Gaming machine

The gaming machine enhances player engagement by introducing special gaming states and effects, addressing the need for more engaging gameplay experiences in conventional machines.

JP2026081582APending Publication Date: 2026-05-19KITA DENSHI CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2024-11-05
Publication Date
2026-05-19

AI Technical Summary

Technical Problem

Conventional gaming machines lack enhancements in special gaming states that provide additional advantages to players, such as unique effects and states that enhance player engagement and reward mechanisms.

Method used

A gaming machine that includes control means for managing special gaming states with distinct effects, allowing transitions between normal and special gaming states, and executing specialized effects in these states, enhancing player engagement through varied gameplay experiences.

Benefits of technology

The implementation of special gaming states and effects increases player engagement and enjoyment by providing more advantageous gameplay opportunities and varied rewards, addressing the limitations of conventional gaming machines.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance the enjoyment of the game. [Solution] The normal state includes a first normal state in which the game can be played by consuming three game tokens, and a second normal state in which the game can be played by consuming one game token. The bonus state includes a first BB state which can be transitioned from the first normal state, and a second BB state which can be transitioned from the second normal state. In the first BB state, song A can be played, in the second normal state, song A can be played, and in the second BB state, song B can be played. Therefore, the first BB state and the second BB state can be presented as a series of BB states, while allowing the player to recognize that the state has changed. In addition, the content of the game can be made clearer, thereby improving the enjoyment of the game.
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Description

Technical Field

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

Background Art

[0002] Conventionally, for the BGM (music) during a bonus, there is known a gaming machine that controls to a special BGM when certain conditions are satisfied (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 has been 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 is a gaming machine including control means capable of controlling a special gaming state more advantageous to a player than a normal gaming state, and effect means capable of executing a special effect related to the special gaming state. In the normal gaming state, there are included a first normal gaming state in which a game can be played by consuming a predetermined number of game values, and a second normal gaming state in which a game can be played by consuming a specific number of game values different from the predetermined number. In the special gaming state, there are included a first special gaming state that can be shifted from the first normal gaming state, and a second special gaming state that can be shifted from the second normal gaming state. In the special effect, there are included a first special effect related to the first special gaming state, and a second special effect related to the second special gaming state. The effect means is capable of executing the first special effect in the first special gaming state, capable of executing the first special effect in the second normal gaming state, and capable of executing the second special effect in the second special gaming state. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the exterior of a coinless gaming machine. [Figure 2] This is a schematic perspective showing the internal structure of a coinless gaming machine. [Figure 3] This diagram illustrates the arrangement of symbols on each reel. [Figure 4] This is a block diagram showing the control configuration for a coinless gaming machine. [Figure 5] This is a guide on how to play a coinless gaming machine. [Figure 6] This is a state transition diagram showing the transitions between game states. [Figure 7] This is a chart showing the dividend table. [Figure 8] This chart shows the probability of winning a bonus. [Figure 9] This is a flowchart of the bonus notification lamp control process. [Figure 10] This is an explanatory diagram showing the lighting patterns of the bonus notification lamp. [Figure 11] This is an explanatory diagram showing the lighting patterns of the bonus notification lamp. [Figure 12] This is a flowchart of the BB music playback process. [Figure 13] This is an explanatory diagram showing the timing of music playback. [Figure 14] This is an explanatory diagram showing an example of a gameplay animation that corresponds to the game state. [Figure 15] This is an explanatory diagram showing the combination of BB1 and BB2 symbols. [Figure 16] This is an explanatory diagram showing examples of the presentation of the first normal state and the second normal state in a modified example. [Figure 17] This is an explanatory diagram showing examples of the presentation of the first normal state and the second normal state in a modified example. [Figure 18] This is an explanatory diagram showing how the design is displayed in a modified example.

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.

[0008] The gaming machine exemplified in the present embodiment is a medal-less gaming machine capable of playing games using medals in the form of data lent out as electronic information instead of actual medals. That is, in a medal-less gaming machine, a player can play games without touching actual medals. Such gaming machines are generally also referred to as smart pachislot (registered trademark), smart slot (registered trademark), etc.

[0009] Hereinafter, medals as data used in a medal-less gaming machine are referred to as "game medals", and medals as data deposited by the gaming arcade side (management device, dedicated unit) with respect to "game medals" obtained in past games are referred to as "held medals".

[0010] (Overall Configuration of Medal-less Gaming Machine 1) First, the overall configuration of the medal-less gaming machine 1 will be described using FIGS. 1 and 2.

[0011] As shown in FIGS. 1 and 2, a display window 6 that enables viewing of the rear is formed at the central part of the front door 1a, and through this display window 6, the symbols shown on the reel 41 can be viewed.

[0012] Below the display window 6, a stepped portion that protrudes forward is formed, and around this stepped portion, there are provided operating means such as bet buttons 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, stop button 5, etc., and a game medal number display device 7, a count button lamp 2e, a bet number lamp 2f, etc. Note that the game medal number display device 7 may be provided on the upper surface side or the front surface side of the stepped portion.

[0013] Below the display window 6, a bonus notification lamp 30 capable of identifying winning a bonus is provided. The bonus notification lamp 30 functions as notification means for notifying that a bonus state as a special gaming state can be generated. Normally, the bonus notification lamp 30 is turned off, but when winning a bonus, the bonus notification lamp 30 lights up.

[0014] Above the display window 6, a navigation lamp 12 for guiding the player through the operation sequence of the stop button 5 is provided.

[0015] On the upper part of the front door 1a, a display 8 operating as notification means is provided. The display 8 can be exemplified by, for example, a liquid crystal display of one screen, but is not limited thereto, and a configuration of multiple screens (for example, a main screen and a sub screen) may also be used. In addition, instead of or in addition to the display 8, a liquid crystal display may be provided on the lower part (lower panel) of the front door 1a, and it is not always necessary to provide the display 8.

[0016] On the side of the display 8, a speaker 9 for performing sound effects and notifications as notification means and a state notification lamp 11 capable of notifying information for identifying whether it is the first normal state or the second normal state are provided.

[0017] Inside the housing 1b, a main control unit 10 equipped with a CPU for comprehensively controlling the game is provided, and a sub control unit 20 equipped with a CPU for performing control related to game effects and the like under the control of the main control unit 10 is provided.

[0018] Also, inside the housing 1b, a drum unit 4 is provided. The drum unit 4 includes three reels 41a, 41b, and 41c arranged side by side in the horizontal direction, and these reels 41 are each configured to be rotatable by driving a stepping motor (not shown). The reels 41a, 41b, and 41c function as variable display means capable of stopping and displaying identification information that is variably displayed based on the determination result of internal lottery and the player's stop operation.

[0019] As shown in Figure 3, the outer surfaces of reels 41a to 41c are each marked with 21 of several types of reels that are mutually recognizable, such as blank, cherry, watermelon, replay, bell, seven A, seven B, bar A, bar B, and bar C, in a predetermined order. Each reel is assigned a symbol number from "0" to "20". When reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) for each reel 41a to 41c are visible through the display window 6. That is, 3 symbols are displayed vertically from the display window 6 for each reel, and a total of 9 symbols (3 x 3) for all 3 reels are displayed from the display window 6.

[0020] Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. The main control unit 10 is composed of a single-chip microcomputer and is equipped with a CPU, ROM, and RAM. The main control unit 10 executes control programs stored in the ROM to perform processing related to the progress of the game. The sub-control unit 20 is composed of a single-chip microcomputer and is equipped with a CPU, ROM, and RAM. The sub-control unit 20 executes control programs stored in the ROM to perform processing related to the execution of effects.

[0021] Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).

[0022] As shown in Figure 4, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, power supply unit 15, and bonus notification lamp 30. Note that the dashed line in Figure 4 (dedicated unit 19) indicates that it is an external device.

[0023] The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, as well as detecting and controlling the operation of each of the above parts, transitioning game states, and outputting predetermined commands (control information) to the sub-control unit 20 at predetermined timings. For example, it outputs a winning target command that shows the lottery result of the internal lottery process that determines the winning role in the current game, and a winning determination command that shows the result of the winning determination.

[0024] The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the performance button 2g, the display unit 8, the speaker 9, the status notification lamp 11, and the back lamp 21.

[0025] The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10.

[0026] I will now explain the operation of the main components.

[0027] The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game.

[0028] Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7.

[0029] The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means.

[0030] Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7.

[0031] The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b.

[0032] The game token count display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If, for example, the total number of game tokens exceeds this upper limit due to payouts from winning, the game will be disabled by executing a "game disabled" control.

[0033] When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.

[0034] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game.

[0035] The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to one of "1" to "3" (temporarily stored in RAM).

[0036] The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.

[0037] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens.

[0038] The stop button 5 is an operating means (stop operation means) that can be operated to stop multiple symbols (identification information) that are displayed variably according to the progress of the game, and comprises multiple stop operation units (5a to 5c).

[0039] The effect button 2g is an operating means that can be operated by the player to change the effects displayed on the display unit 8.

[0040] The counting button 2c is an operating means used by the player to count the game tokens they have acquired.

[0041] Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable).

[0042] The amount counted by the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7.

[0043] If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7.

[0044] For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" tokens will be counted.

[0045] In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token display device 7.

[0046] As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0".

[0047] Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds).

[0048] In this case, the main control unit 10 outputs counting data that can identify the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7.

[0049] Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a single output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected.

[0050] On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held.

[0051] In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.

[0052] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting.

[0053] Therefore, if the number of game tokens exceeds the upper limit and the machine becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.

[0054] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7.

[0055] When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0".

[0056] Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.

[0057] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7.

[0058] For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7.

[0059] If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7.

[0060] If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7.

[0061] In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the bet (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7 (game value display means).

[0062] Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit.

[0063] As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned.

[0064] Furthermore, other operating methods such as the bet button 2a and the counting button 2c can also be assigned the function of the payout button 2d.

[0065] For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above).

[0066] Furthermore, when the counting button 2c is operated, the operation of the settlement button 2d (the return operation described above) can be performed before the counting operation. This allows the player to simply perform the counting operation and have the bet amount of game tokens returned to the number of game tokens before outputting (counting) the number of game tokens to the dedicated unit 19.

[0067] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts.

[0068] The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1).

[0069] In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off.

[0070] Furthermore, the sub-control unit 20, upon detecting that game tokens corresponding to the bet amount have been inserted in response to the operation of the settlement button 2d, performs control to turn off the bet amount lamp 2f. In other words, the bet amount lamp 2f lights up when the bet amount is set and turns off when game tokens are inserted.

[0071] The probability setting device 16 can change the payout rate in multiple stages (for example, 6 stages), and the degree of advantage for the player can be set in multiple stages.

[0072] The main control unit 10 stores one of the setting values ​​in its memory unit based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls the probability of winning a prize in the internal lottery based on the stored setting value. For example, setting 1 has the lowest winning probability, and the higher the number, the higher the winning probability.

[0073] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is installed externally to the tokenless gaming machine 1 and is connected to the tokenless gaming machine 1 via a connection terminal board, enabling data communication.

[0074] When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the tokenless gaming machine 1.

[0075] In the coinless gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.

[0076] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the tokenless game machine 1 outputs counting data that allows for the identification of the number of game tokens to be counted to the dedicated unit 19 based on the operation of the counting button 2c.

[0077] The dedicated unit 19 receives counting data output from the medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held.

[0078] The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card in the card unit (not shown). The IC card can be ejected from the card unit by performing a return operation (pressing the return button).

[0079] The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again.

[0080] The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation.

[0081] In other words, players cannot obtain an IC card until all of their game tokens have been counted. This prevents players from forgetting to return any remaining game tokens.

[0082] The dedicated unit 19 can be connected to a computer, such as a hall computer or management device, via a relay device or directly, and can output game information such as "out" and "safe" and sales information to the computer.

[0083] This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.

[0084] Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player when calling an attendant (store clerk) and a call lamp that notifies the attendant when an attendant has been called. The unit 19 can output game information such as game execution information and information on the occurrence of advantageous states received from the medalless gaming machine 1 to the calling device.

[0085] (Gameplay flow in coinless gaming machine 1) The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 5.

[0086] The game start process is executed (S1). In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19.

[0087] Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data.

[0088] When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of tokens to be lent based on the lending data, and stores and displays the number of gaming tokens corresponding to that number of tokens on the gaming token display device 7.

[0089] If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100).

[0090] In the game start process, the next step is to insert game tokens in response to the player's input.

[0091] Specifically, the number of bets is set as the number of game tokens used in one game, in response to the operation of the bet button 2a or the MAX bet button 2b. In this embodiment, the number of game tokens used in one game is defined according to the game state.

[0092] For example, if the number of game tokens displayed on the game token count display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f.

[0093] Once the required number of game tokens corresponding to the game state have been bet, the game will be ready to start, and the operation of start lever 3 will become active.

[0094] Perform the lottery process (S2). When the game is in a ready state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for the current game from among multiple winning combinations. The operation of the start lever 3 is the game start operation. The lottery process then functions as a determination means capable of performing a predetermined determination based on the game start operation performed by the player.

[0095] The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.

[0096] The reel rotation process is executed (S3). Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.

[0097] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation of the stop buttons 5a to 5c and the result of the internal lottery process. In other words, the reels 41a to 41c function as variable display means that can stop and display symbols (identification information) that are displayed based on the determination result of the internal lottery process and the player's stop operation.

