Gaming machine

The gaming machine addresses the issue of lost player progress by allowing stage and parameter carryover, providing enhanced gameplay continuity and engagement through electronic data-based gameplay.

JP2026087205APending Publication Date: 2026-05-27ENTERRISE CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
ENTERRISE CO LTD
Filing Date
2024-11-15
Publication Date
2026-05-27

AI Technical Summary

Technical Problem

Conventional gaming machines lack a mechanism to carry over the stage and parameter related to the previous game state during stage transitions, leading to repetitive gameplay and loss of player progress.

Method used

A gaming machine that allows transitioning to a new game state with the option to carry over the stage and associated parameters from the previous game state, using electronic gaming value data without physical medals, enabling continuous gameplay and enhanced player engagement.

Benefits of technology

Enables novel gameplay elements by allowing players to resume gameplay from the previous stage and parameters, enhancing player engagement and reducing repetitive gameplay experiences.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2026087205000001_ABST
    Figure 2026087205000001_ABST
Patent Text Reader

Abstract

To provide a gaming machine that incorporates novel gameplay elements in the game state as the stages transition. [Solution] The gaming machine has a game state that can transition between multiple stages, and when the game state ends and then transitions to another game state, at least one of the following can be carried over from immediately before the end of the previous game state: the stage the player was in, the number of games played in that stage, the number of game values ​​earned in that stage, the number of points earned in that stage, and the number of times a predetermined game condition was met in that stage.
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Description

Technical Field

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

Background Art

[0002] Conventionally, for example, in AT (Assist Time), there is known a gaming machine having a game state in which stages transition to other stages (see Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] The inventors of the present application have conceived a new game element in a gaming machine in which a game state in which stages transition to other stages is executed.

[0005] An object of the present disclosure is to provide a gaming machine having a new game element in a game state in which stages transition.

Means for Solving the Problems

[0006] The present disclosure is a gaming machine having a game state capable of transitioning a plurality of stages, and when transitioning to the game state again after the game state has ended, at least one of the stage where the player stayed immediately before the previous game state ended and the parameter related to the stage where the player stayed can be carried over.

Effects of the Invention

[0007] According to this disclosure, it is possible to provide a gaming machine that incorporates novel gameplay elements in the game state as the stages transition. [Brief explanation of the drawing]

[0008] [Figure 1] This is a front view of a slot machine. [Figure 2] This is a block diagram schematically showing the configuration of a slot machine and card unit. [Figure 3] This figure shows an example of the arrangement of symbols on a spinning reel. [Figure 4] This diagram illustrates the state transitions within the gameplay period. [Figure 5] This diagram illustrates the state transitions in the first game state. [Figure 6] This diagram illustrates the state transitions in the second game state. [Figure 7] This diagram explains the range (MY) and the difference in the advantageous interval. [Figure 8] This diagram illustrates the connection / communication relationship between the main control board and the sub-control board. [Figure 9] This diagram illustrates the transitions between stages and episodes. [Figure 10] This is a flowchart illustrating the operational process of a slot machine. [Figure 11] This is a flowchart showing the flow of the special CZ transition process. [Figure 12] This is a flowchart illustrating the process of handing over the stay stage. [Modes for carrying out the invention]

[0009] [First Embodiment] Regarding the slot machine 1 according to an embodiment of the gaming machine of the present disclosure, reference will be made to FIGS. 1 to 12 for description. Note that the embodiments described below are merely examples of the present disclosure, and the embodiments of the present disclosure can be appropriately changed without changing the gist of the present disclosure. Further, in the following description, "connection" includes both a case where connection targets are directly connected and a case where connection targets are indirectly connected via another substrate or device or the like.

[0010] As shown in FIG. 1, the slot machine 1 of the present embodiment is a rotary gaming machine of a type in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data") without using physically existing medals. Note that FIG. 1 shows a front view of the slot machine 1, and hereinafter, the top, bottom, left, and right in FIG. 1 are referred to as the top, bottom, left, and right of the slot machine 1.

[0011] In this slot machine 1, different from the conventional slot machines, it is not necessary to insert physically existing medals, and physically existing medals are not paid out either. And in the slot machine 1, a pseudo gaming medium converted into electronic data is used as gaming value data, and the game proceeds. Such a slot machine 1 is called a medal-less machine, a smart slot (registered trademark), an enclosed rotary gaming machine, or the like.

[0012] First, the card unit 7 connected to this slot machine 1 will be described below.

[0013] <Configuration of the card unit 7> As shown in FIG. 2, the card unit 7 is communicably connected to the slot machine 1 outside the slot machine 1.

[0014] Further, the card unit 7 can store a card 70 that stores gaming value data as electronic data in place of physically existing medals inside it.

[0015] Note that since the details of the card unit 7 are the same as those of the card unit connected to the conventional medal-less machine, detailed description thereof will be omitted.

[0016] <Configuration of the Slot Machine 1> As described above, the slot machine 1 of the present embodiment is a medal-less machine that can progress a game without using medals which are real objects. In the slot machine 1 of the present embodiment, instead of medals which are real objects, a game is played using game value data as electronic data. Note that hereinafter, separately from "game value data", there may be cases where it is expressed as "game value" as a term corresponding to the conventional "medal".

[0017] As shown in FIG. 1, the slot machine 1 includes a housing 10. A front door 100 is provided on the front surface of the housing 10. This front door 100 is locked during the progress of the game.

[0018] A transparent reel window 200 is provided at the central portion of the front door 100. An operator can visually recognize a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20 described later through this reel window 200.

[0019] In the front door 100, in the vicinity of the right end portion of the front door 100 in the front view of the slot machine 1 (the direction of the back side of the paper in FIG. 1), a keyhole (not shown) is provided. A key for locking or unlocking the front door 100 and the housing 10 is inserted into the keyhole.

[0020] Also, since the slot machine 1 is a medal-less machine, a selector and a hopper device are not provided inside the housing 10, and store staff do not need to replenish real medals during the game.

[0021] When store staff perform setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable with respect to the housing 10.

[0022] Above the reel window 200, there is an LCD screen 3 for displaying various effects during gameplay, a speaker 101 (an example of an effect device), and an illuminated section 102.

[0023] LCD screen 3 displays various animation videos (animation screens) while the player is playing.

[0024] Speaker 101 outputs predetermined background music (BGM), sound effects (SE), operation sounds, and character voices. In this embodiment, the operator can adjust (set) the volume of BGM, SE, etc. from speaker 101 using a volume adjustment function that can be set, for example, on a menu screen.

[0025] The lighting unit 102 is made up of LEDs and the like, and lights up or turns off in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.

[0026] Below the reel window 200 are the control panel 4, the lower panel 103, and the front bottom 104. The lower panel 103 displays the title of the slot machine 1. The front bottom 104 is designed to allow the operator to place their personal belongings.

[0027] The control unit 4 includes multiple stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a counting button 44, a cancel button 45, a performance button 46, and a confirm key 47.

[0028] Sensors are provided near each switch on the control unit 4 to detect the player's actions and output an operation signal to the control unit 6.

[0029] Each stop switch 40 (40a, 40b, 40c) is provided in correspondence with each rotating reel 20 (20a, 20b, 20c). Stop switches 40a, 40b, and 40c accept operation to stop the rotation of the corresponding rotating reel 20a, 20b, and 20c while the reels are rotating. That is, when stop switch 40a is operated, the rotation of reel 20a stops; when stop switch 40b is operated, the rotation of reel 20b stops; and when stop switch 40c is operated, the rotation of reel 40c stops.

[0030] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate, for example, that the stop switches 40a, 40b, and 40c are inoperable from the time the lever 42 is operated until each of the rotating reels 20a, 20b, and 20c reaches a constant speed rotation state, using a different color of light (e.g., red).

[0031] Information regarding the pressing of stop switches 40a, 40b, and 40c (information about which stop switch 40 was pressed, in what order they were pressed, and at what timing they were pressed) is used in the rotating reel control unit 611, game result determination unit 612, game state control unit 615, media management unit 620, etc., as described later.

[0032] The bet switch 41 is used when the operator places a bet on game value. The amount of credited game value and the amount of bet game value are managed by the slot machine 1 (media management unit 620). In the following, "credited game value" refers to the game value (game value data) managed by the media management unit 620.

[0033] Lever 42 functions as a start switch that accepts input to rotate the reels 20a, 20b, and 20c.

[0034] The digital counter 43 digitally displays the number of credits in game value, the number of payouts (acquired) of game value, and other information. By checking the digital counter 43, the operator can also check the amount of game value they possess while playing.

[0035] In this embodiment, "the number of game value payouts" does not refer to the actual action of dispensing tokens to the outside of the slot machine 1, but rather to "an increase in game value based on the winning combination determined by the internal lottery, corresponding to that combination." In other words, "the number of game value payouts" means "an increase in the numerical value of the digitized pseudo-game medium." Furthermore, for example, "a predetermined number of game value" is a concept equivalent to the conventional "predetermined number of tokens."

[0036] The counting button 44 can receive input from the operator to transfer game value data from the media management unit 620 to the card unit 7. When the counting button 44 receives input from the operator, a transfer signal is generated by the counting button 44.

[0037] In this embodiment, the counting button 44 is positioned in a location visible to the operator of the slot machine 1.

