Gaming machine
The gaming machine improves player experience by implementing CPU-controlled gaming state management and electronic token handling, addressing inefficiencies in conventional tokenless gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2024-12-09
- Publication Date
- 2026-06-19
AI Technical Summary
Conventional gaming machines lack improvements in player-friendly gaming states and efficient token management systems, particularly in tokenless gaming environments.
The gaming machine incorporates gaming state control, determination, and production execution mechanisms to manage tokens electronically, allowing for specific gaming states with privilege grants and tokenless gameplay, utilizing a CPU-controlled system for lottery determination and token management.
Enhances player experience through controlled gaming states and efficient token management, ensuring seamless gameplay without physical tokens, adaptable to both tokenless and token-based machines.
Smart Images

Figure 2026100437000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there is known a gaming machine that executes an episode production in a specific gaming state such as AT (assist time) (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there has been room for improvement in such conventional gaming machines.
Means for Solving the Problems
[0005] In order to solve the above problems, the gaming machine of the present invention includes gaming state control means that can be controlled to a specific gaming state advantageous to the player, determination means that can determine whether to grant a privilege in the specific gaming state, and production execution means that can execute a specific production for a predetermined period in the specific gaming state. The production execution means is configured not to execute a granting production that is a production indicating the granting of the privilege when the determination result by the determination means indicates the granting of the privilege during the execution of the specific production.
Brief Description of the Drawings
[0006] [Figure 1] It is a schematic front view showing the appearance of a medal-less gaming machine. [Figure 2] It is a schematic perspective view showing the internal configuration of a medal-less gaming machine. [Figure 3]This is a block diagram showing the control configuration for a coinless gaming machine. [Figure 4] This is a guide on how to play a coinless gaming machine. [Figure 5] This chart shows the internal lottery table (while bonuses are being carried over). [Figure 6] This is a state transition diagram showing the transitions (transition patterns) in the game state. [Figure 7] Figure 6 shows the transition patterns and triggers for the game state. [Figure 8] This is a state transition diagram showing the transitions between each AT state. [Figure 9] Figure 8 shows the transition patterns and triggers for the transition. [Figure 10] This flowchart shows the procedure for non-favorable control processing. [Figure 11] This is a diagram showing the ATLV lottery table. [Figure 12] This is a chart showing the CZLV lottery table. [Figure 13] This is a chart showing the AT lottery table, indicating an unfavorable outcome. [Figure 14] This is a flowchart showing the procedure for normal transition control processing. [Figure 15] This is a diagram showing the PT mode lottery table. [Figure 16] (a) is a diagram showing the prescribed PT lottery table 1, and (b) is a diagram showing the prescribed PT lottery table 2. [Figure 17] This is a flowchart showing the procedure for normal control processing. [Figure 18] This is a diagram showing the subtraction PT lottery table for each game. [Figure 19] This is a chart showing the winning combinations in the subtraction PT lottery table. [Figure 20] This flowchart shows the procedure for the preliminary lottery process. [Figure 21] This is a chart showing the prize distribution lottery table. [Figure 22] This is a chart showing the prize draw table for each type of reward. [Figure 23]It is a flowchart showing the procedure of PT specialization control processing. [Figure 24] It is a chart showing the PT subtraction lottery table_PT specialization. [Figure 25] It is a flowchart showing the procedure of PT notification control processing. [Figure 26] It is a flowchart showing the procedure of the normal stage of PT notification control processing. [Figure 27] It is a screen transition diagram of the production screen in the normal stage and the precursor stage. (a) is the notification screen in the normal stage, (b)-(f) are the respective notification screens of the precursor stage (fake) consisting of 5 games, (g) is the notification screen of the normal stage (precursor production) consisting of 3 games, and (h) is the PT addition notification screen at the end of 1 game. [Figure 28] It is a flowchart showing the procedure of the PT specialization stage of PT notification control processing. [Figure 29] (a) is a chart showing the notification mode lottery table_9 or less_unreached specified PT, and (b) is a chart showing the notification mode lottery table_9 or less_reached specified PT. [Figure 30] (a) is a chart showing the notification mode lottery table_10 or more_unreached specified PT, and (b) is a chart showing the notification mode lottery table_10 or more_reached specified PT. [Figure 31] It is an explanatory diagram of the PT addition notification screen. [Figure 32] It is a transition diagram of the PT addition notification screen in 1 game. [Figure 33] It is a flowchart showing the procedure of CZ preparation control processing. [Figure 34] (a) is a chart showing the AT lottery table_CZ weak preparation, and (b) is a chart showing the AT lottery table_CZ strong preparation. [Figure 35] It is a flowchart showing the procedure of CZ control processing. [Figure 36] (a) is a chart showing the AT lottery table_CZ weak, and (b) is a chart showing the AT lottery table_CZ strong. [Figure 37]This is a flowchart showing the procedure for the preparation AT control process. [Figure 38] This is a diagram showing the lighting pattern lottery table. [Figure 39] (a) is an example of a screen showing that a lighting lottery has been performed, and (b) is an example of a screen showing that lighting mode 12 has been selected in the lighting lottery and the display is controlled to a state of red, green, and blue lighting. [Figure 40] This flowchart shows the procedure for normal AT control processing. [Figure 41] This chart shows the details of the lottery for each winning combination that triggers the lighting up of the lights. [Figure 42] This is a diagram showing the confirmed AT transition lottery table and the lights that appear. [Figure 43] This diagram shows the screen transitions when you win a combined role 2 (combined bell 3) while the red, green, and blue lights are illuminated. [Figure 44] (a) is a chart showing the winning combinations (first half) in the guaranteed AT transition lottery table, and (b) is a chart showing the winning combinations (second half) in the guaranteed AT transition lottery table. [Figure 45] (a) is an example of a screen showing that the confirmed AT transition lottery_winning role has been executed based on winning the combined role 2, and (b) is an example of a screen showing that the confirmed AT transition lottery_winning role has been won (AT continuation is confirmed). [Figure 46] This flowchart shows the procedure for the breakthrough value lottery process. [Figure 47] This is a diagram showing the initial breakthrough value lottery table. [Figure 48] (a) is an example of a screen showing that an initial breakthrough value of 30 was obtained as a result of the initial breakthrough value lottery, (b) is an example of a screen showing that an added breakthrough value of 10 was obtained as a result of the breakthrough value addition lottery_green, (c) is an example of a screen showing that an added breakthrough value of 10 was obtained as a result of the breakthrough value addition lottery_blue being performed after the breakthrough value addition lottery_green, and (d) is an example of a screen showing that an added breakthrough value of 30 was obtained as a result of the breakthrough value addition lottery_guaranteed AT strong. [Figure 49](a) is a diagram showing the Breakthrough Value Addition Lottery Table_Green lit, (b) is a diagram showing the Breakthrough Value Addition Lottery Table_Yellow lit, and (c) is a diagram showing the Breakthrough Value Addition Lottery Table_Blue lit. [Figure 50] (a) is a chart showing the Breakthrough Value Addition Lottery Table - Guaranteed AT Weak, and (b) is a chart showing the Breakthrough Value Addition Lottery Table - Guaranteed AT Strong. [Figure 51] This flowchart shows the procedure for processing when AT (Automatic Transmission) ends. [Figure 52] This is a chart showing the lottery table for continuing the advantageous period. [Figure 53] This is a diagram showing the CZ (Chance Zone) preparation lottery table. [Figure 54] (a) is an example of a screen showing that "Continue" was won in the advantageous section continuation lottery, (b) is an example of a screen showing that the CZ type lottery was executed based on the winning of "Continue" in the advantageous section continuation lottery, and (c) is an example of a screen including the CZ weak preparation stage image. [Figure 55] This is a flowchart showing the procedure for the confirmed AT control process. [Figure 56] (a) is a chart showing the Breakthrough Value Addition Lottery Table_Red lit, (b) is a chart showing the Breakthrough Value Addition Lottery Table_Green lit, (c) is a chart showing the Breakthrough Value Addition Lottery Table_Yellow lit, and (d) is a chart showing the Breakthrough Value Addition Lottery Table_Blue lit. [Figure 57] (a) is an example of a screen showing that an additional breakthrough value of 10 was obtained as a result of the Breakthrough Value Addition Lottery_Red, (b) is an example of a screen showing that an additional breakthrough value of 10 was obtained by the Breakthrough Value Addition Lottery_Green which was executed after the Breakthrough Value Addition Lottery_Red, (c) is an example of a screen showing that an additional breakthrough value of 10 was obtained by the Breakthrough Value Addition Lottery_Yellow which was executed after the Breakthrough Value Addition Lottery_Green, and (d) is an example of a screen showing that an additional breakthrough value of 30 was obtained by the Breakthrough Value Addition Lottery_Confirmed AT Strong which was executed after the Breakthrough Value Addition Lottery_Yellow. [Figure 58] (a) is a chart showing the Breakthrough Value Addition Lottery Table - Guaranteed AT Weak, and (b) is a chart showing the Breakthrough Value Addition Lottery Table - Guaranteed AT Strong. [Figure 59] This is an explanatory diagram regarding mode selection. (a) is a diagram showing the initial notification mode, (b) is a diagram showing the state where lever notification mode is selected as the notification mode, and (c) is an explanatory diagram of the notification process when lever notification mode is set (selected). [Figure 60] This flowchart shows the procedure for controlling the notification mode. [Figure 61] This is a diagram showing the lottery table for whether or not a notification sound is played. [Figure 62] This is a flowchart showing the procedure for the lighting control process. [Figure 63] (a) is a diagram showing the non-lighting lottery table, and (b) is a diagram showing the lighting lottery table. [Figure 64] This is a flowchart showing the procedure for the AT (Automatic Transmission) control process. [Figure 65] (a) is an example of a screen showing that the breakthrough value obtained by performing a breakthrough value conversion process in the first game of the breakthrough AT was converted from "55" to "60" by rounding, (b) is an example of a screen showing that a breakthrough lottery was performed in the first game of the breakthrough AT, (c) is an example of a screen showing that the player failed (did not win) the said breakthrough lottery, and (d) is an example of a screen showing that the player won the breakthrough rewrite lottery. [Figure 66] This is a diagram showing the draw table for achieving a breakthrough. [Figure 67] This is a diagram showing the breakthrough rewrite lottery table. [Figure 68] This is a chart showing the lottery table for upgrading to the bonus-focused AT (Attack Time) mode. [Figure 69] This is a flowchart showing the procedure for the AT control process specializing in additional bonuses. [Figure 70] This is a flowchart showing the procedure for controlling weak-specialized and medium-specialized AT (Automatic Transmission). [Figure 71] (a) is a chart showing the difference-addition lottery table_weak specialization AT, (b) is a chart showing the difference-addition lottery table_medium specialization AT, and (c) is a chart showing the difference-addition lottery table_strong specialization AT. [Figure 72](a) is the notification screen when there are 3 games remaining during a weak special AT, (b) is the notification screen when there are 3 games remaining during a medium special AT, and (c) is the notification screen when there are 3 games remaining during a strong special AT. [Figure 73] This is a flowchart showing the procedure for the highly specialized AT control process. [Figure 74] This is a flowchart showing the procedure for controlling the AT bonus. [Figure 75] This is a diagram showing the lottery table for adding to the recovery LV counter. [Figure 76] This is a diagram showing the AT stock lottery table. [Figure 77] This is an explanatory diagram of the EP (Episode Presentation) screen. [Figure 78] This is a diagram showing the EP (Episode Prediction) production patterns. [Figure 79] This is a screen transition diagram for the EP (Episode Phase) presentation screen. [Figure 80] This diagram shows the flow of the EP (Episode) production. [Figure 81] This is an explanatory diagram of the AM (Action Time) in-game display screen. [Figure 82] This is a diagram illustrating the procedure for the specialized recovery CZ control process. [Figure 83] (a) is a chart showing the AT stock addition lottery table_Special Return CZ_Replay, (b) is a chart showing the AT stock addition lottery table_Special Return CZ_Rare Role, (c) is a chart showing the AT stock addition lottery table_Special Return CZ_Combined Role 1, and (d) is a chart showing the AT stock addition lottery table_Special Return CZ_Combined Role 2. [Figure 84] (a) is a diagram showing the recovery lottery table_recovery LV counter 19 or less, and (b) is a diagram showing the recovery lottery table_recovery LV counter 20. [Figure 85] This is a diagram showing a modified version of the AT stock addition lottery table. [Figure 86] This is a diagram showing the transitions in the Specialized Recovery CZ screen. [Figure 87] This flowchart shows the procedure for SPAT control processing. [Figure 88]This is a chart showing the next draw multiplier table. [Figure 89] This is a diagram showing the table for determining the succession of allied consecutive attacks. [Figure 90] This is a diagram showing the damage calculation table for consecutive attacks by allies. [Figure 91] This is a diagram showing the damage calculation table for allied attacks. [Figure 92] This is an explanatory diagram for the first half of the battle game in SPAT. [Figure 93] This is an explanatory diagram for the second half of the battle game in SPAT. [Figure 94] This diagram shows an example of some stage productions and their flow. [Figure 95] This figure shows the game state and its flow corresponding to the performance stages shown in Figure 94. [Modes for carrying out the invention]
[0007] Preferred embodiments of the gaming machine according to the present invention will be described with reference to the drawings. The gaming machine of this embodiment does not use physical tokens (game tokens), but manages tokens as data (so-called credit tokens), and dispenses tokens using electronic information, so that players can play without touching the game tokens. Thus, the gaming machine is a coinless gaming machine (hereinafter also simply referred to as "gaming machine") that uses a pseudo-gaming medium of the said data format for gameplay. Such gaming machines are also called Smart Pachislo (registered trademark), Smaslo (registered trademark), etc. The following explanation describes an example of applying this to a 6th generation slot machine with an AT (ART: Assist Replay Time) state, but it is not limited to this; for example, it can also be applied to a normal type (so-called A-type) slot machine that allows for real bonus gameplay. Furthermore, this can be applied not only to coinless gaming machines, but also to gaming machines that use physical gaming media (such as tokens) (slot machines). Furthermore, tokens used as data in tokenless gaming machines are referred to as "game tokens," while tokens that have been acquired in past games and deposited with the gaming parlor (management device, dedicated unit) as data are referred to as "held tokens."
[0008] First, let me explain the overall configuration of Gaming Machine 1. A display window 6 is formed in the center of the front door 1a, allowing the rear to be seen, and the symbols displayed on the reel 41 can be seen through this display window 6. The symbols include cherries, watermelons, bells, replays, BARs, and 7s. Below the display window 6, a step is formed that protrudes forward. Around this step, operating means such as the bet button 2a, MAX bet button 2b, performance button 2g, counting button 2c, payout button 2d, start lever 3, and stop button 5, as well as notification means such as the game token count display device 7, counting button lamp 2e, bet count lamp 2f, mode lamp 17, and a touch sensor 18 are provided. The game token count display device 7 may also be provided on the upper or front side of the step. The touch sensor 18 is located adjacent to the mode lamp 17 and functions as a sensor that detects when a finger is touched or brought close to it. Above the display window 6 is a navigation lamp 12 that guides the player through the sequence of operations for the stop button 5. The upper part of the front door 1a is equipped with a display unit 8 (first notification means) that operates as a display means and notification means. The display unit 8 may be, for example, a single-screen liquid crystal display, but is not limited to this, and may also be configured with multiple screens (for example, a main screen and a sub-screen). Alternatively, a liquid crystal display may be provided on the lower part (lower panel) of the front door 1a instead of or in addition to the display unit 8, and it is not necessary to provide the display unit 8.
[0009] On the side of the display unit 8 are a speaker 9 (second notification means) that operates as a notification means, providing sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning each role or the effects displayed on the display unit 8.
[0010] The enclosure 1b contains a main control unit 10 which has a CPU that comprehensively controls the game, and a sub-control unit 20 which has a CPU that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 comprises three reels 41a to 41c arranged horizontally, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). Multiple symbols (identification information) are displayed on the outer surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) for each reel 41a to 41c can be seen through the display window 6. Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).
[0011] As shown in Figure 3, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply device 15. Note that the dashed line in Figure 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, and also detects and controls the operation of each of the above parts, transitions the game state, and outputs (transmits) predetermined commands (control information) and information to the sub-control unit 20 at predetermined timings. For example, it outputs a winning target command that indicates the lottery result of the internal lottery process, a winning judgment command that indicates the result of the winning judgment, and information from various counters. The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the performance button 2g, the display unit 8, the speaker 9, the lamp 11, the mode lamp 17, and the touch sensor 18. The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10. Specifically, the sub-control unit 20 functions as a performance stage control means that controls each of the above-mentioned parts in order to control the performance stage according to the game state. The performance stages managed by the sub-control unit 20 include, for example, a premonition stage, a PT-focused stage, a pseudo-bonus stage, a preparation AT stage, a normal AT stage, and a confirmed AT stage, each of which constitutes a performance stage corresponding to the game state managed by the main control unit 10. The "○○" stage and the game state basically coincide. For example, the "Preparation AT" stage corresponds to Preparation AT, and while the main control unit 10 is controlling it to Preparation AT, the sub-control unit 20 is controlled to the Preparation AT stage. Furthermore, the sub-control unit 20 can recognize, for example, the winning combination, information related to the stop operation by the stop button 5, and the stop symbols on the reels 41, based on the information transmitted from the main control unit 10.
[0012] I will now explain the operation of the main components. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means. Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If, for example, the total number of game tokens exceeds this upper limit due to payouts from winning, the game will be disabled by executing a "game disabled" control. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.
[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.
[0014] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means (stopping operation means) that can be operated to stop multiple symbols (identification information) that are displayed variably according to the progress of the game, and comprises multiple stop operation units (5a to 5c). Specifically, in response to the stop operation of the left stop button 5a, the symbols displayed on the left reel 41a are stopped and displayed; in response to the stop operation of the middle stop button 5b, the symbols displayed on the middle reel 41b are stopped and displayed; and in response to the stop operation of the right stop button 5c, the symbols displayed on the right reel 41c are stopped and displayed. The effect button 2g is an operating means that can be used by the player to change the effects displayed on the display unit 8. The effect button 2g includes up / down buttons and a select button.
[0015] The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7. For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" tokens will be counted. In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control unit 10 outputs counting data that can identify the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on continuous long-pressing may be done by outputting a batch of counting data that can identify the total counted amount when the long-pressing ends, or by outputting individual counting data that can identify the counted amount (maximum 50) each time a long-press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a button that stops counting at 500 coins even with a long press.
[0016] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the machine becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.
[0017] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.
[0018] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the bet (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7 (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by seeing that the bet lamp 2f is lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned.
[0019] Furthermore, other operating methods such as the bet button 2a and the counting button 2c can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above). Furthermore, when the counting button 2c is operated, the operation of the settlement button 2d (the return operation described above) can be performed before the counting operation. This allows the player to simply perform the counting operation and have the bet amount of tokens returned to the number of tokens being played before outputting (counting) the number of tokens to the dedicated unit 19.
[0020] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off. Furthermore, when the sub-control unit 20 detects that game tokens corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted.
[0021] The probability setting device 16 can be configured with multiple settings (for example, 1 to 6), and changes the degree of advantage for the player (the probability for controlling the game to a favorable state) according to the setting value. For example, the main control unit 10 stores one of the setting values in a storage means based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls the winning probabilities of multiple CZLV, ATLV, etc., based on the stored setting value (see Figures 11, 12, etc.).
[0022] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is installed externally to the gaming machine 1 and is connected to the gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the game machine 1. In the gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.
[0023] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held. The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card in the card unit (not shown). The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.
[0024] The dedicated unit 19 can be connected to a computer, such as a hall computer or management device, via a relay device or directly, and can output game information such as "out" and "safe" and sales information to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.
[0025] Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player when calling an attendant (store clerk) and a call lamp that notifies the attendant when an attendant has been called. The unit 19 can output game information such as game execution information and AT status information received from the gaming machine 1 to the calling device.
[0026] The gameplay (also known as medal-less gameplay) on gaming machine 1 will be explained with reference to the flowchart in Figure 4. The game start process is executed (S1). In the game start process, first, the gaming machine 1 receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation in the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the gaming machine 1 inputs this dispensing data. When the gaming machine 1 receives lending data, the main control unit 10 identifies the number of lendings based on the lending data and stores and displays the number of gaming tokens corresponding to the number of lendings on the gaming token display device 7. If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed on the game token count display device 7 is set to "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective. The gaming machine 1 of this embodiment is designed for gameplay with 3 bets.
[0027] Perform the lottery process (S2). When the game is in a ready state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for this game from among several winning combinations, such as the cherry combination and the watermelon combination, which will be described later. In other words, the gaming machine 1 is equipped with a game result determination means (internal lottery by the main control unit 10) that can determine one of several game results (winning roles), including specific game results (cherry role) and special game results (watermelon role). In other words, the gaming machine 1 is equipped with an operating means (start lever 3) that can be operated by the player, and the game result determination means (internal lottery) can determine the game result (winning combination) when the operating means (start lever 3) is operated while the number of game values to be used for the game is set (when medals are inserted). The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.
[0028] The reel rotation process is executed (S3). Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.