[0098] Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 determines that a win has been achieved if the combination of symbols that stopped on the valid line (winning line) is a predetermined combination.

[0099] Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations.

[0100] Furthermore, in this embodiment, the determination of a prize is made based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations.

[0101] Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of dispensing the corresponding number of game tokens (hereinafter also referred to simply as dispensing tokens) is executed.

[0102] For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount "10" to the number of game tokens stored and displayed on the game token count display device 7.

[0103] The game termination process is executed (S7). The game end process executes the counting of game tokens.

[0104] Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7.

[0105] More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7.

[0106] If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7.

[0107] If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19.

[0108] The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data.

[0109] In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit.

[0110] The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 until the number of game tokens displayed becomes "0" to execute the counting process.

[0111] Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, and then the lottery process (S2) to payout process (S6) can be executed.

[0112] The medalless gaming machine 1 according to the present invention has the following characteristic configurations in addition to the above-described configuration. Each of the configurations may be installed individually or in combination.

[0113] (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbols.

[0114] Winning combinations include, for example, minor wins, replays, and bonuses. When the symbols corresponding to each winning combination stop on an active payline, each winning combination is awarded.

[0115] Examples of minor wins include bells, watermelons, and cherries. A bell is a winning combination where the corresponding symbol stops regardless of the timing of pressing stop button 5. A cherry is a winning combination where the corresponding symbol stops when stop button 5 is pressed at a specific timing. A watermelon is a winning combination where the corresponding symbol stops when stop button 5 is pressed at a specific timing.

[0116] A replay is a winning combination where the corresponding symbol combination stops regardless of the timing of pressing stop button 5.

[0117] Bonuses include, for example, BB (Big Bonus) and RB (Regular Bonus). BB has three sub-bonuses: BB1, BB2, and BB3. For BB1, BB2, and RB, the corresponding symbol combination stops when stop button 5 is pressed at a specific timing. On the other hand, for BB3, the corresponding symbol combination stops regardless of when stop button 5 is pressed. In other words, the symbols corresponding to BB3 have a 100% chance of being drawn in. The symbol combinations corresponding to BB3 are those that make it difficult to identify that a BB3 has been won (e.g., replay-replay-cherry, replay-replay-watermelon).

[0118] The right to win a bonus can be carried over to the game in which it was won, and to subsequent games, as long as the corresponding symbol combination does not stop (a bonus is awarded). Therefore, the state in which a bonus has been won is maintained until the corresponding symbol combination stops and a bonus is awarded (hereinafter, this state will be referred to as the "bonus winning state" or "internal state").

[0119] On the other hand, if a bonus is won and the combination of symbols corresponding to the bonus stops (a bonus is awarded), the game transitions to a bonus state. After the bonus state ends, the game returns to a non-carryover state where the right to win a bonus is not carried over (hereinafter, this state is referred to as the "non-bonus state" or "non-internal state").

[0120] Based on the combinations of symbols described above, it is determined whether a minor win, replay, or bonus has been achieved. If the determination results in an achievement, game value is awarded (game tokens are paid out). In other words, the main control unit 10 is equipped with a game value awarding means that awards game value (game tokens) according to the stopping pattern of the symbols.

[0121] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a normal section (non-advantageous section) or an advantageous section, separately from the game state described later. The normal section is a gameplay section in which no button-pressing navigation related to the button-pressing bell symbol is performed. It begins when the next game starts after the advantageous section ends and ends when the conditions for transitioning to the advantageous section are met. Furthermore, the main control unit 10 is controlled to the normal range during its initial state (when reset).

[0122] In this embodiment, the condition for transitioning to the advantageous period is met by winning the advantageous period transition role in the internal lottery process.

[0123] Furthermore, the conditions for transitioning to the advantageous section may be met when a predetermined winning combination is won, or the transition may be made by, for example, the stopping display of a combination of symbols corresponding to a predetermined winning combination or the stopping display of a combination of symbols that does not correspond to a predetermined winning combination (for example, a losing combination or a missed combination of the push-order bell combination). Alternatively, the game may transition to a favorable state (for example, an AT state) where the number of game tokens increases, and the game may be set to continue in a favorable period if the favorable state continues for a period of time.

[0124] 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 conditions for ending the advantageous period are met. One of the conditions for ending the advantageous period is when the medalless gaming machine 1 (main control unit 10) is reset (including when the settings are changed). Furthermore, in the normal game state, if the player remains in the advantageous section for a predetermined number of games, the advantageous section may end and the player may return to the normal section.

[0125] Alternatively, a special-advantageous-period lamp that indicates the player is in an advantageous-period zone when lit may be provided, and the main control unit 10 may control the lighting of this lamp. Furthermore, if a special zone lamp is provided, it may be configured to light up during the special zone and in a game state where the number of game tokens increases (for example, the AT state).

[0126] Furthermore, the medalless gaming machine 1 is equipped with a limiter function (hereinafter also referred to as the advantageous section limiter) to limit the number of game tokens that a player can acquire, and the conditions for ending the advantageous section are met even when the advantageous section limiter is activated. For example, the advantageous section limiter is triggered when the number of tokens acquired during a single advantageous section (the difference in tokens (number of tokens inserted - number of tokens paid out)) reaches the upper limit (for example, +2400 tokens). Therefore, the advantageous period limiter will activate when the difference in the number of tokens in a single advantageous period reaches the upper limit. Alternatively, the condition for the maximum number of coins may be defined as "the total number of coins acquired during a single advantageous period (net increase in coins (so-called MY)) reaching the maximum number of coins (for example, 2400 coins)."

[0127] Furthermore, the conditions for ending the advantageous period are not limited to those mentioned above; they may also include, for example, "at least one notification of a push-order bell symbol" or "a combination of symbols corresponding to a bonus symbol being 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.

[0128] When the advantageous period ends, while bonus winning rights are carried over, other game-related information is reset. For example, the values ​​of each counter and various information managed during each game state, as described later, are reset when the advantageous period ends. Furthermore, this is not limited to the above; some or all of the information that is initialized at the end of the advantageous period may be prevented from being initialized.

[0129] Furthermore, the medalless gaming machine 1 of this embodiment is equipped with a so-called complete function (also simply called complete) that limits the number of gaming tokens that the player can acquire, from the time the power to the medalless gaming machine 1 is turned on until it is turned off. Specifically, when the net increase in tokens (MY) from the time the tokenless gaming machine 1 is powered on until it is powered off reaches a predetermined number (the complete value of +19,000 tokens), the machine is put into a game-stop state where it is unable to play any further games. Therefore, the number of game tokens that players can acquire during the operating hours of the amusement arcade will be limited. Furthermore, even if the net number of tokens won during a single advantageous period is extremely small during the operation of the amusement arcade, and a player is able to acquire a very large number of game tokens before the advantageous period limiter function is activated, the complete function will activate first, preventing the amusement arcade from incurring a significant loss even if the net number of tokens won is extremely small.

[0130] (Counter related to gaming) During the advantageous period, the main control unit 10 operates as a counting means and stores the counting results of the counters shown below in the storage unit. • Advantageous Period Game Count Counter (hereinafter also referred to as Counter A): The total number of games played during the advantageous period. • Advantageous Period Difference Counter (hereinafter also referred to as Counter B): The total number of coins acquired (difference) during the advantageous period.

[0131] Counter B is a counter related to the advantageous period limiter. When the main control unit 10 transitions from the normal section to the advantageous section, it starts counting the number of games played during the advantageous section (counter A) and the number of game tokens acquired during the advantageous section (counter B). When the value indicated by counter B reaches a specific value (+2400 tokens), it forcibly terminates the advantageous section. The values ​​of counters A and B are reset (reset to zero) when the advantageous period ends.

[0132] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of game tokens consumed (input as bets) by the player during a single advantageous period and the number of game tokens paid out (given). It can count the difference in the number of game tokens consumed and the number of game tokens paid out (difference in game value). Furthermore, unless initialized, counter B will also count the total number of game tokens consumed during gameplay if the total number of game tokens paid out as a result of the game exceeds the total number of game tokens paid out.

[0133] This makes it possible to count the number of game tokens consumed (the number of game tokens lost by the player) even if the player does not actually acquire any game tokens during the advantageous period, but only consumes them. In other words, the main control unit 10 can count the value of counter B even when the number of game values ​​(game tokens) consumed in the advantageous period exceeds the number of game values ​​(game tokens) granted in the advantageous period.

[0134] In addition to the configuration described above, the medalless gaming machine 1 according to this embodiment has the following game states and characteristic gameplay based on these game states.

[0135] (Transition of game state) Next, the control of transitions between game sections and game states by the main control unit 10 will be explained using Figure 6. Game states are broadly divided into normal states and bonus states.

[0136] The normal state includes the first normal state, where the prescribed number of game tokens required to play is 3, and the second normal state, where the prescribed number is 1. The second normal state has a higher probability of transitioning to a bonus state than the first normal state, making it a more advantageous game state than the first normal state.

[0137] In the first normal state, it is not possible to play with a bet of any number other than 3 coins, and in the second normal state, it is not possible to play with a bet of any number other than 1 coin. However, it may be possible to make it so that in the first normal state, it is possible to play with a bet of any number other than 3 coins, and in the second normal state, it is possible to play with a bet of any number other than 1 coin.

[0138] The bonus state includes both the BB state and the RB state. The BB state includes the 1st BB state, the 2nd BB state, and the 3rd BB state. The 1st BB state and the 3rd BB state are what is known as Type 1 BB. In the 1st BB state and the 3rd BB state, all reels are allowed to pull in symbols up to 4 frames ahead, and winning combinations can be achieved without timing the reel stopping operation (so-called "eye-stopping"). On the other hand, the 2nd BB state and the RB state are what is known as Type 2 BB. In the 2nd BB state and the RB state, certain reels are allowed to pull in symbols up to 1 frame ahead, and winning combinations may not be achieved unless eye-stopping is successful.

[0139] Since the bonus state offers a higher payout rate for game tokens than the normal state, the 1st BB state, 2nd BB state, 3rd BB state, and RB state are more advantageous game states than the 1st normal state and 2nd normal state.

[0140] As shown in Figure 6, when slot machine 1 is shipped, when settings are changed, or when it is reset, gameplay starts from the first normal state. The predetermined number of tokens for the first normal state is 3. Therefore, in the first normal state, gameplay is played by betting 3 tokens. In the first normal state, it is possible to win BB1, BB2, or RB. If BB2 is won in the first normal state, the game transitions to the first BB state (arrow a).

[0141] The specified number of tokens for the first Big Bonus (BB) state is 2. Therefore, in the first BB state, the game is played by betting 2 tokens. The first BB state ends, for example, when the number of tokens dispensed exceeds 225. After the first BB state ends, the game transitions to the second normal state (arrow b).

[0142] The specified number of tokens for the second normal state is 1. Therefore, in the second normal state, the game is played by betting 1 token. In the second normal state, it is possible to win BB3. If BB3 is won in the second normal state, the game transitions to the second BB state (arrow c).

[0143] The specified number of tokens for the 2nd BB state is 2. Therefore, in the 2nd BB state, the game is played by betting 2 tokens. The 2nd BB state ends, for example, when the number of tokens dispensed exceeds 225. After the end of the 2nd BB state, the game transitions to the 1st normal state (arrow d).

[0144] When BB1 is won in the first normal state, the game transitions to the third BB state (arrow e). The specified number for the third BB state is 2 tokens. Therefore, in the third BB state, the game is played by betting 2 tokens. The third BB state ends, for example, when the number of tokens paid out exceeds 225.

[0145] When the 3rd BB state ends, the system transitions to the 1st normal state (arrow f).

[0146] When an RB (Regular Bonus) is won in the first normal state, the game transitions to the RB state (arrow g). The minimum number of tokens required for the RB state is 2. Therefore, in the RB state, the game is played by betting 2 tokens. The RB state ends, for example, when the number of tokens dispensed exceeds 98. After the RB state ends, the game transitions back to the first normal state (arrow h).

[0147] Note that BB3 can be won in the second normal state, but not in the first normal state. Therefore, in the first normal state, the symbol combination corresponding to BB3 is the same as the symbol combination corresponding to a loss.

[0148] As described above, in this embodiment, the normal state (normal game state) includes a first normal state (first normal game state) in which the game can be played by consuming 3 game tokens (a predetermined number of game values), and a second normal state (second normal game state) in which the game can be played by consuming 1 game token (a specific number of game values ​​different from the predetermined number). That is, the first normal state (first normal game state) is a game state in which the game cannot be played with game tokens (game values) other than 3 (a predetermined number), and the second normal state (second normal game state) is a game state in which the game cannot be played with game tokens (game values) other than 1 (a specific number). Note that in the first normal state, the game may be made playable by consuming 1 or 2 game tokens, or in the second normal state, the game may be made playable by consuming 2 or 3 game tokens.

[0149] Furthermore, the main control unit 10 functions as a control means capable of controlling a bonus state (special game state) that is more advantageous to the player than the first normal state (normal game state) and the second normal state (normal game state). In addition, the main control unit 10 can control the second normal state (second normal game state) after the end of the first BB state (first special game state).