[0038] More specifically, as shown in Figures 1 and 2, the counting button 44 is located on the side of the operating unit 4 that is closer to the card unit 7 when viewed from the front of the slot machine 1.

[0039] Furthermore, the counting button 44 may be equipped with a lamp inside or around it that changes its illuminated color before and after it is operated.

[0040] The cancel button 45 can accept an operation from the operator to change the game value from a bet state (bet state) to an unbet state (non-bet state). When the cancel button 45 accepts an operation from the operator, the cancel button 45 generates a cancel signal. Subsequently, the media management unit 620, upon receiving the cancel signal, manages the game value data from the bet state as an unbet state.

[0041] For example, if the cancel button 45 is pressed while the game value during a bet is 1 or greater, the media management unit 620 updates the game value during the bet to "0" and adds the game value data that had been bet up to "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the game value data that had been bet. In other words, the cancel button 45 is a button that causes the media management unit 620 to execute a bet cancellation process, which resets the game value during a bet back to the number of credits by transitioning from a bet state to a non-bet state.

[0042] The bet cancellation process based on pressing the cancel button 45 is effective when the player is in a bet state but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is disabled from the time the lever 42 is operated until the game based on the operation of the lever 42 is completed.

[0043] The performance button 46 is used by players to access various menu settings related to the game while playing. The performance button 46 may also be operated by the player during gameplay in response to the game's effects. If the performance button 46 is operated during gameplay, the game's effects will change.

[0044] Furthermore, the performance button 46 is equipped with a lamp that can emit light in various colors and patterns. The lamp lights up when the performance button 46 is operational and turns off when it is inoperable. In addition, when the performance button 46 is operated, a winning notification animation for a special role or an advantageous game state such as AT is output, the lamp can also flash rapidly in a different color than when it is normally lit, such as red or rainbow.

[0045] As shown in Figure 1, the confirmation key 47 includes an up key 47a, a down key 47b, a left key 47c, a right key 47d, and a selection button 47e. The player can select one of the displayed items by operating one of the up key 47a, down key 47b, left key 47c, or right key 47d, and then operating the selection button 47e.

[0046] Furthermore, the confirmation key 47 is equipped with a lamp that can illuminate in various colors and patterns. The lamp lights up when the confirmation key 47 is operational and turns off when it is inoperable.

[0047] Furthermore, as shown in Figure 2, a reset button 51 and a setting change button 52 are provided inside the casing 10.

[0048] The reset button 51 is operated to clear various errors and to initialize the RAM that constitutes the control unit 6. For example, if the power to the slot machine 1 is switched from off to on while the reset button 51 is being operated, the amount of game value managed by the media management unit 620 is cleared to "0", and the second game state of the slot machine 1 is set to "general game state", and the game section is set to "normal section".

[0049] The setting change button 52 is a button operated by store staff when setting one of several setting values ​​for slot machine 1. For example, when slot machine 1 is set to setting change mode and the power to slot machine 1 is switched from off to on, the setting change button 52 becomes operational, and when the setting change button 52 is operated in this state, it becomes possible to set a setting value.

[0050] During gameplay or while waiting for gameplay, the cabinet 10 and the front door 100 are locked, so only those authorized to unlock them (for example, store staff who possess the key) can touch the reset button 51 and the setting change button 52.

[0051] The setting value represents the payout rate, which is the ratio of the total amount of game value paid out to the total amount of game value inserted into slot machine 1. The set setting value affects the internal lottery. Depending on the setting value, the probability of winning at least some of the potential winning combinations will differ. The setting value is set by the store staff before the store opens.

[0052] Furthermore, as shown in Figure 2, the slot machine 1 includes a rotating reel unit 2 and a control unit 6. The rotating reel unit 2 and the control unit 6 are located inside the housing 10, along with a power supply (not shown) that turns the main power of the slot machine 1 on and off.

[0053] As shown in Figures 1 and 2, the rotary reel unit 2 comprises three rotary reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The rotary reel unit 2 is positioned inside the housing 10, corresponding to the position of the reel window 200.

[0054] The surfaces of the rotating reels 20a, 20b, and 20c are arranged with symbols, for example, as shown in Figure 3. When the rotation of the rotating reels 20a, 20b, and 20c stops, the game proceeds when the game result determination unit 612 (described later) determines whether the combination of symbols displayed on the active line L (described later) is a predetermined combination of symbols.

[0055] The stepping motors 21a, 21b, and 21c are provided in accordance with the rotary reels 20a, 20b, and 20c, and drive the corresponding rotary reels 20a, 20b, and 20c.

[0056] The stepping motors 21a, 21b, and 21c stop the rotation of the rotating reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 milliseconds after the stop switches 40a, 40b, and 40c are operated while the rotating reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the rotating reels 20a, 20b, and 20c rotate at a speed of 80 revolutions per minute. That is, the number of steps advanced within 190 milliseconds is 127 steps.

[0057] The rotation and stopping of these rotating reels 20a, 20b, 20c and stepping motors 21a, 21b, 21c are controlled by a rotating reel control unit 611, which will be described later.

[0058] <Gameplay flow by the operator> The operator bets the credited game value on slot machine 1 by operating the bet switch 41. Once a predetermined number (for example, 3) of game value has been bet on slot machine 1, the active line L is activated. After that, it becomes possible to operate the lever 42, i.e., to start playing.

[0059] This embodiment describes an example in which a predetermined number (for example, 3) of game values, which allows for one game to be played, are automatically bet by pressing the bet switch 41 once.

[0060] Figure 1 shows an example where the active line L consists of a single downward-sloping line. The active line L is a virtual line used to determine winning combinations. In this embodiment, when a MAX BET of 3 (3 bets) is placed, one line L is activated. In the slot machine 1 of this embodiment, one game can be played by placing a bet of 3 and operating the lever 42.

[0061] In the following, "winning" refers not only to the alignment of symbols that produce payouts such as bells and watermelons on the active payline L, but also to the alignment of symbols corresponding to specific roles that do not produce payouts, such as replays, chance symbols, and special roles (bonuses), on the active payline L.

[0062] In this embodiment, one game (one play) refers to a series of actions taken by a player to obtain a predetermined game result, including internal lottery, prize determination processing, and processing to increase or decrease game value data, by operating the bet switch 41, lever 42, and stop switches 40a, 40b, 40c, etc.

[0063] Specifically, when the lever 42 is operated (lever on) in a state where the game can be started, an internal lottery is held to determine the winning flag, and the reels 20a, 20b, and 20c begin to rotate. In this state, if any of the stop switches 40a, 40b, or 40c are operated, the reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops.

[0064] All spinning reels 20a, 20b, and 20c stop, and a predetermined number of game values ​​are paid out according to the combination of symbols (winning combinations) that lined up (won) on the active line L. This completes one game.

[0065] Furthermore, at least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, that the bet switch 41 was operated, that the lever 42 was operated, that the stop switch 40 was operated, that an internal lottery was performed, that a predetermined combination was won, that the spinning reels rotated, etc.) is managed by the main control unit 61.

[0066] <Regarding the game status> During gameplay, the type of game section is set as shown in Figure 4, and one game state is set from among multiple game states as shown in Figures 5 and 6. Based on the game state in the set game section, an internal lottery and a predetermined lottery are performed.

[0067] The game state includes the first game state (see Figure 5) and the second game state (see Figure 6). Note that the first and second game states are not mutually exclusive game states; they are merely classifications made for the sake of clarity in explanation.

[0068] As shown in Figure 5, the first game state includes the state where special roles are not carried over, the internal bonus state (with special roles carried over), and the state where special roles are performed. The state where special roles are not carried over, the internal bonus state, and the state where special roles are performed are mutually exclusive.

[0069] The "no special role carryover" state refers to a state in which no special role (for example, a Type 1 BB, which is a continuous action device for a Type 1 special role) has been won through internal drawing, and no special role wins have been carried over. The "no special role carryover" state is set, for example, when the setting value described later is changed, when the RAM is initialized (one example of a specific condition), or when the game value exceeds a predetermined number in the special role execution state.

[0070] The bonus internal state refers to a state where, although a special combination has been determined by internal lottery, the winning of that special combination has been carried over. That is, the bonus internal state means that, by internal lottery, the flag for the special combination has been determined, but the symbols indicating that special combination are not aligned on the effective line L and the special combination has not yet won. Note that when the winning of a Type 1 BB has been carried over, no further lottery for a Type 1 BB is conducted.

[0071] The special combination execution state refers to a state where the special combination determined by internal lottery has won and no payout of more than a predetermined number of game values has been made.

[0072] When the slot machine 1 is an AT machine as in this embodiment, during the game of the slot machine 1, the operator continues the game with the first game state remaining in the special combination carry-over state without causing the special combination in the carried-over state to win.

[0073] As shown in FIG. 6, the second game state takes one of the general game state, AT (an example of a game state), and CZ (chance zone). In the second game state, the general game state, AT, and CZ are in an exclusive relationship.

[0074] The general game state is a state that is not AT or CZ, that is, a state where an assist function (for example, operation order navigator) does not occur (or occurs less frequently). For example, the second game state is set to the general game state from after RAM clear or after the end of AT (or CZ) until it is selected for an AT lottery (or CZ lottery).