[0029] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process. Specifically, if a press operation is performed before the symbol corresponding to the winning combination reaches the winning line, a so-called "pull-in stop control" is performed, which delays the timing of stopping reels 41a to 41c to stop the symbol on the winning line. More specifically, the system determines whether there is a symbol corresponding to the winning combination within the maximum number of sliding frames (for example, 0 to 4 symbols) that can be used to further advance the rotation of reel 41 from the moment of the operation. If there is a symbol corresponding to the winning combination within the maximum number of sliding frames, the system controls the reel to pull that symbol onto the winning line. For example, if the symbol corresponding to the winning target (let's call it Symbol A) is placed within five consecutive frames, the four-frame reel stop control ensures that Symbol A always stops on the winning line. On the other hand, if the symbol corresponding to the winning target (referred to as symbol B) is not placed within 5 consecutive frames, even if the 4-frame reel stop control is performed, symbol B may not be able to stop on the winning line, resulting in missing the winning combination. In other words, in order to stop symbol B on the winning line, it is necessary to aim for symbol B and press the stop buttons 5a to 5c (eye-controlled stop). In other words, in this case, symbol A can be stopped on the winning line without precise timing (no precise timing required), but symbol B cannot be stopped on the winning line unless precise timing is achieved (precise timing required).
[0030] Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of operation of the stop button 5. When the combination of symbols that has stopped on the active line (winning line) is determined to be a predetermined combination, it is determined to be a win. Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations. Furthermore, in this embodiment, the determination of a winning combination is based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations.
[0031] Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of dispensing the corresponding number of game tokens (hereinafter also referred to simply as dispensing tokens) is executed. For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount "10" to the number of game tokens stored and displayed on the game token count display device 7.
[0032] The game termination process is executed (S7). The game end process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7. More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 to execute the counting process until the number of game tokens displayed becomes "0". Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, followed by the lottery process (S2) to the payout process (S6).
[0033] In addition to the above-described configuration, the gaming machine 1 according to the present invention has the following characteristic configurations. Each of these configurations may be installed individually or in combination.
[0034] (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbol combinations (the outcomes) for each winning combination. Please note that the outcomes shown below are merely examples, and other outcomes are also acceptable. Figure 5 is a diagram showing the internal lottery table. This internal lottery table is referenced while a bonus is being carried over. As shown in Figure 5, winning combinations include minor roles, replay roles, and bonus roles. Minor roles include bell roles, watermelon roles, cherry roles, common roles, combined roles, and winning combinations. Note that the "role" part of the role title may be omitted.
[0035] The replay symbol is a symbol in which a predetermined combination of symbols ("Replay-Replay-Replay" (replay combination)) stops and displays on a predetermined line, and there are three types: replay, compound replay, and winning replay. The replay bonus is a reward for winning, allowing the player to continue playing the next game without inserting any more tokens. There are two types of replays: Replay 1 and Replay 2. In Replay 1, if you win, you can perform the Right 1ST operation and, if you succeed in the timing operation, stop a "7" on the middle line (7 alignment). "Right 1ST operation" refers to the stopping operation performed with the right stop button 5c at the beginning. Specifically, when you win a replay 1, you first successfully stop the right reel 41c with the right stop button 5c to display a "7" in the middle position. After that, regardless of the order in which you press the buttons, you can stop the left reel 41a and the middle reel 41b with the left stop button 5a and the middle stop button 5b respectively to display a "7" in the middle position. In other words, when you win a replay 1, if you successfully perform the timing operation with the right 1ST operation, you can stop and display a row of 7s in the middle (a row of 7s in the middle). When you win a Replay 2, you can first stop the "7" in the middle of the right reel 41c by successfully using the right stop button 5c, and then stop the "7" in the middle of the middle reel 41b by successfully using the middle stop button 5b. However, even if you use the left stop button 5a, the "7" will not stop in the middle of the left reel 41a. In other words, when you win a replay 2, even if you perform a timing operation with the right 1ST, the "7" will line up in the middle of the middle reel 41b and the right reel 41c, resulting in a "Middle 7 Lineup Miss" display.
[0036] A compound replay is a replay symbol that can be made to appear as if a win has occurred through a combination of a replay symbol and another symbol. There are compound replays 1, compound replay 2, and compound replay 3. Compound Replay 1 occurs regardless of the order in which stop buttons 5a to 5c are pressed. The combination of "Bar-Cherry-Bar" symbols aligns on the middle line, a bell aligns on the upper line, and a replay aligns on the lower line. In other words, when Compound Replay 1 is won, it appears as if a replay and a bell (Replay Bell) have been won simultaneously, while a specific combination of symbols is displayed as the winning line. Note that the "specific symbol combination" corresponding to Compound Replay 1 is any outcome other than a replay, but it is not limited to this. The same applies to other winning combinations. For example, the "specific symbol combination" corresponding to Compound Replay 2, which will be described later, is a replay. Compound Replay 2 occurs when the combination of "Replay-Replay-Replay" symbols aligns on the middle line regardless of the order in which the stop buttons 5a to 5c are pressed, and a cherry symbol stops on the lower position of the left reel 41a. In other words, when Compound Replay 2 is won, it appears as if the replay and cherry symbols (Replay Cherry) have been won simultaneously, while a specific combination of symbols stops and is displayed on the winning line.
[0037] Compound Replay 3 is a replay symbol that can function as a winning combination (winning combination 1) that suggests a bonus will be awarded. Depending on the order in which the symbols are stopped, the combination will result in either a replay or something else (winning combination 1). Compound Replay 3 is achieved by first stopping the left stop button 5a, and then stopping the middle stop button 5b and the right stop button 5c regardless of the order in which the buttons are pressed. This causes a cherry (winning combination 1) to stop in the middle of the left reel 41a, with a replay symbol aligning on the upper line and a watermelon symbol aligning on the lower line. However, if the buttons are pressed in a different order, the replay symbols will align on the lines that are diagonally upward or downward. In other words, when Compound Replay 3 is won, depending on the order in which the buttons are pressed, it is possible to make it appear as if a watermelon-cherry replay (watermelon, cherry, and replay symbols) has been won simultaneously, leading to winning combination 1.
[0038] The "Reach Eye Replay" is a replay symbol that can function as a winning combination (Reach Eye 2) that suggests a bonus will be awarded. Depending on the order in which the symbols are stopped, the combination will result in either a replay or something else (Reach Eye 2). To trigger a winning combination replay, first stop the left stop button 5a, and then, regardless of the order in which you press the middle stop button 5b and the right stop button 5c. This will cause a watermelon miss (winning combination 2) consisting of "watermelon, watermelon, non-watermelon" to stop and be displayed on a downward or upward line, and a specific symbol combination will also stop and be displayed on the winning line. However, if you stop the buttons in a different order than the one specified, a replay will line up on the middle line. In other words, when you win a winning combination replay, depending on the order in which you press the buttons, you can derive winning combination 2, which consists of a watermelon miss.
[0039] The bell symbol is a combination of symbols that results in "bell-bell-bell" (all bells), and there are three types: sequential bell, common bell, and compound bell. In the push-order bell feature, if the stop buttons 5a to 5c are operated in the correct order when a win is achieved, the corresponding combination of symbols (bells) will stop and be displayed on a designated line. The "designated line" can be the middle line (winning line) or any other line. The correct button sequence for button press order 1 is "5a→5b→5c" (left→middle→right), the correct button sequence for button press order 2 is "5a→5c→5b" (left→right→middle), the correct button sequence for button press order 3 is "5b→5a→5c" (middle→left→right), the correct button sequence for button press order 4 is "5b→5c→5a" (middle→right→left), the correct button sequence for button press order 5 is "5c→5a→5b" (right→left→middle), and the correct button sequence for button press order 6 is "5c→5b→5a" (right→middle→left). For the button sequence bell 7, the correct button sequence is "5b→5a→5c" (middle→left→right), for the button sequence bell 8, the correct button sequence is "5b→5c→5a" (middle→right→left), for the button sequence bell 9, the correct button sequence is "5c→5a→5b" (right→left→middle), and for the button sequence bell bell 10, the correct button sequence is "5c→5b→5a" (right→middle→left).
[0040] For the button-press sequence bells 1-6, if the stop buttons 5a-5c are operated according to the correct button-press sequence, the combination of "bell-bell-bell" symbols will stop and be displayed on the designated line. For the push-order bells 7-10, if the stop buttons 5a-5c are operated according to the correct push order, the combination of "bell-bell-bell" symbols will stop and be displayed on the designated line, and a cherry will stop and be displayed on the upper part of the left reel 41a, resulting in a bell-cherry combination. However, if, when a button-press sequence bell is won, the stop button 5 is operated in a sequence other than the correct sequence (an incorrect sequence), the corresponding combination of symbols will not be displayed. Depending on the incorrect button press order, the combinations of symbols that stop and are displayed include single-coin wins and missed symbols. If stop buttons 5a to 5c are pressed in a specific sequence among the incorrect button presses, a combination of symbols corresponding to a single-coin win (symbols other than the bell combination (single-coin win symbols)) will be displayed as the stop. However, if stop buttons 5a to 5c are pressed in an order other than the specific sequence, a missed symbol (a losing symbol other than the bell combination or single-coin win symbols) will be displayed as the stop.
[0041] The gaming machine 1 according to this embodiment is capable of generating an AT (Assist Time) as a game state related to the push-order bell combination. In AT mode, when a player wins a button-press sequence bell combination through an internal lottery process, the sub-control unit 20 controls the display unit 8, etc., to notify the player of the correct button-press sequence for stop buttons 5a to 5c, as well as symbols that serve as a guide for timing button presses. In other words, the main control unit 10 and the sub-control unit 20 perform control to notify information regarding stop operations for deriving the combination of symbols in a game where the result of the internal lottery process is a push-order bell combination.
[0042] The button press order is notified when the correct button press order is left, middle, and right, by displaying the button press order consisting of the characters "1", "2", and "3" on the display unit 8 from left to right, outputting the voices "left", "middle", and "right" from the speaker 9, or by lighting the navigation lamps 12 in the order of 12a (left), 12b (middle), and 12c (right) to notify the button press order of the stop button 5. Furthermore, the process of navigating the button-pressing sequence using output and notification means such as the display unit 8, lamp 11, navigation lamp 12, and speaker 9 is also referred to as "button-pressing sequence navigation." In non-AT (Automatic Trigger) mode, even if the internal lottery results in a sequence of button presses for a bell symbol, the correct sequence of button presses for stop button 5 is not announced. Therefore, unless the sequence of button presses for stop button 5 that the player operates happens to match the sequence of button presses for the sequence of button presses that was won, the player is basically unable to stop and display the combination of symbols that corresponds to the winning sequence of button presses for a bell symbol. Therefore, during AT (Automatic Trigger) mode, players can more easily acquire medals compared to when they are not playing AT mode.
[0043] The common bell symbol combination "bell-bell-bell" will stop and be displayed on a predetermined line, regardless of the order in which the stop buttons 5a to 5c are pressed.
[0044] A combined bell is a bell symbol that can appear as if it has been won by combining with another symbol, and there are three types of combined bells: 1 to 3. Compound Bell 1 and 2 are combinations that can be made to appear as if a bell and one other combination have been won, while Compound Bell 3 is a combination that can be made to appear as if a bell and two other combinations have been won. When you hit the combined bell 1, regardless of the order in which you press the stop buttons 5a to 5c, a cherry will stop and be displayed on the upper part of the left reel 41a, and bells will line up on the diagonal line to the right. In other words, when you hit the combined bell 1, it appears as if you have won both the bell and cherry (bell-cherry) combinations at the same time. When you hit the combined bell 2, regardless of the order in which you press the stop buttons 5a to 5c, the combination of "bell, bell, bell" symbols stops and is displayed on the middle line, and watermelons line up on the top line. In other words, when you hit the combined bell 2, it appears as if you have won both the bell and watermelon (bell-watermelon) combinations at the same time. When you hit the combined bell 3, regardless of the order in which you press the stop buttons 5a to 5c, the combination of "watermelon, watermelon, watermelon" symbols stops and is displayed on the middle line, a cherry stops and is displayed on the lower part of the left reel 41a, and watermelons line up on the upper line. In other words, when you hit the combined bell 3, it appears as if you have won the bell, watermelon, and cherry (bell-watermelon-cherry) combination at the same time.
[0045] The watermelon symbol is a combination of the corresponding symbols that results in "watermelon, watermelon, watermelon" (all watermelons). The order in which you press stop button 5 is irrelevant to the watermelon symbol, but by successfully timing your button presses, you can stop and display the corresponding combination of symbols on a designated line. When the watermelon symbol is won, if the player successfully performs the timing operation, the corresponding combination of symbols can be stopped and displayed on a designated line. On the other hand, if you win the watermelon combination but fail to time your button press correctly, the corresponding combination of symbols will not be displayed on the designated line, and a missed combination (a losing symbol other than a matching watermelon) will be displayed instead. The Cherry role is a role where the combination of corresponding symbols is "Cherry, Any, Any". The order in which you press stop button 5 is irrelevant to the cherry symbol, but by successfully timing your button presses, you can stop and display the corresponding combination of symbols on a designated line. When you win the cherry symbol, for example, if you successfully time your stop with the left stop button 5a, a cherry will stop and be displayed on the upper part of the left reel 41a. However, if you fail to time your stop, the cherry will not stop and be displayed on the upper part of the left reel 41a, and a miss symbol (a non-cherry symbol) will be displayed.
[0046] There are two types of common winning combinations: the common 3-card combination and the common 1-card combination. There are two types of common three-card combinations: common three-card 1 and common three-card 2. With the common 3-coin 1, if you win, you can perform the right 1ST operation and, if you succeed in the timing operation, stop and display a "7" on the designated line (7 alignment). Specifically, when you win the common 3-coin 1 combination, successfully stopping the reels with the right stop button 5c first will stop a "7" on the upper position of the right reel 41c. After that, regardless of the order in which you press the buttons, successfully stopping the reels with the left stop button 41a and the middle stop button 41b will stop a "7" on the lower position of the left reel 41a and the middle position of the middle reel 41b. In other words, when you win the common 3-coin 1 combination, successfully stopping the reels with the right 1ST operation will stop a line of sevens (a diagonal seven alignment to the upper right) on the upward-sloping line. When you win the common 3-coin combination 2, you can first successfully stop the reels with the right stop button 5c to display a "7" in the upper position of the right reel 41c, and then successfully stop the reels with the middle stop button 5b to display a "7" in the middle position of the middle reel 41b. However, even if you try to stop the reels with the left stop button 5a, you cannot display a "7" in the lower position of the left reel 41a. In other words, when you win the common 3-coin combination 2, even if you try to stop the reels with the right 1ST operation, the "7" will line up diagonally upwards to the right, resulting in a "diagonal 7 line-up miss" which is a miss.
[0047] There are two types of common single-card combinations: common single-card 1 and common single-card 2. With the common 1-coin 1, if you win, you can perform the right 1ST operation and, if you succeed in the timing operation, you can stop and display "BAR" on the designated line (BAR alignment). Specifically, when you win the common 1-coin 1, successfully stopping the reels with the right stop button 5c first will stop the "BAR" on the lower position of the right reel 41c. After that, regardless of the order in which you press the buttons, successfully stopping the reels with the left stop button 5a and the middle stop button 5b will stop the "BAR" on the upper position of the left reel 41a and the middle position of the middle reel 41b. In other words, when you win the common 1-coin 1, successfully stopping the reels with the right 1ST operation will stop the reels to display a BAR alignment (a diagonal BAR alignment to the lower right) on a downward-sloping line. When you win the common 1-coin 2, you can first stop the right reel 41c in the lower position by successfully using the right stop button 5c, and then stop the middle reel 41b in the middle position by successfully using the middle stop button 5b. However, even if you use the left stop button 5a, you cannot stop the left reel 41a in the upper position. In other words, when you win a common 1-coin 2, even if you perform a timing operation with the right 1ST, the "BAR" will line up diagonally downwards to the right, resulting in a "down-right diagonal BAR line-up miss" being displayed as the stop.
[0048] A bonus role is a combination of symbols such as "7-7-7" or "BAR-BAR-BAR" (hereinafter also referred to as a bonus symbol), and when this combination is achieved, the game state transitions to a bonus state. When a bonus is won, the right to win can be carried over to the game in which it was won and to subsequent games, as long as the corresponding combination of symbols does not stop (a bonus is awarded). Therefore, the state in which a bonus is won is maintained until the corresponding combination of symbols stops and a bonus is awarded (hereinafter, this state will be referred to as "bonus carried over" or "internal"). In normal games, the game will be played for most of the time in the bonus carried over state. On the other hand, when a bonus role is won and the combination of symbols corresponding to the bonus role is displayed (a bonus role is won), the game transitions to a bonus state. After the end of that bonus state, the game enters a non-carryover state where the right to win a bonus role is not carried over (hereinafter, this state is referred to as "non-bonus carryover state" or "non-internal state"). Furthermore, during the bonus state, the draw for winning combinations is conducted in such a way that there is virtually no increase or decrease in the number of medals (a so-called "zero bonus").
[0049] The combinations numbered 1 through 6 (re-play combinations) shown in Figure 5 can be triggered in conjunction with a bonus. However, the bonus may be triggered in conjunction with combinations other than numbers 1 through 6, or it may be stipulated that it can be triggered independently. Furthermore, as shown in "Handling of Winning Combinations," etc., in the gaming machine 1 of this embodiment, the handling (processing method) of winning combinations may differ between non-AT (Automatic Trigger) and AT (Automatic Trigger) modes. Additionally, the roles 1, 2, and 23-26 (marked with * in Figure 5) are treated as 7s aligned, BARs aligned, fake 7s aligned, and fake BARs aligned during the special bonus AT described later, but during other ATs they are treated as simple replay roles or 1-coin and 3-coin roles. Additionally, combinations 13 through 16 are treated as combined combination 1 during AT (Attack Time), but are treated as simple single-coin combinations or misses (zero-coin combinations) outside of AT. The following provides a detailed explanation for each role.
[0050] Replay 1 (number 1) is a bonus combination, and the reward for winning is an extra spin. If a Replay 1 is won during a special bonus AT, information prompting the user to perform a right 1ST operation or time their button press will be displayed on display 8. If the user successfully performs the button press in the order indicated by the information, the middle row will stop and display a 7-aligned combination (right 1st 7-aligned replay combination). However, if Replay 1 is won during AT other than the special bonus AT, or during non-AT, no information prompting right 1ST operation or precise timing will be displayed, and it will be treated as a simple replay. In other words, in this case, although the outcome will change depending on the order of pressing and the timing of the stopping operation, a replay is granted as a reward for winning. Replay 2 (number 2) is a bonus combination, and the reward for winning is an extra spin. If Replay 2 is won during a special bonus AT, information prompting the player to perform a right 1ST operation or time their button press will be displayed on display 8. If the player successfully performs the button press in the order indicated by this information, a middle row 7-tenpai miss will be displayed, resulting in a 7-aligned fake role (right 1st 7-aligned fake replay role). If Replay 2 is won during an AT other than a special bonus AT or during a non-AT state, information prompting the player to perform a right 1ST operation or time their button press will not be displayed, and it will be treated as a regular replay role. In other words, in this case, although the outcome will change depending on the order of button presses and the timing of the stop operation, a replay is granted as a reward for winning.
[0051] Compound Replay 1 (number 3) is a bonus overlapping combination, and the reward for winning is a free spin. The combined replay 2 (number 4) is a bonus overlapping combination, and the reward for winning is an extra spin. The combined replay 3 (number 5) is a bonus overlapping combination, and the reward for winning is an extra spin. The winning combination replay (number 6) is a bonus-triggering combination, and the reward for winning it is an extra spin.
[0052] For push-order bells 1-6 (numbers 7-12), if stop buttons 5a-5c are operated in the correct order, the corresponding combination of symbols (bells) will be displayed, and 15 medals will be paid out as a bonus. If stop buttons 5a-5c are operated in a specific incorrect order, the combination of symbols corresponding to a 1-coin win will be displayed, and 1 medal will be paid out as a bonus. If stop buttons 5a-5c are operated in any order other than the specific order, a missed symbol will be displayed, and no medals will be paid out (bonus is "0"). For the button-press sequence bells 7-10 (numbers 13-16), if stop buttons 5a-5c are operated in the correct sequence, the corresponding symbol combination (bell-cherry) will be displayed, and 15 medals will be paid out as a bonus. If stop buttons 5a-5c are operated in a specific incorrect sequence, the symbol combination corresponding to a 1-coin payout will be displayed, and 1 medal will be paid out as a bonus. If stop buttons 5a-5c are operated in any order other than the specific sequence, a missed symbol will be displayed, and no medals will be paid out (bonus is "0").
[0053] The common bell (number 17) awards 15 medals as a prize. The combined bell 1 (number 18) awards 15 medals as a prize. The combined bell 2 (number 19) awards 15 medals as a prize. The combined bell 3 (number 20) awards 15 medals as a prize. In other words, the difference in the number of coins won when a bell-type win occurs, including the ordered bell, is 12 = 15 coins - 3 coins (3 bets).
[0054] When the watermelon symbol (number 21) stops, one medal is dispensed as a bonus depending on whether the watermelons line up. However, if a spilled symbol is displayed, no medal is dispensed (the bonus is "0"). When the Cherry symbol (number 22) stops, one medal is dispensed as a bonus, depending on the stopping display of the Cherry symbol (single Cherry). However, if a spilled symbol stops, no medal is dispensed (bonus is "0").
