZ stage is confirmed during a normal stage. Specifically, the main control unit 10 refers to the "CZ Stage B Type Lottery Table" shown in Figure 14 and determines either CZ Stage B1 or CZ Stage B2 by lottery based on the setting value set in the probability setting device 15. For example, as shown in Figure 14, the settings are configured so that CZ stage B2 is more likely to be selected when using odd-numbered settings (settings 1, 3, and 5) than when using even-numbered settings (settings 2, 4, and 6). Furthermore, this is not limited to the above; the settings may be configured so that CZ Stage B2 is more likely to be selected when using even-numbered settings than when using odd-numbered settings, or the likelihood of selection may be set to be the same for both CZ Stage B1 and CZ Stage B2.

[0109] (CZ Stage A) In CZ Stage A, gameplay continues for a predetermined number of games (for example, 10 games). In CZ Stage A, the number of games spent in CZ Stage B is determined. Specifically, the main control unit 10 refers to the "CZ Stage B Game Count Addition Lottery Table" shown in Figure 15 to determine by lottery whether or not to add games to the initial number of games (10 games) of CZ Stage B. For example, as shown in Figure 15, the probability of winning the bonus draw is increased based on the relationship between rare roles, non-common bell roles < common bell roles < watermelon roles, weak cherry roles < chance roles < strong cherry roles. Furthermore, the rare roles that trigger this bonus lottery also include the rare replay role. However, the rare replay role may be excluded from the lottery, not limited to the rare replay role. If you win the bonus lottery, "1 game" will be added to the initial number of games. In other words, if you win the bonus lottery in all games (10 games) of CZ Stage A, the number of games you will be in CZ Stage B will be 20 games (initial number of games (10 games) + bonus number of games (10 games)). Note that the number of games added is not limited to 1 game, but may be 2 or more.

[0110] (CZ Stage B) CZ Stage B is entered after CZ Stage A ends, and gameplay takes place in either CZ Stage B1 or CZ Stage B2, which is determined by a CZ Stage B type lottery. Gameplay continues for the duration determined in CZ Stage A. CZ Stage B1 is a game state in which the player is not granted the right to transition to the AT Stage (second game state) at the start of the game, while CZ Stage B2 is a game state in which the player is granted the right to transition to the AT Stage at the start of the game. Therefore, while in CZ Stage B1, players will play with the expectation that they will be granted the right (bonus) to transition to the AT stage before the number of games played in that stage is exhausted.

[0111] Specifically, the main control unit 10 operates as a determination means to determine (draw) whether or not to grant a bonus (such as the right to transition to the AT stage, the right to transition to the special stage (third game state), or extension benefits to extend the AT stage) when a white 7 replay role, common bell, or rare role (including rare replay role) is won. While in CZ Stage B1, a lottery is held to determine whether or not to grant a benefit, by referring to the "CZ Stage B1 Benefit Granting Lottery Table" shown in Figure 16(a). For example, the probability of winning is increased based on the relationship between the common bell, watermelon, and weak cherry symbols < chance symbols < strong cherry symbols < white 7 replay symbols. If you win the white 7 replay symbol, the win is guaranteed. While in CZ Stage B2, a lottery is held to determine whether or not to grant a benefit, by referring to the "CZ Stage B2 Benefit Granting Lottery Table" shown in Figure 16(b). For example, the probability of winning is increased based on the relationship between the common bell, watermelon, weak cherry, chance eye, strong cherry, and white 7 replay symbols. If you win the white 7 replay or strong cherry, the win is guaranteed. As shown in Figures 16(a) and (b), the probability of winning is set higher in CZ Stage B2 than in CZ Stage B1. If you win the lottery, you will be awarded at least one of several prizes.

[0112] (Rewards given in CZ Stage B) Next, we will explain the characteristic control mechanisms when a bonus is awarded in CZ Stage B. When the main control unit 10 wins the prize award lottery described above, it operates as a prize awarding means and can award at least one prize from among multiple prizes based on the prize awarding order which defines the order in which the prizes to be awarded are awarded. Information regarding the order in which the benefits are granted is stored in the memory unit of the main control unit 10. For example, it is stipulated that the benefits are granted in the following order: "Right to transition to AT stage (first benefit)" → "Right to transition to special stage A (second benefit)" → "Right to transition to special stage B (second benefit)" → "Additional EX game count (third benefit)" → "Additional EX game count (third benefit)"... (see Figure 17).

[0113] The benefits, as defined in this order, can be awarded each time you win the benefit award lottery. Specifically, the benefits awarded will differ depending on the number of times you have won the benefit award lottery at the end of CZ Stage B. In this way, the content of the rewards awarded changes depending on the number of times the reward lottery is won while staying in CZ Stage B, which can enhance the enjoyment of the game and the players' expectations.

[0114] Furthermore, the main control unit 10 controls the system so that the order in which benefits are granted differs depending on whether the player is in CZ stage B1 or CZ stage B2. For example, while in CZ Stage B1, benefits will be granted based on the first order of benefit granting sequence. The first order is the order in which the benefits can be granted in order starting from the predetermined position in the benefit granting order, for example, granting them in order from the first (predetermined) position in the benefit granting order. In other words, in CZ Stage B1, as shown in Figure 17, the "right to transition to AT Stage" is granted first, and then the benefits granted change sequentially each time the benefit grant lottery is won.

[0115] Specifically, if the number of times the bonus grant lottery is won is 1 while staying in CZ Stage B1, the main control unit 10 grants the "right to transition to AT Stage" as a bonus, and controls the system to transition to the AT Stage after CZ Stage B1 ends (arrow g1 in Figure 6). Furthermore, if the number of times the bonus prize lottery is won is two, the main control unit 10 grants the "right to transition to Special Stage A" as a bonus, and controls the system to transition to Special Stage A after the end of CZ Stage B1 (arrow g2 in Figure 6). Furthermore, if the number of times the bonus prize lottery is won is three, the main control unit 10 grants the "right to transition to Special Stage B" as a bonus, and controls the system to transition to Special Stage B after the end of CZ Stage B1 (arrow g2 in Figure 6). Furthermore, if the number of times the bonus prize lottery is won is four or more, the main control unit 10 grants "additional EX game count (for example, 10 games)" as a bonus and controls the system to transition to the AT stage after the CZ stage B1 ends (arrow g1 in Figure 6). In other words, "additional EX game count" can be granted a predetermined number of times consecutively. Furthermore, if there are no bonus award draws while staying in CZ Stage B1, the main control unit 10 controls the system to transition to Normal Stage A after CZ Stage B1 ends (arrow h in Figure 6).