[0150] Furthermore, the bonus state (special game state) includes the 1st BB state (1st special game state), which can be transitioned to from the 1st normal state (1st normal game state), and the 2nd BB state (2nd special game state), which can be transitioned to from the 2nd normal state (2nd normal game state). In other words, the 1st BB state can be called the pre-special game state. The 2nd BB state can be called the post-special game state. The 2nd normal state can be called the normal game state that is executed between the pre-special game state and the post-special game state.

[0151] In other words, the bonus state (special game state) includes the first BB state (first special game state) which can be transitioned to from the first normal state (first normal game state), the second BB state (second special game state) which can be transitioned to from the second normal state (second normal game state), and the third BB state (third special game state) which can be transitioned to from the first normal state (first normal game state). The main control unit 10 can control the second normal state (second normal game state) after the end of the first BB state (first special game state), and after the end of the third BB state (third special game state), it cannot control the second normal state (second normal game state), but can control the first normal state (first normal game state).

[0152] (Payout when winning a prize) In this embodiment, the winning combinations that can be won through internal lottery differ depending on the game state. That is, the winning combinations that can be won through internal lottery differ depending on the predetermined number.

[0153] As shown in Figure 7, in the first normal state with a set number of 3 tokens, the internal lottery allows players to win bells, watermelons, cherries, replays, BB1, BB2, and RB. If a bell is won, 8 tokens are dispensed; if a watermelon is won, 10 tokens are dispensed; and if a cherry is won, 2 tokens are dispensed. If a replay is won, the player can continue playing in the next game without inserting any tokens. If BB1, BB2, or RB is won, no tokens are dispensed, but the game transitions to a bonus state from the next game. If no winning combination is won in the first normal state, it is considered a loss.

[0154] In the second normal state, where the number of tokens is set to 1, the internal lottery allows the player to win a replay or a Big Bonus (BB3). If a replay is won, the player can continue playing in the next game without inserting any more tokens. If a Big Bonus (BB3) is won, no tokens are dispensed, but the player transitions to a bonus state from the next game. Since there are no losing outcomes in the second normal state, if a replay is not won, a Big Bonus (BB3) is won. In this embodiment, an example is given where either a replay or a Big Bonus (BB3) can be won in the second normal state. However, the types of winning combinations in the second normal state are not limited to replays or Big Bonuses (BB3) and can be set as appropriate. The probability of winning combinations in the second normal state is also not limited to the example in this embodiment and can be set as appropriate. For example, the combinations can be configured so that minor combinations can be won in the second normal state. In this case, the probability of winning minor combinations and the number of tokens dispensed when a minor combination is won can be set as appropriate. As an example of a minor combination, a 1-token combination can be provided, which dispenses 1 token when won.

[0155] In bonus states with a set number of 2 (1st BB state, 2nd BB state, 3rd BB state, RB state), you can win a bell or a watermelon through an internal lottery. Note that you can win a watermelon in the 2nd BB state and RB state. If you win a bell, 9 game tokens will be paid out, and if you win a watermelon, 15 game tokens will be paid out.

[0156] In the 1st and 3rd BB states, only bells paying out 9 coins are awarded, and the state ends when the payout exceeds 225 coins. Therefore, in the 1st and 3rd BB states, the payout will be 234 coins when the bell is awarded 26 times. However, when the bell is awarded 25 times, the payout is 225 coins, and since the payout does not exceed 225 coins, the 1st and 3rd BB states do not end.

[0157] On the other hand, unlike the first BB state, the second BB state allows for the winning of bells that pay out 9 coins and watermelons that pay out 15 coins, but ends when the payout exceeds 225 coins. Furthermore, in the second BB state, landing a watermelon requires precise timing on a specific reel. In the second BB state, landing 26 bells results in a payout of 234 coins and the state ends, but landing 25 bells and successfully landing one watermelon through precise timing results in a payout of 240 coins and the state ends. Therefore, the second BB state can be said to be a game state that requires skillful intervention from the player to increase the number of game tokens acquired.

[0158] In other words, the second BB state (second special game state) is configured such that the number of game tokens (game value) that can be obtained in the second BB state (second special game state) differs depending on whether or not the symbol (identification information) corresponding to the watermelon (specific role) is displayed when the reel 41 (variable display means) stops. The watermelon (specific role) is a role that can be won when the corresponding symbol (identification information) is displayed when the reel 41 (variable display means) is stopped at a specific timing by the player's stopping operation.

[0159] In RB mode, players can win bells (paying 9 coins) and watermelons (paying 15 coins), but the game ends when the total payout exceeds 98 coins. In RB mode, winning a watermelon requires precise reel stopping. In RB mode, the game ends after 11 bell wins, resulting in a payout of 99 coins. However, if 10 bell wins are achieved along with one successful watermelon win through precise reel stopping, the game ends with a payout of 105 coins. Therefore, RB mode is a game state that requires player skill to increase the number of coins won.

[0160] In other words, the bonus state (special game state) includes the RB state (third special game state) which can be transitioned to from the first normal state (first normal game state), and the RB state (third special game state) is configured such that the game value that can be obtained in the RB state (third special game state) differs depending on whether or not the symbol (identification information) corresponding to the watermelon (specific role) is stopped and displayed on the reel 41 (variation display means).

[0161] Furthermore, the number of game tokens dispensed when a combination of symbols corresponding to each winning combination is displayed may be other than the numbers mentioned above.

[0162] Furthermore, the configuration of winning combinations in each game state may differ from that of this embodiment. For example, it is possible to provide small winning combinations in the second normal state, or to provide multiple types of bonuses with different amounts of winnings in the first and second normal states.

[0163] (Winning probability for each role) Next, we will explain the probability of winning a bonus, referring to Figure 8. Note that the probabilities shown in Figure 8 are just examples, and the probability of winning a bonus or any other winning combination can be set arbitrarily.

[0164] As shown in Figure 8(a), in the first normal state with a specified number of 3, setting 1 controls the BB1 ​​to be 1 / 289, BB2 to be 1 / 578, and RB to be 1 / 455. The explanation for settings 2 to 5 is omitted, but they are as shown in the figure.

[0165] As shown in Figure 8(b), in the second normal state where the specified number is 1, BB3 is controlled to be 1 / 1.1 in all settings 1 to 6.

[0166] In other words, the main control unit 10 can control the probability of generating the second BB state (second special game state) in the second normal state (second normal game state) to be higher than the probability of generating the first BB state (first special game state) in the first normal state (first normal game state).

[0167] As described above, in the second normal state, there is a high probability of winning BB3, so the player transitions to the second BB state in a short period of time. Therefore, the first BB state and the second BB state can be made to feel as if they are a single continuous BB state.

[0168] (Bonus notification lamp control processing) Next, the bonus lamp notification control process executed by the main control unit 10 will be explained using Figure 9. The bonus lamp notification control process is executed in each of the steps S3 to S5 in Figure 5.

[0169] As shown in Figure 9, the main control unit 10 determines whether or not the system is in the first normal state (S21). If the main control unit 10 determines that the system is in the first normal state (S21: YES), it determines whether or not the game start operation has been performed (S22). That is, it determines whether or not the start lever 3 has been operated after the game tokens have been bet.

[0170] On the other hand, if the main control unit 10 determines that the game start operation has not been performed (S22: NO), it determines whether the third stop operation has been released (S24). Releasing the third stop operation means releasing the pressed state of the third stop button 5 that was operated. In other words, it is the state in which the finger is released from the stop button 5 after it has been pressed.

[0171] The main control unit 10 terminates processing if it determines that the third stop operation has not been released (S24: NO). If the main control unit 10 determines that the third stop operation has been released (S24: YES), it determines whether or not a bonus has been won (S25). Specifically, it determines whether or not a BB1, BB2, or RB has been won.

[0172] The main control unit 10 terminates processing if it determines that no bonus has been won (S25: NO). In other words, if no BB1, BB2, or RB has been won, processing terminates.

[0173] If the main control unit 10 determines that a bonus has been won (S25: YES), it lights up the bonus notification lamp 30 in a specific color (S26). That is, if a BB1, BB2, or RB is won, the bonus notification lamp 30 lights up in a specific color. For example, the bonus notification lamp 30 lights up in white. When a BB1 or BB2 is won, the bonus notification lamp 30 that has been lit in a specific color turns off when the start operation of the first game of the first BB state or the third BB state is performed.

[0174] Furthermore, if the main control unit 10 determines in S22 that the game start operation has been performed (S22: YES), it determines whether or not it is the first game in the RB state (S23). If the main control unit 10 determines that it is not the first game in the RB state (S23: NO), it terminates the process. If the main control unit 10 determines that it is the first game in the RB state (S23: YES), it lights up the bonus notification lamp 30 in a color corresponding to the skill-based role that requires precise timing during the RB state (S29). That is, the color of the bonus notification lamp 30, which was lit in a specific color in S25, is changed to a color corresponding to the skill-based role. In this embodiment, since the watermelon is the skill-based role, for example, the bonus notification lamp 30 is lit in green.

[0175] Furthermore, if the main control unit 10 determines in S21 that it is not in the first normal state (S21: NO), it determines whether or not it is in the second normal state (S27). If the main control unit 10 determines that it is not in the second normal state (S27: NO), it terminates the process.

[0176] If the main control unit 10 determines that it is in the second normal state (S27: YES), it determines whether BB3 has been awarded and whether the third stop operation has been released (S28). If the main control unit 10 determines that BB3 has been awarded and the third stop operation has not been released (S28: NO), it terminates the process.

[0177] If the main control unit 10 determines that BB3 has been awarded and the third stop operation has been released (S28: YES), it lights up the bonus notification lamp 30 in a color corresponding to the skill-based role that requires precise timing during the second BB state (S29). In this embodiment, since the watermelon is the skill-based role, for example, the bonus notification lamp 30 lights up in green.

[0178] In this example, since hitting the watermelon, which is a skill-based element, once in either the RB state or the 2nd BB state increases the number of game tokens acquired in the RB state and the 2nd BB state, the main control unit 10 turns off the bonus notification lamp 30 when the watermelon, which is a skill-based element, is hit. On the other hand, if the watermelon is not hit, the bonus notification lamp 30 is kept lit until the end of the RB state and the 2nd BB state.

[0179] Furthermore, the timing of the bonus notification lamp 30 lighting up in a specific color when a bonus is won is not limited to when the third stop operation is released, but may be at a different timing than in this embodiment, for example, when the start lever 3 is operated, when the first stop operation is performed, or when the second stop operation is performed.

[0180] As described above, the bonus notification lamp 30 (notification means) lights up when the reels 41 (variation display means) stop and the symbols (identification information) corresponding to the second BB state (second special game state) are displayed, thereby enabling the start of a performance related to the watermelon (specific role).

[0181] On the other hand, the bonus notification lamp 30 (notification means) can be lit at the start of the next game after the symbols (identification information) corresponding to the RB state (third special game state) are stopped and displayed on the reel 41 (variation display means), thereby enabling the start of a performance related to the watermelon (specific role).

[0182] (Specific examples of when the bonus notification lamp lights up) The timing of the lighting of the bonus notification lamp 30 will be explained using Figures 10 and 11. Figures 10(a1) to (a3) ​​show examples of when BB3 is won during the second normal state, and Figures 11(b1) to (b7) show examples of when RB is won during the first normal state. The arrows in the figures indicate when reels 41a to 41c are rotating.

[0183] <If you win BB3 during the second normal state> As shown in Figure 10(a1), in the second normal state, the game starts when the start lever 3 is operated after betting the game tokens, and the player wins BB3.

[0184] As shown in Figure 10(a2), the symbol corresponding to BB3 has a 100% pull-in rate, so when stop buttons 5a to 5c are operated, the symbol corresponding to BB3 stops and BB3 is awarded. At this time, when stop button 5c related to the third stop operation is pressed, the bonus notification lamp 30 is off.

[0185] As shown in Figure 10(a3), when the stop button 5c related to the third stop operation is released, in other words, when the finger is removed from the stop button 5c related to the third stop operation and the stop button 5c is released, the bonus notification lamp 30 lights up in a color corresponding to the skill-based role during the second BB state. In this example, it lights up in green, which corresponds to the watermelon. This allows the player to recognize that in order to increase the number of game tokens acquired, it is necessary to operate the stop button 5 in a way that does not miss the watermelon during the second BB state.

[0186] <If you win an RB during the first normal state> As shown in Figure 11(b1), in the first normal state, the game starts when the start lever 3 is operated after betting the game tokens, and the player wins an RB.

[0187] As shown in Figure 11(b2), in a game where an RB is won, the stop buttons 5a to 5c are operated and the symbols corresponding to a loss are stopped. At this time, when the stop button 5c related to the third stop operation is pressed, the bonus notification lamp 30 is off.

[0188] As shown in Figure 11(b3), when the stop button 5c related to the third stop operation is released, in other words, when the finger is removed from the stop button 5c related to the third stop operation and the stop button 5c is released, the bonus notification lamp 30 lights up in a specific color. In this example, it lights up in white. This notifies the player that a bonus has been won.

[0189] As shown in Figure 11(b4), suppose the next game after the one in which the RB was won has started. Since the right to win the RB is carried over to the next game, it is possible to win the RB in that game. At this time, the bonus notification lamp 30 remains lit in a specific color.

[0190] As shown in Figure 11(b5), suppose a player who has recognized that they have won a bonus due to the lighting of the bonus notification lamp 30 in the previous game operates the stop buttons 5a to 5c to win an RB. At this time, the bonus notification lamp 30 remains lit in a specific color.