[0075] <Explanation of AT> AT is a state where an assist function that notifies the correct operation mode (correct operation order / correct operation timing) of the stop switches 40a, 40b, and 40c for combinations other than the special combination determined by internal lottery via the liquid crystal screen 3, the speaker 101, the lighting unit 102, etc. is operating.

[0076] The AT lottery is conducted when the second game state is the general game state or the CZ and the game period is the advantageous period, based on the type of winning combination or the number of times a predetermined combination has been won through an internal lottery. If an AT is won in the AT lottery, the second game state transitions from the general game state or CZ to the AT.

[0077] The AT of this embodiment is broadly composed of a first half consisting of multiple stages and multiple episodes, and a second half consisting of an ending. Of these, the first half comprises multiple stages, as shown in Figure 9, Stage A, Stage B, Stage C, Stage D, and Stage E. The stages are executed in the order of Stage A, Stage B, Stage C, Stage D, and Stage E.

[0078] Each of the multiple episodes corresponds to a specific stage and consists of scenes related to that stage. The first half of the story is comprised of multiple episodes, as shown in Figure 9: Episode A, Episode B, Episode C, Episode D, and Episode E. The episodes are executed in the order of Episode A, Episode B, Episode C, Episode D, and Episode E.

[0079] Episodes are executed after the corresponding stage has finished. For example, as shown in Figure 9, Episode A is executed after Stage A has finished, and Episode B is executed after Stage B has finished.

[0080] Furthermore, once an episode ends, the game moves on to the next stage. For example, as shown in Figure 9, once Episode A ends, the game moves on to the next stage, Stage B.

[0081] In AT, conditions for moving to the next stage, that is, conditions for starting the episode corresponding to the current stage (hereinafter referred to as "episode start conditions"), are defined. Episode start conditions include, for example, (1) Winning the episode start lottery in the stage you are currently in, (2) The number of games played in the current stage has reached a predetermined number of games (for example, 75 games), (3) The first role (e.g., Bell) has been won a predetermined number of times (e.g., 10 times) during the stay stage. (4) In the current stage, within a predetermined number of games (for example, 5 games), the second role (for example, a rare role such as watermelon or cherry) is hit a predetermined number of times (for example, 2 times), and (5) If the number of games played in the current stage reaches a predetermined number of games (for example, 30 games), then the third role (for example, a rare role) is won. It is at least one of the following:

[0082] In this embodiment, each episode is exemplified as continuing for, for example, 20 games. The number of games in an episode may be determined by lottery, or it may differ from stage to stage.

[0083] Then, as shown in Figure 9, once the stages have progressed to the fifth stage, Stage E, and the fifth episode, Episode E, has ended (hereinafter referred to as "the episode is completed"), the game transitions to the ending (an example of a special state). In other words, the game transitions to the ending only after progressing to Stage E.

[0084] Furthermore, in games played after the ending sequence and the AT (Attack Time) has finished, the player enters a special CZ (Chance Zone) designed to give them the expectation of a higher-payout AT. In this case, the higher-payout AT lottery may actually be conducted in the special CZ, or the special CZ may be conducted as a way to heighten the player's expectations even when it has already been decided that the player will transition to a higher-payout AT.

[0085] Therefore, in the AT of this embodiment, the stage the player is in during the AT, and the number of games played in that stage, can be important factors. For example, as in (2) and (5) above, the number of games played in the current stage is related to the conditions for starting an episode, and the player can have the expectation that they are close to completing an episode depending on the stage they are in.

[0086] Note that the AT may end before the episode is completed. In this case, with conventional gaming machines, the next AT will start from the first stage A. In other words, with conventional gaming machines, the progress made in the previous AT (stages A-E and episodes A-E) is erased at least by the start of the next AT, and when the next AT starts, you have to start over from the first stage again.

[0087] In contrast, in this embodiment, even if the AT ends before the episode is completed, if the next AT starts within 100 games after the previous AT ends, the stage the player was in at the end of the previous AT and the number of games played in that stage will be carried over. In the following, "the start of the next AT after the end of the previous AT" will be referred to as "the AT being pulled back."

[0088] On the other hand, if an AT is not triggered again within 100 games after the AT ends, the current stage and other settings will not be carried over, and the next AT will start from the initial Stage A, with the number of games played in Stage A set to 0 (zero).

[0089] Furthermore, if an AT is triggered again within 75 games after the previous AT has ended, the amount of game value acquired up to the previous AT will be carried over to the start of the next AT. However, in this case, the amount of game value acquired is not carried over from the state immediately before the end of the previous AT, but rather the amount of game value that has decreased from the end of the previous AT until the AT is triggered is subtracted. Hereafter, "the amount obtained by subtracting the amount of game value that has decreased from the end of the previous AT until the AT is triggered" from the amount of game value acquired up to the AT will be referred to as the "subtracted amount".

[0090] On the other hand, if an AT is not triggered again within 75 games after the AT ends, the net amount is not carried over, and the next AT starts with a game value of 0 (zero).

[0091] As mentioned above, in order for the stage the player was in at the end of the previous AT and the number of games played in that stage to be carried over to the next AT, the AT must be reactivated within 100 games after the previous AT ends. On the other hand, in order for the amount of game value acquired up to the previous AT to be carried over to the next AT, the AT must be reactivated within 75 games after the previous AT ends.

[0092] Thus, the conditions for carrying over to the next AT are greater when the current stage and the number of games played in that stage are carried over than when the number of acquired game value is carried over. The reason the carry-over condition for acquired game value is set at 75 games is that if the number of games required for the carry-over condition is too long, it will actually cause stress for the player. Specifically, from the end of the previous AT until the start of the next AT, the game proceeds in a normal game state rather than an AT state, so the game value decreases due to betting. If the number of acquired game value up to the previous AT was small, even if the number of acquired game value is carried over, it is expected that the net amount will be small at the start of the next AT. In this case, the player will feel that they have not acquired any game value, and this will cause stress for the player.

[0093] Furthermore, the determination of whether or not an AT (Attack Time) is triggered is made not only when the next AT starts within 100 games after the previous AT ends, but also, for example, when a rare role is hit 145 games after the previous AT ends, and that rare role triggers a CZ (Challenge Zone) that spans 100 games, and an AT is hit during that CZ, in which case it is determined that an AT was triggered within 100 games.

[0094] Furthermore, the reason why the conditions for carrying over to the next AT are more numerous when the current stage and the number of games played in the current stage are carried over than when the number of acquired game value is carried over is as follows: In other words, unlike the number of acquired game value, the current stage and the number of games played in the current stage do not decrease between the end of the previous AT and the start of the next AT. Also, as a player, you want to move on to a higher-level AT, so you want elements such as the current stage, which are conditions for moving on to the ending, to be carried over as much as possible. Therefore, even if there are more conditions for carrying over when the current stage and the number of games played in the current stage are carried over than when the number of acquired game value is carried over, it is less stressful. It also provides an incentive for players to continue playing in order to aim for the next AT.

[0095] Furthermore, if slot machine 1 has the right to continue the AT, and the player has entered a general game state while the right to continue the AT is confirmed, and the AT starts again within 100 games after that, it will be judged as the AT has been triggered again. Conversely, if it has already been decided that the next AT will be executed when the current AT ends, and the pre-AT sequence is executed within 100 games after the end of the current AT, and the next AT starts thereafter, it may also be judged as the AT has been triggered again.

[0096] The same process is applied to the determination of whether to trigger the AT (Attack Time) again when the number of acquired game value is carried over.

[0097] In this embodiment, when an episode is completed and the game transitions to the ending, for example, in the final game of the ending, the game section transitions from the advantageous section to the normal section. Then, when the next game starts, the game section transitions back to the advantageous section again, and a special CZ is started.

[0098] <Explanation of CZ> Unlike the modes described later, CZ is an example of a special game state, a zone where it can temporarily stay when it is neither in the general game state nor in AT, and it is a period during which AT drawing can be executed.

[0099] During CZ, the AT winning probability becomes higher compared to the general game state, and the second game state is more likely to transition to AT.

[0100] In this embodiment, every time a predetermined winning combination occurs in the general game state and in the advantageous section, a CZ transition process (CZ drawing or CZ start process) is executed.

[0101] Also, as described above, the slot machine 1 of this embodiment has a special CZ. In addition to an episode being completed and the ending finishing, it can transition to the special CZ when winning a predetermined draw during general game play or during AT execution. Also, when winning a predetermined rare winning combination during general game play, it can be made to transition to a special CZ where the upper AT is determined.

[0102] <Regarding the game section> The game section described above is a state (section) for determining whether or not processing related to the instruction function is performed. As shown in FIG. 4, the game section is composed of a normal section and an advantageous section. The normal section and the advantageous section have an exclusive relationship, and the game section can take either the normal section or the advantageous section.

[0103] The processes related to the instruction function include, for example, the process of activating the instruction function (providing assistance), the mode lottery (a mode in which the probability of winning an AT is determined, or a mode in which the probability of winning an additional AT is determined), mode transition processing, CZ lottery processing, CZ processing, AT lottery processing (including processing related to the continuation of AT), AT processing, and so on.

[0104] A "mode" refers to a zone in which a player can be in any of the following states: general gameplay, CZ (Chance Zone), or AT (Attack Time). For example, in Figure 6, modes (e.g., low probability mode, high probability mode, heaven mode) may be available in each of the general gameplay state, CZ, and AT states. Furthermore, it is not limited to general gameplay state, CZ, and AT; a player can remain in the same mode during the advantageous period.