[0055] The common symbols (numbers 23-26) are symbols that trigger bonuses. Common 3-coin 1 (number 23) results in the payout of 3 medals as a prize. If you win the common 3-coin 1 (number 23) during the bonus AT, information prompting you to perform a right 1ST operation or time your button press will be displayed on display 8. If you successfully time your button press according to the information, the diagonal 7s in the upper right will stop and be displayed, resulting in a 7-matching payout (right 1st 7-matching 3-coin payout). However, if the common 3-coin combination is won during AT (Attack Time) other than the bonus-focused AT, or during non-AT time, no information prompting right 1ST operation or precise timing will be displayed, and it will simply be treated as a 3-coin combination. In other words, in this case, although the outcome will change depending on the order of pressing and the timing of the stopping operation, 3 medals will be awarded as a prize for winning. Common 3-coin 2 (number 24) results in the payout of 3 medals as a prize. In the case of the common 3-coin 2, if you win during the special bonus AT, information prompting you to perform a right 1ST operation or time your button press will be displayed on display 8, and if you successfully time your button press according to the information, a diagonal 7-tenpai miss will be displayed on the upper right, resulting in a 7-alignment fake role (right 1st 7-alignment fake 3-coin role). However, if the common 3-coin 2 is won during AT other than the special bonus AT, or during non-AT, no information prompting right 1ST operation or precise timing will be displayed, and it will simply be treated as a 3-coin win. In other words, in this case, although the outcome will change depending on the order of pressing and the timing of the stopping operation, 3 medals will be awarded as a prize for winning.
[0056] Common ticket number 1 (number 25) will award one medal as a prize. In the case of a common 1-coin win, if you win during the bonus-focused AT, information prompting you to perform a right 1ST operation or time your button press will be displayed on display 8. If you successfully time your button press according to the information, the diagonal BAR alignment in the lower right will be displayed, and you will win the BAR alignment prize (right 1st BAR alignment 1-coin prize). However, if the common 1-coin win occurs during AT (Attack Time) other than the bonus-focused AT, or during non-AT time, no information prompting right 1ST operation or precise timing will be displayed, and it will be treated as a simple 1-coin win. In other words, in this case, although the outcome will change depending on the order of pressing and stopping operations, one medal will be awarded as a prize for winning. Common ticket #2 (number 26) will award one medal as a prize. In the case of Common 1-2, if you win during the special bonus AT, information prompting you to perform a right 1ST operation or time your button press will be displayed on display 8, and if you successfully time your button press according to the information, a diagonal BAR alignment miss will be displayed on the lower right, resulting in a BAR alignment fake role (right 1st BAR alignment fake role). However, if the common 1-coin 2 is won during AT other than the special bonus AT, or during non-AT, no information prompting right 1ST operation or precise timing will be displayed, and it will be treated as a simple 1-coin win. In other words, in this case, although the outcome will change depending on the order of pressing and the timing of the stopping operation, one medal will be awarded as a prize for winning.
[0057] In this way, the presence or absence of small wins, replay wins, and bonus wins is determined, and if a win is determined, game value is awarded (medals are paid out). In other words, the main control unit 10 is equipped with a game value granting means that grants game value (medals) according to the stopping pattern of the symbols. Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be different from the numbers mentioned above. Furthermore, the combination of symbols corresponding to each winning combination may be other than those listed above. The combination may consist of symbols that require precise timing, or it may consist of symbols that do not require precise timing.
[0058] (Winning probability for each role) Refer to Figure 5 to explain the probability of winning each role. The internal lottery table shows the number of winning values (winning numbers) among the 65,536 random values obtained in the internal lottery process by the main control unit 10. As shown in Figure 5, for example, if the setting value in the probability setting device 16 is setting 1, then the probability of winning Replay 1 is 4337 / 65536, Compound Replay 1 is 196 / 65536, Push Order Bell 1 is 1800 / 65536, Push Order Bell 3 is 8200 / 65536, Common Bell is 300 / 65536, Compound Bells 1-3 are 100 / 65536, Watermelon is 650 / 65536, Cherry is 650 / 65536, Common 3-coin 1-2 are 3640 / 65536, and Common 1-coin 1-2 are 4887 / 65536. Detailed explanations of the winning probabilities for each role in settings 2-6, and the winning probabilities for each role when a bonus role has not been won (when the bonus is not being carried over), will be omitted.
[0059] The probability of winning each role (the number of winning values) may be different from those shown in Figure 5. Furthermore, while the probability of winning is set to vary depending on the setting value for certain winning combinations and not for others, it is not limited to this and could be set to be the same for all settings. Furthermore, while the probabilities of winning each hand are assumed for a 3-bet game, the probabilities of winning each hand in games other than 3-bet games can also be used. Also, while there are no losing roles among the winning roles, it is permissible to include losing roles.
[0060] Bonus symbols are awarded in addition to replay symbols at a predetermined rate. If a bonus symbol is won at the same time as a replay symbol, the main control unit 10 controls the reels with the lowest priority for the combination of symbols corresponding to the bonus symbol. Therefore, in games where bonus roles are won multiple times, the combination of symbols corresponding to the bonus role cannot be stopped, and the combination of symbols corresponding to the replay role will stop instead, resulting in the bonus carryover state continuing (being carried over) to subsequent games. Furthermore, bonus roles can be won independently, not just in this case.
[0061] In this embodiment, the common bell, watermelon, and cherry symbols are treated as rare symbols (Figure 5). Furthermore, it's not limited to these; any symbol other than the common bell, watermelon, and cherry can also be treated as a rare symbol.
[0062] (Non-advantageous period, advantageous period) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a non-advantageous section or an advantageous section. The non-advantageous period is a gameplay period in which no button-press navigation related to the button-press order bell symbol is executed. It begins when the next game starts after the advantageous period ends and ends when the conditions for transitioning to the advantageous period are met. Furthermore, the main control unit 10 is controlled to a non-advantageous period in its initial state (when reset).
[0063] In this embodiment, all roles function as advantageous zone transition roles (roles that, if won during a non-advantageous zone, transition to an advantageous zone after the winning game ends (after the third stop operation)). In other words, the condition for transitioning to the advantageous period in this embodiment is that an internal lottery process is executed during the non-advantageous period, and after the third stop operation of the game being played, the game transitions from the non-advantageous period to the advantageous period. Furthermore, the transition to the advantageous period may occur at the start of the game following the game in which the winning combination for transitioning to the advantageous period was achieved. Furthermore, instead of designating all winning combinations as opportunities to transition to the advantageous period, it is acceptable to designate only some of them as opportunities to transition to the advantageous period. A special feature lamp is provided that can indicate that the player is in a special feature period when it lights up, and the main control unit 10 controls the lighting of this lamp. Furthermore, if a favorable period lamp is provided, it may be configured to light up during the favorable period and while the game is in a state where the number of medals increases (for example, during AT mode).
[0064] The advantageous period is a gameplay period in which button-pressing navigation related to the button-pressing bell symbol can be executed, and because button-pressing navigation is executed, it is a gameplay period that is more advantageous for the player compared to the non-advantageous period. Furthermore, the advantageous period ends when the predetermined conditions for ending the advantageous period are met. The conditions for ending the advantageous period include, for example, the termination of EDAT (described later) or the reset of the gaming machine 1 (main control unit 10) (including when the settings are changed).
[0065] Gaming machine 1 is equipped with a limiter function (hereinafter also referred to as the advantageous period limiter) to limit the number of medals that a player can acquire, and the conditions for ending the advantageous period are met even when the advantageous period limiter is activated. For example, the advantageous period limiter functions when the condition is met that "the total number of coins acquired during one advantageous period (the difference in coins (number of coins inserted - number of coins paid out)) reaches the upper limit (for example, +2400 coins)." Therefore, the advantageous period limiter will activate when the difference in the number of tokens in a single advantageous period reaches the upper limit. Alternatively, the condition for the maximum number of coins may be defined as "the total number of coins acquired during a single advantageous period (net increase in coins (so-called MY)) reaching the maximum number of coins (for example, 2400 coins)."
[0066] Furthermore, the above-mentioned condition for ending the advantageous period may be set to be met when the number of games played in a single advantageous period (advantageous period games) reaches the upper limit (for example, 4000 games). In other words, the advantageous period limiter may be set to activate when the number of games played in a single advantageous period reaches the upper limit. The conditions for ending the advantageous period are not limited to those mentioned above; they may also include, for example, "at least one notification of a sequenced bell has been given" or "a combination of symbols corresponding to a bonus role has been displayed as a stop." Alternatively, the system may be configured so that the advantageous period ends and the player transitions to the non-advantageous period when a predetermined winning combination (a combination that triggers the transition to the non-advantageous period) is won during the advantageous period.
[0067] When the advantageous period ends, while bonus winning rights are carried over, other game-related information is reset. For example, the values of each counter described later and various information managed during each game state (such as the difference in tokens (also called "difference"), probability state, net increase state, number of consecutive small wins, winning history, ATLV, CZLV, lighting status, stock count, and acquisition status of various rights) are reset when the advantageous period ends. Furthermore, this is not the only option; some or all of the information that is reset at the end of the advantageous period may be prevented from being reset.
[0068] Furthermore, the gaming machine 1 of this embodiment is equipped with a so-called complete function (also simply called complete) that limits the number of medals that the player actually acquires from the time the gaming machine 1 is powered on until it is powered off, thereby limiting the number of medals (net increase) that the player acquires. Specifically, when the net increase in tokens (MY) from the time the power to the gaming machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 tokens), the machine is put into a game-stop state where the game cannot be played and subsequent games cannot be played. Therefore, the number of tokens a player can win during the operating hours of the amusement arcade will be limited. Furthermore, even if the difference in the number of tokens during a single advantageous period is extremely small during the operation of the amusement arcade, and a player is able to acquire a very large number of tokens before the advantageous period limiter function is activated, the complete function will activate first before the advantageous period limiter function is activated.
[0069] (Counter related to gaming) During the advantageous period, the main control unit 10 operates as a counting means and stores the counting results of the counters shown below in the storage means. • Advantageous Period Game Count Counter (hereinafter also referred to as Counter A): The total number of games played during the advantageous period. • Advantageous Period Difference Counter (hereinafter also referred to as Counter B): The count value of the number of coins acquired (difference) during the advantageous period.
[0070] Counter B is a counter related to the advantageous period limiter. When the main control unit 10 transitions from a non-advantageous period to an advantageous period, it starts counting the number of games played during the advantageous period (counter A) and the number of medals acquired during the advantageous period (counter B). When the value indicated by counter B reaches a specific value (+2400 medals), it forcibly terminates the advantageous period. Furthermore, counter A may be used as a counter related to the advantageous period limiter. For example, the advantageous period may be forcibly terminated when the value indicated by counter A reaches a specific value (4000 games). The values of counters A and B are reset (reset to zero) when the advantageous period ends.
[0071] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of medals consumed (input as bets) by the player during a single advantageous period and the number of medals paid out (given). It can count the difference between the number of medals consumed and the number of medals paid out (difference in game value). Furthermore, unless initialized, counter B will also count the total number of medals consumed during gameplay if that number exceeds the total number of medals paid out as a result of the game. Note that Counter B is not a required component and does not need to be included.
[0072] In addition to the above configuration, the gaming machine 1 according to this embodiment has the following game states and characteristic gameplay based on these game states.
[0073] (Details of each game state) Next, with reference to Figures 6-9, the game states of the gaming machine 1 according to this embodiment and the transitions between each game state will be described. Unless otherwise specified, the timing of the transition from one game state to another is generally after the third reel is stopped in the game in which the transition conditions are met (or after the medal payout is complete). However, this is not the only option; the transition may also occur from the next game after the transition conditions are met.
[0074] Game states include non-advantageous game states (referred to as "non-advantageous" in Figure 6), which are game states related to non-advantageous periods, and game states related to advantageous periods. The game states related to the advantageous period include the normal game state ("Normal" in Figure 6), PT specialization, pseudo bonus, CZ preparation ("Weak CZ preparation" and "Strong CZ preparation" in Figure 6), CZ ("Weak CZ" and "Strong CZ" in Figure 6), and AT state (the broad definition of "AT" shown in Figure 6). "CZ" is an abbreviation for "Chance Zone," and "PT" is an abbreviation for "Point." There are two game states: AT state and non-AT state. Non-AT states include non-advantageous game states, normal game states, and game states related to advantageous periods (game states other than normal game states). In Figure 6, game states marked with a star (pseudo-bonus) indicate a high-payout AT (Automatic Trigger) mode, while other game states without a star (excluding AT) indicate a non-AT mode. The AT (Attack Time) states include Preparation AT, Normal AT, Confirmed AT (Weak Confirmed AT and Strong Confirmed AT), Breakthrough AT, Specialized AT (Weak Specialized AT, Medium Specialized AT, and Strong Specialized AT), AT Bonus, Specialized Recovery CZ, SPAT, and EDAT (see Figure 8). "SPAT" is an abbreviation for "Special AT," and "EDAT" is an abbreviation for "Ending AT." In Figure 8, ATs marked with a star indicate high net increase ATs, while ATs without a star indicate low net increase ATs. In this embodiment, in pseudo-bonuses, AT bonuses, special recovery CZs, and EDATs, a high-payout AT is achieved by always executing push-order navigation when push-order bells 1 to 10 are won. In ATs other than high-payout ATs, push-order navigation is always executed when push-order bells 1, 2, 7 to 10 are won, but when push-order bells 3 to 6 are won, push-order navigation is executed with a 50% probability to achieve a low-payout AT. Furthermore, the method for achieving a low net increase in AT is not limited to the methods described above; other methods that can achieve a low net increase may also be applied. As described above, there are multiple types of game states, and in this embodiment, the game machine 1 is configured such that the main control unit 10 functions as a game state control means, allowing it to be controlled to any of the multiple game states. Non-AT states, such as unfavorable gameplay states and normal gameplay states, are disadvantageous to players because the longer they remain in these states, the longer the period during which it is difficult to increase their medal count. On the other hand, AT states are advantageous to players because it is easier to increase medal count by continuing to play. In this embodiment, for example, the special bonus AT may be referred to as the first game state, the AT bonus as the second game state or specific game state (advantageous to the player), the special return CZ as the third game state, and the preparation AT as the fourth game state. Furthermore, even during normal gameplay, it is possible to control the system so that a push-order navigation is executed at a predetermined probability (for example, 40%) when a push-order bell combination is won during certain AT (Automatic Trigger) modes.
[0075] (Non-advantageous game state) The unfavorable game state is a game state that is controlled in the initial state (when reset). The non-advantageous game state begins when the advantageous period ends and the next game starts. The non-advantageous game state is entered when the advantageous section limiter is reached during AT (EDAT) (Figures 6 and 7, item 9; Figures 8 and 9, item 20). The non-advantageous game state is entered when the advantageous section continuation lottery at the end of a normal AT is won (Figures 6 and 7, item 9; Figures 8 and 9, item 8). The non-advantageous game state ends when a winning combination for transitioning to the advantageous section is achieved (Figures 6 and 7, numbers 1 and 2). Specifically, if a player wins a role that transitions to an advantageous section (any role) while a bonus is not being carried over, the non-advantageous game state ends and the player transitions to the normal game state (Figure 6, 7, No. 1). If a player wins a role that transitions to an advantageous section while a bonus is being carried over, the non-advantageous game state ends and the player transitions to the strong CZ (Figure 6, 7, No. 2).
[0076] (Normal gameplay state) The normal game state is entered when a bonus is not carried over during the non-advantageous game state and a winning combination for transitioning to the advantageous section (all combinations) is achieved (Figure 6, 7, item 1). Note that the condition "Bonus not carried over" is only included as a transition condition when transitioning from a non-advantageous game state to a normal game state; all other transitions and controls to game states are performed while "Bonus carried over" is active. The normal game state is entered when the transition to AT (preparation AT) is not won by the final game of the weak or strong CZ (Figures 6 and 7, numbers 17 and 19). The game transitions to normal gameplay when the remaining number of games in a PT-focused mode reaches "0" (number 6 in Figures 6 and 7). The normal game state is entered when the specified PT is not reached during a pseudo-bonus (number 8 in Figures 6 and 7). The normal gameplay state ends when the PT specialization is won, and the game transitions to the PT specialization (number 3 in Figures 6 and 7). The normal game state ends when the specified PT is reached and a pseudo-bonus is won, and the game transitions to the pseudo-bonus (number 4 in Figures 6 and 7). The normal game mode ends when the specified PT is reached and an AT is won, and the game transitions to the preparation AT (Figures 6 and 7, item 5; Figures 8 and 9, item 1). In normal gameplay, if the transition lottery to AT (preparation AT) (AT lottery) is not won by the final game of the strong CZ, the game transitions from the strong CZ (number 19 in Figures 6 and 7).
[0077] (AT state) The AT state (specific game state) is controlled by the AT, and because the button press order for the bell symbol is guided, it is a game state in which it is extremely easy to acquire medals. As shown in Figure 8, the AT state ("AT" in Figure 6) includes Preparation AT, Normal AT, Confirmed AT (Confirmed AT Strong and Confirmed AT Weak), Breakthrough AT, Specialized AT for Adding Bonuses (Weak Specialized AT, Medium Specialized AT, and Strong Specialized AT), AT Bonus, Specialized Recovery CZ, SPAT, and EDAT.
[0078] (Preparation AT) The preparation AT is entered when the AT lottery is won in a predetermined game state (normal game state, pseudo bonus, weak CZ preparation, strong CZ preparation) (numbers 5, 7, 13, and 15 in Figures 6 and 7, and number 1 in Figures 8 and 9). The Preparation AT is entered from the Breakthrough AT if the Breakthrough lottery in the Breakthrough AT does not result in a special bonus AT (number 12 in Figures 8 and 9). The Preparation AT is entered from the Special Return CZ when the Special AT return lottery (bonus special lottery) in the Special Return CZ is unsuccessful (number 16 in Figures 8 and 9). If the player fails to win the lottery for transitioning to the confirmed AT by the final game of the normal AT, the player will transition to the preparation AT (AT stock) once they have used up "1" preparation AT stock (number 5 in Figures 8 and 9). Preparation AT is entered when you lose or win 5 battles in SPAT (number 19 in Figures 8 and 9). The preparation AT ends after one game of the preparation AT, and the game transitions to the normal AT (number 4 in Figures 8 and 9).
[0079] (Normal AT) Normally, the AT (Automatic Trigger) mode transitions from the preparation AT mode after one game has been played (number 4 in Figures 8 and 9). In a normal AT (Automatic Trigger) mode, if the player wins the lottery for continuation of the advantageous period at the end of the normal AT mode, the game transitions to a non-advantageous game state (Figures 6 and 7, item 9; Figures 8 and 9, item 8). Normally, the AT (Automatic Trigger) consists of 30 games per set for the first time, and 20 games per set for subsequent times. Normally, if the lottery for transitioning to a guaranteed AT is not won by the final game, the AT ends after consuming "1" preparation AT stock (AT stock), and the player transitions to preparation AT (number 5 in Figures 8 and 9). Normally, AT ends when a guaranteed AT is won with 15 games or less remaining, and transitions to a weak guaranteed AT (number 6 in Figures 8 and 9). Normally, AT ends when a guaranteed AT is won with 16 or more games remaining, and transitions to a strong guaranteed AT (number 7 in Figures 8 and 9). Normally, AT transitions to a predetermined game state (non-advantageous game state, weak CZ preparation, or strong CZ preparation) based on the lottery results at the end (the lottery results for the continuation of the advantageous section and the CZ type lottery) (number 8 in Figures 8 and 9).
[0080] (Confirmed AT weak) A "Weak Guaranteed AT" occurs when a Guaranteed AT is won during a normal AT with 15 or fewer games remaining (number 6 in Figures 8 and 9). The "Weak Confirmed AT" mode ends when the remaining number of games in the Weak Confirmed AT mode reaches "0", and the game transitions to the "Breakthrough AT" mode (number 9 in Figures 8 and 9). "When the remaining number of games in a weakly guaranteed AT reaches '0'" is equivalent to the case where the remaining number of games in a normal AT minus the number of games played until a guaranteed AT is won has been played.
[0081] (Confirmed AT strong) A guaranteed AT (Strong) occurs when a guaranteed AT is won during a normal AT with 16 or more games remaining (number 7 in Figures 8 and 9). The Guaranteed AT Strong mode ends when the remaining number of games in Guaranteed AT Strong mode reaches "0", and the game transitions to Breakthrough AT (number 10 in Figures 8 and 9). "When the remaining number of games in a guaranteed AT (Strong) reaches '0'" is equivalent to the case where the remaining number of games in a normal AT minus the number of games played until a guaranteed AT is won has been played.
[0082] (Breakthrough AT) Breakthrough AT occurs when a predetermined number of games ("remaining number of games in normal AT" - "number of games played until a guaranteed AT is won") have been played in either a weak guaranteed AT or a strong guaranteed AT (numbers 9 and 10 in Figures 8 and 9). The Breakthrough AT ends when the Breakthrough lottery results in winning one of the weak, medium, or strong bonus-adding ATs, and then the player transitions to the corresponding bonus-adding AT (number 11 in Figures 8 and 9). The Breakthrough AT ends if the special bonus AT is not won in the Breakthrough lottery, and then the game transitions to the Preparation AT (number 12 in Figures 8 and 9).