[0191] As shown in Figure 11(b6), when the stop button 5c related to the third stop operation is released, in other words, when the finger is removed from the stop button 5c related to the third stop operation and the stop button 5c is released, the bonus notification lamp 30 remains lit in a specific color.

[0192] As shown in Figure 11(d7), when the first game of the RB state begins, the bonus notification lamp 30 lights up in a color corresponding to the skill-based role during the RB when the start lever 3 is operated. In this example, it lights up in green, which corresponds to the watermelon. This allows the player to recognize that they need to operate the stop button 5 in the RB state to avoid missing the watermelon in order to increase the number of game tokens they acquire.

[0193] In this embodiment, we will explain using an example where the bonus notification lamp 30 lights up in a color corresponding to the skill-based bonus when the third stop operation is released upon winning a BB3. However, the timing of the lighting of the bonus notification lamp 30 can be appropriately set as long as it occurs when the symbols corresponding to BB3 stop and before the third stop operation is released, or after a predetermined amount of time has elapsed since winning a BB3 and the third stop operation was released, or before the start of the next game.

[0194] Furthermore, if skill intervention is to be possible in the 1st BB state as well as in the 2nd BB state and RB state, the bonus notification lamp 30 will light up in a color corresponding to the skill intervention role when the start operation of the 1st game in the 1st BB state (operation of start lever 3 after betting) is performed, thereby allowing the player to recognize the symbols that prompt them to stop in the 1st BB state.

[0195] (BB music playback processing) Next, the BB music playback process performed by the sub-control unit 20 will be explained using Figure 12. The BB music playback process is the process of playing music when transitioning to the first BB state or the second BB state. In other words, the sub-control unit 20 functions as a performance means capable of playing music (special performance) related to the bonus state (special game state). The BB music playback process is performed by the sub-control unit 20 in conjunction with the execution of S5 in Figure 5 by the main control unit 10.

[0196] Furthermore, when the sub-control unit 20 transitions to the third BB state (when BB1 is won) or the RB state (when RB is won), it selects and plays a song corresponding to the third BB state or the RB state without following this process. The song corresponding to the third BB state and the RB state may be any of songs A to C that can be selected in the BB song playback process, or it may be a song different from songs A to C that can be selected in the BB song playback process.

[0197] As shown in Figure 12, in the BB music playback process, the sub-control unit 20 first determines whether or not BB2 has been awarded (S10). That is, the sub-control unit 20 determines whether or not to transition to the first BB state. Whether or not BB2 has been awarded is determined when the third stop operation is released.

[0198] If the sub-control unit 20 determines that BB2 has won a prize (S10: YES), it determines whether or not certain conditions have been met (S11).

[0199] Specific conditions can be set as appropriate, such as: winning BB2 in the first normal state, or the number of games played until BB2 is awarded being a specific number of games (for example, a number of games with repeating digits); winning BB2 or awarding BB2 on the 1st game of the first normal state; winning BB2 or awarding BB2 within a specific number of games in the first normal state; or winning any of BB1 to BB3 within a specific number of games in the first normal state, or winning BB2 after a predetermined number of times in which any of BB1 to BB3 is awarded (for example, winning BB2 after 10 consecutive wins (10 consecutive wins) within 100 games).

[0200] The sub-control unit 20 plays song C (S12) if it determines that a specific condition is met (S11: YES). On the other hand, if the sub-control unit 20 determines that a specific condition is not met (S11: NO), it plays song A (S13). Before playing song A or song C in S12 or S13, the fanfare for winning BB is played. Therefore, song A or song C is played after the fanfare.

[0201] On the other hand, if the sub-control unit 20 determines that BB2 has not been awarded (S10: NO), it determines whether or not BB3 has been awarded (S14). In other words, the sub-control unit 20 determines whether or not to transition to the second BB state. Whether or not BB3 has been awarded is determined when the third stop operation is released.

[0202] If the sub-control unit 20 determines that BB3 has not won a prize (S14: NO), it terminates processing. If the sub-control unit 20 determines that BB3 has won a prize (S14: YES), it determines whether song C is currently playing (S15). If the sub-control unit 20 determines that song C is currently playing (S15: YES), it terminates processing. If the sub-control unit 20 determines that song C is not currently playing (S15: NO), i.e., song A is currently playing, it plays song B (S16). The fanfare for BB winning is not played before song B is played in S16. Therefore, song B is played immediately following the end of song A's playback.

[0203] If the sub-control unit 20 plays song A when BB2 wins and transitions to the 1st BB state, it continues playing song A until BB3 wins and switches to song B. Therefore, in this case, song A is played in the 1st BB state and the 2nd normal state, and then song B is played in the 2nd BB state. On the other hand, if song C is selected when BB2 wins and transitions to the 1st BB state, the sub-control unit 20 continues playing song C even if BB3 wins and transitions to the 2nd BB state. Therefore, in this case, song C is played in the 1st BB state, the 2nd normal state, and the 2nd BB state.

[0204] (Specific examples of music playback) The sub-control unit 20 performs the BB music playback process shown in Figure 12, thereby playing the music as shown in Figure 13.

[0205] As shown in Figure 13(a), if a specific condition is not met when BB2 is awarded in the first normal state, playback of song A begins when the third stop operation is released. In this case, playback of song A begins after the fanfare for winning the BB is played. Furthermore, even after the first BB state ends and the game transitions to the second normal state, song A continues to play.

[0206] Then, if BB3 is won in the second normal state, when BB3 is awarded and the third stop operation is released, the playback of song A ends and the playback of song B begins. At this time, the fanfare for winning BB is not played, and the playback of song B begins. Therefore, the bonus notification lamp 30 lights up in the color corresponding to the skill-based role at the same time as the start of playback of song B (see Figure 10(a3)). Then, when the second BB state ends, the playback of song B ends.

[0207] In this example, the fanfare for winning a BB is played when transitioning to the first BB state, while it is not played when transitioning to the second BB state. This makes the first and second BB states feel like a single continuous BB state.

[0208] As shown in Figure 13(b), if certain conditions are met when BB2 is awarded in the first normal state, song C will be played when BB2 is awarded and the third stop operation is released. At this time, song C will start playing after the fanfare for the BB award is played. Furthermore, song C will continue to play even when the first BB state ends and the game transitions to the second normal state. Also, song C will continue to play even when BB3 is awarded in the second normal state and the game transitions to the second BB state. When the second BB state ends, song C will stop playing.

[0209] Furthermore, a BB signal indicating that the player is in a BB state is output to an external device (such as the arcade's hall computer or data display) so that the first BB state and the second BB state can be recognized as a series of BB states. Specifically, the output of the BB signal to the external device begins when the player transitions to the first BB state and ends when the second BB state ends. This allows the system to recognize the number of times the player has transitioned to a series of BB states consisting of the first and second BB states.

[0210] The main control unit 10 includes a program that starts outputting a BB signal when the transition to the first BB state begins and stops outputting the BB signal when the first BB state ends. The main control unit 10 also includes a program that starts outputting a BB signal when the transition to the second BB state begins and stops outputting the BB signal when the second BB state ends. Therefore, by adding an external output terminal, in addition to the signal for identifying the first BB state and the second BB state as a series of BB states, a signal that distinguishes the first BB state and the second BB state can be output externally.

[0211] As described above, in this embodiment, the music (special performance) played in the BB state includes music A (first special performance) related to the first BB state (first special game state) and music B (second special performance) related to the second special game state. The sub-control unit 20 (performance means) enables music A (first special performance) to be executed in the first BB state (first special game state), music A (first special performance) to be executed in the second normal state (second normal game state), and music B (second special performance) to be executed in the second BB state (second special game state).

[0212] Furthermore, the music (special performance) played in BB state includes music C (third special performance) related to the first BB state (first special game state) and the second BB state (second special game state). The sub-control unit 20 (performance means) enables the execution of music C (third special performance) in the first BB state (first special game state), music C (third special performance) in the second normal state (second normal game state), and music C (third special performance) in the second BB state (second special game state) when certain conditions are met. The specific conditions include the first BB state (first special game state) becoming possible in the first game (a specific number of times) in the first normal state (first normal game state) transitioned from the second BB state (second special game state).

[0213] Furthermore, in this embodiment, a main control unit 10 (special signal output means) is provided that can output a BB signal (special signal) to the outside in relation to the occurrence of a bonus state (special game state). The main control unit 10 (special signal output means) is capable of outputting a BB signal in the first BB state (first special game state) regardless of whether specific conditions are met, is capable of maintaining the output of the BB signal in the second normal state (second normal game state) to which the player transitions from the first BB state (first special game state), and is capable of maintaining the output of the BB signal in the second BB state (second special game state) to which the player transitions from the second normal state (second normal game state).

[0214] (Regarding the style of the performance) Next, the manner of presentation when transitioning from the first BB state to the second BB state via the second normal state, and when transitioning from the first BB state to the third BB state, will be explained using Figure 14. The presentation shown in Figure 14 is executed by the sub-control unit 20. By executing the presentation shown in Figure 14, the sub-control unit 20 functions as a presentation means capable of executing presentations related to the game state.

[0215] Note that the presentation shown in Figure 14 is just one example and is not limited to this example. Furthermore, the presentation is not limited to the display of the presentation screen by the display unit 8, but can also be carried out by means other than those in this example, such as outputting presentation sounds from the speaker 9, vibration of the start lever 3 and stop button 5, lighting up, flashing, and turning off the backlights located behind the reels, and lighting up various lamps.

[0216] As shown in Figure 14(a), in the first BB state and the third BB state, the first BB screen 300, which indicates whether or not to transition to the second normal state, is displayed on the display unit 8.

[0217] In other words, the sub-control unit 20 (performance means) can display the first BB screen 300 and execute specific performances related to the transition to the second normal state (second normal game state) in the first BB state (first special game state) and the third BB state (third special game state).

[0218] The first BB screen 300 is a common visual screen displayed in both the first BB state and the third BB state. The first BB screen 300 is a battle screen where allied characters and enemy characters battle.

[0219] Furthermore, on the first BB screen 300, the total number of game tokens that can be obtained from the first BB state to the second BB state, and the number of game tokens actually obtained are displayed by the game token count display 302. The game token count display 302 is a fractional display, with the total number of game tokens that can be obtained from the first BB state to the second BB state displayed in the denominator, and the number of game tokens actually obtained displayed in the numerator.

[0220] In other words, the display unit 8 is a display means capable of displaying information related to bonus states (special game states), and is capable of displaying the total number (specific information) related to the total value of game tokens (game value) that can be awarded in the first BB state (first special game state) as a bonus state (special game state) that is executed first, and the second BB state (second special game state) as a bonus state (special game state) that may be executed after the first BB state.

[0221] In this embodiment, 234 coins can be obtained in the first BB state, and at least 240 coins can be obtained in the second BB state, so "474" is displayed in the denominator. Note that in the game coin count display 302, in order to prevent misinterpretation as the number of coins obtained in one BB, the unit of game coins, "coins," is not displayed, and it is displayed as points obtained in the game.

[0222] As shown in Figure 14(b), when a winning combination occurs in the first BB state or the third BB state and game tokens are awarded, the numerator of the game token count display 302, which shows the number of tokens acquired, is updated.

[0223] As shown in Figures 14(c1) and (c2), a performance result screen 304 is displayed that indicates whether or not the game will transition to the second normal state as a result of the performance in the first BB state and the third BB state. Figure 14(c1) shows a performance result screen 304 that indicates the game will not transition to the second normal state, and Figure 14(c2) shows a performance result screen 304 that indicates the game will transition to the second normal state.

[0224] In other words, the sub-control unit 20 (performance means) can notify whether the game will transition to the first normal game state or the second normal game state by displaying (specific performance) the first BB state (first special game state) related to BB1 or the first BB state (third special game state) related to BB2, before the first BB state related to BB2 ends, by displaying (specific performance) the first BB screen 300.

[0225] Furthermore, in both the performance result screen 304 in Figure 14(c1) and (c2), the numerator of the number of game tokens displayed 302 is "234". In other words, it indicates that 234 game tokens were acquired during the first Big Bonus (BB) state.

[0226] When transitioning to the first normal state, the display of the number of game tokens 302 is terminated. Therefore, it is not possible to determine from the number of game tokens 302 whether the game is in the first BB state or the third BB state until the performance result screen 304 is displayed. Although not shown in the illustration, when transitioning to the first normal state, the screen switches to the performance screen for the first normal state.

[0227] As shown in Figure 14(d), when the first BB state ends and the game transitions to the second normal state, the second normal performance screen 306 corresponding to the second normal state is displayed. The display of the number of game tokens 302 is maintained even on the second normal performance screen 306. As a result, the numerator of the number of game tokens 302, which displays the number of tokens acquired, is displayed as "234", and the denominator, which displays the total number, is displayed as "474".

[0228] In other words, even in the second normal game state which is executed between the first BB state (pre-special game state) and the second BB state (post-special game state), the total number (specific information) can be displayed during the game interval from the first BB state to the second BB state.

[0229] In this example, in the second normal state, only BB3 or replays are won (see Figure 7), so the number of game tokens does not increase. Therefore, the number of tokens acquired and the total number displayed on the game token count display 302 are not updated. Also, even if game tokens are consumed in the second normal state, this is not reflected in the number of tokens acquired and the total number displayed on the game token count display 302. Therefore, the numbers on the game token count display 302 are not updated in the second normal state.