[0105] The normal section is a section in which processing related to the instruction function cannot be executed, but when the conditions for transitioning to the advantageous section are met, the process for transitioning to the advantageous section is executed. Note that while the game section is in the normal section, the second game state is the general game state.

[0106] The advantageous period is a period in which processing related to the instruction function can be executed. The advantageous period includes the advantageous period in which the second game state is in the general game state (including high probability mode and heaven mode), and the advantageous period in which the game is played in a CZ or AT. The state in which the game period is an advantageous period is maintained from the time the game period transitions to an advantageous period until the predetermined termination conditions are met.

[0107] The possible combinations of game time zones and second game state for slot machine 1 are summarized as follows: • A pattern where the game section is the normal section and the second game state is the general game state. • A pattern where the game section is a favorable section, and the second game state is a normal game state (including high probability mode and heaven mode). • A pattern where the game section is the advantageous section and the second game state is the CZ (Chance Zone). • A pattern where the game section is a favorable section and the second game state is AT (Automatic Trigger).

[0108] As mentioned above, when the game is in a normal game mode, no processing related to the instruction function is performed, so it can be said that there are few advantages for the player. On the other hand, when the game is in a favorable game mode, processing related to the instruction function becomes possible, which broadens the range of game progression and can be said to be advantageous for the player compared to a normal game mode.

[0109] <Configuration of Control Unit 6> The control unit 6 consists of a main control unit 61, a game value control unit 62, and a sub-control unit 63.

[0110] The main control unit 61, the game value control unit 62, and the sub-control unit 63 each consist of a microcontroller and a memory unit (ROM, RAM, RWM).

[0111] The connection relationships and communication processing of the main control unit 61, the game value control unit 62, and the sub-control unit 63 will be explained below with reference to Figure 8. In this embodiment, the main control unit 61 and the game value control unit 62 are mounted on the same board, the main control board P1, while the sub-control unit 63 is mounted on a different board, the sub-control board P3.

[0112] The information and commands generated by the main control unit 61 of the main control board P1 include external terminal information, whether or not settings are being changed, commands related to various errors, a bet request signal for game value when the bet button 41 is operated, a payout request signal for game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, and a transfer request for game value when the counting button 44 is operated.

[0113] Furthermore, the information and commands generated by the game value control unit 61 of the main control board P1 include information indicating that the complete function (described later) has been activated, information indicating that the number of credits has reached the upper limit (a value used to prompt the player to transfer credits because the number of credits is too high), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, and various responses to requests from the main control unit 61.

[0114] The main control board P1 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication is performed from the main control board P1 to the sub-control board P3.

[0115] Information and commands transmitted from the main control board P1 to the sub-control board P3 include game data such as game status and game section, game value data (e.g., bet / payout information for game value, total number of game values ​​acquired during AT), information indicating the start / end of gameplay, information indicating the start / end of mechanism operation, information regarding various errors, the range (MY) described later, information indicating the operation of the complete function, commands for prior notification before the complete function is activated, information regarding the transfer of game value (e.g., transfer start, transfer in progress, transfer complete, etc.), information indicating the number of credits or acquired, information indicating that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0116] <Description of Main Control Unit 61> The ROM of the main control unit 61, which is mounted on the main control board P1, stores programs and various data that are directly related to the progress of the game (for example, control of the rotating reels 20, payout control, and transfer requests).

[0117] The RAM and RWM of the main control unit 61 store game data (information related to the progress of the game) necessary for the game to proceed.

[0118] The main control unit 61 consists of a microcontroller mounted on the main control board P1 and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a set value control unit 613, a section control unit 614, a game state control unit 615, an RT state control unit 616, and an error determination unit 617.

[0119] In other words, in this embodiment, the main control unit 61 performs control that is directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, internal lottery processing, control of the rotating reels 20a, 20b, and 20c, control of various game states and / or game sections, various error monitoring such as monitoring of communication connection between the slot machine 1 and the card unit 7, and error processing.

[0120] Game data includes the current number of games played, as well as data indicating the game status (what state or section each game is in). In this embodiment, game data includes, for example, data indicating that the first game state is a state where no special role is carried over, or an internal bonus state.

[0121] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42 and selects one of the flags for multiple winning combinations as the winning flag. Specifically, the internal lottery unit 610 performs an internal lottery based on the first game state and RT state, etc., when the lever 42 is operated, according to the internal lottery table (not shown) and the random number obtained when the lever 42 is operated.

[0122] The internal lottery unit 610 then generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information related to the progress of the game) can be used by the reel rotation control unit 611, the game result determination unit 612, the game state control unit 615, and the performance control unit 630.

[0123] The internal lottery table shows information about the possible winning combinations through internal lottery. The internal lottery unit 610 performs an internal lottery based on the internal lottery table, according to the combination of RT state and bonus type when the lever 42 is operated.

[0124] Furthermore, the information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols and the corresponding winning combinations. These winning combinations include not only losing combinations that do not pay out any game value, but also combinations that pay out game value if the stop switches 40a, 40b, and 40c are operated correctly (for example, cherries, watermelons, and push-order bells).

[0125] If a winning combination of operation patterns is selected and the stop switches 40a, 40b, and 40c are operated according to the correct operation pattern, the winning combination of operation patterns is awarded, and the player can win multiple game values ​​(for example, 10) corresponding to that combination. If a winning combination of operation patterns is selected but the stop switches 40 are not operated according to the correct operation pattern, the winning combination of operation patterns is not awarded, or another combination (such as a single-coin combination) is awarded.

[0126] It should be noted that the "operation type" role can also be won and established during normal gameplay (for example, outside of AT, CZ, and special role implementation states). However, if the operation type role is won during normal gameplay, the correct operation type is generally not announced, so the operation type role may be missed or the number of game value payouts may be 1. On the other hand, during AT, the correct operation type is announced, so there is a higher possibility of paying out multiple (for example, 10) game values.

[0127] <Rotating reel control unit 611> The rotary reel control unit 611 controls the drive of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotary reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0128] Specifically, if the lever 42 is operated while all the rotating reels 20a, 20b, and 20c are stopped, the rotating reel control unit 611 will start the rotation of all the rotating reels 20a, 20b, and 20c.

[0129] Furthermore, in the case of operator-controlled stopping of rotation during gameplay, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination drawn by the internal lottery and the position of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is a control that stops the rotation of the reels 20 by pulling the symbols corresponding to the winning combination onto the active line L. Kick-out control is a control that stops the rotation of the reels 20 so that the symbols corresponding to the non-winning combination do not line up on the active line L.

[0130] Furthermore, if a special prize is won, the reel control unit 611 may, based on the operation of the lever 42 immediately before the special prize is won and the operation of the stop switch 40 immediately afterward, rotate and stop the reels 20, but prevent the special prize from being awarded.

[0131] <Explanation of the game result determination unit 612> The game result determination unit 612 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel window 200 when the rotation of each reel 20 stops. The game result is determined based on whether or not a winning combination has been achieved, based on the symbols that lined up on the active line L.

[0132] Specifically, a winning combination is determined when the combination of symbols that stops on the active line L matches a predetermined combination of symbols. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal to the game value control unit 62 and the sub-control unit 63, etc.

[0133] <Explanation of the setting value control unit 613> The setting value control unit 613 sets one of several setting values ​​(for example, 1 to 6) that have different advantages in controlling the progress of the game, based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. The setting value information (setting value signal) set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.

[0134] Depending on which setting value is used, at least one of the following will differ: the degree of advantage in gameplay, such as the payout rate, the probability of winning certain small wins (including the unassigned bell, also called the common bell), the probability of winning various CZs, and the probability of winning ATs. For example, the higher the setting value (for example, the closer it is to 6), the greater the advantage in gameplay (for example, the higher the payout rate).

[0135] The slot machine 1 may also be equipped with a setting key. The setting key is a key for switching to the setting change mode and is located inside the casing 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0136] <Section Control Unit 614> As shown in Figure 4, the section control unit 614 sets one of several game sections (normal section and advantageous section) during gameplay.

[0137] The section control unit 614 sets (transitions) the game section to the advantageous section when the conditions for transitioning to the advantageous section are met, while the game section is in the normal section.

[0138] Furthermore, the section control unit 614 determines whether to maintain the advantageous section state or transition to a normal section (whether to end the advantageous section) if the game section is an advantageous section.

[0139] Specifically, the section control unit 614 forcibly transitions the game section from the advantageous section to the normal section when a forced termination condition is met, including when the difference in game value during the advantageous section (the advantageous section difference, described later), based on the quantity of game value at the time of transitioning to the advantageous section, reaches +2400 (it is not limited to +2400; for example, it may be +1000, +2000, etc.). The forced termination condition may be, for example, when the game section is in the advantageous section, the second game state transitions from AT to the general game state, or after the AT ends, the player enters a CZ, which is a pull-back zone, but fails to pull back AT in the CZ and transitions to the general game state.

[0140] For example, if the difference in the advantageous period becomes -1000 after entering the advantageous period, the operator (especially the player) can acquire a maximum of 1000 + 2400 = 3400 in game value.