[0116] On the other hand, while staying in CZ Stage B2, benefits will be awarded based on the second order of benefit distribution. The second order is the order in which benefits can be granted in order from the specific number after the predetermined number, for example, starting from the third (specific) number in the benefit granting order. In other words, in CZ Stage B2, as shown in Figure 17, the "right to transition to Special Stage B" is granted first, and then the benefits granted change sequentially each time the benefit grant lottery is won.

[0117] Specifically, if the number of times the reward lottery is won while staying in CZ Stage B2 is 1, the main control unit 10 grants the "right to transition to Special Stage B" as a reward, and controls the system to transition to Special Stage B after CZ Stage B1 ends (arrow g2 in Figure 6). Furthermore, if the number of times the bonus prize lottery is won is two or more, the main control unit 10 grants "additional EX game count (for example, 10 games)" as a bonus and controls the system to transition to the AT stage after the CZ stage B1 ends (arrow g1 in Figure 6). In other words, while in CZ Stage B2, the first (right to transition to AT Stage) and second (right to transition to Special Stage A) of the bonus granting order are omitted.

[0118] As will be explained in more detail later, after the special stage ends, you will transition (return) to AT stage B. Therefore, the "right to transition to special stage A" and the "right to transition to special stage B" that are granted as benefits also mean that the "right to transition to AT stage" is also granted as a benefit. Furthermore, the "additional EX game count" will effectively grant the "right to transition to the AT stage" as a bonus. However, it is also possible to grant only the "additional EX game count."

[0119] Additionally, if you win the prize draw during CZ Stage B, a special animation will be played to notify you of your win. Specifically, if the player wins the White 7 Replay combination and is selected for the bonus prize lottery, an animation will be performed that notifies the player of the White 7 alignment. For example, based on the operation of the start lever 3, the display unit 8 will show an image prompting the player to stop the "White 7" symbol ("Aim for the White 7!") and an image prompting the player to reverse-press the buttons. If the player successfully performs the button-pressing operation and the White 7s are displayed, an image representing the bonus prize will be displayed on the display unit 8. Furthermore, if a win other than the White 7 Replay combination results in a prize award lottery, a button animation will be executed. For example, based on the operation of the start lever 3, an operation image will be displayed on the display unit 8, consisting of an image resembling an operation button prompting the operation of the animation button 2c, and text information instructing the operation (for example, "PUSH"). Then, by operating the animation button 2c, an image representing the awarded prize will be displayed on the display unit 8.

[0120] Thus, the slot machine 1 (main control unit 10) according to this embodiment controls the order in which the rewards are given differ for each stage the player is in. This allows for different types of rewards to be awarded in CZ Stage B1 and CZ Stage B2, even if the number of times the reward lottery is won is the same. Therefore, it is possible to prevent the game from becoming monotonous and to improve the enjoyment of the game. Furthermore, since the type of reward awarded changes depending on the number of times the reward lottery is won, it is possible to enhance the enjoyment of the game and the players' expectations. In particular, in CZ stage B1, where the transition to the AT stage is not guaranteed, the rewards that can be obtained are not limited to the fixed reward of "the right to transition to the AT stage" as the CZ stage, but can also include unexpected rewards such as "the right to transition to a special stage" or "an increase in the number of EX games", thereby enhancing the enjoyment of the game. Furthermore, a common table can be used to determine the benefits to be awarded in CZ Stage B1 and CZ Stage B2. Therefore, there is no need to prepare separate tables for each stage, which reduces the storage space required for table data.

[0121] Furthermore, the "granting of benefits in CZ Stage B" may be modified as shown below. The above explanation describes a scenario where one reward is awarded based on the number of times the reward lottery is won. However, the explanation is not limited to this scenario; all rewards may be awarded based on the number of times the reward lottery is won. For example, in CZ Stage B1, if the reward lottery is won 5 times, all of the following rewards may be awarded: "Right to transition to AT Stage," "Right to transition to Special Stage A," "Right to transition to Special Stage B," "Additional EX game count (10 games)," and "Additional EX game count (10 games)." In this case, either the "Right to transition to Special Stage A" or the "Right to transition to Special Stage B" reward may be awarded. Furthermore, the above explanation assumes that the notification of winning the prize draw is performed for all triggers. However, this is not limited to this scenario. The notification may be performed only when the prize draw is won as a result of winning the white 7 replay, and the notification may not be performed when the prize draw is won as a result of winning anything other than the white 7 replay. In other words, the winning result may be concealed from the player. Furthermore, the benefits that can be granted in CZ Stage B are not limited to those mentioned above, but may also include, for example, "an increase in the AT continuation rate," "items consumed in the battle stage," or "the right to continue AT until a bonus role is won."

[0122] Furthermore, the above explanation described a case where a fixed reward is given according to the number of times the reward lottery is won, but it is not limited to this, and the reward may be determined by lottery from among multiple rewards. For example, in CZ Stage B1, if the reward lottery is won twice, the reward may be determined by lottery from among "the right to transition to Special Stage A" and "an increase in EX game count". Additionally, the "EX game count increase" may be calculated based on the number of times the bonus prize lottery is won, with a total of games awarded accordingly. For example, if the bonus prize lottery is won four times in CZ stage B2, 30 games (10 games + 10 games + 10 games) may be awarded. Furthermore, the "increase in EX game count" may be varied according to the number of times the bonus prize lottery is won. For example, it may be set to 20 games, 30 games, 40 games, etc. Furthermore, if the number of times the bonus prize lottery is won reaches a certain number (for example, 7 times) or more, Ending B, described later, may be guaranteed. In this case, even if Ending B is guaranteed, it is preferable to control the system so that the AT stage proceeds as usual without notifying the player of this fact, in order to avoid making the player feel like they are just going through the motions.

[0123] (AT Stage) The AT stage is entered from the CZ stage and is a game state where it is extremely easy to acquire medals. The AT Stage (Special Game State) consists of AT Stage A, AT Stage B (First Special Game State), and Battle Stage (Second Special Game State). A series of games are played across these three stages, and the game progresses as a set of these games. Normally, the game progresses in the order of AT Stage A → AT Stage B → Battle Stage. If you win the AT continuation lottery held in the Battle Stage, you will return to AT Stage A after the Battle Stage ends, allowing you to play another set of games. Furthermore, as will be explained in more detail later, in the AT continuation lottery during the battle stage, those with a higher AT continuation rate are more likely to win, and those who possess items are also more likely to win. Therefore, increasing the AT continuation rate through bonus draws and acquiring many items before entering the battle stage will give the player an advantage in the game. Furthermore, the Bonus and Special Stage A are game states that allow for a significant increase in the AT continuation rate, and entering these game states during the AT stage provides an even greater advantage.

[0124] (AT Stage A) AT Stage A is the initial stage after entering the AT stage, and the player stays there until a predetermined number of games (12 games) have been played. After the predetermined number of games has been played, the game is controlled to transition to AT Stage B (arrow i in Figure 6).