[0230] In other words, the display unit 8 (display means) can display the total number (specific information) without reflecting the consumption of a predetermined number of game tokens (predetermined game value) when a predetermined number of game tokens (predetermined game value) are consumed during the second normal game state, which is executed between the first BB state (pre-special game state) and the second BB state (post-special game state).

[0231] Next, as shown in Figure 14(e), if BB3 is won in the second normal state, a continuous win animation screen 308 is displayed, indicating that the game will transition from the first BB state to the second BB state. The display of the number of game tokens 302 is maintained even on the continuous win animation screen 308. As a result, the numerator of the number of game tokens 302, the number of tokens acquired, is displayed as "234", and the denominator, the total number, is displayed as "474".

[0232] Next, as shown in Figure 14(f), when the second BB state begins, the display unit 8 displays the second BB screen 310 corresponding to the second BB state. The display of the number of game tokens 302 is also maintained on the second BB screen 310. When game tokens are awarded due to winning a small prize in the second BB state, the numerator of the number of game tokens 302, which displays the number of tokens acquired, is updated.

[0233] Next, as shown in Figure 14(g), when the second BB state ends, the number of acquired tokens and the total number are displayed by the token count display 302. The token count display 302 is cleared when transitioning to the first normal state.

[0234] Furthermore, the number of game tokens consumed in the second normal state may be reflected in the number of tokens acquired and the total number displayed in the game token count display 302. In this case, the numbers in the game token count display 302 should be updated by subtracting the number of tokens used in the second normal state from the numerator (number of tokens acquired) and denominator (total number) of the game token count display 302, or from the numerator (number of tokens acquired).

[0235] In other words, the display unit 8 (display means) can display the total number (specific information) that reflects the consumption of a predetermined number of game tokens (a predetermined game value) when a predetermined number of game tokens (a predetermined game value) are consumed during the second normal game state, which is executed between the first BB state (a pre-special game state) and the second BB state (a post-special game state).

[0236] Furthermore, if making it possible to win small wins in the second normal state can increase the number of game tokens acquired in the second normal state, the number of acquired tokens and the total number displayed in the game token count display 302 may be updated, or they may not be updated.

[0237] In other words, the display unit 8 (display means) can display the total number (specific information) that reflects the amount of game tokens (predetermined game value) that have been awarded when a predetermined number of game tokens (predetermined game value) have been awarded during the second normal game state which is performed between the first BB state (pre-special game state) and the second BB state (post-special game state).

[0238] On the other hand, the display unit 8 (display means) can display the total number (specific information) without reflecting the amount of game tokens (predetermined game value) that are awarded when a predetermined number of game tokens (predetermined game value) are awarded during the second normal game state which is executed between the first BB state (pre-special game state) and the second BB state (post-special game state).

[0239] When updating the number of acquired tokens and the total number displayed in the token count display 302 to reflect the amount of tokens awarded, the number of tokens dispensed due to winning small roles may be added to both the numerator (number of acquired tokens) and the denominator (total number) of the token count display 302, or only the numerator (number of acquired tokens) may be added. In this case, it is preferable to output sound effects or background music when updating the token count display 302 to notify that the number of acquired tokens has increased from the original plan. This makes it easier to notice that the number of acquired tokens has increased during a series of Big Bonus (BB) states, thereby improving the enjoyment of the game.

[0240] Note that the display of the number of game tokens 302 is just one example, and it is not limited to this example as long as the number of game tokens acquired and the total number of tokens that can be acquired can be identified, and it is also acceptable to simply display the total number.

[0241] Furthermore, in this embodiment, an example was given in which the transition to the first normal state or the second normal state is notified by displaying the performance result screen 304. However, it is also possible to identify whether it is the first normal state or the second normal state solely by the lighting of the bet count lamp 2f, without displaying the performance result screen 304. In this case, when transitioning to the second normal state, the first BB state and the second BB state can be perceived as a series of BB states.

[0242] Furthermore, in this embodiment, an example is given in which a second normal state is provided that makes it easier to transition to the second BB state, and the total number of game tokens that can be obtained in the first BB state and the second BB state is displayed on the game token display 302. However, even if the normal state is not composed of a first normal state and a second normal state, and the ease of transitioning to the BB state is not changed, that is, even in a conventional normal type slot machine, it is possible to display in advance the total number of game tokens that can be obtained when a bonus streak (a series of bonus wins within a predetermined number of games) occurs. In this case, the expectation of a bonus streak can be increased, and the desire to play can be stimulated.

[0243] (Combinations of BB1 and BB2 patterns) Next, we will explain the symbol combinations corresponding to BB1 and BB2 using Figure 15.

[0244] As shown in Figure 15(a), the symbol combination corresponding to BB1 is "Seven A-Seven A-Seven A". On the other hand, as shown in Figure 15(b), the symbol combination corresponding to BB2 is "Seven A-Seven B-Seven A".

[0245] Furthermore, the only difference between Seven A and Seven B is whether or not a star mark is attached to the pattern; other than that, multiple lines and colors that make up the pattern are the same. Therefore, reels 41a to 41c (variation display means) can stop and display "Seven A" (special identification information) as identification information corresponding to the first BB state (first special game state), and can stop and display "Seven B" (similar identification information), which is similar to "Seven A" (special identification information) due to having multiple common features, as identification information corresponding to the third BB state (third special game state).

[0246] As explained in Figure 14(a), the display mode of the first BB screen 300 is such that it is impossible to recognize whether or not the player is transitioning to the second normal state. Therefore, by making the symbol combinations corresponding to BB1 and BB2 similar and difficult to distinguish, it is possible to prevent the player from detecting whether or not the player is transitioning to the second normal state before the first BB screen 300 is displayed. This makes it possible to attract interest in specific effects displayed on the first BB screen 300 and improve the enjoyment of the game.

[0247] (A variation of the staging) Next, a modified version of the performance described in the above embodiment will be explained using Figures 16 and 17. The performance in this example is also executed by the sub-control unit 20. In this example, the performance is explained using the display screen on the display unit 8, but it is also possible to execute the performance by means other than this example, such as outputting performance sounds from the speaker 9, vibration of the start lever 3 and stop button 5, lighting, flashing, and turning off the backlights provided behind the reels, and lighting various lamps. Furthermore, the performance described in this modified version can be implemented in combination with the performance described in Figure 14, and it is also possible to switch between the performance described in this modified version and the performance described in Figure 14 depending on the game situation. In addition, although this modified version shows an example in which the number of game tokens display 302 is not displayed, the number of game tokens display 302 may be displayed. Detailed explanations of parts that are the same as in the above embodiment will be omitted.

[0248] First, we will explain an example of the transition from the first BB state to the second normal state using Figure 16(a).

[0249] As shown in Figure 16(a1), in this example, the BB termination screen 420 is displayed on the display unit 8 when the first BB state ends. The BB termination screen 420 is a screen that does not allow the user to identify whether the system will transition to the first normal state or the second normal state after the end of the first BB state.

[0250] As shown in Figure 16(a2), when transitioning from the first BB state to the second normal state, the second normal presentation screen 422 corresponding to the second normal state is displayed on the display 8. In the second normal state, the main control unit 10 lights up the status notification lamp 11 in a manner corresponding to the second normal state.

[0251] As shown in Figure 16(a3), when BB3 is won in the second normal state, a continuous win animation screen 424 is displayed on the display 8, indicating that the game will transition from the first BB state to the second BB state.

[0252] Next, we will explain an example using Figure 17(b) of a case where the game transitions from the 3rd BB state to the 1st normal state, and BB1 or BB2 is not won within 30 games in the 1st normal state.

[0253] As shown in Figure 17(b1), in this example, the BB termination screen 420 is displayed on the display unit 8 when the third BB state ends. The BB termination screen 420 is the same screen as the BB termination screen 420 shown in Figure 16(a1). Therefore, it is not possible to distinguish from the BB termination screen 420 whether the system will transition to the first normal state or the second normal state after the end of the third BB state.

[0254] As shown in Figure 17(b2), when the system transitions to the first normal state after the third BB state has ended, the second normal performance screen 422 corresponding to the second normal state is displayed on the display 8, similar to Figure 16(a2). The second normal performance screen 422 is the same screen as the second normal performance screen 422 shown in Figure 16(a2). The second normal performance screen 422 is displayed from the 1st game to the 30th game of the first normal state. Therefore, from the 1st game to the 30th game of the first normal state, it is not possible to distinguish whether the system has transitioned to the first normal state or the second normal state from the performance screen. On the other hand, in the first normal state, the main control unit 10 lights up the status notification lamp 11 in a manner corresponding to the first normal state. Therefore, it is possible to distinguish from the status notification lamp 11 that the system has transitioned to the first normal state.

[0255] As shown in Figure 17(b3), if BB1 or BB2 is not won within 30 games after transitioning to the first normal state, the first normal presentation screen 426 corresponding to the first normal state is displayed. This allows the player to recognize that they have not transitioned to the second normal state. Although not shown in the illustration, if BB1 or BB2 is won in games 31 or later, a BB start screen different from the consecutive win presentation screen 424 is displayed.

[0256] Next, we will explain an example using Figure 17(c) of a case where the game transitions from the 3rd BB state to the 1st normal state, and a BB1 or BB2 is won within 30 games in the 1st normal state.

[0257] As shown in Figure 17(c1), in this example, the BB termination screen 420 is displayed on the display unit 8 when the third BB state ends. The BB termination screen 420 is the same screen as the BB termination screen 420 shown in Figures 16(a1) and 17(b1). Therefore, it is not possible to distinguish from the BB termination screen 420 whether the system will transition to the first normal state or the second normal state after the end of the third BB state.

[0258] As shown in Figure 17(c2), if the system transitions to the first normal state after the third BB state has ended, the second normal performance screen 422 corresponding to the second normal state is displayed on the display 8, similar to Figure 16(a2). The second normal performance screen 422 is the same screen as the second normal performance screen 422 shown in Figure 16(a2). Therefore, it is not possible to distinguish whether the system has transitioned to the first normal state or the second normal state from the performance screen. On the other hand, in the first normal state, the main control unit 10 lights up the status notification lamp 11 in a manner corresponding to the first normal state. Therefore, it is possible to distinguish from the status notification lamp 11 that the system has transitioned to the first normal state.

[0259] As shown in Figure 17(c3), if a BB1 or BB2 is won within 30 games after transitioning to the first normal state, the consecutive win animation screen 424 is displayed on the display 8 when the BB1 ​​or BB2 is won. The consecutive win animation screen 424 is the same screen as the consecutive win animation screen 424 shown in Figure 16(a3). In other words, it is the same screen as when a BB3 is won in the second normal state. Furthermore, the consecutive win animation screen 424 is displayed while the second normal performance screen 422, which corresponds to the second normal state, is displayed, without displaying the first normal performance screen 426, which corresponds to the first normal state. Therefore, even though a BB1 or BB2 was won in the first normal state, it is possible to give the impression that a BB3 was won in the second normal state and the BBs were won in a consecutive sequence.

[0260] Thus, in this modified example, the sub-control unit 20 (performance means) can display a second normal performance screen 422 that is common to both the first normal state and the second normal state (can execute a common performance) from the time it transitions to the first normal state until 30G has been consumed (when predetermined conditions are met).

[0261] Further, it includes a state notification lamp 11 (notification means) capable of notifying information that can identify whether it is in the first normal state or the second normal state. The state notification lamp 11 (notification means) notifies information that can identify whether it is in the first normal state or the second normal state even when a common effect is being executed by the sub-control unit 20 (effect means).

[0262] As described above, until 30G is consumed after transitioning to the first normal state, the second normal effect screen 422 is displayed. When BB1 or BB2 is won before 30G is consumed after transitioning to the first normal state, the same consecutive winning effect screen 424 as when BB3 is won in the second normal state when BB1 or BB2 wins is displayed. Therefore, even though it has transitioned to the first normal state, which is less advantageous than the second normal state, an impression can be given as if BB3 was won in the second normal state and BB won consecutively, improving the interest of the game. Also, when BB1 or BB2 is won before 30G is consumed after transitioning to the first normal state, it is not detected that the first normal state has been entered, so the sense of disappointment due to transitioning to the first normal state can be prevented, improving the interest of the game.

[0263] In this embodiment, since a replay can be won in the second normal state (see FIG. 7), when a replay is won, beneficial information is notified to the player, such as suggesting the set value. By doing so, the impression of delay caused by winning a replay in the second normal state is reduced, and the sense of disappointment (so-called, feeling of loss) due to winning a replay without winning BB3 in the second normal state can be reduced.

[0264] Also, when an effect is executed with the first BB state and the second BB state as a series of BB states, one BB signal may be transmitted to the sub-control unit 20 or externally through the first BB state and the second BB state.

[0265] On the other hand, when the configuration is such that the winning probability of BB3 in the second normal state is made high as in this embodiment, and BB is caused to continue winning for a short period, when transitioning to the first BB state, a BB signal may be transmitted to the sub-control unit 20 or externally, and when transitioning to the second BB state, a BB signal may be transmitted to the sub-control unit 20 or externally. In this case, it is possible to appeal to the large number of winning times of BB due to the continuous winning of BB.