[0141] Furthermore, the section control unit 614 sets the game section to a normal section regardless of the previous game section, for example, when the RAM is cleared.

[0142] Furthermore, the section control unit 614 transitions the game section from the advantageous section to the normal section when the game progresses to the ending. Then, in the next game, the section control unit 614 transitions the game section from the normal section to the advantageous section when the lever 42 is operated.

[0143] Furthermore, the section control unit 614 can transmit information regarding the game section (whether it is a normal section or a favorable section) to the performance control unit 630 and other units as information regarding the progress of the game.

[0144] <Game state control unit 615> The game state control unit 615 sets the first game state and the second game state, respectively.

[0145] Specifically, the game state control unit 615 sets the first game state to one of the following: no special role carried over, bonus internal state, or special role implemented state, and sets the second game state to one of the following: general game state, AT, or CZ.

[0146] The game state control unit 615 sets the first game state to a state where no special roles are carried over, for example, immediately after the RAM of the main control unit 61 is cleared.

[0147] Then, if a special role is drawn through internal lottery but the special role is not awarded, the game state control unit 615 sets the first game state to the bonus internal state.

[0148] In the bonus internal state, if certain conditions are met (for example, if the RAM is cleared or if a setting value is changed), the game state control unit 615 transitions the first game state from the bonus internal state to the state where no special role is carried over.

[0149] In the state where no special role is carried over, if a special role is won (from this point until the special role is awarded, the game is in the bonus internal state), and a special role is awarded, the game state control unit 615 transitions the first game state from the state where no special role is carried over to the state where a special role is awarded, via the bonus internal state.

[0150] Furthermore, when a special role is achieved during the bonus internal state, the game state control unit 615 transitions the first game state from the bonus internal state to the special role execution state.

[0151] Furthermore, in the special prize implementation state, if specific conditions are met or if the game value exceeds a predetermined number, the game state control unit 615 transitions the first game state from the special prize implementation state to the special prize non-carryover state.

[0152] Returning to Figure 6, if the AT lottery is not won in the general game state or CZ, the game state control unit 615 sets the second game state to the general game state.

[0153] Furthermore, when the AT ends, the game state control unit 615 transitions the second game state from AT to a general game state or a CZ.

[0154] In this way, the game state control unit 615 can transition between the general game state and the CZ, between the CZ and the AT, and between the AT and the general game state to the second game state.

[0155] Furthermore, when the game state control unit 615 transitions the second game state to AT, it first starts AT preparation, and when the AT start role is won or awarded during AT preparation, it starts AT execution.

[0156] Furthermore, the game state control unit 615 manages the number of AT games, which is the number of games in which AT can be executed.

[0157] Specifically, between the time of winning the AT lottery and the start of AT execution, the game state control unit 615 starts the AT with a predetermined number of AT games, or starts the AT with a number of AT games determined by the lottery.

[0158] Furthermore, the game state control unit 615 deducts the number of AT games each time a game is played during AT execution. When the number of AT games reaches 0 (zero), the game state control unit 615 terminates AT.

[0159] Furthermore, the game state control unit 615 performs a lottery to increase the number of AT games while AT is running. The game state control unit 615 can perform the lottery to increase the number of AT games based on the winning combination in the internal lottery, for example.

[0160] Furthermore, the game state control unit 615 performs stage processing while the AT is running. In this stage processing, the game state control unit 615 manages the current stage and the number of games played in the current stage, and also performs transition processing to the episode corresponding to the current stage and transition processing to the next stage.

[0161] Furthermore, during AT execution, the game state control unit 615 terminates the current stage and executes episode processing when the conditions for starting an episode are met in the current stage. In this episode processing, the game state control unit 615 manages the current episode, which is the current episode, and the number of games played in the current episode, as well as executing the transition process to the next stage.

[0162] Furthermore, the game state control unit 615 does not deduct AT game counts even if one game is played while an episode is running, maintaining the AT game count at the start of the episode. In other words, since the period during which AT is played can be extended while an episode is running, it can be said that this is an advantageous state for the player.

[0163] Furthermore, when an episode ends, the game state control unit 615 generates an episode end signal and executes stage processing to transition the stage to the next stage. The game state control unit 615 also transmits the episode end signal to the performance control unit 630.

[0164] Furthermore, the game state control unit 615 manages the current stage, the number of games played in the current stage, the current episode, and the number of games played in the current episode.

[0165] Specifically, during AT execution, the game state control unit 615 increases the number of AT games played in the current stage and the number of games played in the current episode by one game each time a game is played. The game state control unit 615 stores these values, the current stage, and the current episode in the RAM of the main control unit 61.

[0166] Furthermore, the game state control unit 615 transmits stage information, including the type of stage and the number of games played in that stage, as well as episode information, including the type of episode and the number of games played in that episode, to the performance control unit 630. The performance control unit 630 receives this information and, during AT execution, executes performances related to the stage or episode.

[0167] Furthermore, the game state control unit 615 increases the probability of the bonus zone lottery being executed when the current episode is Episode B or Episode D, compared to other episodes. If the bonus zone lottery is won, the game state control unit 615 transitions the game state from the current episode to the bonus zone. Since the bonus zone lottery is more likely to be executed only in Episode B and Episode D, the current stage can be an important factor for the player.

[0168] Furthermore, the game state control unit 615 executes an ending process when an episode is completed. In this ending process, the game state control unit 615 executes an ending start process and an ending end process, and also manages the number of games played during the ending.

[0169] Specifically, the game state control unit 615 stores the ending start signal in RAM and transmits it to the performance control unit 630.

[0170] Furthermore, the game state control unit 615 manages the number of games played before the ending.

[0171] Furthermore, when the ending sequence is completed, the game state control unit 615 stores an ending completion signal in RAM and transmits it to the performance control unit 630.

[0172] Next, the game state control unit 615 initiates a special CZ (Chance Zone) when the section control unit 615 transitions the game section from a normal section to an advantageous section.

[0173] Then, the game state control unit 615 executes a higher-level AT lottery while the special CZ is running, and if it wins the higher-level AT lottery, it executes the higher-level AT.

[0174] Furthermore, the game state control unit 615 counts the number of games played since the end of the previous AT. Information regarding the number of games played since the end of the previous AT is transmitted to the performance control unit 630.

[0175] Then, if the AT is triggered again within 100 games after the previous AT has ended, the game state control unit 615 generates a stage transfer signal indicating that the current stage and the number of games played in that stage will be carried over, and transmits it to the performance control unit 630.

[0176] On the other hand, the game state control unit 615 does not generate a stage transfer signal if the AT is not triggered again within 100 games after the previous AT has ended.

[0177] Furthermore, if the AT is triggered again within 75 games after the previous AT has ended, the game state control unit 615 generates a signal indicating that the number of game values ​​acquired (minus) up to the previous AT will be carried over, and transmits it to the media management unit 620.

[0178] On the other hand, the game state control unit 615 does not generate a signal to carry over the number of acquired items if the AT is not triggered again within 75 games after the previous AT has ended.

[0179] Furthermore, when in the advantageous period, the game state control unit 615 selects one of several modes related to the progress of the game for the second game state (for example, a normal mode where it is difficult to win the AT lottery, a high probability mode where it is easy to win the AT lottery). The game state control unit 615 then executes the AT lottery (or AT bonus lottery) based on the AT winning probability (or bonus probability) associated with the selected mode.

[0180] The game state control unit 615 can transmit information regarding the first game state and information regarding the second game state as information regarding the progress of the game to the effect control unit 630 and the like.

[0181] <RT state control unit 616> The RT state control unit 616 can conduct the game progress using one of a plurality of RT states. Each of the plurality of RT states has a probability (replay probability) in which the replay flag is established as a winning flag defined in advance, and the RT state control unit 616 can transition the RT state when a predetermined combination (for example, a special combination) is won.

[0182] In this embodiment, in each RT state, the specifications of the internal lottery process (for example, an internal lottery table that defines which combination flag is established / is likely to be established) executed according to the game start operation (operation on the lever 42) may be different. Therefore, by the RT state control unit 616 controlling the RT state, the internal lottery tables used for internal lottery are variously changed, and as a result, the variety of the game is realized.

[0183] Note that information regarding the RT state (which of the RT states such as RT0, RT1, etc.) can be used by the game state control unit 615, the effect control unit 630, and the like as information regarding the progress of the game.

[0184] <Error determination unit 617> The error determination unit 617 determines the presence or absence of various errors. Examples of the various errors include backup abnormality, communication abnormality between the main control board P1 and the sub-control board P3, connection abnormality between the slot machine 1 and the card unit 7, reaching the upper limit value of the credit number, and the like.

[0185] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the occurred error is transmitted as error-related information from the main control unit 61 to each of the game value control unit 62 and the sub-control unit 63.

[0186] As a result, the game value control unit 62 can perform processing according to the nature of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the nature of the error that occurred.

[0187] <Explanation of the game value control unit 62> The ROM of the game value control unit 62, which is mounted on the main control board P1, stores programs and various data that are directly involved in managing game value.

[0188] The RAM and RWM of the game value control unit 62 store game data (information related to the progress of the game) necessary for managing the game value.

[0189] The game value control unit 62 consists of a microcontroller mounted on the main control board P1 and functions as a media management unit 620 and a function operation unit 621.