[0125] While in AT Stage A, a predetermined animation is performed on the display unit 8. The sequences performed are linked to the number of times AT Stage A is entered, and consist of six types (Episode 1 to Episode 6). In addition, each episode is set to have different presentation content (display on display 8, story, BGM, etc.). When you first enter AT Stage A, the Episode 1 sequence will be played. From then on, each time you transition to AT Stage A, the sequences will be played in the order of "Episode 2 → Episode 3 → ... → Episode 6". Furthermore, when entering AT Stage A for the first time, players may be allowed to freely select an episode. This allows players to choose the presentation of the first episode, ensuring that they can see the presentation of all episodes even if AT Stage A does not continue.

[0126] In AT Stage A, a lottery is held to determine the additional AT continuation rate. Specifically, the main control unit 10 determines by lottery the bonus rate to be added to the AT continuation rate based on the winning combination in the current game. For example, when a regular replay or a specific bell combination is won, a lottery is held to determine an increase in the AT continuation rate based on a predetermined winning probability. If the lottery is won, an increase rate of 1% to 5% is selected. As will be explained in more detail later, the AT continuation rate is the probability of winning the AT continuation lottery, which is conducted during the battle stage. For example, if the AT continuation rate is 20%, there is a 20% chance of winning the continuation lottery when you hit the push-order bell combination. Furthermore, while the initial value of the AT continuation rate is assumed to be set to "0%" when entering AT Stage A, it is not limited to this, and any predetermined probability may be set as the initial value. In addition, the initial value may be set according to the setting value set in the probability setting device 15 or the level value of State A.

[0127] Additionally, in AT Stage A, a lottery is held to determine how to increase the number of EX games. Specifically, the main control unit 10 determines by lottery the number of additional games to be added to the EX game count based on the winning combination in the current game. For example, when a rare role is won, a lottery is held to add EX game time based on a predetermined winning probability. For example, the probability of winning is increased based on the relationship: Watermelon role < Weak cherry role < Chance eye role < Strong cherry role. If you win the lottery, one of the following bonus game rounds will be selected: 1, 2, 5, 10, or 20 games. As will be explained in more detail later, the number of EX games is the number of games you can stay in AT Stage B, so the more EX games you have, the longer you can stay in AT Stage B. Furthermore, while the initial value of the EX game count is assumed to be set to "0 games" when entering AT Stage A, it is not limited to this, and a predetermined number of games may be set as the initial value. In addition, the initial value may be set according to the setting value set in the probability setting device 15 or the level value of state E.

[0128] (AT Stage B) AT Stage B is entered from AT Stage A and the player remains in it for a predetermined number of games (initial number of games (30 games) + EX number of games). After the predetermined number of games is played, the player is controlled to transition to the Battle Stage (arrow j in Figure 6). Furthermore, AT Stage B has a so-called ST type gameplay, and when the white 7s are aligned after winning the white 7 replay role, the initial number of games (30 games) is reset. In other words, in AT Stage B, the initial number of games is reset by the display of three white 7s, thereby extending the duration of stay in AT Stage B, and during that time, the goal is to increase the AT continuation rate.

[0129] EX games are managed separately from the initial number of games, and are the number of games that begin to be consumed once the initial number of games has been used up (the remaining number of games becomes zero). Therefore, even if the initial number of games is used up, if the white 7s line up before the EX games are used up, AT Stage B will continue. In this case, the remaining EX games will be carried over to the next AT Stage B. Furthermore, in this embodiment, the slot machine 1 does not add to the initial number of games in the prescribed number of games of AT stage B, but rather adds to the number of EX games. This prevents a large number of games from being added to the initial number of games, thus preventing players from staying in AT Stage B for an extended period and preventing the gameplay from becoming monotonous. It also allows for a more engaging and exciting gameplay experience within a shorter timeframe. Furthermore, it may be possible to make it so that a larger bonus is awarded when the white 7s line up during the EX game round than when the white 7s line up during the initial game round (for example, resetting the initial game round + an EX game bonus). This can keep players excited while they are playing the EX game round.

[0130] Next, we will explain the various lottery processes that are performed during AT Stage B. In AT Stage B, a state-specific probability state lottery is performed only on the first entry into the stage during a set of games. Specifically, the main control unit 10 determines the probability state (low probability or high probability) for each state A to E by lottery, by referring to the "probability state lottery table by state" shown in Figure 18. For example, as shown in Figure 18, for each state A to E, the higher the state level, the more likely "high probability" is to be selected. When high probability is selected, it becomes easier to obtain favorable results in the various draws performed during AT Stage B, allowing you to play the AT Stage game more advantageously. In this way, the probability state for each set is determined as follows: State A = low probability, State B = high probability, ... State E = low probability. This allows for a wide variety of gameplay in each set, thereby enhancing the enjoyment of the game. For example, in a set where state A = low probability and state F = high probability is determined, it is possible to create a gameplay style where the AT continuation rate is less likely to increase, but the white 7s are more likely to line up. Furthermore, in sets where state A = high probability and state B = low probability are determined, it is possible to create a gameplay style where the AT continuation rate is more likely to increase, but items are harder to acquire.

[0131] Additionally, in AT Stage B, a lottery is held to determine the additional AT continuation rate. Specifically, when a normal replay, a push-order bell, or a single-coin win occurs, the main control unit 10 refers to the "AT continuation rate increase lottery table" shown in Figure 19 and determines by lottery the increase rate to be added to the AT continuation rate based on the probability state of state A. For example, as shown in Figure 19, the probability state of state A is set such that it is easier to win the bonus lottery when the probability is high than when the probability is low. Furthermore, if you win the lottery, a bonus rate of 1% to 5% is selected.

[0132] Additionally, in AT Stage B, a lottery is held to determine the acquisition of items. Items are parameters that influence the AT continuation lottery performed in the battle stage described later, and the probability of winning the AT continuation lottery differs depending on whether or not you have an item. The items are defined according to the winning combination, and there are four types, for example, a bell item (first item) for the bell combination, a cherry item (first item) for the cherry combination, a watermelon item (second item) for the watermelon combination, and a chance eye item (first item) for the chance eye combination. However, the items are not limited to these, and can be set as appropriate, and there may be other types besides these four.

[0133] Specifically, the main control unit 10, acting as an item granting means, determines by lottery whether or not to grant an item based on the probability state of state B by referring to the "item lottery table (weak rare roles)" shown in Figure 20(a) when a common bell role, weak cherry role (including weak cherry replay role) or watermelon role is won. Furthermore, if a chance symbol or a strong cherry symbol (including the strong cherry replay symbol) is won, the "item lottery table (strong rare symbol)" shown in Figure 20(b) is referenced to determine whether or not to grant an item based on the probability state of state B.