[0083] (AT specializing in bonus features) The special bonus AT is entered from the Breakthrough AT when the Breakthrough lottery is won (number 11 in Figures 8 and 9). There are three types of bonus-focused ATs: weak, medium, and strong. The weak and medium-specialized AT ends when the remaining number of games reaches "0", after which the game transitions to an AT bonus (number 13 in Figures 8 and 9). The special AT is a 5-game ST-type game state that ends when the difference reaches 200 coins or when the remaining ST games reach "0", after which the game transitions to an AT bonus (number 14 in Figures 8 and 9). In other words, in the special AT mode, if an additional payout occurs within 5 games, and the difference in payouts does not reach 200 coins as a result of that additional payout, another 5 games are set. However, if no additional payouts are added or the difference in payouts reaches 200 coins (including the initial 50) within the 5 games, the mode ends and transitions to the AT bonus. The special bonus AT is triggered when you win the special bonus AT or reach a difference of 200 coins in the strong special bonus AT, and then transition to (return to) the special bonus return CZ via the AT bonus (number 17 in Figures 8 and 9).
[0084] (AT Bonus) The AT Bonus is triggered when the remaining number of games in the special AT for increasing the number of games reaches "0" (Figures 8 and 9, numbers 13 and 14). The AT Bonus is an AT that continues until the difference in the number of added points from the special AT is used up, and it comes with a guaranteed 10 games of play. Therefore, the AT bonus ends when the remaining balance reaches "0" after 10 or more games have been played, and then the game transitions to the Special Recovery CZ (number 15 in Figures 8 and 9). Furthermore, it is not necessary to set a guaranteed number of games played.
[0085] (Specialized Return CZ) The Special Recovery CZ is entered during an AT Bonus when the remaining difference reaches "0" after 10 or more games have been played (number 15 in Figures 8 and 9). The Special Return CZ is triggered when you win the Special Bonus AT or reach a difference of 200 coins in the Strong Special Bonus AT, and you transition to (return to) the Special Bonus AT (number 17 in Figures 8 and 9). The Special Return CZ ends if the Special AT Return Lottery (Bonus Special Lottery) is unsuccessful, and then the game transitions to the Preparation AT (number 16 in Figures 8 and 9). The Special Return CZ ends when you win SPAT (a portion of the time you don't win in the Special Bonus AT), and you transition to SPAT (number 18 in Figures 8 and 9). Specifically, if the special AT return lottery is unsuccessful, a SPAT lottery (for example, with a 1% chance of winning) is conducted to determine whether or not SPAT is won. If the SPAT lottery is won, the player will proceed to SPAT.
[0086] (SPAT) SPAT is entered when the SPAT lottery is won during the Special Return CZ (number 18 in Figures 8 and 9). SPAT is entered when the player wins the AT lottery during a predetermined game state (during the end of the strong CZ) (number 18 in Figures 6 and 7, and number 3 in Figures 8 and 9). SPAT ends if you lose a battle or win 5 battles, and you move on to Preparation AT (number 19 in Figures 8 and 9).
[0087] (EDAT) EDAT is controlled when the number of medals acquired reaches "(advantageous section limiter) - (predetermined number of medals)". In this embodiment, the "advantageous section limiter" is set to 2400 coins and the "predetermined number of coins" is set to 200 coins. Therefore, when the number of acquired coins (difference) reaches 2200 coins, the system switches to EDAT and is controlled in EDAT mode until the number of acquired coins reaches 2400 coins. When the number of medals acquired reaches the advantageous period limiter, EDAT ends and the advantageous period ends, after which the game transitions to a non-advantageous game state (non-advantageous period). In other words, when the difference in the number of coins during the advantageous period reaches +2200, the game transitions from the predetermined game state (any state is possible) to EDAT (Figure 8, 9, item 2). EDAT ends when the difference in the number of coins during the advantageous period reaches +2400, and then the game transitions to a predetermined game state (non-advantageous game state) (number 20 in Figures 8 and 9).
[0088] (PT specialization) PT Specialization occurs when a player wins PT Specialization during normal gameplay (Figure 6, 7, item 3). The PT (Premium Time) mode ends when the remaining number of games reaches "0," and the game returns to normal gameplay (number 6 in Figures 6 and 7).
[0089] (Pseudo bonus) The pseudo-bonus is triggered when the player reaches a specified number of points during normal gameplay and wins the pseudo-bonus (number 4 in Figures 6 and 7). The pseudo-bonus ends if the required points are not reached, and the game returns to normal gameplay (number 8 in Figures 6 and 7). The pseudo-bonus ends when the specified PT is reached, and the game transitions to the preparation AT (Figure 6, 7, item 7; Figure 8, 9, item 1).
[0090] (CZ preparation) There are two types of CZ (Chance Zone) preparation: weak CZ preparation and strong CZ preparation. (CZ weak preparation) The weak CZ preparation occurs when the advantageous section continuation lottery at the end of the normal AT is not won, and the weak CZ is won in the CZ type lottery (number 11 in Figures 6 and 7, and number 8 in Figures 8 and 9). The weak preparation phase for the CZ ends when the player wins the advantageous zone transition role and also wins the AT lottery, and the player transitions to the preparation AT (number 15 in Figures 6 and 7, and number 1 in Figures 8 and 9). The weak CZ preparation ends when the advantageous section transition role is won but the AT lottery is not won, and the game transitions to the weak CZ (number 14 in Figures 6 and 7).
[0091] (CZ strong preparation) The "Strong CZ Preparation" mode is entered when the advantageous section continuation lottery at the end of the normal AT is unsuccessful, and the "Strong CZ" is selected in the CZ type lottery (number 10 in Figures 6 and 7). The CZ Strong Preparation ends when the advantageous section transition role is won and the AT lottery is won, and the player transitions to Preparation AT (number 13 in Figures 6 and 7, and number 1 in Figures 8 and 9). The CZ Strong preparation ends when the advantageous section transition role is won, but the AT lottery is not won, and the game transitions to CZ Strong (number 12 in Figures 6 and 7).
[0092] (CZ) There are two types of CZ (Chance Zone): weak and strong, both consisting of 10 games. (CZ weak) The weak CZ occurs when, during the weak CZ preparation phase, the player wins a role that triggers a transition to the advantageous section, but fails to win the AT lottery (number 14 in Figures 6 and 7). The weak CZ ends if the AT lottery is won during the weak CZ, and the game transitions to the preparation AT (number 16 in Figures 6 and 7). The weak CZ ends if the transition lottery to AT (preparation AT) (AT lottery) is not won by the final game of the weak CZ, and the game returns to the normal game state (number 17 in Figures 6 and 7).
[0093] (CZ strong) The "Strong CZ" is entered when, during the "Strong CZ Preparation" phase, the player wins the "Advantageous Section Transition" role, but fails to win the "AT" lottery (number 12 in Figures 6 and 7). The CZ Strong mode occurs when a player wins a role that triggers a transition to an advantageous section while in a non-advantageous game state (while a bonus is being carried over), and the player transitions from the non-advantageous game state to the advantageous section (Figure 6, 7, number 2). The "Strong CZ" ends if the player wins the lottery for transitioning to the "AT (SPAT)" (AT lottery) by the final game of the "Strong CZ," and the player transitions to SPAT (number 18 in Figures 6 and 7, and number 3 in Figures 8 and 9). The CZ Strong mode ends if the transition lottery to AT (preparation AT) (AT lottery) is not won by the final game of the CZ Strong mode, and the game returns to the normal game state (number 19 in Figures 6 and 7).
[0094] The following describes each control process in the gaming machine 1 of this embodiment. (Non-favorable control processing) The control processing (non-advantageous control processing) performed by the main control unit 10 in a non-advantageous game state will be described below. As mentioned above, the non-advantageous game state is a game state that can be transitioned to from AT (normal AT, EDAT), and is a game state that can be transitioned to from normal game state or CZ Strong (see Figures 6-9). Figure 10 is a flowchart showing the procedure for the unfavorable control processing performed by the main control unit 10. As shown in Figure 10, in a non-advantageous game state, it is first determined whether or not the internal lottery process has been executed (S101). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S101-Yes), it is determined whether or not the result of the internal lottery is a win for the advantageous period transition (S102). If the result of the S102 judgment is determined to be a win for the advantageous section transition (S102-Yes), the ATLV lottery process is executed (S103).
[0095] The ATLV lottery process is a process that determines the AT level (ATLV) during the advantageous period by lottery. Figure 11 shows the ATLV lottery table referenced in the ATLV lottery. The ATLV lottery determines the ATLV during the advantageous period from 0 to 3 (4 levels) by referring to the ATLV lottery table shown in Figure 11. Note that ATLV is not limited to level 4; it can be level 3 or lower, or level 5 or higher. The higher the ATLV, the more advantageous it is for the player (see Figures 38, 47, etc.). The ATLV lottery has different winning probabilities depending on the setting. For example, in setting 1, the winning probability for ATLV0 is 112 / 256, for ATLV1 it is 96 / 256, for ATLV2 it is 32 / 256, and for ATLV3 it is 16 / 256. In setting 6, the winning probability for ATLV0 is 64 / 256, for ATLV1 it is 64 / 256, for ATLV2 it is 64 / 256, and for ATLV3 it is 64 / 256. The ATLV lottery is designed so that higher settings make it easier to win a high ATLV. For example, the probability of winning ATLV3 is 16 / 256 for setting 1, but it is 64 / 256 for setting 6. Therefore, by displaying ATLV on the display unit 8, etc., it is possible to indicate the setting value that is set in the gaming machine 1. In this embodiment, the ATLV is fixed until the advantageous period ends, but the ATLV may be re-determined by referring to the ATLV lottery table again when certain conditions are met during the advantageous period (for example, when AT ends 10 times, when 10,000 games have been played, when a specific role is won, etc.).
[0096] Next, the CZLV lottery process is executed (S104). The CZLV lottery process is a process that determines the CZ level (CZLV) during the advantageous period through a lottery. Figure 12 shows the CZLV lottery table referenced in the CZLV lottery. The CZLV lottery determines the CZLV level during the advantageous period from 0 to 11 (12 levels) by referring to the CZLV lottery table shown in Figure 12. Note that CZLV is not limited to level 12; it can be level 11 or lower, or level 13 or higher. The higher the CZLV, the more advantageous it is for the player (see Figures 52, 53, etc.). The CZLV lottery has different winning probabilities depending on the settings. For example, in setting 1, the probability of winning CZLV0 is 80 / 256, the probability of winning CZLV2 is 32 / 256, the probability of winning CZLV7 is 16 / 256, and the probability of winning CZLV11 is 8 / 256. In setting 6, the probability of winning CZLV0 is 16 / 256, the probability of winning CZLV2 is 16 / 256, the probability of winning CZLV7 is 24 / 256, and the probability of winning CZLV11 is 24 / 256. The CZLV lottery is designed so that higher settings make it easier to win a high CZLV. For example, the probability of winning CZLV11 is 8 / 256 when setting 1, but it is 24 / 256 when setting 6. Therefore, by displaying CZLV on the display unit 8, etc., it is possible to indicate the setting value that is set for that gaming machine. In this embodiment, the CZLV is fixed until the advantageous period ends, but the CZLV may be re-determined by referring to the CZLV lottery table again when predetermined conditions are met during the advantageous period (for example, when the AT ends 10 times, when 10,000 games are played, when a specific role is won, etc.). The CZLV lottery may be performed upon winning a role that triggers a transition to the advantageous section, or it may be performed after the ATLV lottery. Similarly, the ATLV lottery may be performed after the CZLV lottery.
[0097] Next, the AT lottery process is executed (S105). The AT lottery process is a process that determines by lottery whether or not to proceed to the AT stage (AT). Figure 13 shows the AT lottery table referenced in the AT lottery. As shown in Figure 13, the AT lottery has different winning probabilities depending on the winning combination. Specifically, the probability of winning the AT lottery when a rare role is won is 4 / 256, the probability of winning the AT lottery when a combined role 1, combined role 2, or a winning combination is 256 / 256 (100% win), meaning that the transition to AT is guaranteed, and the probability of winning the AT lottery when any other role is won is 0 / 256 (100% non-win). If you win the AT lottery, you will acquire a preparation AT stock. Alternatively, you could choose to acquire a simple "AT stock" (a stock for regular AT) instead of a "preparation AT stock."
[0098] In S101, if the internal lottery process has not been executed (S101-No), that is, at the timing after the internal lottery has been executed (after the game has started), it is determined whether the game has ended or not (S106). If it is determined that the game has ended (S106-Yes), it is determined whether or not the conditions for transitioning to the advantageous period have been met (S107). Specifically, it determines whether or not the player has won the advantageous period transition role in the internal lottery in S101. If it is determined that the conditions for transitioning to the advantageous section have been met (S107-Yes), the advantageous section control process is executed (S108). In other words, a control process is executed to transition the game section from the non-advantageous section to the advantageous section. Note that the advantageous section control process may also be executed at the start of the game (when S101-Yes is determined or when S102-Yes is determined). Next, it is determined whether or not the AT lottery has been won (S109). In other words, it determines whether or not you have won the AT lottery for S105.
[0099] If the AT lottery is won (S109-Yes), the preparation AT control process is executed (S110). Specifically, this involves executing a control process to transition the game state from a non-advantageous game state to a preparatory AT state. Note that the preparatory AT control process may be executed together with the advantageous section control process. If the AT lottery is unsuccessful (S109-No), it is determined whether or not the bonus is being carried over (also called internally) (S111). If a bonus is being carried over (S111-Yes), the higher-level CZ control process is executed (S112). The higher-level CZ control process transitions the game state from a non-advantageous game state to a strong CZ state. In the CZ Strong mode, the processing related to the higher-level CZ (CZ Strong) in the CZ control processing (Figure 35) described later is executed. For example, the AT lottery (AT lottery_CZ Strong (see Figure 36(b))) is executed. Furthermore, the higher-level CZ control process may be executed together with the advantageous section control process. If the bonus is not being carried over (S111-No), the normal transition control process is executed (S113). In the normal transition control process, the process of determining the predetermined PT (points) and the control of transitioning the game state from a non-advantageous game state to a normal game state are executed.
[0100] Figure 14 is a flowchart showing the procedure for normal transition control processing by the main control unit 10. As shown in Figure 14, in the normal transition control process, the PT mode lottery process is first executed (S121). This determines the PT mode. Figure 15 is a PT mode lottery table referred to in the PT mode lottery. The PT mode lottery determines the mode by lottery from 0 to 3 (4 modes) by referring to the PT mode lottery table shown in FIG. 15. Note that the mode is not limited to 4 modes, and may be 3 modes or less or 5 modes or more. The PT mode lottery sets the winning probability according to the set value. For example, the winning probabilities of PT modes 0 and 1 are higher as the setting is lower, and the winning probabilities of PT modes 2 and 3 are higher as the setting is higher.
[0101] Next, the specified PT lottery process 1 is executed (S122). Figure 16(a) is the specified PT lottery table 1. The specified PT lottery process 1 refers to the specified PT lottery table 1 and determines the additional PT based on the PT mode by lottery. [[ID=ID=18]]In this table, the lower the PT mode, the easier it is to determine a lower additional PT, and the higher the PT mode, the easier it is to determine a higher additional PT. For example, low additional PTs (e.g., 50, 100, 150) are only won in PT mode 3, and high additional PTs (e.g., 800, 850, 900, 950) are only won in PT mode 0. Since the lower the additional PT (specified PT), the more advantageous it is for the player, the higher the numerical value of the PT mode, the more advantageous it is for the player.
[0102] Subsequently, the specified PT lottery process 2 is executed (S123). Figure 16(b) is the specified PT lottery table 2. The specified PT lottery process 2 refers to the specified PT lottery table 2 and determines the additional PT not based on the PT mode by lottery. For example, additional PTs 10 to 12 are each won with a probability of 12 / 256, and additional PTs 13 to 29 are each won with a probability of 13 / 256.
[0103] Next, the PT counter addition process is executed (S124). Specifically, the PT counter addition process calculates (determines) the sum of the addition PT1 determined in S122 and the addition PT2 determined in S123 as the specified PT, and sets (stores) this specified PT in the PT counter. The "PT counter" is a counter (counting means and storage means) for a specified number of PTs, managed by the main control unit 10. The main control unit 10 transmits information about the specified PT (PT counter) to the sub-control unit 20 each time it is updated, so that the sub-control unit 20 can refer to (recognize) the specified PT. The specified PT is composed of an added PT1 based on the PT mode and an added PT2 not based on the PT mode, which allows for the setting of a variable specified PT, making it difficult to detect changes in the setting value. After changing the setting value, the game immediately transitions to the advantageous section, and because the specified PT is set to a variable value when transitioning to this advantageous section, it becomes difficult to detect whether or not the setting value has been changed. In other words, if the specified PT were uniform after changing the setting value, the change in the setting value would be easily detected, but in the gaming machine 1 of this embodiment, the specified PT is varied, making it difficult to detect changes in the setting value.
[0104] Next, normal transition control is performed (S125). In other words, the game state changes from a non-advantageous game state to a normal game state. In the case of S102-No, after processing S105; in the case of S106-No; in the case of S107-No; after processing S110; after processing S112; and after processing S113, the non-favorable control processing is terminated.
[0105] Thus, the normal transition control process mainly performs the following processes (1) to (4). (1) Determining PT mode (2) Determining the prescribed PT based on PT mode (3) Determining a prescribed PT that is not based on PT mode (4) Add the total value of PT determined in (2) and (3) above to the PT counter. Furthermore, the processes described in (1) to (4) above are also executed at the end of the CZ (weak CZ / strong CZ), and the processes described in (2) to (4) above are also executed when transitioning to a pseudo-bonus.
[0106] (Normal control processing) The control processing (normal control processing) performed by the main control unit 10 during normal gameplay will be described below. As mentioned above, the normal game state is a game state that can be transitioned to from the non-advantageous game state, PT specialization, weak CZ, strong CZ, and pseudo-bonus, and is a game state that can be transitioned to PT specialization, pseudo-bonus, and AT (preparation AT, EDAT) (see Figures 6-9). The normal gameplay mode provides a gameplay experience where the goal is to trigger a pseudo-bonus or AT by reducing the predetermined PT to "0". In normal game processing, PT appears to be added (additive type) on the sub-control unit 20 side, but internally (main control unit 10 side) PT is managed to be subtracted (subtractive type). In addition to the above, it is sufficient to perform additive or subtractive management in either the main or sub-system, or both.
[0107] Figure 17 is a flowchart showing the procedure for normal control processing by the main control unit 10. As shown in Figure 17, in normal control processing, it is first determined whether or not the internal lottery process has been executed (S201). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S201-Yes), the subtraction PT lottery process is executed for each game (S202). The subtraction point lottery process for each game refers to the subtraction point lottery table for each game to determine the subtraction points by lottery. Figure 18 is a chart showing the subtraction PT lottery table for each game. As shown in Figure 18, the subtraction PT lottery process_each game refers to the subtraction PT lottery table_each game each game to determine by lottery whether the subtraction PT is "1" or "11". A subtraction of PT: 1 has a probability of being won (determined) of 254 / 256, and a subtraction of PT: 11 has a probability of being won (determined) of 2 / 256. Next, the subtraction PT lottery process_winning role is executed (S203). The subtraction PT lottery process determines the subtraction PT by lottery, referring to the subtraction PT lottery table for winning roles. Figure 19 is a chart showing the winning combinations in the subtraction PT lottery table. The "Subtraction PT Lottery Table_Every Game" is the table referenced when the lottery is not based on the winning combination, whereas the "Subtraction PT Lottery Table_Winning Combination" is the table referenced when the lottery is based on the winning combination. As shown in Figure 19, the subtraction PT lottery process_winning role refers to the subtraction PT lottery table_winning role and determines the subtraction PT according to the winning role in S201 by lottery. For example, when a rare role is won, the probability of winning a deduction PT: 10 is 128 / 256, a deduction PT: 20 is 64 / 256, a deduction PT: 30 is 40 / 256, a deduction PT: 50 is 16 / 256, and a deduction PT: 100 is 8 / 256. When a combined role 1 is won, the probability of winning a deduction PT: 20 is 128 / 256, a deduction PT: 30 is 96 / 256, a deduction PT: 50 is 24 / 256, and a deduction PT: 100 is 8 / 256. When a combined role 2 is won, the probability of winning a deduction PT: 50 is 128 / 256, and a deduction PT: 100 is 128 / 256. When a winning combination is achieved, there is an 8 / 256 chance of winning a 100-point reduction. When other winning combinations (other minor wins) are achieved, there is a 240 / 256 chance of winning a 0-point reduction, and a 16 / 256 chance of winning a 3-point reduction. The tables referenced to determine the PT deduction during normal gameplay are not limited to the two types mentioned above; there may be one or three or more types. For example, if multiple deduction PT lottery tables are set up for each game, one or more tables of multiple types (e.g., "..._Per Game_State A" to "..._Per Game_State C") can be set up, and by assigning them to states that change due to rare role wins or the number of games played (states A to C, etc.), it is possible to make it so that the higher the state (for example, a state that is advantageous to the player), the more likely it is that the deduction PT will increase in a single game. Also, by associating the lighting roles (corresponding roles) described later with each state (state A = replay role, state B = watermelon role, state C = cherry role, etc.), when the lighting role corresponding to the state is selected, a large value subtraction PT may be determined.