[0266] Further, by making the transition probability to the second normal state a low probability so that it rarely transitions to the second normal state, the expected value of the game medals that can be obtained in the first BB state and the second BB state may be increased. For example, it is possible to set the expected value to 1000 pieces.

[0267] Also, in the second normal state, it may be configured to win one of a plurality of types of second BB states in which the number of game medals that can be obtained is different, and the total number of game medals that can be obtained in the first BB state and the second BB state may be different. For example, in the second BB state, it is possible to obtain any one of "100 pieces", "150 pieces", and "200 pieces", and in the first BB state, it is possible to obtain "100 pieces", so that it is possible to obtain any one of "200 pieces", "250 pieces", and "300 pieces" in total in the first BB state and the second BB state.

[0268] Also, it is possible to execute a contradictory effect by making the control in the first normal state (prescribed number 3 pieces) and the second normal state (prescribed number 1 piece) and the payout number at the time of winning a small combination different. For example, when a cherry stops at the lower stage of the reel 41a, a payout is made in the first normal state but not in the second normal state, and in the first normal state, bells line up in the middle to win, but in the second normal state, bells line up diagonally to win. Depending on the behavior at the time of symbol stop and the symbol stop mode due to the difference in the configuration of the internal lottery table in the first normal state and the second normal state, it is possible to execute an effect that can detect whether it is the first normal state or the second normal state.

[0269] (Modification example of the symbol combination of BB1 and BB2) Next, a modified example of the combination of symbols for BB1 and BB2 will be described. In the above embodiment, the symbol corresponding to BB2 is capable of stopping and displaying "Seven A," and the symbol corresponding to BB1 is capable of stopping and displaying "Seven B," which is similar to "Seven A" due to having several common features, making it difficult to distinguish whether a win was achieved in BB1 or BB2. The method of making it difficult to distinguish between the combination of symbols for BB1 and BB2 is not limited to the above embodiment.

[0270] For example, in this modified example, the display of performance symbols from the performance symbol display device 400 is used to notify the player that they have won either BB1 or BB2, while the visibility of the symbols corresponding to BB1 and BB2 on the actual reels is made lower than that of the performance symbols, making it difficult to distinguish whether the player has won BB1 or BB2.

[0271] As shown in Figure 18, specifically, a display device 400, such as an LCD panel, is provided at the location of the display window 6. The display device 400 displays three pseudo-reels 400a, 400b, and 400c arranged side by side.

[0272] The sub-control unit 20 controls the display of the changes and stops of the pseudo-reels 400a, 400b, and 400c in the performance symbol display device 400, as well as the display of the performance symbols on each reel.

[0273] When the pseudo-reels 400a, 400b, and 400c are stopped, three special symbols are displayed per reel, for a total of nine special symbols. These special symbols are used to make it easier for the player to recognize the results of the internal lottery and to create special effects in the display of changing and stopping symbols. Therefore, these special symbols are not used to determine whether or not a win has occurred.

[0274] Furthermore, a display window 410 is provided below the display device 400, and reels 410a, 410b, and 410c are positioned behind the display window 410.

[0275] Reels 410a, 410b, and 410c rotate by stepping motor drive, similar to reel 41. Multiple types of patterns are arranged on the outer surface of reels 410a, 410b, and 410c.

[0276] The rotation and stopping of reels 410a, 410b, and 410c are controlled by the main control unit 10, similar to reel 41. The symbols that stop due to the changing display of symbols by reels 410a, 410b, and 410c are used for determining winning combinations.

[0277] Reels 410a, 410b, and 410c have smaller display areas for symbols than pseudo-reels 400a, 400b, and 400c. Therefore, the actual symbols are less visible than the special effects symbols.

[0278] Furthermore, the brightness of the illumination for the symbols on reels 410a, 410b, and 410c is dimmer than the brightness of the display for the effect symbols on pseudo-reels 400a, 400b, and 400c. Therefore, the visibility of the actual symbols is lower than that of the effect symbols.

[0279] Furthermore, the symbol combinations corresponding to BB1 and BB2 are the same on reels 410a and 410c, with only the symbols on reel 410c being different. However, the symbols on reel 410c share several common features, making identification difficult.

[0280] In this example, the difference is that the design corresponding to BB1, as shown in Figure 18(a), has horizontal lines, while the design corresponding to BB2, as shown in Figure 18(b), has vertical lines. However, other elements such as color, outline, and text are the same.

[0281] In this way, the visibility of the symbols on reels 410a, 410b, and 410c is lower than that of the performance symbols, and it is also difficult to distinguish between the symbols corresponding to BB1 and the symbols corresponding to BB2. The performance when BB1 or BB2 is won is also designed so that it is not possible to distinguish which one was won.

[0282] Furthermore, in this embodiment, as explained in Figure 14(a), the first BB screen 300 is configured in such a way that it is not possible to recognize whether or not it will transition to the second normal state. Therefore, it is not possible to distinguish whether a BB1 or BB2 has been won from the display symbols, and furthermore, it is difficult to distinguish between the symbol combinations corresponding to BB1 and the symbol combinations corresponding to BB2, thereby preventing the player from sensing whether or not it will transition to the second normal state before the first BB screen 300 is displayed. This makes it possible to attract interest in specific effects displayed on the first BB screen 300 and improve the enjoyment of the game.

[0283] As described above, this modified version includes a performance symbol display device (performance variation display means) capable of displaying performance symbols (performance identification information) corresponding to the results of the internal lottery (results of the determination means), and the reels 410a to 410c (variation display means) are configured such that the visibility of the symbols (identification information) corresponding to the first BB state (first special game state) related to BB2 and the symbols (identification information) corresponding to the first BB state (third special game state) related to BB1 is lower than the visibility of the performance symbols (performance identification information) displayed on the performance symbol display device (performance variation display means).

[0284] (Different example of game state) In the above embodiment, an example was given in which the game state is composed of a normal state and a bonus state, but other game states besides the normal state and bonus state may also be provided. For example, an AT (Assist Time) state can be provided as a game state other than the normal state and bonus state. The transition to the AT state and the transition from the AT state to other game states can be performed by the main control unit 10. In addition to the normal state and bonus state described in the above embodiment, an AT state may also be provided, or an AT state may be provided instead of a bonus state.

[0285] The AT state is a gaming state that is more advantageous than the normal state by notifying the player of the mode of the stop operation through the control by the main control unit 10 and the sub-control unit 20. Specifically, in the AT state, when winning the target combination by the internal lottery process, the main control unit 10 controls the lighting of the navigation lamp 12, and the sub-control unit 20 controls the display of the image on the display 8 and the output of the sound from the speaker 9, thereby notifying the correct pressing order for the stop button 5 and the pattern serving as a guide for pressing the eyes.

[0286] For example, when winning the pressing order combination, the pressing order consisting of the character information of "1", "2", "3" is displayed on the display 8 in accordance with the pressing order, the voices of "left", "middle", "right" are output from the speaker 9 in accordance with the pressing order, and the navigation lamp 12 is lit as 12a (left), 12b (middle), 12c (right) in accordance with the pressing order, thereby notifying the pressing order of the stop button 5.

[0287] Note that notifying the pressing order by means of notification such as the display 8, the state holding lamp 11, the navigation lamp 12, the speaker 9, etc. is also referred to as "pressing order navigation".

[0288] And in the non-AT state, even if winning the target combination by the internal lottery process, the operation mode of the stop button 5 is not notified. Therefore, unless the operation mode of the operated stop button 5 accidentally matches the operation mode corresponding to the winning target combination, basically, the player cannot win the winning target combination. Thus, in the AT state, by performing the stop operation in accordance with the notification, it is possible to obtain game medals more easily than in the non-AT state.

[0289] As an example of the gaming mode when the AT state is provided, it is possible to provide one set of the AT state in a predetermined number of games, and continue the AT state when winning a rare combination with a relatively low winning probability in the final game of the AT state.

[0290] In this case, for example, the "right to win a rare role in the final game of AT" can be acquired in a game other than the final game of AT. If the player reaches the final game of AT while holding the "right to win a rare role in the final game of AT," a simulated game is generated in which no internal lottery is performed and no winning judgment is made. By stopping the symbols corresponding to the rare role in the simulated game, it is made to appear as if a rare role has been won, and the AT state is continued.

[0291] If a rare role is won in the internal lottery during the final game of the AT, the "right to win a rare role in the final game of the AT" may be stocked and a pseudo-game may not be generated, thereby making it appear as if the AT state has continued based on the rare role won in the internal lottery of this game, and thus continuing the AT state.

[0292] Furthermore, rare roles are composed of strong rare roles and weak rare roles, with strong rare roles being more advantageous than weak rare roles. If a rare role is won in the internal lottery during the final game of the AT, a simulated game may be used to stop the symbols corresponding to the strong rare role, making it appear as if a strong rare role has been won, and granting a bonus in addition to the continuation of the AT state. As a bonus, for example, one could be a transition to a special zone where the number of games in the AT state can be increased.

[0293] Furthermore, it is also possible to include a Chance Zone (CZ) state, for example, which determines whether or not to transition to the AT state.

[0294] Furthermore, it is possible to introduce a CZ preparation state before transitioning to the CZ state, and when a winning combination (such as a replay or common bell) is won in the CZ preparation state for which no button press order is set, a button press navigation will be generated, allowing the player to choose how to transition to the AT state in the CZ state.

[0295] One method for transitioning from the CZ state to the AT state is to decide whether or not to transition to the AT state in a single draw. In this case, for example, the player transitions to the AT state with a predetermined probability when a rare role is won. Another method for transitioning from the CZ state to the AT state is to award points. In this case, for example, one point is awarded for each rare role won, and the player transitions to the AT state when two points are accumulated.

[0296] In this case, even if the probability of deciding whether or not to transition to the AT state in a single draw is different from the probability of winning a rare role twice in the CZ state, the expected value (probability) of transitioning to the AT state will be considered the same.

[0297] If, for example, a rare role is won only once while in the CZ state, a method that determines whether or not to transition to the AT state in one draw has the possibility of transitioning to the AT state. However, while a single draw also has the possibility of winning the AT, a method that awards points does not have the possibility of transitioning to the AT state. On the other hand, with a method that determines whether or not to transition to the AT state in one draw, even if a rare role is won twice, the AT state may not be entered. However, with a method that awards points, two rare role wins guarantee transition to the AT state. Thus, since each method has its advantages and disadvantages for the player, it is possible to add the enjoyment of choosing the content of the game and enhance the fun of playing.

[0298] Furthermore, the selection method for transitioning to the AT state in the CZ state described above may also be applied to the selection method for increasing the number of games in the AT state.

[0299] (Effects of the present invention) (A1) A gaming machine (in this example, a coinless gaming machine 1) comprising: a variable display means (in this example, a reel 41) capable of displaying identification information (in this example, a pattern); a control means (in this example, a transition of the game state by the main control unit 10 shown in Figure 6) capable of controlling a special game state (in this example, a bonus state) that is more advantageous to the player than the normal game state (in this example, the normal state); and a notification means (in this example, a bonus notification lamp 30) that notifies that the special game state (in this example, the bonus state) can be generated, In the aforementioned normal game state, A first normal game state (first normal state in this example) is playable by consuming a predetermined number (3 in this example) of game value (game tokens in this example), A second normal game state (in this example, the second normal state) is in which the game can be played by consuming a specific number (in this example, 1 coin) of game value (in this example, game tokens) that is different from the predetermined number, It includes, The aforementioned special game state (in this example, the bonus state) includes: The first special game state (in this example, the first BB state) is a state to which one can transition from the first normal game state (in this example, the first normal state), The second special game state (in this example, the second BB state) is a state to which one can transition from the second normal game state (in this example, the second normal state), It includes, The second special game state is configured such that the game value obtainable in the second special game state differs depending on whether or not the identification information corresponding to a specific role (watermelon in this example) is stopped and displayed on the variable display means. The control means is After the end of the first special game state, the second normal game state can be controlled. The aforementioned notification means is, When the identification information corresponding to the second special game state is stopped and displayed on the variable display means, the notification means can start the performance related to the specific role (in this example, Figures 9 and 10). Therefore, it becomes easier for players to recognize the identification information that prompts them to stop the display in the second special game state. It also becomes easier for them to recognize that it is a special game state that requires skill intervention. This can enhance the enjoyment of the game.

[0300] Furthermore, regarding "when the aforementioned identification information is displayed as stopped," this includes the period from when the identification information corresponding to the second special game state is displayed as stopped until before the start of the next game following the game in which the identification information was displayed as stopped. If a performance related to a specific role is started during this period, the start timing can be set as appropriate.

[0301] (A2) The first normal game state (in this example, the first normal state) is The game is in a state where it is impossible to play with a game value other than the predetermined number (3 in this example) (Figure 6 in this example), The aforementioned second normal game state (in this example, the second normal state) is, This is a game state in which the game cannot be played with a game value other than the aforementioned specific number (1 in this example) (Figure 6 in this example). Therefore, it becomes easier to distinguish between different game states, and the complexity of the gameplay can be prevented.

[0302] (A3) The control means (in this example, the main control unit 10) The probability of generating the second special game state (in this example, the second BB state) in the second normal game state (in this example, the second normal state) can be controlled to be higher than the probability of generating the first special game state (in this example, the first BB state) in the first normal game state (in this example, the first normal state) (Figure 8 in this example). Therefore, it is possible to increase the expectation of transitioning to the second normal game state and improve the enjoyment of playing in the second normal game state.