[0134] As shown in Figure 20, the probability state of state B is set such that it is easier to win when the probability is high than when the probability is low. Furthermore, the game is set up so that winning a strong rare role is more likely than winning a weak rare role. In this way, when a rare role is achieved, the expectation of acquiring an item is added, which can increase the excitement during AT Stage B. The items awarded upon winning the lottery will be held until the battle stage ends and will be displayed to the player for their visibility (see Figure 29). However, they may also be held until the AT stage ends or until the advantageous period ends. Furthermore, while this embodiment assumes that each item is won with an equal probability, it is not limited to this, and the probability of winning may be different for each item, or different for each winning combination.

[0135] Additionally, in AT Stage B, a lottery is held to increase the chance of transitioning to Special Stage B. The Special Stage B transition rate is the probability of transitioning to Special Stage B when the white 7s are displayed as a stop during AT Stage B. Furthermore, the transition rate to Special Stage B is not reset after entering the AT stage and is carried over until transitioning to Special Stage B or until the advantageous period ends. The initial value for the transition rate to Special Stage B is assumed to be set to "0%" when entering the AT stage, but it is not limited to this, and any predetermined probability may be set as the initial value. Alternatively, the initial value may be set according to the setting value set in the probability setting device 15 or the level value of state C.

[0136] Specifically, the main control unit 10 determines by lottery an additional rate to be added to the transition rate to special stage B when the SB role or a losing role is won multiple times in a row. For example, if the SB role or a losing role is won three or four times in a row, the bonus rate is determined by lottery based on the probability state of state c, by referring to the "Special Stage B Transition Rate Increase Lottery (3, 4 Consecutive Wins)" shown in Figure 21(a). In this case, the probability state of state C is set so that it is easier to win when the probability state is high than when the probability state is low. Furthermore, if the SB role or a losing role is won five or more times in a row, the bonus rate will be determined by lottery based on the probability state of state c, by referring to the "Special Stage B Transition Rate Increase Lottery (5 or more consecutive wins)" shown in Figure 21(b). If you win five or more times in a row, the win is guaranteed, and a bonus rate of 1% to 5% is selected. In this case, the probability state of state C is set to be higher than the probability state, making it more likely that a larger bonus rate will be selected.

[0137] Additionally, in AT Stage B, a lottery is held to determine the number of CB games to be increased. The CB game count is the number of games that defines the period of play that increases the probability of winning in the lottery for the white 7 alignment navigation described later, and consumption begins after winning the said bonus lottery. In other words, the more CB games there are, the longer the period during which the navigation for matching white 7s when a white 7 replay is won can be derived, thus increasing the probability of transitioning to a special stage. Specifically, when a weak cherry symbol (including a weak cherry replay symbol) or a watermelon symbol is won, the main control unit 10 determines by lottery how many additional games to add to the CB game count. For example, by referring to the "CB Game Count Increase Lottery Table" shown in Figure 22, the number of additional games is determined by lottery based on the probability state of state D. In this case, the probability state of state D is set so that it is easier to win when the probability state is high than when it is low. Furthermore, if you win the lottery, you will receive an additional number of games, either 10, 20, or 30. Furthermore, while the initial value of the CB game count is assumed to be set to "0 games" when entering AT Stage B, it is not limited to this, and a predetermined number of games may be set as the initial value. In addition, the initial value may be set according to the setting value set in the probability setting device 15 or the level value of state D level.

[0138] Additionally, in AT Stage B, a lottery is held to determine how many EX games will be added. Specifically, when a common bell role or a rare role (including rare replay roles) is won, the main control unit 10 determines by lottery how many additional games to add to the EX game count. For example, by referring to the "EX Game Count Increase Lottery Table" shown in Figure 23, the number of additional games is determined by lottery based on the probability state of state E. In this case, the probability state of state E is set so that it is easier to win when the probability state is high than when the probability state is low. Furthermore, if you win the lottery, you will receive an additional number of games, either 5, 10, or 20.

[0139] Furthermore, in AT Stage B, a probability-based state transition lottery for state F is performed. Specifically, the main control unit 10 performs a lottery to transition (promote) the probability state of state F from low probability to high probability when a single-coin win occurs, and performs a lottery to transition (demote) the probability state of state F from high probability to low probability when a normal replay win occurs. For example, if a single-coin win occurs, the "State F Probability State Transition Lottery (Low Probability)" shown in Figure 24(a) is used to determine by lottery whether or not to transition to a high probability state based on the State F level. In this case, a higher State F level makes it easier to transition. Furthermore, if a regular replay is won, the "State F Probability State Transition Lottery (High Probability)" shown in Figure 24(b) is used to determine by lottery whether or not to transition to a low probability state based on the State F level. In this case, the lower the State F level, the more likely it is to be demoted.

[0140] Additionally, in AT Stage B, a lottery is held to determine whether a white 7 alignment navigation is performed. First, let's explain the control process when the white 7s line up during the AT stage. In the AT stage, if the white 7s line up, it is confirmed that you will transition to the special stage. As will be explained in more detail later, after the special stage ends, the initial number of games (30 games) is reset and you will transition (return) to AT stage B. In other words, the reward for getting three white 7s is a transition to a special stage and a chance to play AT Stage B again. Therefore, players will play the game hoping that the white 7s will line up during the AT stage. However, in order to display the white 7 alignment, it is necessary to precisely stop the reels on the "white 7" symbol by pressing the buttons in reverse order during the game in which the white 7 replay is won. Therefore, it is necessary to derive a white 7 alignment navigation that indicates the timing when the white 7 alignment is possible. Furthermore, if the game always displays a white 7 alignment navigation when the white 7 replay symbol is won, there is a risk of giving players excessive benefits.

[0141] Therefore, in this embodiment, the slot machine 1 (main control unit 10) determines by lottery whether or not to provide a white 7 alignment navigation when a white 7 replay is won. Specifically, when the white 7 replay role is won, the main control unit 10 refers to the "white 7 alignment navigation derivation lottery table" shown in Figure 25 and determines the derivation of the white 7 alignment navigation based on the number of CB games. For example, if the number of CB games is 1 or more, there is a 32 / 256 chance of winning (leading to the white 7 alignment navigation). If the number of CB games is zero, there is a 1 / 256 chance of winning if state F is low probability, and an 8 / 256 chance of winning if state F is high probability. Thus, the system is designed so that players who have accumulated CB games are more likely to win than those who do not.