[0108] Next, execute the PT counter subtraction process (S204). Specifically, in the PT counter subtraction process, calculate (determine) the total value (subtraction PT) of the subtraction PT1 determined in S202 and the subtraction PT2 determined in S203, and subtract the subtraction PT from the PT counter. The main control unit 10 outputs (transmits) the information of the subtraction PT to the sub-control unit 20.
[0109] Subsequently, determine whether the precursor flag is OFF (S205). That is, determine whether it is during non-precursor (OFF) or during precursor (false precursor or true precursor) (ON). If the precursor flag is OFF (S205-Yes), that is, if it is not during precursor, execute the precursor lottery process (S206). The main control unit 10 outputs flag information to the sub-control unit 20. Thereby, the sub-control unit 20 can also recognize whether it is currently during precursor.
[0110] Figure 2 is a flowchart showing the procedure of the precursor lottery process by the main control unit 10. As shown in Figure, in the precursor lottery process, first, determine whether the PT counter > 0 (S221). If the PT counter > 0 (S221-Yes), determine whether the PT counter = a predetermined value (S222). The "predetermined value" can be set to, for example, "the next digit is 0". That is, in this case, S222 determines whether the next digit of the PT counter is 0. Note that the predetermined value may be set to other values. If the PT counter = the predetermined value (S222-Yes), execute the false precursor lottery process (S223). The false precursor lottery, for example, executes a lottery with a 10% winning rate and a 90% non-winning rate. Next, it is determined whether or not the false premonition lottery was won (S224). If you win the false premonition lottery (S224-Yes), set the premonition flag to ON (S225). In other words, it switches the warning flag from OFF to ON. Next, a predetermined value is set in the indicator counter (S226). A premonition counter is a counting and storage means that counts and stores (manages) the number of games in a premonition sequence. The "predetermined value" is, for example, set to 5 games. The predetermined value can be set to any other value. In the case of S222-No and S224-No, the pre-announcement lottery process is terminated. Furthermore, the false premonition can be configured to always be executed when the PT counter reaches a predetermined value.
[0111] Returning to Figure 17, after S206, it is determined whether or not a specific role has been won (S207). In other words, the internal lottery of S201 determines whether or not a specific role has been won. "Specific roles" refer to rare roles, combined roles 1 and 2, and winning roles that are specified in the specific lottery table (see Figure 21). If a specific role is won (S207-Yes), the prize distribution lottery process is executed (S208). The prize distribution lottery is conducted by referring to the prize distribution lottery table. Figure 21 is a chart showing the prize distribution lottery table. In other words, the bonus awarding lottery determines one of the following based on the winning combination: "PT Specialization," "Pseudo Bonus or AT," or "No Win." For example, if you win a rare role, there is a 64 / 256 chance of winning "PT Specialization," if you win a combined role 1, there is a 128 / 256 chance of winning "PT Specialization," if you win a combined role 2, there is a 240 / 256 chance of winning "PT Specialization" and a 16 / 256 chance of winning "Pseudo Bonus or AT," and if you win a winning combination, there is a 256 / 256 chance of winning "Pseudo Bonus or AT." If a "pseudo-bonus or AT" is won, the pre-announcement flag is set to ON, and the pre-announcement counter and PT counter are set to "0". The bonus award lottery table may have multiple types, similar to the aforementioned deduction PT lottery table for each game, or it may refer to a different table depending on the state.
[0112] In S205, if the premonition flag is not OFF (S205-No), the premonition counter decrement process is executed (S209). In other words, if a premonition is occurring, subtract "1" from the premonition counter.
[0113] In S201, if the internal lottery process has not been executed (S201-No), that is, at the timing after the internal lottery has been executed (after the game has started), it is determined whether the game has ended or not (S210). If it is determined that the game has ended (S210-Yes), it is determined whether the premonition flag is ON or OFF (S211). If the premonition flag is determined to be ON (S211-Yes), it is determined whether the premonition counter is 0 or not (S212). If the premonition counter is 0 (S212-Yes), the premonition flag is set to OFF (S213). Next, we determine whether the PT counter is ≤ 0 (S214). If the PT counter is ≤ 0 (S214-Yes), the prize type lottery process is executed (S215). The prize type lottery is performed by referring to the prize type lottery table. Figure 22 is a chart showing the prize draw table. In other words, the bonus type lottery is conducted when the bonus grant lottery (S208) selects "pseudo-bonus or AT" and the number of pre-announcement games becomes "0". The bonus type lottery table is then used to determine whether it is a pseudo-bonus or an AT. Next, the "pseudo-bonus or preparation AT transition control process" is executed (S216). In other words, the game state changes from the normal game state to the game state determined by the bonus type lottery (pseudo-bonus or AT (preparation AT)).
[0114] In S211, if the premonition flag is not ON (S211-No), it is determined whether or not the PT specialization has been won (S217). In other words, the lottery determines whether or not you have won the PT-focused bonus (i.e., won the AT bonus). If the PT specialization is selected (S217-Yes), a predetermined value is set to the PT specialization game count counter (S218). The "PT-focused game count counter" is a counter (counting means and storage means) for the number of PT-focused games managed by the main control unit 10. The "specified value" should be set to 10 for the number of games focused on PT. Note that the specified value is arbitrary and can be 9 or less, or 11 or more. Next, the PT-specific transition control process is executed (S219). In other words, the game state is changed from the normal game state to a PT-focused state. In the case of S207-No, after processing S208, after processing S209, in the case of S210-No, in the case of S212-No, in the case of S214-No, after processing S216, and in the case of S217-No, the normal control processing is terminated. As mentioned above, the "bonus granting lottery process" (S206) is not executed during the pre-announcement phase, so the transition to PT specialization will not occur during the pre-announcement phase. However, the "bonus granting lottery process" may be executed during the pre-announcement phase, and consequently, the transition to PT specialization may be made during the pre-announcement phase.
[0115] (PT-specific control processing) The control processing (PT-specialized control processing) performed by the main control unit 10 in PT specialization will be described below. As mentioned above, PT specialization is a game state that can be transitioned to from the normal game state, and is a game state that can be transitioned to from the normal game state to EDAT (see Figures 6-9). The PT (Premium Time) mode lasts for 10 games, after which it returns to normal gameplay. The PT specialization is a non-AT zone that focuses on deduction of PT, where 5 or more PT are deducted from the PT counter with each play. Figure 23 is a flowchart showing the procedure for PT-specific control processing by the main control unit 10. As shown in Figure 23, the PT-specialized control process first determines whether or not the internal lottery process has been executed (S231). In other words, it determines whether or not the game has started. If an internal lottery is performed (S231-Yes), the subtraction PT lottery process_PT specialization is executed (S232). The subtraction PT lottery process_PT specialization refers to the subtraction PT lottery table_PT specialization and determines the subtraction PT according to the winning role by lottery. Figure 24 is a diagram showing the subtraction PT lottery table_PT specialization. For example, if you win a rare role, there is a 167 / 256 chance of winning a deduction of 20 points, a 64 / 256 chance of winning a deduction of 30 points, a 16 / 256 chance of winning a deduction of 50 points, an 8 / 256 chance of winning a deduction of 100 points, and a 1 / 256 chance of winning a deduction of 300 points. If you win a combined role 1, there is a 128 / 256 chance of winning a deduction of 20 points, a 96 / 256 chance of winning a deduction of 30 points, a 22 / 256 chance of winning a deduction of 50 points, an 8 / 256 chance of winning a deduction of 100 points, and a 2 / 256 chance of winning a deduction of 300 points. If you win a combined hand 2, there is a 128 / 256 chance of winning a 30-point deduction, an 80 / 256 chance of winning a 50-point deduction, a 32 / 256 chance of winning a 100-point deduction, and a 16 / 256 chance of winning a 300-point deduction. If you win a winning hand that is close to a win, there is a 256 / 256 chance of winning a 300-point deduction. If you win any other hand, there is a 240 / 256 chance of winning a 5-point deduction, and a 15 / 256 chance of winning a 10-point deduction. In other words, the probability of winning a high-deduction PT is set in the following order: Other < Rare role < Combined role 1 < Combined role 2 < Reaching role.
[0116] Next, the PT counter subtraction process is executed (S233). Specifically, the subtracted PT determined in S233 is subtracted from the PT counter. The main control unit 10 outputs (transmits) information about the subtraction PT to the sub-control unit 20. Next, the PT-specific game count counter subtraction process is executed (S234). Specifically, for each game played, "1" is deducted from the PT-specialized game counter. In S231, if the internal lottery process has not been executed (S231-No), that is, at the timing after the internal lottery has been executed (after the game has started), it is determined whether the game has ended or not (S235). If it is determined that the game has ended (S235-Yes), it is determined whether the "PT-specialized game count counter = 0" (S236). If the PT-specialized game count counter is 0 (S236-Yes), the normal transition control process is executed (S237). In other words, it switches the game state from PT-focused mode to normal game state. Furthermore, if the PT counter reaches "0" while in PT-focused mode, the game will revert to normal gameplay. However, if the PT counter reaches "0" during PT specialization, the game may not transition to normal gameplay, but instead transition to a pseudo-bonus or AT (preparation AT). Whether to transition to a pseudo-bonus or AT can be determined by a lottery, for example, by referring to the bonus type lottery table (Figure 22). After processing in S234, if S235-No or S236-No is processed, the PT-specialized control processing is terminated.
[0117] (PT notification control processing) This section describes the control of the sub-control unit 20 during normal gameplay (pre-announcement phase) and non-AT phases, including PT specialization. The gaming machine 1 of this embodiment performs the following two characteristic controls during non-AT (Automatic Trigger) modes. (1) During the pre-announcement period when the game is in the normal game state, a portion of the deducted PT (acquired PT) is announced, and after the pre-announcement period ends and a predetermined number of games have elapsed, the remaining deducted PT that was not announced is announced all at once. This allows for the possibility and expectation of increasing points during gameplay after a premonition. (2) In addition, the PT notification control process uses acquired PT that was not notified during the PT specialization period for games other than the game in question to perform control that suggests various game information.
[0118] Figure 25 is a flowchart showing the procedure for PT notification control processing by the sub-control unit 20. As shown in Figure 25, the PT notification control process first determines whether or not a subtraction PT has been input (received) (S241). Specifically, when the main control unit 10 subtracts PT from the PT counter, it transmits information about the subtracted PT to the sub-control unit 20 (see S204, S233), and the sub-control unit 20 determines whether or not it has received the subtracted PT. Next, the non-notified PT counter increment process is executed (S242). Specifically, the subtracted PT received in S241 is added to the unannounced PT counter. The "unreported PT counter" is a counter (counting means and storage means) for unreported PTs managed by the sub-control unit 20. The "non-notified PT counter" performs the following control: (a) when "1" is subtracted on the main control unit 10 side, "1" is added, and (b) when "1" is notified on the sub-control unit 20 side, "1" is subtracted. (a) Specifically, in the PT counter subtraction process, when the subtracted PT is subtracted from the PT counter, the subtracted PT is added to the non-notified PT counter. (b) As will be explained in detail later, in the "PT notification control processing_precursor stage" (S246) during the precursor stage, when the "minimum subtraction PT" is notified, the notified PT amount is subtracted from the unnotified PT counter. Next, it is determined whether the current performance stage is a normal stage or not (S243). If the current performance stage is the normal stage (S243-Yes), execute the PT notification control process - normal stage (S244).
[0119] Figure 26 is a flowchart showing the procedure for the PT notification control process_normal stage. The PT notification control process is the control process related to PT notifications during normal stages. As shown in Figure 26, in the PT notification control process_normal stage, it is first determined whether the pre-announcement effect counter is ≥ 1 or not (S261). The "pre-announcement effect counter" is a counter (counting means and storage means) for the number of "pre-announcement effect" games managed by the sub-control unit 20. "Premonition sequences" are sequences that suggest expectations of gaining points (see Figure 27(g)). The "pre-announcement effect" is an effect that is performed during the pre-announcement of the "1G completion PT addition notification," and will continue to be performed as long as the "pre-announcement effect counter" remains. Therefore, this judgment corresponds to the process of determining whether (Yes) or (No) the "1G Completion PT Addition Notification" animation is in a premonition phase.
[0120] If the pre-announcement effect counter is greater than or equal to 1 (S261-Yes), the pre-announcement effect counter subtraction process is executed (S262). The pre-announcement effect counter subtraction process specifically involves subtracting the number of games played (1) from the pre-announcement effect counter. Next, it is determined whether the pre-announcement effect counter is 0 or not (S263). If the pre-announcement effect counter is 0 (S263-Yes), the 1G completion PT addition notification control process is executed (S264). The 1G-completed PT addition notification control process is a process that notifies all unnotified PTs stored in the unnotified PT counter during a 1G (game), and is also called PT addition notification (see Figure 27(h)). In other words, if the "pre-announcement effect counter" becomes "0" due to the subtraction process (S262), all unannounced PTs stored in the unannounced PT counter will be announced in one game.
[0121] If the pre-announcement effect counter is not greater than or equal to 1 (S261-No), it is determined whether or not the pre-announcement stage has ended (S265). In other words, it is determined whether or not it is the start of the normal stage. If the premonition stage has ended (S265-Yes), determine whether the unnotified PT counter is greater than a predetermined value (S266). The "specified value" is exemplified by 30, but it can be 29 or less, or 31 or more. This makes it possible to avoid executing premonition sequences when the number of non-notified PTs is low (below a predetermined value). Next, a predetermined value is set in the pre-announcement effect counter (S267). The "specified value" is exemplified by 3 games, but it can be 2 games or less, or 4 games or more. If the pre-announcement stage has not ended (S265-No), and if the unannounced PT counter is not greater than the predetermined value (S266-No), the PT addition notification control process is executed (S268). Specifically, if the game is in the pre-announcement stage, or if the unannounced PT counter is below a predetermined value, the game will perform an addition notification of the PT (deducted PT) received by S241 as part of the normal gameplay notification process. After processing S264 and S268, the PT notification control process_normal stage is terminated.
[0122] Furthermore, in the "1G Completion PT Addition Notification Control Processing," all unnotified PT may be notified, only unnotified PT during the pre-announcement period may be notified, or the PT to be notified may be determined by lottery and the notification may be made based on the result of that determination. Furthermore, in the "PT addition notification control processing," it is also possible to notify only some of the PTs. Specifically, if a role other than "Other" is won, a lottery may be held with a predetermined probability of winning (for example, 30% chance of winning, 70% chance of losing), and if the winner of this lottery, the same notification as during the premonition (the lowest value notification) may be given.
[0123] If the current performance stage is not a normal stage (S243-No), determine whether it is a premonition stage or not (S245). If the current performance stage is a premonition stage (S245-Yes), execute the PT notification control process_premonition stage (S246). The PT notification control process in the pre-announcement stage controls the system to notify only the minimum amount of PT corresponding to each game or winning combination. The "minimum PT" is the sum of the "minimum deduction PT" that can be won in each of the deduction PT lottery table_per game (Figure 18) and the deduction PT lottery table_winning role (Figure 19). Deduction PT Lottery Table: The "minimum deduction PT" for each game is "1" (fixed value). Deduction PT Lottery Table: The "minimum deduction PT" for a winning combination varies depending on the winning combination. For example, it is "0" if the winning combination is "Other" and "10" if it is a rare combination. Therefore, for example, if the winning combination in the first game is a rare combination, even if you acquire 1 subtraction point in the subtraction point lottery for each game and 20 subtraction points from the winning combination in the subtraction point lottery, the "minimum subtraction points" will be 11 (=1+10), so "PT:11" will be reported for the first game.
[0124] Here, we will explain specific examples of the presentation in the normal stage and the pre-announcement stage. Regarding the control of the performance stages, basically, when the main control unit 10 is controlling the game to be in a normal game state (when the premonition flag is OFF), the sub-control unit 20 controls the performance of the normal stage (for example, displaying the background image of the normal stage on the display unit 8). When the main control unit 10 is controlling the game to be in a normal game state (when the premonition flag is ON), the sub-control unit 20 controls the performance of the premonition stage (for example, displaying the background image of the premonition stage on the display unit 8). When the main control unit 10 is controlling the game to be PT specialized, the sub-control unit 20 controls the performance of the PT specialized stage (for example, displaying the background image of the PT specialized stage on the display unit 8). When the main control unit 10 is controlling the game to be in a pseudo-bonus state, the sub-control unit 20 controls the performance of the pseudo-bonus stage (for example, displaying the background image of the pseudo-bonus stage on the display unit 8). Figure 27 is a screen transition diagram of the presentation screens in the normal stage and the pre-announcement stage. Figure 27(a) is the notification screen for the normal stage, Figures 27(b) to (f) are the notification screens for each of the five-game pre-announcement stages (false), Figure 27(g) is the notification screen for the three-game normal stage (pre-announcement sequence), and Figure 27(h) is the PT addition notification screen for a single game.
[0125] During the pre-announcement stage, only the aforementioned "minimum PT" is announced. In other words, in the subtraction PT lottery, only the minimum PT for the winning role (the sum of the lowest possible lottery results) specified in the subtraction PT lottery table (Figures 18, 19) is announced. For example, in the pre-announcement stage, even if you win a rare role in the first game and acquire PT:21 (=1+20), the notification will state that you have acquired PT:11 (=1+10) (Figure 27(b)), even if you win a combined role 1 in the second game and acquire PT:31 (=1+30), the notification will state that you have acquired PT:21 (=1+20) (Figure 27(c)), and in the third game you win a combined role 2 and acquire PT:101 (=1+100). Even if you win a certain number, the system will notify you that you have won PT:51 (=1+50) (Figure 27(d)). In the 4th game, even if you win a winning combination and get PT:101 (=1+100), the system will notify you that you have won PT:101 (=1+100) (Figure 27(e)). In the 5th game, even if you win any other combination and get PT:4 (=1+3), the system will notify you that you have won PT:1 (=1+0) (Figure 27(f)). After the pre-announcement stage, the "pre-announcement sequence" is performed over three games (Figure 27(g)). After the "pre-announcement effect," the PT addition notification is executed (Figure 27(h)). The PT addition notification system announces all unannounced PT from the pre-announcement stage in one game after the "pre-announcement effect" (1G completed PT addition notification control process). In this example, the unannounced PT in the premonition stage is 10 (=21-11) in the first game, 10 (=31-21) in the second game, 50 (=101-51) in the third game, 0 (=101-101) in the fourth game, and 3 (=4-1) in the fifth game. Therefore, in the PT addition announcement, the total PT of unannounced PT: 73 (=10+10+50+0+3) is announced in one game (Figure 27(h)).
[0126] Thus, during the premonition phase, only the minimum acquired points are announced, and unannounced points are accumulated internally. When the premonition ends and the game returns to normal gameplay, the normal stage (premonition sequence) is triggered, and then the point addition announcement (completed in one game) is executed, and all unannounced points are announced at once. The normal stage (pre-announcement sequence) is managed by the sub-control unit 20, and the main control unit 10 is simply in the normal gameplay state. In other words, the gameplay state on the main control unit 10 does not change whether or not a pre-announcement sequence is performed. Furthermore, the minimum points to be announced during the premonition are not the sum of the subtraction points lottery table_per game (Figure 18) and the subtraction points lottery table_winning role (Figure 19), but may be the minimum points to be obtained from either one of them.
[0127] Returning to S245 in Figure 25, if the current performance stage is not a premonition stage (S245-No), it is determined whether or not it is a PT-focused stage (S247). If the current performance stage is a PT-specialized stage (S247-Yes), execute the PT notification control process_PT-specialized stage (S248).
[0128] Figure 28 is a flowchart showing the procedure of the PT notification control processing_PT specialized stage by the sub-control unit 20. As shown in Figure 28, in the PT notification control processing_PT specialized stage, the notification type lottery process is first executed (S271). The notification type lottery process determines the notification type for the PT by lottery, referring to the notification type lottery table. Figure 29(a) is a chart showing that the notification type lottery table_9 or less_the specified PT has not been reached, Figure 29(b) is a chart showing that the notification type lottery table_9 or less_the specified PT has been reached, Figure 30(a) is a chart showing that the notification type lottery table_10 or more_the specified PT has not been reached, and Figure 30(b) is a chart showing that the notification type lottery table_10 or more_the specified PT has been reached. "9 or less" and "10 or more" indicate whether the number of reportable PTs is 9 or less, or 10 or more. The "number of notifiable PTs" refers to the number of non-notifiable PTs managed (stored) by the non-notifiable PT counter. In other words, based on the number of points that can be reported and whether or not the specified number of points has been reached, one of these four tables is determined, and the notification method in the point-focused stage is determined by lottery.
[0129] The "N" listed in the "Base PT" and "Magnification" columns of the table indicates the maximum value that can be reported. Specifically, the maximum reportable PT is determined within the range where the result of "base PT × multiplier" does not exceed the reportable PT. For example, in a situation where there are 9 reportable PTs, if pattern No. 10 is selected, the base PT is "2", so the multiplier "N" is determined to be "4". If N=5, the calculation result of base PT × multiplier becomes 10, which exceeds the reportable PT of 9. Furthermore, in a situation where there are 9 reportable PTs, if pattern No. 16 is selected, the multiplier is "2," so the base PT "N" is determined to be "4." This is because if the base PT = 5, the calculation result of base PT × multiplier becomes 10, which exceeds the reportable PT: 9.