[0303] (A4) The aforementioned specific role (in this example, watermelon) is When the player stops the variable display means (in this example, reel 41) at a specific timing, the corresponding identification information is displayed, indicating a winning combination (Figure 3 in this example). Therefore, the player's skill can be reflected in the game, and the enjoyment of the game can be enhanced.

[0304] (A5) The special game state (in this example, the bonus state) is: This includes a third special game state (RB state in this example) that can be transitioned from the first normal game state (first normal state in this example), The third special game state is configured such that the game value obtainable in the third special game state differs depending on whether or not the identification information corresponding to the specific role (watermelon in this example) is stopped and displayed on the variable display means. The aforementioned notification means (in this example, the bonus notification lamp 30) When the identification information corresponding to the third special game state is stopped on the variable display means, the notification means can start the performance related to the specific role at the start of the next game (in this example, Figures 9 and 10). Therefore, when transitioning to the second special game state, the start of the effects occurs earlier than when transitioning to the third special game state. This allows the player to quickly understand that skill intervention is required, giving them the impression that the first and second special game states are a series of special game states. This gives the player time to prepare for the skill intervention, preventing them from losing profits. As a result, the enjoyment of the game can be enhanced.

[0305] (Regarding prior art related to (A1) to (A5) above) Conventionally, a patent document (Japanese Patent Publication No. 2023-126638) discloses a gaming machine that notifies the player of the type of winning combination by illuminating a lamp with a color corresponding to the winning combination when a winning combination is achieved. However, effective methods for notifying the player of the winning combination have not been fully explored.

[0306] Therefore, the present invention aims to provide a gaming machine that makes it easier for players to recognize identification information prompting them to stop displaying the second special game state. Furthermore, the present invention aims to provide a gaming machine that makes it easier for players to recognize that they are in a special game state that requires skill intervention. In this way, the present invention provides a gaming machine that can improve the enjoyment of the game.

[0307] Furthermore, the gaming machine of the present invention can solve these problems that conventional gaming machines need to improve.

[0308] (B1) A gaming machine (in this example, a medal-less gaming machine 1) comprising: control means (in this example, transitions of game states by the main control unit 10 shown in Figure 6) capable of controlling a special game state (in this example, a special state) that is more advantageous to the player than a normal game state (in this example, a normal state); and performance means (in this example, a sub-control unit 20) capable of executing special performances related to the special game state, In the aforementioned normal game state, A first normal game state (first normal state in this example) is playable by consuming a predetermined number (3 in this example) of game value (game tokens in this example), A second normal game state (in this example, the second normal state) is in which the game can be played by consuming a specific number (in this example, 1 coin) of game value (in this example, game tokens) that is different from the predetermined number, It includes, The aforementioned special game state (in this example, the bonus state) includes: The first special game state (in this example, the first BB state) is a state to which one can transition from the first normal game state (in this example, the first normal state), The second special game state (in this example, the second BB state) is a state to which one can transition from the second normal game state (in this example, the second normal state), It includes, The aforementioned special effects include: The first special performance related to the first special game state (in this example, the playback of song A), The second special performance related to the second special game state (in this example, the playback of song B), It includes, The aforementioned performance means is In the first special game state, the first special performance can be executed. In the second normal game state, the first special performance can be executed. The second special performance can be executed in the second special game state (in this example, Figures 12 and 13). Therefore, the first special game state and the second special game state can be presented as a series of special game states, while allowing the player to recognize that the state has switched. In addition, the content of the game can be made clearer, thereby improving the enjoyment of the game.

[0309] (B2) The special performance mentioned above includes: This includes a third special performance related to the first special game state and the second special game state (in this example, the playback of song C), The aforementioned performance means is If certain conditions are met, In the first special game state, the third special performance can be executed. The third special performance can be executed in the second normal game state. The third special performance can be executed in the second special game state. Therefore, it becomes possible to make the third special effect a rare effect, which will make the special effect even more appealing to players.

[0310] (B3) The first normal game state (in this example, the first normal state) is: The game is in a state where it is impossible to play with a game value other than the predetermined number (3 in this example) (Figure 6 in this example), The aforementioned second normal game state (in this example, the second normal state) is, This is a game state in which the game cannot be played with a game value other than the aforementioned specific number (1 in this example) (Figure 6 in this example). Therefore, it becomes easier to distinguish between different game states, and the complexity of the gameplay can be prevented.

[0311] (B4) The control means (in this example, the main control unit 10) The probability of generating the second special game state (in this example, the second BB state) in the second normal game state (in this example, the second normal state) can be controlled to be higher than the probability of generating the first special game state (in this example, the first BB state) in the first normal game state (in this example, the first normal state) (Figure 8 in this example). Therefore, it is possible to increase the expectation of transitioning to the second normal game state and improve the enjoyment of playing in the second normal game state.

[0312] (B5) The above specific conditions include: This includes the possibility of the first special game state (first BB state in this example) occurring during a specific number of games (the first time in this example) in the first normal game state (first normal state in this example) which is transitioned from the second special game state (second BB state in this example). Therefore, it becomes possible to make the third special effect a rare effect, which will make the special effect even more appealing to players.

[0313] (B6) The system includes a special signal output means (main control unit 10 in this example) capable of outputting a special signal (BB signal in this example) to the outside in connection with the occurrence of the special game state (bonus state in this example), The special signal output means is Regardless of whether the aforementioned specific conditions are met, In the first special game state (in this example, the first BB state), the special signal is made available for output. The output of the special signal is maintained in the second normal game state (in this example, the second normal state) which is transitioned from the first special game state. The output of the special signal can be maintained in the second special game state (in this example, the second BB state) which is transitioned from the second normal game state. Therefore, it becomes possible to recognize the first special game state and the second special game state as a series of special game states, making it easier to identify the number of transitions between this series of special game states.

[0314] (Regarding prior art related to (B1) to (B6) above) Conventionally, a patent document (Japanese Patent Publication No. 2021-065454) discloses a gaming machine that controls the background music (BGM) during bonus rounds to a special BGM when certain conditions are met. However, the control of BGM across multiple special game states had not been considered.

[0315] Therefore, the present invention aims to provide a gaming machine that can make the first special game state and the second special game state appear as a series of special game states while allowing the player to recognize that the state has switched. Through this, the present invention provides a gaming machine that can enhance the enjoyment of the game.

[0316] Furthermore, the gaming machine of the present invention can solve these problems that conventional gaming machines need to improve.

[0317] (C1) A gaming machine (in this example, a medalless gaming machine 1) comprising: a determination means (in this example, execution of the internal lottery process shown in Figure 5 by the main control unit 10) capable of executing a predetermined determination (in this example, an internal lottery) based on a game start operation by the player (in this example, operation of the start lever 3); a variable display means (in this example, a reel 41) capable of stopping and displaying variable identification information (in this example, a symbol) based on the determination result by the determination means and a stop operation by the player (in this example, operation of the stop button 5); a control means (in this example, the main control unit 10) capable of controlling a normal game state (in this example, a normal state) and a special game state (in this example, a bonus state) that is more advantageous to the player than the normal game state; and a display means (in this example, a display 8) capable of displaying information related to the special game state, The aforementioned display means is It is possible to display specific information related to the total value of game value that can be assigned in the preceding special game state (in this example, the first BB state) and the subsequent special game state (in this example, the second BB state) that can be executed after the preceding special game state (in this example, the total number can be displayed in the denominator of the game medal count display 302 shown in Figures 14(a), (b), (c1), (c2), (e), (f), and (g)). The specific information can also be displayed during the normal game state, which is performed between the aforementioned special game state and the aforementioned special game state (in this example, the total number can be displayed in the denominator of the game token count display 302 shown in Figure 14(d)). Therefore, the initial special game state and the subsequent special game state can be perceived as a series of special game states, and the player can feel that a large amount of game value has been gained in this series of special game states, thereby enhancing the enjoyment of the game. Furthermore, since the normal game state between the initial special game state and the subsequent special game state is less likely to be perceived as a break, the initial special game state and the subsequent special game state can be perceived as a series of special game states, thereby enhancing the enjoyment of the game.

[0318] Furthermore, the probability of transitioning to the later special game state during the normal game state performed between the earlier special game state and the later special game state may be the same as the normal game state before transitioning to the earlier special game state, or it may be different from the normal game state before transitioning to the earlier special game state. If the probability of transitioning to the later special game state during the normal game state performed between the earlier special game state and the later special game state is the same as the normal game state before transitioning to the earlier special game state, the total value in the event of consecutive later special game states (transitions within a predetermined number of games) can be announced. If the probability of transitioning to the later special game state during the normal game state performed between the earlier special game state and the later special game state is higher than the normal game state before transitioning to the earlier special game state, it can be announced that a total value including the later special game state can be obtained.

[0319] (C2) The display means (in this example, the display unit 8) In the normal game state (in this example, the second normal state) that is executed between the aforementioned special game state (in this example, the first BB state) and the aforementioned special game state (in this example, the second BB state), if a predetermined game value is assigned, the specific information reflecting the assigned amount of the predetermined game value can be displayed. Therefore, it becomes possible to make the normal game state between the pre-special game state and the post-special game state feel like part of the special game state, thereby enhancing the enjoyment of the game.

[0320] (C3) The display means (in this example, the display unit 8) In the normal game state (in this example, the second normal state) that is executed between the aforementioned special game state (in this example, the first BB state) and the aforementioned special game state (in this example, the second BB state), if a predetermined game value is assigned, the specific information can be displayed without reflecting the assigned amount of the predetermined game value. Therefore, it becomes possible to prevent the feeling of incongruity that arises when specific information is reflected outside of special game states, thereby improving the enjoyment of the game.

[0321] (C4) In the above-mentioned normal game state, A first normal game state (first normal state in this example) is playable by consuming a predetermined number (3 in this example) of game value (game tokens in this example), A second normal game state (in this example, the second normal state) is in which the game can be played by consuming a specific number (in this example, 1 coin) of game value (in this example, game tokens) that is different from the predetermined number, It includes, The aforementioned special game state (in this example, the bonus state) includes: The first special game state (in this example, the first BB state) is a state to which one can transition from the first normal game state (in this example, the first normal state), The second special game state (in this example, the second BB state) is a state to which one can transition from the second normal game state (in this example, the second normal state), It includes, The aforementioned special game state includes: The aforementioned first special game state (in this example, the first BB state) is included, In the aforementioned special game state, The aforementioned second special game state (in this example, the second BB state) is included, The normal game state that is performed between the aforementioned special game state and the aforementioned special game state includes: This includes the second normal game state (in this example, the second normal state). Therefore, by transitioning to the second normal game state, it becomes possible to make the player recognize that the game is between the first and second special game states, allowing them to recognize that the state has changed while appearing to be a series of special game states. In addition, it becomes possible to clarify the content of the game, thereby improving the enjoyment of the game.

[0322] (C5) The display means (in this example, the display unit 8) In the second normal game state (in this example, the second normal state) which is executed between the aforementioned special game state (in this example, the first BB state) and the aforementioned special game state (in this example, the second BB state), if a predetermined game value is consumed, the specific information reflecting the consumption of said predetermined game value can be displayed. Therefore, it becomes possible to make the second normal game state, which occurs between the first special game state and the second special game state, feel like part of the special game state, thereby enhancing the enjoyment of the game.

[0323] (C6) The display means (in this example, the display unit 8) In the second normal game state (in this example, the second normal state) which is executed between the aforementioned special game state (in this example, the first BB state) and the aforementioned special game state (in this example, the second BB state), if a predetermined game value is consumed, the specified information can be displayed without reflecting the consumption of said predetermined game value (in this example, Figure 14(d)). Therefore, it becomes possible to prevent the feeling of incongruity that arises when the consumption of game value is reflected outside of special game states, and the enjoyment of the game can be enhanced.

[0324] (Regarding prior art related to (C1) to (C6) above) Conventionally, a patent document (Japanese Patent Publication No. 2021-065454) has disclosed a gaming machine configured to provide a substantial amount of gaming value through the occurrence of a special game state (bonus state). However, the continuous occurrence of special game states has not been adequately considered.

[0325] Therefore, the present invention aims to provide a gaming machine that can effectively appeal to the acquisition of a large amount of gaming value in a series of special gaming states, namely the first special gaming state and the second special gaming state. The present invention aims to provide a gaming machine that can enhance the excitement of the series of special gaming states, namely the first special gaming state and the second special gaming state, and make it difficult for players to feel the break between the special gaming states. In this way, the present invention provides a gaming machine that can improve the enjoyment of the game.

[0326] Furthermore, the gaming machine of the present invention can solve these problems that conventional gaming machines need to improve.