[0142] Furthermore, if the lottery is unsuccessful (i.e., the white 7 alignment navigation is not generated), a button-press order avoidance navigation is displayed. For example, it may display a button-press order other than reverse pressing, or display an image such as "!" instead of the button-press order image. On the other hand, if the lottery is won (the white 7 alignment navigation is derived) and the white 7 alignment is displayed as a stop, the main control unit 10 executes a lottery for transitioning to special stage B. Specifically, the main control unit 10 conducts a lottery for transitioning to specialized stage B based on the transition rate to specialized stage B. If it wins the lottery, it controls the system to transition to specialized stage B; otherwise, it controls the system to transition to specialized stage A (arrow m in Figure 6). Furthermore, in AT Stage B, if a fake white 7 replay is won, a white 7 alignment navigation is displayed. This provides the same white 7 alignment navigation as when a white 7 replay is won, thus attracting the player's anticipation.

[0143] (Battle Stage) The Battle Stage is entered from AT Stage B and is a playable state that can be continued for a period of 7 games. During the battle stage, a lottery is held to determine whether the AT stage set will continue. If the AT continuation lottery is won, the main control unit 10 controls the system to transition to AT stage A after the battle stage ends (arrow k in Figure 6). Furthermore, if the number of times AT Stage A has been entered reaches a certain number (for example, 6 times), the system will be controlled to proceed to AT Stage A after the Battle Stage ends, via Ending A (arrow l in Figure 6). In Ending A, the display 8 will show a presentation celebrating the completion of all six episodes. On the other hand, if the AT continuation lottery is unsuccessful, the main control unit 10 controls the system to transition to normal stage A after the battle stage ends (arrow o in Figure 6).

[0144] The AT continuation lottery performed during the battle stage consists of two types: one based on the winning combination and another based on the AT continuation rate. (AT Continuation Lottery Based on Winning Roles) During the stay in the battle stage, a lottery is conducted for each game to determine whether to continue the set based on the winning role. In addition, in this continuation lottery, the expected winning probability varies depending on whether the player has an item or not. Specifically, when the main control unit 10 operates as a determination means and wins the normal replay role or the losing role, or wins the common bell role, weak cherry role, strong cherry role, watermelon role or chance roll role (including the rare replay role), and does not have the item corresponding to the winning role, the continuation lottery is conducted by referring to the "Continuation Lottery Table (Without Item)" shown in Fig. 26(a). For example, it is easier to win based on the relationship of normal replay role, losing role < common bell role < watermelon role, weak cherry role < chance roll role < strong cherry role.

[0145] In addition, when the main control unit 10 wins the common bell role, weak cherry role, strong cherry role, watermelon role or chance roll role (including the rare replay role), and has the item corresponding to the winning role, the continuation lottery is conducted by referring to the "Continuation Lottery Table (With Item)" shown in Fig. 26(b). For example, it is easier to win based on the relationship of watermelon role < common bell role < weak cherry role < chance roll role, strong cherry role. When winning the chance roll role or the strong cherry role, the win is confirmed.

[0146] As shown in Figs. 26(a) and (b), the probability of winning the continuation lottery is higher when having the item corresponding to the winning role than when not having it. That is, the expected continuation probability of the AT stage varies depending on whether the player has the bell item corresponding to the common bell role, the cherry items corresponding to the weak cherry role and the strong cherry role, the watermelon item corresponding to the watermelon role, and the chance roll item corresponding to the chance roll role. In this way, the gaming properties can be diversified according to the types of winning hands during seven games and the presence or absence of items corresponding to the winning hands, and the interest of the game and the expectation of the player can be improved.

[0147] Further, in the continuous lottery executed when having an item corresponding to the winning hand, the main control unit 10 may operate as a privilege granting means and may further grant a privilege in addition to winning the continuous lottery. Examples of the privileges to be granted include a plurality of privileges including an additional number of EX games (the first privilege) and the right to transfer to a specialized stage (the second privilege). For example, as shown in FIG. 26(b), an additional number of EX games (5 games), an additional number of EX games (10 games), the right to transfer to specialized stage A, the right to transfer to specialized stage B, the right to transfer to specialized stage A + an additional number of EX games (5 games), the right to transfer to specialized stage B + an additional number of EX games (10 games), etc. In addition, when having a bell item, a cherry item, or a chance symbol item (the first item), the additional number of EX games is set to be granted with a higher probability than the right to transfer to a specialized stage. On the other hand, when having a watermelon item (the second item), the right to transfer to a specialized stage is set to be granted with a higher probability than the additional number of EX games. In this way, depending on the winning of the hand that triggers the continuous lottery, in addition to the right to continue the AT stage, different types of privileges (an additional number of EX games, the right to transfer to a specialized stage) may be granted. Thereby, attention can be focused on the winning hand during the battle stage, and when winning the hand corresponding to the item held, it becomes possible to further improve the expectation of the player.

[0148] (Continuous lottery effect using items and privilege granting) Next, referring to FIG. 29, the continuous lottery effect using items and privilege granting will be described. Figure 29 shows an example of the sequence of events and bonus distribution after entering AT Stage B. The example shown in Figure 29(a) illustrates the state at the start of AT Stage B. During AT Stage B, for example, the remaining number of games (81) and the remaining number of EX games (82) are displayed in the upper left corner of the display unit 8 screen. Additionally, item display area 90 is shown in the upper right corner of the screen. In item display area 90, the following items are displayed in order from left to right on the screen: bell item display area 91, watermelon item display area 92, cherry item display area 93, and chance eye item display area 94.

[0149] During AT Stage B, if the player wins a lottery to acquire an item due to a rare role or other trigger, the display unit 8 will notify the player that an item has been acquired. For example, in the example shown in Figure 29(b), the state in which a bell item has been acquired is shown, and an image indicating that the item has been acquired (for example, a highlight image) is displayed in the bell item display area 91. Similarly, when a watermelon item, cherry item, or chance item is acquired, an image indicating that the item has been acquired will be displayed in the watermelon item display area 92, the cherry item display area 93, and the chance item display area, respectively. In this way, players can understand the status of their acquisition of items that affect the set continuation lottery in the AT stage. While it is assumed that each item can only be owned once, this is not limited to this, and it may be possible to own multiple copies. In this case, the number of each item owned may be displayed in a way that is easily recognizable.

[0150] Once the predetermined number of games in AT Stage B (initial games + EX games) is played, the game will transition to the Battle Stage. During the battle stage, for example, the remaining number of games, 85, is displayed in the upper left corner of the display unit 8 screen, and the item display area 90 continues to be displayed in the upper right corner of the screen (Figure 29(c)). The example shown in Figure 29(c) illustrates a state where the bell item, watermelon item, and cherry item have been acquired before the battle stage begins. Furthermore, in the battle stage, for example, a battle sequence in which the main character 83 and the enemy character 84 repeatedly battle is executed on the display 8. The outcome of the battle is based on the result of a continuation lottery conducted during the battle stage. If the continuation lottery is won, a sequence in which the main character 83 wins is executed. If the continuation lottery is not won, a sequence in which the main character loses is executed at the end of the battle stage.