[0190] <Explanation from Media Management Department 620> The media management unit 620 manages the number of credits and bets for game value.

[0191] The media management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and performs the following processing.

[0192] Specifically, the media management unit 620 decreases the number of credits (an example of information related to the progress of the game) according to the number of game values ​​bet when game values ​​are bet based on the player's actions (when a betting request is made), and increases the number of credits when game values ​​are credited based on the player's actions.

[0193] Furthermore, the media management unit 620 increases the number of credits according to the amount of game value paid out based on the type of winning combination, when a winning flag is established through an internal draw and a combination corresponding to the winning flag is awarded based on the player's actions (when a payout request is made).

[0194] Furthermore, as shown in Figure 7, the media management unit 620 calculates the difference in game value (an example of information related to the progress of the game), which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value. This difference in game value is used later to calculate the difference in the advantageous section and to determine whether the complete function is activated.

[0195] Furthermore, the media management unit 620 calculates the advantageous section difference, which is the difference in game value during the advantageous section (from the time the game section transitions from the normal section to the advantageous section until it transitions back to the normal section), as shown in Figure 7.

[0196] In this embodiment, when the difference in the advantageous section becomes +2400 (hereinafter referred to as +2400, but it is not limited to this and may be +1000, +2000, etc.), the media management unit 620 initializes the difference in the advantageous section to 0 (zero). For example, if the game transitions to AT when the difference becomes -300 after the start of gameplay in the advantageous section, the media management unit 620 initializes the difference in the advantageous section when 2700 is paid out thereafter (in this case, the difference in the advantageous section becomes +2400). The media management unit 620 also sends a signal to the section control unit 614 to that effect when the difference in the advantageous section becomes +2400. As a result, the section control unit 614 transitions the game section to the normal section.

[0197] Furthermore, the media management unit 620 can initialize the advantageous interval difference to 0 (zero) when the advantageous interval ends due to a predetermined termination condition being met, other than when the advantageous interval difference becomes +2400.

[0198] The media management unit 620 starts calculating the difference in the advantageous period when the game period transitions back to the advantageous period.

[0199] Furthermore, as shown in Figure 7, the media management unit 620 uses the difference in game value, which is the cumulative value obtained by subtracting the number of bets for game value from the number of payouts for game value since the last time the slot machine 1 was powered on, to calculate the range (MY), which is the difference between the maximum and minimum values ​​of the difference. Unlike the advantageous section difference and the difference in game value mentioned above, this range (MY) is calculated for all game sections (advantageous section and normal section), that is, it is calculated continuously as long as the slot machine 1 remains powered on.

[0200] Information regarding this range (MY) is used in the function operation unit 621 for the complete function, which will be described later.

[0201] The media management unit 620 resets the range (MY) when the power to slot machine 1 is turned off by store staff.

[0202] Furthermore, the number of bets, credits, and difference in game value calculated by the media management unit 620 are transmitted to the game state control unit 615, the performance control unit 630, and other units as information related to the progress of the game.

[0203] Furthermore, the media management unit 620 manages the amount of game value acquired up to the previous AT. Specifically, the media management unit 620 stores the amount of game value acquired during AT execution in the RAM of the game value control unit 62. The media management unit 620 also calculates the net amount.

[0204] Then, if the AT is triggered again within 75 games from the previous AT, the media management unit 620 receives a signal from the game state control unit 615 to carry over the acquired amount and transmits the net amount to the performance control unit 630. As a result, if the AT is triggered again within 75 games, the performance control unit 630 is able to carry over the net amount.

[0205] On the other hand, if the AT is triggered again within 75 games from the previous AT, the media management unit 620 does not receive a signal from the game state control unit 615 to carry over the acquired amount, and therefore does not calculate the net amount.

[0206] <Functional operating part 621> The functional operation unit 621 uses the range (MY) information generated by the media management unit 620 to perform processes related to prior notification.

[0207] The function activation unit 621 generates information regarding a pre-notification indicating that the complete function is about to be activated when the range (MY) becomes, for example, 18500 or higher.

[0208] This complete function is a so-called stop function. When the complete function is activated, slot machine 1 will no longer accept any input related to gameplay, and the operator will not be able to continue playing unless the power is turned off and on by a store staff member (the game will be unplayable).

[0209] The operations related to gameplay referred to here mean the operations required to complete one game, and specifically include the operation of the bet switch 41 to bet game value as an operation to start the spinning reels 20. When the complete function is activated, such gameplay operations will not be accepted, so even if the bet switch 41 is operated while the complete function is activated, the bet processing for game value will not be performed.

[0210] Furthermore, information regarding the advance notification is transmitted to the performance control unit 630 for each game, for example, while this information is being generated in the function operation unit 621. As a result, the performance control unit 630 issues the advance notification.

[0211] Furthermore, when the range (MY) falls below the first range of 18500, the function operation unit 621 stops generating information related to advance notification. As a result, advance notification is no longer issued by the performance control unit 630.

[0212] Furthermore, the information regarding the advance notification may be a flag that turns the advance notification notification on or off. In this case, when the advance notification notification changes from off to on, the information that the flag is "on" is transmitted to the performance control unit 630, and conversely, when the advance notification notification changes from on to off, the information that the flag is "off" is transmitted to the performance control unit 630. By using a flag format for the information regarding the advance notification in this way, it is possible to suppress an excessive amount of signals transmitted from the main control unit 610 to the sub-control unit 630.

[0213] Furthermore, the function activation unit 621 activates the complete function when the range (MY) becomes 19000 or higher, which is the second range.

[0214] The function activation unit 621 deactivates the complete function when the store staff turns off the power to slot machine 1. When the power to slot machine 1 is turned on again, not only is the complete function deactivated, but the range (MY) is also reset to 0 (zero). Therefore, no prior notification is given, and the conditions for the complete function to activate again are not met, making it possible to play slot machine 1.

[0215] <Explanation of Sub-control Unit 63> The ROM of the sub-control unit 63 stores programs and various data that are indirectly involved in the progress of the game (for example, controlling the effects of the LCD screen 3, controlling the LED illumination of the lighting unit 102, controlling the sound output of the speaker 101, and controlling the sound output from there).

[0216] The RAM and RWM of the sub-control unit 63 store various data related to performance control.

[0217] The sub-control unit 63 consists of a microcontroller mounted on the sub-control board P3 and functions as the performance control unit 630.

[0218] <Performance Control Unit 630> The performance control unit 630 performs a performance lottery and determines at least one of the following as a performance pattern: a video / still image output on the LCD screen 3, a sound pattern output from the speaker 101, a light emission pattern of the LED or other lighting unit 102, or a light emission pattern of the performance button 46.

[0219] Specifically, the performance control unit 630 selects a performance lottery table based on game progress information (e.g., game state, stay mode) transmitted from the main control unit 61, and performs a performance lottery using the selected performance lottery table.

[0220] Furthermore, the performance control unit 630 notifies the correct button sequence if a button sequence is hit during a favorable period (for example, during a CZ or AT).

[0221] Furthermore, during AT execution, the performance control unit 630 executes stage performances (stage processing) related to the current stage or episode performances (episode processing) related to the current episode, based on the current stage information or current episode information transmitted from the game state control unit 615. Specifically, the performance control unit 630 executes stage performances using a stage performance table prepared for the current stage, and executes episode performances using an episode performance table prepared for the current episode. In these episode performances, the performance control unit 630 displays the name of the current stage and the number of games played in that stage, so that the current stage can be identified.

[0222] Furthermore, the performance control unit 630 executes a process to take over the performance of the current stage based on the stage handover signal transmitted from the game state control unit 615 and the subtraction amount transmitted from the media management unit 620.

[0223] As a result, the performance control unit 630 outputs performance video and performance audio related to the current stage or episode.

[0224] Furthermore, upon receiving an episode end signal from the game state control unit 630, the performance control unit 630 executes stage processing to transition the current stage to the next stage.

[0225] Furthermore, the performance control unit 630 receives information from the game state control unit 615 regarding the number of games played since the end of the previous AT, and displays the number of games played on the LCD screen 3.

[0226] Furthermore, the performance control unit 630 executes the ending process upon receiving an ending start signal from the game state control unit 615. Specifically, the performance control unit 630 outputs a predetermined video to the LCD screen 3 for a predetermined number of games as an ending performance. In addition, if a rare role is won during the ending, the performance control unit 630 can also provide a setting suggestion.

[0227] Furthermore, upon receiving an ending completion signal from the game state control unit 615, the performance control unit 630 executes performances related to the end of the ending, such as outputting the ending completion screen, outputting the number of coins acquired in the game value, and providing setting hints.

[0228] <Basic operation flow of slot machine 1> Figure 10 will be used to explain the basic operation flow of slot machine 1.

[0229] With the power to slot machine 1 turned on and the setting value changed, the function operation unit 621 determines whether or not slot machine 1 is playable (whether or not the complete function is active) (step S101).

[0230] If slot machine 1 is not in a playable state (S101: NO), the process proceeds to step S115, which will be described later.

[0231] On the other hand, if slot machine 1 is in a playable state (S101: YES), provided that game value data has been transmitted from card unit 7, the main control unit 61 and game value control unit 62 of slot machine 1 display the amount of credited game value on the digital counter 43 and accept operations from the operator such as bet switch 41 and lever 42. As a result, slot machine 1 enters a play start state (step S102).