[0327] (D1) A gaming machine comprising: a determination means capable of performing a predetermined determination (in this example, an internal lottery) (in this example, the execution of the internal lottery process shown in Figure 5 by the main control unit 10); a variable display means (in this example, a reel 41) capable of stopping and displaying identification information (in this example, a symbol) that is displayed based on the determination result by the determination means and the player's stop operation (in this example, the operation of the stop button 5); a control means (in this example, the main control unit 10) capable of controlling a normal game state (in this example, the normal state) and a special game state (in this example, the bonus state) that is more advantageous to the player than the normal game state; and an effect means (in this example, a sub-control unit 20) capable of performing effects related to the game state, In the aforementioned normal game state, A first normal game state (first normal state in this example) is playable by consuming a predetermined number (3 in this example) of game value (game tokens in this example), A second normal game state (in this example, the second normal state) is in which the game can be played by consuming a specific number (in this example, 1 coin) of game value (in this example, game tokens) that is different from the predetermined number, It includes, In the aforementioned special game state, The first special game state (in this example, the first BB state) is a state to which one can transition from the first normal game state (in this example, the first normal state), The second special game state (in this example, the second BB state) is a state to which one can transition from the second normal game state (in this example, the second normal state), A third special game state (in this example, the third BB state) that can be transitioned from the first normal game state (in this example, the first normal state), It includes, The control means is After the end of the first special game state, the second normal game state can be controlled. After the termination of the third special game state, the second normal game state is uncontrollable, and the first normal game state is controllable (in this example, Figure 6), The probability of generating the second special game state (in this example, the second BB state) in the second normal game state (in this example, the second normal state) can be controlled to be higher than the probability of generating the first special game state (in this example, the first BB state) in the first normal game state (in this example, the first normal state) (Figure 8 in this example). The aforementioned performance means is In the first special game state and the third special game state, specific effects related to the transition to the second normal game state can be performed (in this example, Figures 14(a) and (b)). Therefore, it becomes difficult to determine whether or not the game will transition to the second normal game state until the special game state ends. This allows players to play with anticipation until the special game state ends, thereby enhancing the enjoyment of the game. In addition, the special game state can be enhanced with a variety of effects, further increasing the enjoyment of the game.

[0328] (D2) The variable display means (in this example, reel 41) As the identification information corresponding to the first special game state (in this example, the first BB state), the special identification information can be displayed in a stopped state (in this example, Figure 15), Similar identification information that has multiple commonalities and is similar to the special identification information can be displayed as the identification information corresponding to the third special game state (in this example, the third BB state) (Figure 15 in this example). Therefore, it becomes difficult to determine whether or not the game will transition to the second normal game state until the special game state ends. This allows players to play with a sense of anticipation until the special game state ends, thereby enhancing the enjoyment of the game.

[0329] (D3) The system includes a variable display means for performance (in this example, a performance pattern display device 400 shown in Figure 18) that can display performance identification information corresponding to the determination result of the determination means, The aforementioned fluctuation display means (in this example, reels 410a, 410b, and 410c shown in Figure 18) The display means for the performance is configured to have lower visibility of the identification information corresponding to the first special game state and the identification information corresponding to the third special game state than the identification information for the performance that is displayed (Figure 18 in this example). Therefore, it becomes difficult to determine whether or not the game will transition to the second normal game state until the special game state ends. This allows players to play with a sense of anticipation until the special game state ends, thereby enhancing the enjoyment of the game.

[0330] (D4) The first normal game state (in this example, the first normal state) is The game is in a state where it is impossible to play with a game value other than the predetermined number (3 in this example) (Figure 6 in this example), The aforementioned second normal game state (in this example, the second normal state) is, This is a game state in which the game cannot be played with a game value other than the aforementioned specific number (1 in this example) (Figure 6 in this example). Therefore, it becomes easier to distinguish between different game states, which prevents the game from becoming overly complex and enhances the enjoyment of the game.

[0331] (D5) The performance means (in this example, the sub-control unit 20) The aforementioned specific performance can notify the player whether they will transition to the first normal game state or the second normal game state before the first special game state or the third special game state ends (in this example, Figures 14(c1), (c3)). Therefore, it becomes possible to increase the sense of anticipation for being notified that the game will transition to the second normal game state, thereby improving the enjoyment of the game.

[0332] (Regarding the prior art related to (D1) to (D5) above) Conventionally, a patent document (Japanese Patent Publication No. 2021-065454) has disclosed a gaming machine configured to provide a substantial amount of gaming value through the occurrence of a special game state (bonus state). However, the continuous occurrence of special game states has not been adequately considered.

[0333] Therefore, the present invention aims to provide a gaming machine that allows players to enjoy the game with a sense of anticipation until the end of the special game state. It also aims to provide a gaming machine that allows for a variety of effects during the special game state. Thus, the present invention provides a gaming machine that can enhance the enjoyment of the game.

[0334] Furthermore, the gaming machine of the present invention can solve these problems that conventional gaming machines need to improve.

[0335] (E1) A gaming machine (in this example, a medalless gaming machine 1) comprising: a determination means capable of performing a predetermined determination (in this example, an internal lottery) (in this example, the execution of the internal lottery process shown in Figure 5 by the main control unit 10); a variable display means (in this example, a reel 41) capable of stopping and displaying identification information (in this example, a symbol) that is displayed based on the determination result by the determination means and the player's stop operation (in this example, the operation of the stop button 5); a control means (in this example, the main control unit 10) capable of controlling a normal game state (in this example, a normal state) and a special game state (in this example, a bonus state) that is more advantageous to the player than the normal game state; and an effect means (in this example, a sub-control unit 20) capable of performing effects related to the game state, In the aforementioned normal game state, A first normal game state (first normal state in this example) is playable by consuming a predetermined number (3 in this example) of game value (game tokens in this example), A second normal game state (in this example, the second normal state) is in which the game can be played by consuming a specific number (in this example, 1 coin) of game value (in this example, game tokens) that is different from the predetermined number, It includes, In the aforementioned special game state, The first special game state (in this example, the first BB state) is a state to which one can transition from the first normal game state (in this example, the first normal state), The second special game state (in this example, the second BB state) is a state to which one can transition from the second normal game state (in this example, the second normal state), A third special game state (in this example, the third BB state) that can be transitioned from the first normal game state (in this example, the first normal state), It includes, The control means is After the termination of the first special game state, the second normal game state can be controlled. After the termination of the third special game state, the second normal game state is uncontrollable, and the first normal game state is controllable (in this example, Figure 6), The probability of generating the second special game state (in this example, the second BB state) in the second normal game state (in this example, the second normal state) can be controlled to be higher than the probability of generating the first special game state (in this example, the first BB state) in the first normal game state (in this example, the first normal state) (Figure 8 in this example). The aforementioned performance means is If the predetermined conditions are met, the same effects can be performed in both the first normal game state and the second normal game state (in this example, Figures 16 and 17). Therefore, even when transitioning from the first normal game state to the first special game state, it is possible to create the impression that the transition occurred from the second normal game state, which is more advantageous than the first normal game state, to the second special game state in a short period of time, thus giving the impression that special game states occurred consecutively in a short period. Furthermore, even when transitioning to the normal game state, it is possible to create the impression that the transition occurred to the second normal game state, which is more advantageous than the first normal game state, thereby reducing the disappointment associated with transitioning to the normal game state. This can improve the enjoyment of the game.

[0336] (E2) The variable display means (in this example, the reel 41) As the identification information corresponding to the first special game state (in this example, the first BB state), the special identification information can be displayed in a stopped state (in this example, Figure 15), Similar identification information that has multiple commonalities and is similar to the special identification information can be displayed as the identification information corresponding to the third special game state (in this example, the third BB state) (Figure 15 in this example). Therefore, it becomes difficult to determine whether or not the game will transition to the second normal game state until the special game state ends, allowing players to enjoy the game with a sense of anticipation until the special game state ends.

[0337] (E3) The system includes a variable display means for performance (in this example, a performance pattern display device 400 shown in Figure 18) that can display performance identification information corresponding to the determination result of the determination means, The aforementioned fluctuation display means (in this example, reels 410a, 410b, and 410c shown in Figure 18) The display means for the performance is configured to have lower visibility of the identification information corresponding to the first special game state and the identification information corresponding to the third special game state than the identification information for the performance that is displayed (Figure 18 in this example). Therefore, it becomes difficult to determine whether or not the game will transition to the second normal game state until the special game state ends, allowing players to enjoy the game with a sense of anticipation until the special game state ends.

[0338] (E4) The first normal game state (in this example, the first normal state) is The game is in a state where it is impossible to play with a game value other than the predetermined number (3 in this example) (Figure 6 in this example), The aforementioned second normal game state (in this example, the second normal state) is, This is a game state in which the game cannot be played with a game value other than the aforementioned specific number (1 in this example) (Figure 6 in this example). Therefore, it becomes easier to distinguish between different game states, and the complexity of the gameplay can be prevented.

[0339] (E5) The system is equipped with notification means (in this example, a status notification lamp 11) that can notify information that can identify whether the state is the first normal game state or the second normal game state. The aforementioned notification means is, Even when the common performance is being executed by the aforementioned performance means, information is provided that allows for the identification of whether the game is in the first normal game state or the second normal game state (in this example, Figures 16 and 17). Therefore, it becomes easier to distinguish between different game states, preventing the gameplay from becoming overly complex. Furthermore, since employees at the gaming facility can recognize the game state, it improves the convenience of managing gaming machines in the facility.

[0340] (Regarding prior art related to (E1) to (E5) above) Conventionally, a patent document (Japanese Patent Publication No. 2021-065454) has disclosed a gaming machine configured to provide a substantial amount of gaming value through the occurrence of a special game state (bonus state). However, the continuous occurrence of special game states has not been adequately considered.

[0341] Therefore, the present invention aims to provide a gaming machine that can give the impression of a series of special game states in a short period of time. It also aims to provide a gaming machine that can reduce the feeling of disappointment that comes with transitioning back to the normal game state. In this way, the present invention provides a gaming machine that can enhance the enjoyment of the game.

[0342] Furthermore, the gaming machine of the present invention can solve these problems that conventional gaming machines need to improve.

[0343] 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.

[0344] 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.

[0345] Furthermore, while some tables have the same winning probability across all settings, and others have different winning probabilities for each setting, this is not limited to these cases. All tables may have the same or different winning probabilities across all settings. Additionally, some settings (even settings only, odd settings only, high settings only) may have different winning probabilities or referenced tables.

[0346] Furthermore, in the embodiments described above, if the expression includes content such as "the probability of the other is higher than that of the other" or "the probability of the other is lower than that of the other," the probability of one includes 0%, and the probability of the other includes 100%. Furthermore, in the above-described embodiment, the numerical value defined for control purposes is merely an example; it may be a numerical value with a range (2 or more) or a numerical value without a range (1).

[0347] Furthermore, in the above-described embodiment, the advantageous section limiter was explained as operating when the difference in the number of coins in one advantageous section reaches the upper limit, but it is not limited to this, and the advantageous section limiter may be set to operate when the number of games in one advantageous section reaches the upper limit. For example, the condition for ending the advantageous section may be set to be met when the condition "the number of games in one advantageous section (advantageous section game count) has reached the upper limit (for example, 4000 games)" is satisfied.

[0348] 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.

[0349] 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.

[0350] 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.

[0351] 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.

[0352] Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamari slot machines. Furthermore, the gaming machine may also be a gaming machine that uses physical game media such as actual tokens (slot machines).

[0353] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a motor was used as a variable display means, but instead of this, or in addition thereto, 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 pattern of the reel or the like changes on the display. [Explanation of Symbols]

[0354] 1. Coinless gaming machine 8 Display 10 Main Control Unit 20 Sub-control Unit

Claims

1. A gaming machine comprising: control means capable of controlling a special game state that is more advantageous to the player than the normal game state; and performance means capable of executing special performances related to the special game state, In the aforementioned normal game state, The first normal game state allows gameplay by consuming a predetermined number of game values, A second normal game state in which the game can be played by consuming a specific number of game values ​​different from the predetermined number, It includes, In the aforementioned special game state, A first special game state that can be transitioned from the first normal game state, A second special game state that can be transitioned from the second normal game state, It includes, The aforementioned special effects include: The first special performance related to the first special game state, The second special performance related to the second special game state, It includes, The aforementioned performance means is In the first special game state, the first special performance can be executed. In the second normal game state, the first special performance can be executed. The second special performance can be executed in the second special game state. A gaming machine characterized by the following features.

2. The aforementioned special effects include: This includes a third special performance related to the first special game state and the second special game state, The aforementioned performance means is If certain conditions are met, In the first special game state, the third special performance can be executed. The third special performance can be executed in the second normal game state. The third special performance can be executed in the second special game state. The gaming machine described in feature 1.

3. The first normal game state is, This is a game state in which it is impossible to play with a game value other than the predetermined number mentioned above. The second normal game state is, This is a game state in which the game cannot be played with a game value other than the aforementioned specific number. The gaming machine described in feature 1.

4. The control means is The probability of generating the second special game state in the second normal game state can be controlled to be higher than the probability of generating the first special game state in the first normal game state. The gaming machine described in feature 3.

5. The aforementioned specific conditions include: The first special game state can be triggered during a specific number of games played in the first normal game state, which is transitioned from the second special game state. The gaming machine described in feature 4, which includes the above.

6. The system includes a special signal output means capable of outputting a special signal to the outside in relation to the occurrence of the aforementioned special game state, The special signal output means is Regardless of whether the aforementioned specific conditions are met, The special signal is made outputtable in the first special game state. The output of the special signal is maintained in the second normal game state, which is transitioned from the first special game state. The output of the special signal can be maintained in the second special game state, which is transitioned from the second normal game state. A gaming machine according to any one of claims 1 to 5, characterized by the features described above.