[0151] The example shown in Figure 29(d) illustrates the case where the watermelon symbol is won during the battle stage. In this case, consuming one of the watermelon items you possess will trigger a continuation of the lottery. Furthermore, it is preferable that the main character 83 is shown to have an advantage during this process. If the player wins the continuation lottery, a victory image 86 (for example, the text "WIN!") showing the main character winning will be displayed on the display 8, as shown in Figure 29(e). Subsequently, the game transitions from the battle stage to AT stage A, and the AT stage A presentation begins on display unit 8 (see Figure 29(f)). Note that the example shown in Figure 29(e) shows a state where the cherry item remains. Items are assumed to be reset (initialized) at the end of the battle stage, but this is not limited to this; they may be carried over to the next set, or converted into EX game count, CB game count, AT continuation rate, etc.

[0152] Furthermore, as mentioned above, in the continuous lottery that is triggered by consuming items, additional benefits may be awarded in addition to winning the continuous lottery. The example shown in Figure 29(g) illustrates two cases: one in which a player wins a continuous lottery using a watermelon item but does not receive a reward, and another in which a player wins a continuous lottery using a watermelon item and is also granted a reward (in Figure 29(g), the right to transition to Special Stage A). If no bonus is awarded, the game will transition to AT Stage B after AT Stage A ends. On the other hand, if a bonus is awarded, the game will transition to Special Stage A after AT Stage A ends.

[0153] In addition, it may be a good idea to always grant a reward when a player wins a continuing lottery using an item. Furthermore, even if a player wins a continuous lottery using an item and is awarded a bonus, the game may transition to AT Stage B after AT Stage A ends based on a predetermined probability (for example, 10%), and then, after a predetermined number of games have elapsed, the player may be notified that a bonus has been awarded (transition to Special Stage A). This can create a sense of anticipation for receiving a bonus.

[0154] Furthermore, if the player wins the continuous lottery using an item, the victory image 86 may be displayed in a different display format than the normal display format. For example, if a player wins in a continuous lottery without using an item, the victory image 86 will be displayed in a format consisting only of the text "WIN!" (normal display format). On the other hand, if a player wins in a continuous lottery using an item, the victory image 86 may be displayed in a format including an image of an ally character, such as shown in Figure 29(e), (special display format). This can create the expectation that the player will win a prize. Furthermore, if a player wins a prize in a continuous lottery using an item, and is subsequently awarded a prize, the awarding of the prize may be indicated by displaying other characters, multiple characters, text images, etc. Furthermore, the system may also use voice (dialogue) from speaker 9 or light emission from lamp 11 to provide indication or notification, or a combination of these may be used. Furthermore, if the player wins the continuation lottery using an item, a different victory image 86 may be displayed depending on the role (item).

[0155] (AT continuation lottery based on AT continuation rate) During the battle stage, a lottery is held to determine whether the set will continue, triggered by winning the sequence bell combination. Specifically, when the main control unit 10 is elected as the push order bell role, it performs a continuation lottery based on the current AT continuation rate. When the AT continuation rate is 80% or more, the election (one-set continuation) is confirmed. When it is 79% or less, a lottery is performed based on that AT continuation rate. When the AT continuation rate is 80% or more, if not elected in the lottery during 7 games, after 7 games are completed, a continuation confirmation effect is executed, and the game transitions from the battle stage to AT stage A (see Fig. 29(f)). Also, during the battle stage, when "elected as the push order bell role for 7 consecutive games" or "not elected as the push order bell role for 7 consecutive games", the election (one-set continuation) is also confirmed.

[0156] Also, when the AT continuation rate is 80% or more, during the battle stage, the music flowing can be replaced with a specific music (for example, premium music) to suggest continuation confirmation to the player. Also, during AT stage B, when the AT continuation rate reaches 80% or more, the music may be changed in the same way. Also, when the AT continuation rate exceeds a predetermined value (for example, 100%), the AT continuation rate exceeding the predetermined value is carried over to the next set. Note that the predetermined value is not limited to 100% and can be appropriately changed, and it may be 128% or 256%.

[0157] (Specialized stage) The specialized stage (special game state) has a specialized stage A and a specialized stage B. Since the AT continuation rate boost and the increase in the number of EX games are performed with a high probability, it is positioned as a "specialized zone" specialized in boosts. Entry into specialized stage A or specialized stage B is possible, for example, when winning the privilege lottery in CZ stage B (arrow g2 in Fig. 6), or when the seven white symbols stop showing in AT stage B (arrow m in Fig. 6).

[0158] Specialized stage A and specialized stage B can each stay for a predetermined number of games (10 games + α).<00009Specifically, if you do not win the SB role after 10 games, the special stage ends. On the other hand, if you win the SB role after 10 games, the special stage will continue without ending. In other words, even after 10 games have been played, you can extend the game by an additional number of games by stopping on an SB miss or by hitting an SB combination. Furthermore, if a rare role is won during the SB (Special Bonus) that begins after 10 games have been played, the "10 games + α" will be reset, and the special stage will continue. After the special stage ends, the main control unit 10 controls the system to transition to AT stage B (arrow n in Figure 6). In this case, as described above, the initial number of games (30 games) is reset in AT stage B after the transition.

[0159] (Specialization Stage A) Special Stage A is a game state in which the AT continuation rate is more likely to be increased. In Special Stage A, a lottery is held to determine the additional AT continuation rate. Specifically, the main control unit 10 refers to the "AT continuation rate increase lottery table" shown in Figure 27 and, based on the winning combination in the current game, determines by lottery the increase rate to be added to the AT continuation rate. For example, as shown in Figure 27, if you win a push-order bell or a rare role, your win is confirmed. If you win any other role (other than the push-order bell and rare roles), you have a 128 / 256 chance of winning. If you win the lottery, one of the following bonus rates will be selected: 1%, 2%, 5%, 10%, 20%, 30%, or 50%. If you win a rare role, a higher bonus rate will be selected.

[0160] (Specialized Stage B) Special Stage B is a game state in which the number of EX games is more likely to be increased. In Special Stage B, a lottery is held to determine whether the number of EX games will be increased. Specifically, the main control unit 10 refers to the "EX game count increase lottery table" shown in Figure 28 and, based on the winning combination in the current game, determines by lottery the number of additional games to be added to the EX game count. For example, as shown in Figure 28, the game is set up so that an additional game is awarded regardless of which winning combination is selected, and in particular, if a rare combination is selected, a larger number of additional games will be selected. If you win the lottery, one of the following bonus game rounds will be selected: 1, 2, 5, 10, 20, or 30 games.