[0130] If the four tables shown in Figures 29 and 30 and their contents are known, the specified PT arrival and set values can be suggested based on the notification method. For example, if a player learns that the table shown in Figure 30(b) was used in the lottery, or that the conditions for executing the lottery referencing that table have been met, and is notified that the specified PT has been reached or that a high setting value of 4-6 has been set, they can infer that the specified PT has been reached or that a high setting value of 4-6 has been set (indication of reaching the target / high setting). Similarly, if information indicating a base PT of 1 and a multiplier of 0 is reported, it can be inferred that the specified PT has been reached or that a setting value of 5 or 6 has been set (indicating achievement or setting 5 or 6). Similarly, if information indicating base PT:0 and multiplier:0 is reported, it can be inferred that the specified PT has been reached or that the setting value:6 has been set (indication of reaching the target and setting 6). Furthermore, if information indicating a base PT of 1 and a multiplier of 1 is reported with a relatively high frequency (32 / 256), it is possible to detect that the specified PT has been reached (indication of arrival). Furthermore, if information indicating a base PT of 1 and a multiplier of 2 is reported, the achievement of the specified PT can be confirmed (achievement confirmed). Furthermore, if information indicating a base PT:1 and a multiplier:3 is reported with relatively high frequency, it can be inferred that a low setting value of 1-3 is set (suggestion of a low setting). Furthermore, if information indicating a base PT of 1 and a multiplier of 4 is reported, it can be confirmed that a high setting value of 4 to 6 is set (high setting confirmed).
[0131] In this embodiment, the table is changed depending on whether or not the specified PT has been reached. However, instead of this, or in addition, a table may be provided to refer to when the specified PT is less than or equal to a predetermined value (e.g., 200). This allows the "basic PT and multiplier" to indicate whether or not the specified PT is less than or equal to a predetermined value. Furthermore, in this embodiment, the table is referenced without reflecting the points (PT) added during the game, but it is also possible to reference the table based on the points after they have been added.
[0132] Next, it is determined whether or not the first stop operation has been detected (S272). If a first stop operation is detected (S272-Yes), it is determined whether or not a PT notification confirmed role has been won (S273). The symbols that guarantee a PT notification are the replay symbol, the rare symbol, the combined symbol 1, the combined symbol 2, and the winning combination. In other words, the ordered bell is not a symbol that guarantees a PT notification. If the PT notification is confirmed (S273-Yes), the basic PT notification process is executed (S274). The basic PT notification process is the process of notifying the basic PT determined in the notification type lottery process (S271). For example, as shown in Figures 31 and 32, the basic PT (e.g., "1 point") is displayed in the basic PT display area 801.
[0133] Determine whether or not the third stop operation has been detected (S275). If a third stop operation is detected (S275-Yes), it is determined whether or not a PT notification confirmed role has been won (S276). Specifically, if you win the button-press sequence bell, it will be determined that you did not win the PT notification guaranteed role. If the PT notification is not won (S276-Yes), it is determined whether a specific combination of symbols stopped (S277). The specific combination of symbols is the bell combination, which is the stopping symbol for the push-order bell. In other words, the first to third stop operations determine whether a specific outcome (bell combination) is displayed when the reels stop. If a specific outcome occurs (S277-Yes), or if a PT notification is confirmed (a role other than the ordered bell) is won (S276-No), the PT addition notification process is executed (S278). The addition PT notification process performs multiplication notification after multiplier notification if the base PT has already been notified, and if the base PT has not been notified, it performs multiplication notification after both the base PT and multiplier notification. If a combination other than the ordered bell is won, the basic PT notification process will be executed. If the ordered bell is won, the added PT notification process will be executed when the bells line up. In other words, if the symbols don't stop and display with a bell combination, neither the base points nor the multiplier will be announced.
[0134] The PT addition notification (including the basic PT notification) will be explained with reference to Figures 31 and 32. Figure 31 is an explanatory diagram of the PT addition notification screen. As shown in Figure 31, the PT addition notification screen displays information indicating that it is a PT-focused stage ("CHANCE!"), the remaining number of games in the PT-focused stage ("LAST:0G"), the cumulative number of added PT ("+999G"), as well as the base PT, multiplier, and added PT. The bonus points are calculated by multiplying the base points by the multiplier. As shown in Figure 31, the base PT is displayed in the base PT display area 801, the magnification is displayed in the magnification display area 802, and the additional PT is displayed in the additional PT display area 803. In the basic PT notification processing, only basic PTs are displayed. Each display area is not a fixed, static display area, but rather a dynamic display area whose display mode changes according to the progress of the game. For example, the base PT display area 801 and the multiplier display area 802 display the base PT and multiplier while moving during gameplay, and the bonus PT display area 803 displays the bonus PT at the end of gameplay.
[0135] Figure 32 shows the transitions of the PT addition notification screen during one game. Figure 32(a) is an example of a PT addition notification screen displayed during the reel rotation of reels 41a to 41c after the start of the game. The background image of this screen may be displayed continuously during the game (i.e., during the PT addition notification), or it may be displayed only at certain points in the game. Figure 32(b) shows the PT addition notification screen displayed after the first stop operation in a game in which a PT notification confirmed role has been won. In other words, Figure 32(b) is the basic PT notification screen, which displays the basic PT corresponding to the pattern determined by the notification pattern lottery. Here, assuming that pattern No. 8 was determined by the notification pattern lottery, the corresponding basic PT: 1 ("1 point") is displayed.
[0136] Figures 32(c) to (f) show the notification screens displayed after the third stop operation. The magnification display area 802 in Figure 32(c) displays the magnification corresponding to the pattern determined by the notification type lottery. As in this example, if pattern No. 8 is determined by the notification type lottery, the corresponding magnification: 5 ("5 times") is displayed. Although the example described shows the multiplier being announced after the base PT, it is also acceptable to announce the base PT and the multiplier simultaneously. Figure 32(d) shows the notification screen at the start of movement of the basic PT display area 801 and the magnification display area 802. Specifically, it shows the basic PT display area 801 and the magnification display area 802 beginning to move towards the center. Figure 32(e) shows the movement of the base PT display area 801 and the magnification display area 802. This figure shows how the base PT display area 801 and the magnification display area 802 overlap as they move. Figure 32(f) shows how the basic PT display area 801 and the magnification display area 802 overlap into a single area after being moved to their respective centers. This "single area" is the additional PT display area 803. The bonus points display area 803 shows the result of multiplying "base points × multiplier" as bonus points. In this example, "+5 points" (= 1 point × 5 times) is displayed as bonus points.
[0137] If a push-order bell (a non-PT notification guaranteed win) is won, the basic PT notification process will not be executed. Instead, the additional PT notification process will be executed only if the stop operation (third stop operation) is performed with the correct push order (see Figure 28). Therefore, when a bell combination is won or a prize is awarded, (b) in Figure 32 is not displayed, and the notification screen will transition in the order of (a) → (c) → (d) → (e) → (f). Furthermore, even when a role other than the ordered bell (a role that guarantees PT notification) is won, the base PT and multiplier may be displayed simultaneously at the time of the third stop operation. This can create anticipation for winning roles with a large number of PT deducted up to the time of the third stop operation. Additionally, the base PT and multiplier can be hidden even when winning a role other than the ordered bell (a role that guarantees PT notification). Furthermore, if the base PT and multiplier are hidden when a role other than the ordered bell is won (a role that guarantees PT notification), then specific information (for example, information indicating that 100 or more have been acquired, that the setting is 4 or higher, that the specified PT has been reached, etc.) may be notified. In other words, the game can be made more interesting by "hiding" the base points and magnification. The notification method may also involve displaying the magnification during the first stop operation and displaying the base PT during the third stop operation, and the specific information may also be notified in such a notification method.
[0138] Returning to Figure 28, after S278, and in the cases of S275-No and S277-No, it is determined whether the game has ended or not (S279). If the game has not ended (S279-No), return to S272. If the game ends (S279-Yes), the PT notification control process_PT specialized stage ends.
[0139] Returning to S247 in Figure 25, if it is not a PT-specialized stage (S247-No), the notification PT control process_pseudo-bonus stage is executed (S249). Next, the non-notified PT counter subtraction process is executed (S250). In the case of S241-No, and after processing S250, the PT notification control process is terminated. Furthermore, in the PT-focused animation, if the acquired PT is not displayed between the 1st and 9th games, it may be made to always announce the acquired PT (partially or entirely) in the 10th game. Furthermore, the points earned in the 10th game may be omitted, and this may be considered as providing the aforementioned specific information.
[0140] (Pseudo bonus) The control process for the pseudo-bonus by the main control unit 10 will now be explained. The pseudo-bonus is a high-payout AT (Automatic Trigger) that lasts for 20 games. As mentioned above, the pseudo-bonus is a game state that can be transitioned to from a non-advantageous game state, and is a game state that can be transitioned to the normal game state or AT (preparation AT, EDAT) (see Figures 6-9). In the pseudo-bonus, the predetermined PT is determined based on the current PT mode by referring to the predetermined PT lottery table 1 (Figure 16(a)) and the predetermined PT lottery table 2 (Figure 16(b)). During the pseudo-bonus, the deduction value is determined by referring to the Deduction PT Lottery Table_Every Game (Figure 18) and the Deduction PT Lottery Table_Winning Role (Figure 19), and PT equal to 5 times that deduction value is deducted from the PT counter. As a result, if the PT counter reaches "0" during the pseudo-bonus, the game will transition to AT (preparation AT). If the PT counter does not reach "0" during the pseudo-bonus round, the game will return to normal gameplay, but in this case, the value of the PT counter will be carried over. Therefore, it can make players think that they might win a pseudo-bonus or AT (Automatic Trigger) soon, thus increasing their interest.
[0141] (CZ preparation control process) This section explains the control process (CZ preparation control process) during CZ preparation. The CZ preparation state is positioned as the CZ preparation state (immediately before) and is controlled to a non-AT state. There are two types of CZ preparation: weak preparation, which corresponds to a weak CZ preparation state, and strong preparation, which corresponds to a strong CZ preparation state. As mentioned above, the weak CZ preparation is a game state that can be transitioned to from AT (normal AT), and is a game state that can be transitioned to weak CZ, AT (preparation AT, EDAT) (see Figures 6-9). As mentioned above, the CZ Strong Preparation is a game state that can be transitioned to from AT (Normal AT), and is a game state that can be transitioned to CZ Strong, AT (Preparation AT, EDAT) (see Figures 6-9).
[0142] Figure 33 is a flowchart showing the procedure for the CZ preparation control process performed by the main control unit 10. As shown in Figure 33, the CZ preparation control process first determines whether or not the internal lottery process has been executed (S011). In other words, it determines whether or not the game has started. If an internal lottery is performed (S011-Yes), it is determined whether the game state is in preparation for a weak CZ (or strong CZ) (S012). If the game state is in the weak preparation stage for the CZ (S012-Yes), the AT lottery process_weak preparation for the CZ is executed (S013). If the game state is in the strong preparation stage for the CZ (S012-No), the AT lottery process_strong preparation for the CZ is executed (S014). The AT lottery process_CZ weak preparation is executed by referring to the AT lottery table_CZ weak preparation shown in Figure 34(a), and the AT lottery process_CZ strong preparation is executed by referring to the AT lottery table_CZ strong preparation shown in Figure 34(b).
[0143] As shown in Figure 34(a), in the AT lottery process_CZ weak preparation, if a rare role is won in the internal lottery in S011, there is a 2 / 256 probability of winning if a combined role 1, combined role 2, or a winning combination is won, each with a 256 / 256 probability, and if any other role is won, there is a 0 / 256 probability of winning. As shown in Figure 34(b), the AT lottery process_CZ strong preparation is won in the internal lottery in S011 with a probability of 4 / 256 if a rare role is won, with a probability of 256 / 256 each if a combined role 1, combined role 2, or a winning combination is won, and with a probability of 0 / 256 if any other role is won. If you win the AT lottery, you will proceed to the preparation AT without going to the CZ. Since the AT lottery process_CZ strong preparation is more likely to result in a win than the AT lottery process_CZ weak preparation, the transition to AT is more likely with CZ strong preparation than with CZ weak preparation. In the case of S011-No, the CZ preparation control process is terminated after processing S013 and after processing S014.
[0144] (CZ control processing) This section explains the control process (CZ control process) in the CZ (Challenge Zone). The CZ (Chance Zone) consists of two types: CZ Weak, which is equivalent to a lower-level CZ, and CZ Strong, which is equivalent to a higher-level CZ. Both consist of 10 games and are controlled in a non-AT (Attack Time) state. As mentioned above, the "Weak CZ" state is a game state that can be transitioned to from the "Weak CZ Preparation" state, and it is a game state that can be transitioned to the normal game state or the AT (Preparation AT, EDAT) (see Figures 6-9). As mentioned above, CZ Strong is a game state that can be transitioned to from CZ Strong Preparation or Non-Advantageous Game State, and is a game state that can be transitioned to Normal Game State or AT (SPAT, EDAT) (see Figures 6-9).
[0145] Figure 35 is a flowchart showing the procedure for CZ control processing by the main control unit 10. As shown in Figure 35, the CZ control process first determines whether or not the internal lottery process has been executed (S021). In other words, it determines whether or not the game has started. If an internal lottery is performed (S021-Yes), it is determined whether the game state is weak or strong (S022). If the game state is weak CZ (S022-Yes), the AT lottery process_weak CZ is executed (S023). If the game state is strong CZ (S022-No), the AT lottery process_strong CZ is executed (S024). The AT lottery process_CZ weak preparation is executed by referring to the AT lottery table_CZ weak shown in Figure 36(a), and the AT lottery process_CZ strong is executed by referring to the AT lottery table_CZ strong shown in Figure 36(b).
[0146] As shown in Figure 36(a), in the internal lottery at S021, if a rare role is won, there is a 78 / 256 chance of winning; if a combined role 1, combined role 2, or a winning combination is won, there is a 256 / 256 chance of winning each; and if any other role is won, there is a 2 / 256 chance of winning. As shown in Figure 36(b), in the internal lottery at S021, if a rare role is won, there is a 128 / 256 chance of winning; if a combined role 1, combined role 2, or a winning combination is won, there is a 256 / 256 chance of winning each; and if any other role is won, there is a 46 / 256 chance of winning. AT lottery process: If you win the weak CZ, you will transition from the weak CZ to the preparation AT. AT lottery process: If you win the CZ Strong, you will transition from CZ Strong to SPAT. Since the AT lottery process_Strong CZ has a higher chance of winning than the AT lottery process_Weak CZ, the Strong CZ makes it easier to transition to AT than the Weak CZ. If the AT lottery process is unsuccessful, the aforementioned normal transition control process (Figure 14) is executed. In other words, in this case, the PT mode is determined by a PT mode lottery using the PT mode lottery table (Figure 15) (S121), and the value of the PT counter is determined by determining the additional PT based on the PT mode using the prescribed PT lottery tables 1 and 2 (Figure 16) (S122~S124), after which the game transitions to the normal game state (S125). In the case of S021-No, the CZ control process is terminated after processing S023 and after processing S024.
[0147] (Preparation AT control process) This section describes the control process (preparation AT control process) in the preparation AT. The preparation AT consists of one game and is controlled to maintain the AT state. As mentioned above, the Preparation AT is a game state that can be transitioned to from the normal game state, pseudo bonus, weak CZ preparation, strong CZ preparation, and normal AT, and is a game state that can be transitioned to normal AT and EDAT (see Figures 6-9).
[0148] Figure 37 is a flowchart showing the procedure for the preparation AT control process performed by the main control unit 10. As shown in Figure 37, in the preparation AT, it is first determined whether or not the internal lottery process has been executed (S281). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S281-Yes), the lighting lottery process is executed (S282). The lighting lottery process is performed by referring to the lighting pattern lottery table shown in Figure 38. The lighting lottery process determines one lighting pattern from lighting patterns 0 to 15 by lottery according to the ATLV.
[0149] The lighting patterns include: Lighting Pattern 0 (Red=0, Green=0, Yellow=0, Blue=0), Lighting Pattern 1 (Red=1, Green=0, Yellow=0, Blue=0), Lighting Pattern 2 (Red=0, Green=1, Yellow=0, Blue=0), Lighting Pattern 3 (Red=0, Green=0, Yellow=1, Blue=0), Lighting Pattern 4 (Red=0, Green=0, Yellow=0, Blue=1), Lighting Pattern 5 (Red=1, Green=1, Yellow=0, Blue=0), Lighting Pattern 6 (Red=1, Green=0, Yellow=1, Blue=0), Lighting Pattern 7 (Red=0, Green=0, Yellow=0, Blue=1), and There are lighting patterns 1, 8 (yellow=1, blue=0), 9 (red=0, green=1, yellow=0, blue=1), 10 (red=0, green=0, yellow=1, blue=1), 11 (red=1, green=1, yellow=1, blue=0), 12 (red=1, green=1, yellow=0, blue=1), 13 (red=1, green=0, yellow=1, blue=1), 14 (red=0, green=1, yellow=1, blue=1), and 15 (red=1, green=1, yellow=1, blue=1) (see Figure 38). "0" indicates off, and "1" indicates on. In other words, the lighting can be controlled to a maximum of four colors.
[0150] For example, if ATLV=0, the probability of winning is 142 / 256 for lighting pattern 0, 13 / 256 for lighting patterns 1-4, 7 / 256 for lighting patterns 5-10, and 4 / 256 for lighting patterns 11-15. Furthermore, when ATLV=3, the probability of winning is 97 / 256 for lighting pattern 0, 16 / 256 for lighting patterns 1-4, 10 / 256 for lighting patterns 5-10, and 7 / 256 for lighting patterns 11-15 (see Figure 38).
[0151] Figure 39(a) is an example of a screen showing that a lighting lottery has been performed, and Figure 39(b) is an example of a screen showing that lighting mode 12 has been selected in the lighting lottery, and the display is controlled to show red, green, and blue lights. In other words, the sub-control unit 20 displays red, green, and blue lights on the display unit 8. The illumination status (on / off) is displayed in the lower left corner of the screen. For convenience, in Figure 39, "on" is indicated by filling the illuminated area with light gray, and "off" is indicated by a white background within the illuminated area. Figure 39(a) shows that all colors are turned off (controlled to a non-lit state) because it is the first preparation AT, while Figure 39(b) shows that the red, green, and blue lights are lit (controlled to a lit state) because lighting pattern 12 was selected in the lighting lottery. Note that the illumination indicator shown in Figure 39 directly reflects the illumination lottery results by the main control unit 10, and for convenience, the lottery results for non-illumination in the illumination control process (Figure 62) described later (S673, S674) are not considered.
[0152] Furthermore, some or all of the information shown in Figure 39, such as "XX Lottery" and "XX Acquired," does not need to be announced, and information regarding button press navigation and internal processing, which is not illustrated, may be announced. Furthermore, in Figure 39, for example, the upper left area of the screen displays "Preparation" to indicate that the player is in Preparation AT, as well as the number of games currently running in Preparation AT and the total number of games. The lower left area of the screen displays the lighting status, and the lower right area displays ATLV. However, the display is not limited to these configurations, and various other display configurations are possible. For example, some of the information shown in the diagram may be hidden, or information that is not shown (such as CVLV) may be displayed. The same applies to other diagrams.
[0153] For each lighting mode, regardless of ATLV, a lighting mode may be provided in which four colors light up uniformly (with a predetermined probability (e.g., 1 / 256)). Alternatively, the lighting pattern may be determined uniformly regardless of the ATLV (for example, by referring to the distribution for ATLV1), or it may be determined according to the role won when the preparation AT is triggered (refer to the distribution for other roles = ATLV0, rare roles = ATLV1, combined roles 1 = ATLV2, combined roles 2 or winning combinations = ATLV3). The lighting pattern can also be determined by performing a lottery for each color (i.e., red, green, yellow, and blue) (for example, a lottery with winning probabilities set as ATLV0=10% win, ATLV1=20% win, ATLV2=30% win, and ATLV3=40% win) and determining whether each color lights up or turns off. Alternatively, the lighting pattern can be determined by performing a similar lottery for each pair of colors (i.e., red and green, red and yellow, red and blue, green and yellow, green and blue, and yellow and blue) to determine whether each pair of colors lights up or turns off. The same method may be used to determine the lighting patterns for three colors each or four colors. There may be lighting modes that are not selected by ATLV (for example, lighting mode 14 is only determined by ATLV2 and 3). The lighting pattern may be determined by conducting a lottery to turn off each color from a state where all lights are on (for example, a lottery where each color has an 80% chance of being turned off). You may also include colors that always light up in pairs (combinations of multiple colors) (for example, blue and red always light up together).
[0154] (Normal AT control processing) This section explains the control process in a typical automatic transmission (AT). Normally, AT consists of 20 games (30 games the first time), and the game is controlled to stay in AT mode. As mentioned above, the normal AT is a game state that can be transitioned to from the preparation AT, and it is a game state that can be transitioned to the non-advantageous game state, weak preparation for CZ, and strong preparation for CZ (see Figures 6-9).