[0232] Next, the media management unit 620 starts calculating the range (MY) (step S103). After that, the media management unit 620 calculates the range (MY) for each game, regardless of whether it is a normal section or a favorable section.

[0233] Next, the section control unit 614 proceeds with the game in the normal section (step S104).

[0234] Furthermore, the game state control unit 615 proceeds with the game in the general game state (step S105).

[0235] Next, the section control unit 614 determines whether the game section has become an advantageous section because the conditions for transitioning to an advantageous section have been met, or whether the game section is an advantageous section because the state of the advantageous section is maintained (step S106).

[0236] If the game period is not a favorable period (S106: NO), the process returns to step S104.

[0237] On the other hand, if the game section is an advantageous section (S106:YES), the media management unit 620 counts the advantageous section difference (starts counting the advantageous section difference in games that have transitioned to an advantageous section) (step S107). From this point onward, the section control unit 614 continues to count the advantageous section difference as long as the game section is an advantageous section (whether in general game state, CZ, or AT).

[0238] Next, the game state control unit 615 determines whether or not to transition the second game state to AT (step S108).

[0239] If the second game state does not transition to AT (S108: NO), the process returns to step S105.

[0240] On the other hand, if the second game state transitions to AT (S108: YES), the game state control unit 615 proceeds with the game in AT mode (step S109).

[0241] Next, the function activation unit 621 determines whether or not to activate the complete function (step S110). Specifically, the function activation unit 621 determines whether or not the range (MY) has become 19000 or greater.

[0242] If the complete function is activated (S110: YES), the process proceeds to step S113, which will be described later.

[0243] On the other hand, if the complete function does not operate (S110: NO), the interval control unit 614 determines whether the difference in the advantageous interval is +2400 or more (step S111).

[0244] If the difference in the advantageous section becomes +2400 or more (S111: YES), the section control unit 614 transitions the game section to the normal section, the game state control unit 615 terminates the AT, and the media management unit 620 initializes the difference in the advantageous section to zero (0), after which the process returns to step S104.

[0245] On the other hand, if the difference in the advantageous section is not +2400 or more (S111: NO), the game state control unit 615 determines whether or not to terminate the AT (step S112).

[0246] If AT terminates (S112:YES), the process returns to step S105.

[0247] On the other hand, if AT does not terminate (S112:NO), the process returns to step S109.

[0248] Returning to step S110, if the complete function is activated (S110: YES), the function activation unit 621 controls the machine so that the operator cannot proceed with playing the slot machine 1 (step S113).

[0249] Next, in response to the operation of the counting button 44, the media management unit 620 and the card unit 7 send and receive the necessary information to execute the transfer process (step S114).

[0250] Next, in response to the store staff's power-off operation, the power to slot machine 1 is turned off (step S115). In response, the media management unit 620 initializes the range (MY) to 0 (zero), and the function activation unit 621 cancels the complete function (step S116). If slot machine 1 is only restored after a power-off, the range (MY) is initialized and the complete function is canceled, but the advantageous period and the difference in the advantageous period are retained.

[0251] Next, in response to the store staff's power-on operation, the power to slot machine 1 is turned on (step S117). After that, the process returns to step S102. The above is the basic operation flow of slot machine 1.

[0252] <Flow of Special CZ Transition Process> Next, the special CZ transition process will be explained using Figure 11. For the sake of simplicity, it is omitted below, but the game state control unit 615 terminates the AT when the number of AT games becomes 0, etc.

[0253] First, the game state control unit 615 starts the AT (step S201).

[0254] Next, the game state control unit 615 and the performance control unit 630 execute stage processing (step S202). Specifically, the game state control unit 615 controls the current stage, such as counting the number of games played in that stage, and the performance control unit 630 executes performances in the current stage.

[0255] Next, the flow branches based on whether or not the episode start condition was met during the stay stage (step S203).

[0256] If the episode start condition is not met (S203: NO), the process proceeds to step S202.

[0257] On the other hand, if the episode start condition is met (S203: YES), the game state control unit 615 and the performance control unit 630 execute episode processing (step S204). Specifically, the game state control unit 615 controls the current episode, such as counting the number of games played in the current episode, and the performance control unit 630 executes the performances in the current episode.

[0258] Next, the flow branches based on whether the episode has ended or not (step S205).

[0259] If the episode does not end (S205:NO), the process proceeds to step S204.

[0260] On the other hand, if the episode ends (S205: YES), the flow branches based on whether the episode was completed or not (step S206).

[0261] If the episode is not completed (S206: NO), the game state control unit 615 and the performance control unit 630 perform stage processing to transition the stage (step S212). Specifically, the game state control unit 615 changes the current stage to the next stage, and the performance control unit 630 performs the performance related to the stage transition. After that, the process proceeds to step S202.

[0262] On the other hand, if the episode is completed (S206: YES), the game state control unit 615 and the performance control unit 630 execute the ending process (step S207). Specifically, the game state control unit 615 controls the ending, such as counting the number of games played during the ending, and the performance control unit 630 executes the performance related to the ending.

[0263] Next, the flow branches based on whether or not the ending has finished (step S208).

[0264] If the ending has not finished (S208:NO), the process proceeds to step S207.

[0265] On the other hand, if the ending is completed (S208: YES), the section control unit 614 transitions the game section from the advantageous section to the normal section (step S209).

[0266] Then, the section control unit 614 transitions the game section from the normal section to the advantageous section in the next game (step S210).

[0267] Next, the game state control unit 615 and the performance control unit 630 execute the special CZ (step S211). Specifically, the game state control unit 615 manages the number of games played in the special CZ and controls the special CZ, including executing a higher-level AT lottery, while the performance control unit 630 executes the performance related to the special CZ. After that, the special CZ transition process of this disclosure ends. Following the above steps, the special CZ transition process will be executed.

[0268] <Flowchart for transferring stay stage> Next, we will explain the process of handing over the stay stage using Figure 12.

[0269] First, the game state control unit 615 executes an AT (step S301). Specifically, the game state control unit 615 controls the AT, such as counting the number of AT games, and the effect control unit 630 executes the effects related to the AT.

[0270] Next, based on whether the AT has ended, the flow branches (step S302).

[0271] If the AT has not ended (S302: NO), the process proceeds to step S301.

[0272] On the other hand, if the AT has ended (S302: YES), the game state control unit 615 counts the number of played games since the previous AT ended (step S303). As a result, the effect control unit 630 causes the number of played games since the previous AT ended to be displayed on the liquid crystal screen 3.

[0273] Next, based on whether the AT lottery has won, the flow branches (step S304). Note that FIG. 12 shows a state where the next AT is not determined when the previous AT ends.

[0274] If the AT lottery has not won (S304: NO), the process proceeds to step S303.

[0275] On the other hand, if the AT lottery has won (S304: YES), based on whether the AT has been withdrawn within 100 games since the previous AT ended, the flow branches (step S305). <C

[0276] If the AT has not been withdrawn within 100 games since the previous AT ended (S305: NO), the game state control unit 615 starts the next AT from stage A, and the stay stage transfer process of the present disclosure ends.

[0277] On the other hand, if the AT is triggered again within 100 games since the end of the previous AT (S305: YES), the game state control unit 615 and the performance control unit 630 execute the process of continuing the current stage (step S306). Specifically, the game state control unit 615 starts the current AT with the stage from the previous AT and the number of games played in that stage, and the performance control unit 630 executes the performance related to the current stage that was carried over from the previous AT.

[0278] Next, the flow branches based on whether or not the AT was triggered again within 75 games after the previous AT ended (step S307).

[0279] If an AT is not triggered again within 75 games after the previous AT ends (S307:NO), the next AT will start with a game value of 0, and the stage transfer process described in this disclosure will end.

[0280] On the other hand, if the AT is triggered again within 75 games after the previous AT has ended (S307: YES), the media management unit 620 and the performance control unit 630 execute a process to carry over the difference (step S308).

[0281] Specifically, the media management unit 620 starts managing the number of game values ​​acquired in the current AT based on the net amount, and the performance control unit 630 outputs the net amount to the LCD screen 3. After that, the stage handover process described in this disclosure is completed. The above procedure will execute the process of transferring the stay stage.

[0282] In summary, the slot machine 1 disclosed herein is: It features an AT (an example of a game state) that allows transitions between multiple stages, When transitioning to AT again after the previous AT has ended, the current stage, the number of games played in that stage, and the amount of game value earned (net) in that stage, all of which were present just before the previous AT ended, can be carried over.

[0283] <Effects of the invention> Conventionally, gaming machines that feature gameplay states in which the stage transitions to other stages have been known, for example, in AT (Automatic Trigger) systems.

[0284] The inventors of this application have devised a novel game element for a gaming machine in which a game sequence in which a stage transitions to another stage is performed.

[0285] Specifically, in slot machine 1 of this disclosure, if an AT is triggered again within 100 games after the previous AT has ended, at least the stage the player was in and the number of games played in that stage immediately before the previous AT ended will be carried over to the next AT.

[0286] For example, in a slot machine 1 like this embodiment, which has a configuration such as making it easier to transition to a special bonus zone in stages B and D, or transitioning to a special CZ when an episode is completed, the stage the player is in and the number of games played in that stage are important factors for increasing the payout.