[0161] (bonus) The bonus is a player-favorable game state in which an increase in game tokens can be expected. It is entered when a combination of symbols corresponding to the bonus role stops in each stage (arrow q in Figure 6), and ends when a predetermined number of tokens are paid out. There are two types of bonuses: Big Bonuses (Blue BB, Red BB) and Regular Bonuses (Red RB, White RB). The bonus is triggered by a high probability of winning the bell symbol, and if the ordered bell symbol is won, it is controlled to always result in a payout, just like the common bell symbol. The Big Bonus ends when a predetermined number of medals (for example, 252 medals) are paid out, and the Regular Bonus ends when a predetermined number of medals (for example, 96 medals) are paid out.

[0162] During the bonus round, various draws are performed depending on the stage the player was in when the bonus round began. For example, if you enter from the normal stage, a lottery for transitioning to the AT stage is held during the Big Bonus and Regular Bonus. In this case, during the Big Bonus, the probability of winning is set so that the Blue Big Bonus is higher than that of the Red Big Bonus. Additionally, if you enter the AT stage, a lottery will be held during the Big Bonus and Regular Bonus to determine if you can add EX games to your total. Additionally, if you enter from Special Stage A, a lottery will be held to increase the AT continuation rate, and if you enter from Special Stage B, a lottery will be held to increase the number of EX games. Furthermore, the various draws conducted during the bonus round are not limited to those mentioned above; for example, draws for acquiring items may also be conducted. After the bonus ends, if the player does not win the lottery for transitioning to a new game state, the game will return to the stage before the bonus was triggered (arrow r in Figure 6).

[0163] (Ending B) Ending B is a game state that can be entered when the advantageous period is nearing its end, and it is positioned as the final stage of a game state that is advantageous to the player in a series of games. Specifically, if the ending limiter is reached during the advantageous period, the game will re-enter from the current game state (stage) and continue until the advantageous period limiter is reached. Then, when the advantageous section limiter is reached, the main control unit 10 controls the system to end the advantageous section and transition to normal stage A (arrow p in Figure 6). Furthermore, during Ending B, the lottery process related to payouts is generally not performed.

[0164] (modified version) Next, a modified example of this embodiment will be described. The slot machine 1 according to this embodiment can also be modified as shown below. (1) Lottery status regarding the CZ stage In the embodiments described above, the normal stage was described as being controlled by multiple probability states, including a normal probability state and a high probability state. However, instead of this, or in addition to this, the lottery state related to the CZ stage may be managed. Specifically, it includes state A, which manages the probability of transitioning to the CZ stage, and state B, which manages the probability of transitioning to the AT stage while in the CZ stage. Furthermore, states A and B are set in multiple stages (levels), and the higher the level set, the more advantageous the game becomes for the player. The level of State A changes when a rare role is won, and the level of State B changes depending on the number of games played (zones). This allows for separate management of the ease of transitioning to the CZ stage and the success rate of clearing the CZ stage, enabling a wider variety of gameplay and improving the overall enjoyment of the game.

[0165] (2) Transition to the CZ stage by matching three white 7s In the normal stage, if a combination of symbols corresponding to the special white 7 replay (special white 7 alignment) stops and is displayed, the game may be controlled to transition to the CZ stage. As mentioned above, the special white 7 replay is only available for drawing while in RT2 or RT3, and if the special white 7s line up, the player will transition to a more advantageous state (RT4). Therefore, if a special white 7 combination stops during the normal stage, it can be recognized that the game has transitioned to the CZ stage and also to RT4. As a result, if you stay in RT4 during the CZ stage, as mentioned above, it becomes easier to transition to the AT stage, which can improve the enjoyment of the game and the player's expectations.

[0166] (3) Avoiding the high probability bonus payout animation near the end of the bonus round During the bonus round, points may be awarded upon fulfillment of predetermined conditions, and rewards (for example, the right to transition to other game states) may be granted based on the accumulated points. Furthermore, a high-probability point state may be included, where points are awarded with a high probability. The high-probability point state lasts for, for example, three games, during which a high-probability sequence (a continuous sequence) different from the normal sequence during the bonus is executed. Furthermore, the high-probability point state can be repeated (continuous) by deciding whether to continue to the next set during the three games. In a bonus game with this kind of gameplay, if it is determined that the high-probability point state will continue (consecutive wins) near the end of the bonus, the normal gameplay will be executed instead of the high-probability state animation. This prevents the high-probability sequence from ending prematurely when the bonus round concludes, allowing for a more engaging presentation where the excitement of the high-probability sequence can be enjoyed to the very end.

[0167] (4) Granting of benefits based on the difference in the number of tokens during the advantageous period. In the above embodiment, it is assumed that if the value indicated by counter B, which is the count value of the difference in the number of tokens (number of tokens inserted - number of tokens paid out) during the advantageous period, is negative, the value indicated by counter B will be set to zero. However, it is not limited to this, and negative values ​​may also be counted and stored in the memory unit. In other words, the net number of tokens won during the advantageous period is negative if "total payouts < total tokens inserted," and positive if "total payouts > total tokens inserted." When counting negative values ​​as the difference in the number of tokens during the advantageous period, the percentage of the bonus granted may differ depending on the difference in the number of tokens during the advantageous period. Specifically, the probability of receiving a bonus in the various lottery tables referenced during the advantageous period can be changed depending on whether the difference in the number of tokens during the advantageous period is less than or equal to a predetermined value (for example, -3000). For example, if the difference in the number of tokens during the advantageous period is "-3000" or less, the "game state transition lottery table" shown in Figures 12(b) and (c) may reduce the probability of "not winning" to half and allocate that amount to the probability of "normal stage B" or "CZ stage" being selected. Furthermore, in the "CZ Stage B1, B2 Bonus Award Lottery Table" shown in Figure 16, the probability of "Not Winning" being selected may be halved, and that remaining probability may be allocated to the probability of "Winning" being selected. Alternatively, in the "EX Game Count Increase Lottery Table" shown in Figure 23, the probability of selecting "0" may be halved, and that remaining probability may be allocated to the probability of selecting other game count increases (for example, "5"). In this way, by making it easier to grant bonuses when the difference in the number of tokens during the advantageous period falls below a predetermined value, it becomes possible to provide relief to players who have not transitioned to the AT stage for a long period of time, thus preventing a decline in players' motivation to play.

[0168] Note that while it is assumed that counter B is set to zero at the start of the advantageous period, it is not limited to this, and other initial values ​​(for example, 9000) may be set. In this case, if the value indicated by counter B exceeds 11400, it can be said that the advantageous interval limiter (11400 = 9000 + 2400) has been reached. By setting a non-zero initial value in this way, the process of calculating negative values ​​can be omitted, thereby reducing the processing load and the amount of memory required.