[0155] Figure 40 is a flowchart showing the procedure for normal AT control processing by the main control unit 10. As shown in Figure 40, in a typical AT (Automatic Transmission), it is first determined whether or not the internal lottery process has been executed (S301). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S301-Yes), it is determined whether the lights are lit (S302). In other words, it is determined whether one or more of the following colors are lit: red, green, yellow, and blue. If the light is on (S302-Yes), it is determined whether or not there is a right to participate in the lighting lottery (S303). The right to light up is, in other words, the right to participate in the "Confirmed AT Transition Lottery - Lighting Up" described later. If the result of the internal lottery (S301) is a win for a role corresponding to the lighting up of each color, it is determined to be "Yes".
[0156] Figure 41 is a chart showing the lottery details for each winning combination when the lights are turned on. As shown in Figure 41, the role corresponding to the "red" light is the "cherry role", the role corresponding to the "green" light is the "watermelon role", the role corresponding to the "yellow" light is the "bell role", and the role corresponding to the "blue" light is the "replay role". Therefore, if the "red" light is on and you win the "cherry" role, it is determined that you have the right to participate in the "red" light-up lottery; if the "green" light is on and you win the "watermelon" role, it is determined that you have the right to participate in the "green" light-up lottery; if the "yellow" light is on and you win the "bell" role, it is determined that you have the right to participate in the "yellow" light-up lottery; and if the "blue" light is on and you win the "replay" role, it is determined that you have the right to participate in the "blue" light-up lottery. A combined role is a role that combines multiple roles, and therefore corresponds to roles that light up in multiple colors. For example, the combined bell and replay combination, Compound Replay 1, corresponds to the lighting of "yellow" and "blue" (Figure 41). Therefore, if you win the combined replay 1 while the "yellow" light is on, it is determined that you have the right to win the "yellow" light lottery. If you win the combined replay 1 while the "blue" light is on, it is determined that you have the right to win the "blue" light lottery. If you win the combined replay 1 while both the "yellow" and "blue" lights are on, it is determined that you have the right to win the "yellow" light lottery.
[0157] If there is a right to draw for the light-up lottery (S303-Yes), the confirmed AT transition lottery process_light-up is executed (S304). The "Confirmed AT Transition Lottery_Lighting" function is executed by referring to the "Confirmed AT Transition Lottery Table_Lighting" shown in Figure 42. The "Confirmed AT Transition Lottery - Lighting Up" determines whether or not to transition to a confirmed AT based on the winning combination and the type of light that lights up. In other words, the main control unit 10 determines whether or not to grant a confirmed AT (in other words, the right to transition to a confirmed AT) based on the result of the confirmed AT transition lottery_lighting. The "Confirmed AT Transition Lottery_Light" indicator, for example, when the red light is lit and a cherry symbol is won, refers to the "Confirmed AT Transition Lottery Table_Light" to determine if the player will transition to a guaranteed AT with a probability of 86 / 256. When the blue light is lit and a replay symbol is won, refers to the "Confirmed AT Transition Lottery Table_Light" to determine if the player will transition to a guaranteed AT with a probability of 52 / 256. When the green light is lit and a watermelon symbol is won, refers to the "Confirmed AT Transition Lottery Table_Light" to determine if the player will transition to a guaranteed AT with a probability of 256 / 256.
[0158] The confirmed AT transition lottery lights up in the order of red → green → yellow → blue. Specifically, when the confirmed AT transition lottery_lighting is performed, if a lottery is held for the highest-ranking color, the process of S304 is exited and the process proceeds to the next step, and if the opportunity for S304 arises again, a lottery is held for the next-ranking color. For example, if you win a combined bell 3 (a combination of cherry, watermelon, and bell) while both the red and green lights are on, you will retain the right to draw for the red light and the right to draw for the green light. In this case, first, the initial confirmed AT transition lottery_light is performed based on the right to draw for the red light, and after going through S305~S307, if you return to S304 again, then the confirmed AT transition lottery_light is performed based on the right to draw for the green light.
[0159] Next, the process of reducing the right to participate in the lighting lottery is executed (S305). For example, if you hold both a red light-up lottery right and a green light-up lottery right, and you perform a confirmed AT transition lottery based on the red light-up lottery right, the red light-up lottery right will be subtracted from the held light-up lottery right. In this case, you will be left with a green light-up lottery right. Next, it is determined whether the lottery result for the confirmed AT transition_light is a loss or not (S306). If the lottery result for the confirmed AT transition_light-up is unsuccessful (S306-Yes), it is determined whether or not there is no right to participate in the light-up lottery (S307). If you do not have the right to participate in the lighting lottery (S307-Yes), proceed to S308. If you do have the right to participate in the lighting lottery (S307-No), return to S304. For example, if you hold both a red light-up lottery right and a green light-up lottery right, and the confirmed AT transition lottery_light-up based on the red light-up lottery right is executed, if the lottery result is unsuccessful, the green light-up lottery right is retained, and therefore it is determined that "light-up lottery right exists (S307-No)". In other words, it determines whether there are any undrawn winning combinations for the color that is currently lit. Therefore, it basically applies to cases where a combined winning combination is won.
[0160] Figure 43(a) is an example of a screen showing that, with red, green, and blue lights illuminated, a combination 2 (combination bell 3) was won, resulting in the execution of the confirmed AT transition lottery_lighting (confirmed AT transition lottery_red) based on the red light. Figure 43(b) is an example of a screen that indicates that the player did not win (lost) in the lottery shown in Figure 43(a), and that the right to participate in the confirmed AT transition lottery based on the red light has been reduced, by turning off the red light. Figure 43(c) is an example of a screen showing that, following a failure in the initial confirmed AT transition lottery_red, a confirmed AT transition lottery_lighted (confirmed AT transition lottery_green) was executed based on the green light. Figure 43(d) is an example of a screen indicating that the AT transition lottery has been won (meaning the continuation of the AT is confirmed). In other words, in the gaming machine 1, the first notification means (display 8) can notify (display) specific judgment state information (red light) when it is controlled to the second judgment state (red light state) by the judgment state control means. Furthermore, when the first notification means (display 8) is controlled to the fourth determination state (green light state) by the determination state control means, it can notify (display) special determination state information (green light).
[0161] Next, the process for determining the confirmed AT transition_winning role is executed (S308). If it is not determined in S302 that the light is on (S302-No), and if it is not determined in S303 that there is a right to participate in the light-up lottery (S303-No), the process in S308 is also executed. In other words, if the light is not controlled to be on, or if the right to participate in the light-up lottery is lost due to the execution of the confirmed AT transition lottery_light-up even if the light is controlled to be on, the process in S308 is executed. The winning combination for the guaranteed AT transition lottery is determined by referring to the guaranteed AT transition lottery table.
[0162] The confirmed AT transition lottery table_winning roles include, as shown in Figure 44(a), the confirmed AT transition lottery table_winning roles (first half) which is referenced in the first half of the normal AT, and as shown in Figure 44(b), the confirmed AT transition lottery table_winning roles (second half) which is referenced in the second half of the normal AT. Normally, AT consists of 20 games (30 games the first time), so the "first half" corresponds to games 1-10 (games 1-15 the first time), and the "second half" corresponds to games 11-20 (games 16-30 the first time). As shown in Figures 44(a) and (b), in the guaranteed AT transition lottery, the probability of winning when the winning combination is a combined combination 2 or a winning combination is the same in the first and second halves, but the probability of winning when the winning combination is a combined combination 1, a rare combination, or other combinations is higher in the second half than in the first half. In other words, the probability of winning is higher in the second half than in the first half, and even if the number of remaining games in the regular AT is low, you can still expect to transition to the guaranteed AT.
[0163] The winning combination for the guaranteed AT transition lottery is determined as follows: In the first half of the normal AT, if a replay combination is won while the blue light is not on, the guaranteed AT transition lottery table_winning combinations (first half) is referenced to determine if the transition to the guaranteed AT is determined with a probability of 0 / 256. In the second half of the normal AT, if a replay combination is won while the blue light is not on, the guaranteed AT transition lottery table_winning combinations (second half) is referenced to determine if the transition to the guaranteed AT is determined with a probability of 1 / 256. The guaranteed AT transition lottery_winning roles are determined as follows: In the first half of the normal AT, if a cherry or watermelon role (rare role) is won while the green light is not lit, the guaranteed AT transition lottery table_winning roles (first half) is referred to to determine a transition to the guaranteed AT with a probability of 26 / 256. In the second half of the normal AT, if a cherry or watermelon role (rare role) is won while the green light is not lit, the guaranteed AT transition lottery table_winning roles (second half) is referred to to determine a transition to the guaranteed AT with a probability of 64 / 256.
[0164] If the light is not lit, or if the light is lit but a role that does not correspond to the color is won, the guaranteed AT transition lottery_light will not be performed, and the guaranteed AT transition lottery_winning role will be performed instead. Specifically, in the regular AT transition lottery, if a watermelon symbol is won while the blue light is not lit during the first half of the regular AT, the regular AT transition lottery table_winning symbols (first half) is referenced to determine if the player is transitioning to a guaranteed AT with a probability of 26 / 256. In the regular AT transition, if a watermelon symbol is won while the blue light is not lit during the second half of the regular AT, the regular AT transition lottery table_winning symbols (second half) is referenced to determine if the player is transitioning to a guaranteed AT with a probability of 64 / 256. The guaranteed AT transition lottery_winning role is determined by referring to the guaranteed AT transition lottery table_winning role (first half) if a replay role is won in the first half of the normal AT while the green light is not on, with a probability of 0 / 256. If a replay role is won in the second half of the normal AT while the green light is not on, the guaranteed AT transition lottery table_winning role (second half) is referred to, with a probability of 1 / 256.
[0165] Furthermore, in the regular AT, if the watermelon symbol is won while the blue light is on during the first half of the regular AT, the regular AT transition lottery table_winning symbols (first half) is referenced to determine if the player is transitioning to a guaranteed AT with a probability of 26 / 256. In the regular AT, if the watermelon symbol is won while the blue light is on during the second half of the regular AT, the regular AT transition lottery table_winning symbols (second half) is referenced to determine if the player is transitioning to a guaranteed AT with a probability of 64 / 256. The Guaranteed AT Transition Lottery_Winning Roles: In the first half of the normal AT, if a replay role is won while the green light is on, the Guaranteed AT Transition Lottery Table_Winning Roles (First Half) is referenced to determine if the player is transitioning to the Guaranteed AT with a probability of 0 / 256. In the second half of the normal AT, if a replay role is won while the green light is on, the Guaranteed AT Transition Lottery Table_Winning Roles (Second Half) is referenced to determine if the player is transitioning to the Guaranteed AT with a probability of 1 / 256. Thus, the gaming machine 1 is equipped with a determination means (confirmed AT transition lottery light and winning role) that can determine whether to grant a bonus (confirmed AT) based on the game result (winning role) determined by the game result determination means (internal lottery).
[0166] Figure 45(a) is an example of a screen showing that a winning combination for the guaranteed AT transition lottery has been executed, and Figure 45(b) is an example of a screen showing that a winning combination for the guaranteed AT transition lottery has been achieved (AT continuation is confirmed). Furthermore, for some roles, the probability of winning the guaranteed AT transition lottery may be uniform (for example, 256 / 256) regardless of the lighting pattern. Furthermore, the guaranteed AT transition lottery_winning role can also be configured so that, in the first half of the normal AT, if a replay role is won while the blue light is on, the guaranteed AT transition lottery table_winning role (first half) is referenced to determine a transition to the guaranteed AT with a probability of 0 / 256, or in the second half of the normal AT, if a replay role is won while the blue light is on, the guaranteed AT transition lottery table_winning role (second half) is referenced to determine a transition to the guaranteed AT with a probability of 1 / 256. Similarly, if the watermelon symbol is won while the green light is on, the system will refer to the confirmed AT transition lottery table_winning symbol and execute the confirmed AT transition lottery_winning symbol.
[0167] Thus, when a specific game result (cherry role) is determined (won) by the game result determination means (internal lottery), the game machine 1 includes a determination state control means that can control the game to any of a plurality of determination states (lighted state), including a first determination state (red non-lit state) in which the determination means (confirmed AT transition lottery_winning role) can determine that a bonus (confirmed AT) will be granted with a first probability (26 / 256 or 64 / 256 (see Figure 44)), and a second determination state (red lit state) in which the determination means (confirmed AT transition lottery_lit) can determine that a bonus (confirmed AT) will be granted with a second probability (86 / 256 (see Figure 42)) that is higher than the first probability. Furthermore, the judgment state control means can be controlled to a third judgment state (green unlit state) in which, when a special game result (watermelon role) is determined (won) by the game result determination means (internal lottery), the judgment means (confirmed AT transition lottery_winning role) can determine that a bonus (confirmed AT) will be granted at a third probability (26 / 256 or 64 / 256 (see Figure 44)), and a fourth judgment state (green lit state) in which, when the special game result (watermelon role) is determined (won) by the game result determination means (internal lottery), the judgment means (confirmed AT transition lottery_lit) can determine that a bonus (confirmed AT) will be granted at a fourth probability (256 / 256 (see Figure 42)) which is higher than the second and third probabilities. Note that the first probability is higher than the third probability, and the third probability is higher than the second probability. Also, while the fourth probability is 100% (256 / 256), it can be a probability less than 100%.
[0168] Following S308, the breakthrough value lottery process is executed (S309). Details of the breakthrough value lottery process will be described later. In the case of S301-No, and after processing S309, the AT control process is normally terminated.
[0169] In the case of high probability (lighted state), if you win the "lottery related to high probability" (guaranteed AT transition lottery_lighted), the game will be controlled to transition to guaranteed AT, and the "lottery related to winning role" will not be executed as guaranteed AT transition lottery_winning role, but a lottery related to the breakthrough value corresponding to the winning role (such as the breakthrough value addition lottery described later) will be executed. However, the "lottery related to winning role" may also be a lottery related to guaranteed AT stock or other stocks corresponding to the winning role. In the case of a high probability state, we have explained that we will perform the "lottery related to high probability" (guaranteed AT transition lottery_light) and the "lottery related to winning role" (guaranteed AT transition lottery_winning role). However, if we perform the "lottery related to high probability," we may choose not to perform the "lottery related to winning role."
[0170] (Breakthrough value lottery process) Let's explain the process for determining the breakthrough value. Figure 46 is a flowchart showing the procedure for the breakthrough value lottery process performed by the main control unit 10. The breakthrough value lottery process performs a determination as shown in Figure 46 as to whether or not a confirmed AT has been won (S401). Specifically, it determines whether the player has won either the Guaranteed AT Transition Lottery - Light Up (S304) or the Guaranteed AT Transition Lottery - Winning Role (S308). If a guaranteed AT is won (S401-Yes), the initial breakthrough value lottery process is executed (S402). In other words, the initial breakthrough value lottery is executed when the transition to a guaranteed AT is confirmed.
[0171] The initial breakthrough value lottery is performed by referring to the initial breakthrough value lottery table shown in Figure 47. As shown in Figure 47, the initial breakthrough value is determined by lottery from among 20, 30, 40, 50, 60, 70, 80, and 90, depending on ATLV0 to 3. The memory device stores the determined initial breakthrough value. For example, in the case of ATLV0, there is a 177 / 256 chance of winning an initial breakthrough value of 20, a 39 / 256 chance of winning an initial breakthrough value of 30, a 20 / 256 chance of winning an initial breakthrough value of 40, an 8 / 256 chance of winning a breakthrough value of 50, a 2 / 256 chance of winning an initial breakthrough value of 70, and no chance of winning an initial breakthrough value of 90. In the case of ATLV3, there is a 126 / 256 chance of winning an initial breakthrough value of 20, a 52 / 256 chance of winning an initial breakthrough value of 30, a 39 / 256 chance of winning an initial breakthrough value of 40, a 16 / 256 chance of winning an initial breakthrough value of 50, a 4 / 256 chance of winning an initial breakthrough value of 70, and a 1 / 256 chance of winning an initial breakthrough value of 90. Thus, the initial breakthrough value lottery determines the initial breakthrough value by taking ATLV into consideration, but it is also possible to determine the initial breakthrough value uniformly without taking ATLV into consideration. For example, the initial breakthrough value may be determined by referring to the distribution of ATLV1 in Figure 47, or it may be determined according to the role when the preparation AT is won (referring to the distribution of Other = ATLV0, Rare role = ATLV1, Compound role 1 = ATLV2, Compound role 2 or Reaching = ATLV3). Figure 48(a) is an example of a screen showing that an initial breakthrough value of 30 was obtained as a result of the initial breakthrough value lottery.
[0172] Next, it is determined whether or not there is a right to participate in the lighting lottery (S403). Specifically, in the S304 confirmed AT transition lottery_lighting, it is determined whether or not there is a right to not be drawn. For example, if you have both a red and a yellow light on and win a combined bell 1 (a combination of a bell and a cherry), and the guaranteed AT transition lottery is performed only for the red light, and you win that lottery, the guaranteed AT transition lottery for the yellow light is not performed, then the right to win the yellow light lottery remains, so it is determined that "the right to win the light lottery is present (Yes)". If it is determined that you have the right to participate in the lighting lottery (S403-Yes), the breakthrough value addition lottery process_lighting is executed (S404). In other words, the breakthrough value addition lottery process_lighting may be executed when a combined role is won in normal AT.
[0173] The breakthrough value addition lottery_lighting is performed by referring to the breakthrough value addition lottery table shown in Figure 49. Specifically, if the right to light up is lit green, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_green light shown in Figure 49(a); if the right to light up is lit yellow, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_yellow light shown in Figure 49(b); and if the right to light up is lit blue, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_blue light shown in Figure 49(c). The Breakthrough Value Addition Lottery_Lighting determines the Breakthrough Value to be added based on the lighting color and the type of guaranteed AT (strong / weak) to which the transition from normal AT is made. If the remaining number of games in normal AT at the time of transition is 16 or more, it is controlled to "Guaranteed AT Strong", and if it is 15 games or less, it is controlled to "Guaranteed AT Weak" (see Figures 8 and 9). For example, in a normal AT where a color other than blue is lit, if a combined combination 2 (combined bell 3, which is a combination of bell, watermelon, and cherry) is won in the first game (i.e., with 16 or more games remaining), and the confirmed AT transition lottery_lighting based on red lighting is won and the transition (continuation) to a confirmed AT is confirmed, the breakthrough value addition lottery_lighting is executed by referring to the "confirmed AT strong" in the breakthrough value addition lottery table_green lighting and breakthrough value addition lottery table_yellow lighting.
[0174] In the Breakthrough Value Addition Lottery_Green Light, as shown in Figure 49(a), if it is "Guaranteed AT Strong", there is a 111 / 256 chance of winning "10", a 26 / 256 chance of winning "30", and an 8 / 256 chance of winning "50", while if it is "Guaranteed AT Weak", there is a 128 / 256 chance of winning "10" and a 16 / 256 chance of winning "30". In the Breakthrough Value Addition Lottery_Yellow Light, as shown in Figure 49(b), if it is "Guaranteed AT Strong", there is a 96 / 256 chance of winning "0", a 143 / 256 chance of winning "3", and an 8 / 256 chance of winning "5". On the other hand, if it is "Guaranteed AT Weak", there is a 128 / 256 chance of winning "0", a 118 / 256 chance of winning "3", and a 6 / 256 chance of winning "5". In the Breakthrough Value Addition Lottery_Blue Light, as shown in Figure 49(c), if it is "Guaranteed AT Strong", there is a 151 / 256 chance of winning "3" and a 77 / 256 chance of winning "5", while if it is "Guaranteed AT Weak", there is a 194 / 256 chance of winning "3" and a 52 / 256 chance of winning "5".
[0175] The Breakthrough Value Addition Lottery_Lighting is not performed based on red lighting. The Breakthrough Value Addition Lottery_Lighting (S404) is performed when there is a right to light up (S403-Yes) (see Figure 46), and this right to light up remains if the Confirmed AT Transition Lottery_Lighting in S304 has not been performed. In other words, the S304 confirmed AT transition lottery_lighting is performed in the order of red → green → yellow → blue, so if there is a right to the red light-up lottery, the confirmed AT transition lottery_red will always be performed (it will not be left unperformed) and therefore will not remain.
[0176] Figure 48(b) is an example of a screen showing the result of the Breakthrough Value Addition Lottery_Green, indicating that an added breakthrough value of 10 was obtained. On this screen, the cumulative breakthrough value is displayed in the upper right area. Therefore, as shown in Figure 48(b), the upper right area of the screen displays the cumulative breakthrough value of 40, which is the initial breakthrough value of 30 plus the additional breakthrough value of 10. Figure 48(c) is an example of a screen showing that, as a result of performing the Breakthrough Value Addition Lottery_Blue after the Breakthrough Value Addition Lottery_Green, an added breakthrough value of 10 was obtained. Therefore, as shown in Figure 48(c), the upper right area of the screen displays the cumulative breakthrough value of 50, which is the breakthrough value of 40 before the execution of the Breakthrough Value Addition Lottery_Blue, plus the added breakthrough value of 10.