[0287] Therefore, as in this embodiment, if an AT is triggered again within 100 games after the previous AT has ended, at least the current stage and the number of games played in that stage are carried over. As a result, even if the previous AT has ended, the player can benefit from the current stage carryover process by triggering an AT again within 100 games.

[0288] Thus, according to this disclosure, it is possible to provide a gaming machine that incorporates novel gameplay elements in the game state as the stages transition.

[0289] [Other embodiments] The various control means and processing procedures described in the above embodiments are examples and are not intended to limit the scope of the present disclosure, its applications, or its uses. The various control means and processing procedures can be appropriately redesigned without changing the gist of the present disclosure. Also, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0290] In addition, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified for each example.

[0291] In the above embodiment, in a slot machine such as the present embodiment having a configuration such that it is easy to shift to the topping-up specialization zone in stage B and stage D, an example was described in which the staying stage and the number of cleared games in the staying stage are important elements for increasing the number of winning balls, but the present disclosure is not limited to this. For example, since the completion of an episode itself leads to an expansion of the range of effects that the player can enjoy, it can be an advantage that a staying stage or the like is carried over as in the present disclosure.

[0292] Also, not limited to the above embodiment, for example, when predetermined game conditions (for example, the lever has been operated, a predetermined rare combination has been won, replay has been won five times continuously, etc.) are satisfied, the right to shift to the next stage may be stocked. In this case, all the rights may be consumed before the end of the AT, or when the AT is resumed within 100 games after the end of the previous AT, the right may be carried over. When the right is carried over, at the end of the AT, shift to this premonition without continuing the AT, and the AT may be started after the end of this premonition.

[0293] Furthermore, although the above embodiment described an example of an AT in which stages transition, the game state of this disclosure is not limited to AT. For example, the current stage transfer process of this disclosure may be performed in a general game state in which stages transition, a CZ, ART, a special role implementation state such as a type 1 BB, etc.

[0294] In the above embodiment, an example was described in which the stages were executed in the order of Stage A, Stage B, Stage C, Stage D, and Stage E, but this disclosure is not limited to this. For example, the order in which the stages are executed is not predetermined, and the stages may be completed when all types of stages (Stages A to E) are executed in the order of, for example, Stage B, Stage A, Stage D, Stage A, Stage E, Stage B, and Stage C.

[0295] Similarly to the episodes, the order in which they are executed is not predetermined, and the stage may be completed only after all types of episodes (Episodes A-E) have been executed.

[0296] Furthermore, the embodiment is not limited to the above, and the episode start conditions may differ depending on the stage of stay. Also, the conditions for fulfilling the episode start conditions may have difficulty levels, and these difficulty levels may differ depending on the stage.

[0297] Furthermore, the embodiment is not limited to the above, and the number of games played, which is the condition for carrying over the current stage, may be shorter than 100 games or longer than 100 games, depending on how far the stage and episode progressed in the previous AT. In this case, for example, if the previous AT ended at stage B, the AT must be re-triggered within 100 games, and if the previous AT ended at stage D, the AT must be re-triggered within 150 games or within 50 games. Moreover, depending on the current mode, the number of games played, which is the condition for carrying over the current stage and the number of games played in the current stage, may be longer or shorter than 100 games, and / or the number of games played, which is the condition for carrying over the number of game value acquired, may be longer or shorter than 75 games.

[0298] Furthermore, the game state control unit is not limited to the above embodiment, and may generate a stage transfer signal and a winnings transfer signal when the AT ends. In this case, the game state control unit may delete the winnings transfer signal and the net amount from the RAM when 75 games have elapsed since the end of the previous AT, and delete the current stage, the number of games played in the current stage, and the stage transfer signal from the RAM when 100 games have elapsed since the end of the previous AT.

[0299] In the above embodiment, an example was described in which the stage stayed in the previous AT, the number of games played in the stage, and the amount of game value acquired (minus) in the stage were carried over, but this disclosure is not limited to this. Only one or two of the following may be carried over: the stage stayed, the number of games played in the stage, and the amount of game value acquired (minus) in the stage.

[0300] Alternatively, or in addition to the above, the number of points earned during the current stage, the number of times the specified game conditions were met during the current stage, the number of games played in AT, and the number of times a specified role (e.g., bell, replay, rare role) was won may be carried over.

[0301] Furthermore, although the above embodiment describes an example in which the bonus is a continuous mechanism for a Type 1 special mechanism, the present disclosure is not limited thereto. The bonus may be at least one of a Type 1 special mechanism, a continuous mechanism for a Type 1 special mechanism, a Type 2 special mechanism, and a continuous mechanism for a Type 2 special mechanism.

[0302] Furthermore, a signal indicating the type of game section may be transmitted from the section control unit to the digital counter, so that the digital counter can indicate whether or not the game section is a favorable section, for example, by whether or not a dot is displayed.

[0303] Furthermore, the embodiment is not limited to the above, and for example, when the AT ends, or when the number of games in the advantageous period reaches 3000, the period control unit may forcibly transition the game period from the advantageous period to the normal period.

[0304] Furthermore, while the range (MY) was used to activate the complete function in the above embodiment, the system is not limited to this, and the difference in game value may be used to determine whether or not to activate the complete function.

[0305] Furthermore, although the above embodiment describes an example where the slot machine is an AT machine, the slot machine may also be an ART (Assist Replay Time) machine, or it may be a slot machine that only provides bonuses without performing AT, ART, etc., or a slot machine that can perform both bonuses and AT (or ART).

[0306] Furthermore, although the above embodiment described an example in which the medal unit is connected to the slot machine in a communicative manner outside the slot machine, this disclosure is not limited to this. The medal unit may be integrally housed within the casing of the slot machine together with the main control unit, etc., or it may be incorporated into the main control unit, for example, and function as part of the media management unit. In other words, in this specification, "connected" means both a state in which there is no intervention between the slot machine and the medal unit and they are directly connected, and a state in which something is intervening between them and they are indirectly connected.

[0307] Furthermore, although the slot machine in the above embodiment was a coinless machine, the slot machine to which this disclosure applies does not have to be a coinless machine. If the slot machine is not a coinless machine, it will have components such as a coin slot, a coin payout slot, and a hopper.

[0308] Furthermore, although the above embodiments describe an example of a so-called smart slot machine, this disclosure is not limited thereto. In this case, the slot machine may have an upper limit (for example, 4000 games) on the number of games in which the advantageous period can be executed.

[0309] Furthermore, in the above embodiment, Figure 8 shows an example in which the main control unit and the game value control unit are mounted on the same control board, but the main control unit and the game value control unit may be mounted on separate control boards. Also, the main control unit and the game value control unit may be composed of separate microcontrollers, or they may be composed of the same microcontroller.

[0310] Furthermore, the configuration of this disclosure is not limited to slot machines, but can also be applied to so-called enclosed-type pachinko machines, i.e., smart pachinko (registered trademark) equipped with a handle, a pachinko launcher, an electric tulip, etc., or to casino machines used in casinos.

[0311] Other examples include, It features a performance state that allows for transitions between stages, When transitioning to the aforementioned performance state again after the aforementioned performance state has ended, it is possible to carry over the stage in which the player was located immediately before the previous performance state ended, and at least one of the parameters related to that stage. There are gaming machines. [Explanation of Symbols]

[0312] 1. Slot machine (amusement machine) 61 Main Control Unit 610 Internal drawing section 611 Rotating Reel Control Unit 612 Game result determination unit 613 Setting value control unit 614 Section Control Unit 615 Game State Control Unit 616 RT State Control Unit 617 Error detection unit 618 Power supply determination section 62 Game Value Control Unit 620 Media Management Department 621 Functional Operating Part 63 Sub-control Unit 630 Performance Control Unit

Claims

1. It features a game state that allows for transitions between stages, When the game state ends and the player returns to the game state again, the stage the player was in immediately before the previous game state ended, and at least one of the parameters related to that stage, can be carried over. Gaming machine.

2. In the aforementioned game state, the conditions for transitioning to the next stage are: To win the designated lottery, The number of games played in the aforementioned stage where the player is staying has reached a predetermined number. The first role has been won a predetermined number of times during the aforementioned stage in which the player is staying. The player has won the second role a predetermined number of times within a predetermined number of games in the aforementioned stage where they are staying, and The third prize was won after the number of games played in the aforementioned stage reached a predetermined number. It is at least one of the following: The gaming machine according to claim 1.

3. There are multiple candidate stages for the transition. The multiple stages are given a set sequence for transitioning between them. After the aforementioned stage has transitioned to a specific stage, it is possible to transition to a special state. The gaming machine according to claim 1.

4. When the number and / or types of stages to which the user has transitioned reaches a predetermined number, it is possible to transition to a special state. The gaming machine according to claim 1.

5. The conditions under which the number of game values ​​acquired immediately before the end of the previous game state can be carried over are different from the conditions under which the stage immediately before the end of the previous game state can be carried over. The gaming machine according to claim 1.

6. The aforementioned parameter is one of the following: the number of games played in the stage in which the player was staying, the number of game values ​​acquired in the stage in which the player was staying, the number of points acquired in the stage in which the player was staying, and the number of times predetermined game conditions were met in the stage in which the player was staying. The gaming machine according to claim 1.