[0169] As described above, in the present invention, a game machine (slot machine 1) that can execute a game based on the player's operation and can generate a special game state (AT stage) advantageous to the player, includes: a lottery means (main control unit 10) that can execute a lottery for winning combinations based on the execution of a game during the special game state; a game state control means (main control unit 10) that can control the game state to include a first special game state (AT stage B) and a second special game state (battle stage) that is controlled after the end of the first special game state; an item granting means (main control unit 10) that can grant items in the first special game state based on the fulfillment of predetermined conditions; and The system includes a determination means (main control unit 10) capable of determining whether or not to generate the first special game state after the end of the second special game state (AT continuation lottery) based on the lottery result by the lottery means, and a bonus granting means (main control unit 10) capable of granting bonuses (for example, additional EX game count, right to transition to a special stage) if the player possesses an item granted by the item granting means and the determination means determines that the first special game state will be generated. Each item has a corresponding role defined, and the bonus granting means is configured to grant bonuses if the lottery result of the lottery means is a predetermined role and the player possesses an item corresponding to the predetermined role.

[0170] The slot machine 1 according to the present invention, having such a configuration, can differentiate the probability of winning the AT continuation lottery depending on the type of winning combination in the second special game state and whether or not the player possesses the item corresponding to that winning combination. This diversifies the gameplay and improves the enjoyment of the game and the player's sense of anticipation. Furthermore, in the AT continuation lottery, which is executed when you possess the item corresponding to the winning role, in addition to winning the AT continuation lottery (the right to continue the AT stage), you can also be granted different types of benefits (additional EX game count, the right to transition to a special stage). This allows players to focus on the winning combinations during the second special game state, and if they win a combination that corresponds to an item they possess, it can further increase the player's sense of anticipation.

[0171] In contrast, Patent Document 1 discloses a gaming machine that performs a lottery to determine whether or not to acquire the right to an AT (Automatic Trigger) in a predetermined game state. In this gaming machine, the probability of winning the above lottery differs depending on the winning combination. Specifically, rare combinations have a higher probability of winning than non-rare combinations. Therefore, in a given game state, players will play while hoping to win a rare combination. However, in this gaming machine, there is no difference in the performance of the subsequent AT whether the right to enter AT is obtained through a rare role or a non-rare role. Therefore, even if the right to enter AT is obtained based on a rare role, players may feel dissatisfied, which could potentially reduce the enjoyment of the game. Thus, the slot machine 1 of this embodiment can solve all or part of the problems that conventional gaming machines have to improve.

[0172] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine of the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, in the above embodiment, it is assumed that the button-press order avoidance navigation is announced using the display 8 and speaker 9, but instead of this, or in addition to this, the announcement may be made by lighting the navigation lamp 12. Although the navigation lamp 12 was described as being controlled by the sub-control unit 20, it is not limited to this case, and may also be controlled by the main control unit 10.

[0173] Furthermore, in the above embodiment, the number of games is used as a value that can manage the AT, but it is not limited to this, and it may be managed using at least one of the following, for example, the difference in the number of tokens, the number of times the push-button navigation occurred, the number of times a small win occurred, the number of tokens acquired, the number of tokens paid out, etc. Furthermore, although the above embodiment described the case where a game count subtraction method is applied during the AT stage, it is not limited to this, and a game count addition method may be used in which the AT state ends when the number of games added for each game reaches an upper limit.

[0174] Furthermore, in the above-described embodiment, the normal stage was explained assuming that it is controlled in either the normal section or the advantageous section, and the CZ stage, AT stage, ending, and bonus were controlled in the advantageous section. However, the description is not limited to this, and each game state may be controlled in either the normal section or the advantageous section, or both.

[0175] Furthermore, the tables referenced in the various processes in the above-described embodiment are merely examples and are not limited to the tables mentioned above. Moreover, the winning probabilities related to the various tables are not limited to the values ​​mentioned above and can be changed as appropriate.

[0176] Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan is activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation.

[0177] Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means. Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may also perform some or all of these effects, and the main control unit 10 may operate as various means.

[0178] Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamari slot machines. Furthermore, the gaming machine may be a so-called medalless gaming machine, which can execute games using a pseudo-gaming medium in data format without using physical gaming media such as tokens. In addition, the gaming machine may be a so-called sealed gaming machine, which can execute games by circulating gaming media such as game balls internally without dispensing them externally. It should be noted that the upper limits for the difference in tokens and the number of games played in such medalless gaming machines may differ from the upper limits for gaming machines that use physical tokens.

[0179] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a motor was used as a variable display means. However, instead of this, or in addition to this, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image in which the reel or other symbols change on the display. [Explanation of symbols]

[0180] 1. Slot machine (amusement machine) 41 Reels 5. Stop button 10 Main Control Unit

Claims

1. A lottery means capable of deriving any lottery result from among multiple lottery results, including the first lottery result, the second lottery result, and the third lottery result, A display means capable of displaying a predetermined number of specific pieces of information from a plurality of specific pieces of information, including first specific pieces of information corresponding to the first lottery result, which does not correspond to the second lottery result and the third lottery result; second specific pieces of information corresponding to the second lottery result, which does not correspond to the first lottery result and the third lottery result; and third specific pieces of information corresponding to the third lottery result, which does not correspond to the first lottery result and the second lottery result. A reward granting means capable of granting any of a plurality of rewards, including a first reward and a second reward, based on the results of the lottery conducted by the aforementioned lottery means, Equipped with, The means for granting the aforementioned benefits is, In a state where the first specific information, the second specific information, and the third specific information are displayed on the display means, If the first lottery result is obtained, the first benefit can be awarded. If the second lottery result is obtained, the first benefit can be awarded. If the third lottery result is obtained, the second benefit can be granted. A gaming machine characterized by the following features.

2. The means for granting the aforementioned benefits is, If, while the display means is not displaying the first specific information, the second specific information, or the third specific information, any of the first lottery result, the second lottery result, or the third lottery result is derived, the first benefit can be awarded. The gaming machine described in feature 1.

3. The means for granting the aforementioned benefits is, If the third lottery result is derived while the first specific information, the second specific information, and the third specific information are not displayed on the display means, the second benefit will not be granted. The gaming machine according to feature 1 or 2.

4. The aforementioned lottery means is, The result of the fourth draw can be derived, The aforementioned third specific information is, This is specific information corresponding to the results of the fourth lottery mentioned above, The means for granting the aforementioned benefits is, When the first specific information, the second specific information, and the third specific information are displayed on the display means, and the fourth lottery result is derived, the second special benefit can be awarded. The gaming machine according to feature 1 or 2.

Citation Information

Patent Citations

  • Game machine

    JP2020171756A