[0177] You may also perform the Breakthrough Value Addition Lottery (Red Light). For example, by setting the lottery order to second or later (after the lighting of other colors), it is possible to execute the Breakthrough Value Addition Lottery_Red Light in S404. In this case, the Breakthrough Value Addition Lottery_Red Light should be executed by referring to the "Breakthrough Value Addition Lottery Table_Red Light" (Figure 56(a)).
[0178] Next, the process of deducting the right to participate in the lighting lottery is executed (S405). This is the same process as in S305. For example, if you hold both a red light-up lottery right and a green light-up lottery right, and you execute the confirmed AT transition lottery based on the red light-up lottery right, the red light-up lottery right will be removed from the held light-up lottery right. In other words, in this case, you will be left with the green light-up lottery right. Next, it is determined whether or not there is a right to participate in the lighting lottery (S406). For example, if you hold both a red light-up lottery right and a green light-up lottery right, and the confirmed AT transition lottery_light-up based on the red light-up lottery right is executed, the green light-up lottery right will be retained, and therefore it will be determined that "you have a light-up lottery right." In other words, it determines whether there are any undrawn winning combinations for the color that is currently lit. Therefore, it basically applies to cases where a combined winning combination is won. If you do not have the right to participate in the lighting lottery (S406-Yes), proceed to S407. If you do have the right to participate in the lighting lottery (S406-No), return to S404. If S406-Yes, and if S403-No, it is determined whether or not the lottery based on the winning role has not been executed (S407). Specifically, it determines whether or not the "Confirmed AT Transition Lottery Process_Winning Role" has been executed.
[0179] If it is determined that "the lottery based on the winning role has not been performed" (S407-Yes), the breakthrough value addition lottery process is executed (S408). The breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table shown in Figure 50. Specifically, if the type of guaranteed AT transitioning from a normal AT is "weak", the Breakthrough Value Addition Lottery_Guaranteed AT Weak shown in Figure 50(a) is referenced and the Breakthrough Value Addition Lottery_Guaranteed AT Weak is executed. If the type of guaranteed AT transitioning from a normal AT is "strong", the Breakthrough Value Addition Lottery_Guaranteed AT Strong shown in Figure 50(b) is referenced and the Breakthrough Value Addition Lottery_Guaranteed AT Strong is executed.
[0180] In the Breakthrough Value Addition Lottery - Guaranteed AT Weak, if a rare role is won, there is a 227 / 256 chance of winning "3", a 26 / 256 chance of winning "5", and a 1 / 256 chance of winning "10", "20", or "30". Similarly, if a combined role 1 is won, there is a 218 / 256 chance of winning "3", and a 12 / 256 chance of winning "5", "10", or "20". Similarly, if a combined role 2 is won, there is a 204 / 256 chance of winning "30", and a 52 / 256 chance of winning "50". Similarly, if a winning combination is won, there is a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5". If you win any other number, you have a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5".
[0181] In the Breakthrough Value Addition Lottery - Guaranteed AT Strong, if a rare role is won, there is a 224 / 256 chance of winning "3", and an 8 / 256 chance of winning "5", "10", "20", or "30". Similarly, if a combined role 1 is won, there is a 207 / 256 chance of winning "3", a 12 / 256 chance of winning "5", "10", "20", or "30", and a 1 / 256 chance of winning "50". Similarly, if a combined role 2 is won, there is a 128 / 256 chance of winning "30", and a 128 / 256 chance of winning "50". Similarly, if a winning combination is won, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5". If you win any other number, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5".
[0182] Figure 48(d) is an example of a screen showing the result of the Breakthrough Value Addition Lottery - Confirmed AT Strong, where an added breakthrough value of 30 was obtained. Therefore, the upper right area of the screen in Figure 48(d) displays the cumulative breakthrough value of 80, which is the breakthrough value of 50 before the execution of the Breakthrough Value Addition Lottery - Confirmed AT Strong, plus the added breakthrough value of 30. As shown in Figure 48, it is not necessary to explicitly show or suggest the numerical value (additional value), to suggest the value through items, etc., or not to suggest it at all. In the case of S401-No and S407-No, the breakthrough value lottery process is terminated.
[0183] (Normal AT termination processing) This section explains the processing that occurs when a normal AT (Automatic Trigger) game ends (processing at the end of a normal AT). Figure 51 is a flowchart showing the procedure for normal AT termination processing by the main control unit 10. As shown in Figure 51, in the normal AT termination process, it is first determined whether or not the game has ended in the normal AT (S501). If it is determined that the game has ended (S501-Yes), it is determined whether the AT has ended or not (S502). In other words, it is determined whether the normal AT has ended or not. Specifically, the game determines that the normal AT has ended (Yes) if the remaining games in the normal AT are "0", the game does not transition to the guaranteed AT, and there are no preparation AT stocks. Next, the process for determining the continuation of the advantageous period is executed (S503). The lottery for continuing the advantageous period is performed by referring to the advantageous period continuation lottery table shown in Figure 52. As shown in Figure 52, the advantageous period continuation lottery determines whether to continue or end based on the CZLV. The higher the CZLV, the higher the probability of winning "continuation," and the lower the CZLV, the lower the probability of winning "continuation."
[0184] If the "Continue" option is selected in the advantageous period continuation lottery (S504-Yes), the advantageous period will continue. In other words, the advantageous period continues until the next opportunity for a continuation lottery or the advantageous period limiter is reached. Next, the CZ type lottery process is executed (S505). In other words, the CZ type lottery is performed when the game is controlled to enter a CZ (CZ preparation) while the advantageous period continues. The CZ type lottery is performed by referring to the CZ type lottery table shown in Figure 53. As shown in Figure 53, the CZ type lottery determines whether it is a "weak CZ" or a "strong CZ" based on the CZLV. The higher the CZLV, the higher the probability of winning a "strong CZ," and the lower the CZLV, the lower the probability of winning a "strong CZ." If "Weak CZ" is selected, the main control unit 10 controls the system to "Preparation for Weak CZ" in the next game, and if "Strong CZ" is selected, the main control unit 10 controls the system to "Preparation for Strong CZ" in the next game. Figure 54(a) is an example of a screen showing that "Continue" was won in the advantageous section continuation lottery, Figure 54(b) shows that the CZ type lottery was executed based on the winning of "Continue" in the advantageous section continuation lottery, and Figure 54(c) is an example of a screen including the CZ weak preparation stage image. Note that Figure 54 shows an example where ATLV is displayed on the display unit 8, but ATLV can be hidden. The same applies to other scenarios. Thus, the control of the game type (control of the game state) is performed by the main control unit 10, but the sub-control unit 20 controls the game to the "weak CZ preparation stage" regardless of the type, in terms of appearance (presentation), whether the winner is "weak CZ" or "strong CZ". This control will be explained in detail later in "Stage presentation with a sense of penetration SPEC". Furthermore, if a specific setting value (for example, setting 5 or 6) is set, even if the type of CZ is determined in this lottery, stage control may be executed to control the game to the CZ Strong Stage with a predetermined probability (for example, 1 / 256).
[0185] Next, the system controls the preparation for the type of CZ (Chance Zone) according to the lottery result (S506). In other words, in the S505's CZ type lottery, if "Weak CZ" is selected, the game state is controlled to Weak CZ, and if "Strong CZ" is selected, the game state is controlled to Strong CZ. If the advantageous period continuation lottery is unsuccessful (S504-No), the non-advantageous period control process is executed (S507). In other words, it executes a control that transitions the game period from a favorable period to a non-favorable period. Furthermore, the system executes a control mechanism to transition the game state from normal AT to a non-advantageous game state. In the case of S501-No, in the case of S502-No, after processing S506, and after processing S507, the normal AT termination process is terminated.
[0186] (Confirmed AT control process) This section explains the control process (confirmed AT control process) in a guaranteed automatic transmission (AT). As mentioned above, the confirmed AT is a game state that can be transitioned to from the normal AT, and is a game state that can be transitioned to the breakthrough AT and EDAT (see Figures 6-9). There are two types of guaranteed AT: "strong guaranteed AT" and "weak guaranteed AT," both of which control the AT state. A guaranteed AT (Strong) occurs when, in a normal AT, the continuation of the AT is confirmed with 16 or more games remaining. In other words, it occurs when, within 4 games (14 games in the first case) from the start of a normal AT, the guaranteed AT transition lottery light (S304) is won, or the guaranteed AT transition lottery winning role (S308) is won. A weakly guaranteed AT occurs when, in a normal AT, the continuation of the AT is confirmed with fewer than 16 games remaining. In other words, it occurs when, after 5 games from the start of the normal AT (15 games in the first case), the player wins the guaranteed AT transition lottery_light (S304) or the guaranteed AT transition lottery_winning role (S308) (see Figures 8 and 9). Therefore, a guaranteed strong AT consists of 16 games or more, while a guaranteed weak AT consists of 15 games or less. The guaranteed AT Strong mode ends when a predetermined number of games ("remaining number of games in normal AT" - "number of games played until AT continuation is confirmed") are played, and then the game transitions to Breakthrough AT. The "Weak Confirmed AT" mode ends after a predetermined number of games ("Remaining games in Normal AT" - "Number of games played until AT continuation is confirmed"), and then transitions to the "Breakthrough AT" mode. In other words, the game state control means can control the game to a breakthrough AT when a predetermined number of games have been played in a confirmed AT (when the remaining number of games reaches "0") (see Figures 8 and 9).
[0187] Figure 55 is a flowchart showing the procedure for the confirmed AT control process performed by the main control unit 10. As shown in Figure 55, in a confirmed AT, it is first determined whether or not the internal lottery process has been executed (S601). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S601-Yes), it is determined whether the lights are on or off (S602). In other words, it is determined whether one or more of the red, green, yellow, and blue lights are on or off. If the light is lit (S602-Yes), determine whether or not you have the right to participate in the lighting lottery (S603). Specifically, it determines whether or not the player has won the prize corresponding to the color that is lit up. For example, if red is lit, it determines whether or not the player has won the cherry prize; if green is lit, it determines whether or not the player has won the watermelon prize; if yellow is lit, it determines whether or not the player has won the bell prize; and if blue is lit, it determines whether or not the player has won the replay prize.
[0188] If there is a right to draw for lighting (S603-Yes), the breakthrough value addition draw process_lighting is executed (S604). The breakthrough value addition lottery_lighting is performed by referring to the breakthrough value addition lottery table shown in Figure 56. Specifically, if the right to light up is lit red, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_red light shown in Figure 56(a); if the right to light up is lit green, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_green light shown in Figure 56(b); if the right to light up is lit yellow, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_yellow light shown in Figure 56(c); and if the right to light up is lit blue, the breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table_blue light shown in Figure 56(d). The breakthrough value addition lottery determines the breakthrough value to be added based on the color of the light and the type of confirmed AT (strong / weak). For example, if the red, green, and yellow lights are on and the game transitions from normal AT to guaranteed AT Strong, and the winning combination that triggered the transition to guaranteed AT is a combined combination 2 (a combined bell 3 consisting of a bell, watermelon, and cherry), the breakthrough value addition lottery is executed by referring to the "Guaranteed AT Strong" in the Breakthrough Value Addition Lottery Table_Red, Breakthrough Value Addition Lottery Table_Green, and Breakthrough Value Addition Lottery Table_Yellow.
[0189] In the Breakthrough Value Addition Lottery_Red Light, as shown in Figure 56(a), if it is "Guaranteed AT Strong", there is a 192 / 256 chance of winning "5", a 26 / 256 chance of winning "10" or "20", an 8 / 256 chance of winning "30", and a 4 / 256 chance of winning "50". On the other hand, if it is "Guaranteed AT Weak", there is a 225 / 256 chance of winning "5", a 13 / 256 chance of winning "10" or "20", a 4 / 256 chance of winning "50", and a 1 / 256 chance of winning "50". In the Breakthrough Value Addition Lottery_Green Light, as shown in Figure 56(b), if it is "Guaranteed AT Strong", there is a 111 / 256 chance of winning "10" or "20", a 26 / 256 chance of winning "30", and an 8 / 256 chance of winning "50". On the other hand, if it is "Guaranteed AT Weak", there is a 128 / 256 chance of winning "10", a 108 / 256 chance of winning "20", a 16 / 256 chance of winning "30", and a 4 / 256 chance of winning "50". In the Breakthrough Value Addition Lottery_Yellow Light, as shown in Figure 56(c), if it is "Guaranteed AT Strong", there is a 96 / 256 chance of winning "0", a 143 / 256 chance of winning "3", and an 8 / 256 chance of winning "5". On the other hand, if it is "Guaranteed AT Weak", there is a 128 / 256 chance of winning "0", a 118 / 256 chance of winning "3", and a 6 / 256 chance of winning "5". In the Breakthrough Value Addition Lottery_Blue Light, as shown in Figure 56(d), if it is "Guaranteed AT Strong", there is a 151 / 256 chance of winning "3" and a 77 / 256 chance of winning "5", while if it is "Guaranteed AT Weak", there is a 194 / 256 chance of winning "3" and a 52 / 256 chance of winning "5". The memory device stores the winning breakthrough value. In other words, the confirmed AT includes a breakthrough value addition lottery that can assign a breakthrough value (numerical information), the memory means is capable of storing the breakthrough value (numerical information) assigned by the breakthrough value addition lottery, and the game state control means can control the game to a breakthrough AT when a predetermined number of games have been played in the confirmed AT.
[0190] Figure 57(a) is an example of a screen showing that the result of the Breakthrough Value Addition Lottery_Red was that an added breakthrough value of 10 was obtained. As shown in Figure 57(a), the upper right area of the screen displays the cumulative breakthrough value of 80, which is the total breakthrough value obtained so far plus an additional breakthrough value of 10. Figure 57(b) is an example of a screen showing that a Breakthrough Value of 10 was obtained through the Breakthrough Value Addition Lottery_Green, which was executed after the Breakthrough Value Addition Lottery_Red. As shown in Figure 57(b), the upper right area of the screen displays the cumulative breakthrough value of 90, which is the sum of the previously acquired breakthrough value of 80 and the added breakthrough value of 10. Figure 57(c) is an example of a screen showing that a Breakthrough Value of 10 was obtained through the Breakthrough Value Addition Lottery_Yellow, which was executed after the Breakthrough Value Addition Lottery_Green. As shown in Figure 57(c), the upper right area of the screen displays the cumulative breakthrough value of 100, which is the sum of the previously acquired breakthrough value of 90 and the added breakthrough value of 10. Figure 57(d) is an example of a screen showing that a Breakthrough Value of 30 was obtained through the Breakthrough Value Addition Lottery_Confirmed AT Strong, which was performed after the Breakthrough Value Addition Lottery_Yellow. As shown in Figure 57(d), the upper right area of the screen displays the cumulative breakthrough value of 130, which is the sum of the previously acquired breakthrough value of 100 and the added breakthrough value of 30.
[0191] Next, the process of reducing the right to participate in the lighting lottery is executed (S605). For example, if you hold both a red and a green light-up lottery right, and then execute the confirmed AT transition lottery_red, the red light-up lottery right will be subtracted from the held right. In this case, you will be left with a green light-up lottery right. Next, it is determined whether or not there is a right to participate in the lighting lottery (S606). In other words, it determines whether there are any undrawn winning combinations for the color that is currently lit. Therefore, it basically applies to cases where a combined winning combination is won. Next, the breakthrough value addition lottery process is executed (S607). The breakthrough value addition lottery is performed by referring to the breakthrough value addition lottery table shown in Figure 58. Specifically, if the type of guaranteed AT transitioning from a normal AT is "weak", the Breakthrough Value Addition Lottery_Guaranteed AT Weak shown in Figure 58(a) is referenced and the Breakthrough Value Addition Lottery_Guaranteed AT Weak is executed. If the type of guaranteed AT transitioning from a normal AT is "strong", the Breakthrough Value Addition Lottery_Guaranteed AT Strong shown in Figure 58(b) is referenced and the Breakthrough Value Addition Lottery_Guaranteed AT Strong is executed.
[0192] In the Breakthrough Value Addition Lottery - Guaranteed AT Weak, if a rare role is won, there is a 227 / 256 chance of winning "3", a 26 / 256 chance of winning "5", and a 1 / 256 chance of winning "10", "20", or "30". Similarly, if a combined role 1 is won, there is a 218 / 256 chance of winning "3", and a 12 / 256 chance of winning "5", "10", or "20". Similarly, if a combined role 2 is won, there is a 204 / 256 chance of winning "30", and a 52 / 256 chance of winning "50". Similarly, if a winning combination is won, there is a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5". If you win any other number, you have a 247 / 256 chance of winning "0", an 8 / 256 chance of winning "3", and a 1 / 256 chance of winning "5".
[0193] In the Breakthrough Value Addition Lottery - Guaranteed AT Strong, if a rare role is won, there is a 224 / 256 chance of winning "3", and an 8 / 256 chance of winning "5", "10", "20", or "30". Similarly, if a combined role 1 is won, there is a 207 / 256 chance of winning "3", a 12 / 256 chance of winning "5", "10", "20", or "30", and a 1 / 256 chance of winning "50". Similarly, if a combined role 2 is won, there is a 128 / 256 chance of winning "30", and a 128 / 256 chance of winning "50". Similarly, if a winning combination is won, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5". If you win any other number, there is a 238 / 256 chance of winning "0", a 16 / 256 chance of winning "3", and a 2 / 256 chance of winning "5".
[0194] Figure 57(d) is an example of a screen showing that a Breakthrough Value of 30 was obtained through the Breakthrough Value Addition Lottery_Confirmed AT Strong, which was performed after the Breakthrough Value Addition Lottery_Green. As shown in Figure 57(d), the upper right area of the screen displays the cumulative breakthrough value of 130, which is the sum of the previously acquired breakthrough value of 100 and the added breakthrough value of 30. In the case of S601-No, and after processing S607, the confirmed AT control process is terminated.
[0195] (Notification mode control processing) The notification mode control process by the sub-control unit 20 will now be explained. Notification mode control is performed during AT stages (AT), such as the preparation AT stage, normal AT stage, and confirmed AT stage. The notification mode control controls how notifications are made when a winning combination (corresponding combination) is achieved. Specifically, the system controls the machine to set a mode that immediately notifies the user when a winning combination is achieved by operating the start lever (also known as the "lever notification mode"), and to set a mode that does not notify the user when a winning combination is achieved by operating the start lever (also known as the "chance notification mode"). In other words, the gaming machine 1 includes a mode control means (sub-control unit 20) that can control the machine to any of a plurality of modes, including a first mode (chance notification mode) in which the second notification means (speaker 9) cannot notify specific game result information (that a role corresponding to the illuminated color has been won) and a second mode (lever notification mode) in which the second notification means (speaker 9) can notify specific game result information (that a role corresponding to the illuminated color has been won), and a mode determination means (notification mode change processing) that can determine the mode controlled in a specific game state (AT) through a selection operation by the player. This type of notification mode control is intended to enhance the enjoyment of the game. The default setting is the chance notification mode. In addition, it is acceptable for a notification to be made when the start lever is operated in chance notification mode. In this case, it is preferable to make the notification probability lower than in lever notification mode (for example, by performing a notification sound presence / absence lottery as described later, and making the winning probability in chance notification mode lower than the winning probability in lever notification mode).
[0196] The notification mode can be changed (selected) during the period from the start to the end of the preparation AT. Furthermore, changes to the notification mode may be permitted at times other than those mentioned above. Alternatively, the mode selection operation may be disabled. In other words, the concept of modes may be eliminated, and the system may be controlled (set) to a state corresponding to the chance notification mode or the lever notification mode. Specifically, during the change period, touching or holding the touch sensor 18 will switch to the mode selection screen. Once the mode selection screen is displayed, select a mode using the up and down buttons on the performance button 2g and confirm with the OK button. Figure 59 is an explanatory diagram regarding the notification mode. For convenience, Figures 59(a) and (b) show the selected notification mode area filled with light gray. Figure 59(a) shows the initial notification mode. As shown in Figure 59(a), the notification mode is initially set to the chance notification mode. In this state, by operating the up and down buttons, the selection area switches to lever notification mode, as shown in Figure 59(b). Then, by pressing the OK button, the notification mode can be changed back to lever notification mode. Figure 59(c) is an explanatory diagram of the notification process when the lever notification mode is set (selected). When the lever notification mode is set, if the start lever is operated, a notification sound is output from speaker 9 immediately (for example, after 0.1 seconds, i.e., before the stop operation is performed), as shown in Figure 59(c).
[0197] Alternatively, instead of providing a mode selection screen, the notification mode may be switched depending on the duration of the touch or holding period of the touch sensor 18 (for example, if 3 seconds or more have passed). The mode lamp 17 is a means of notifying the notification mode, and the notification mode is indicated by the way the mode lamp 17 lights up. The mode lamp 17 may light up in different colors depending on the notification mode, for example, white when it is in chance notification mode and purple when it is in lever notification mode. You can also set the initial notification mode to lever notification mode. Additionally, if the complete function is activated, the initial setting may be changed to lever notification mode. This allows the system to indicate that the complete function has been activated in the past. The notification mode is reset to its initial state upon transitioning to the CZ (CZ stage), which essentially means upon the end of a normal AT (Attack Time). Furthermore, the trigger for returning to the initial state can also be anything other than transitioning to the CZ (Chance Zone), such as turning off the power of gaming machine 1 or changing the settings. For example, the game could be reset to its initial state when transitioning to the CZ (Challenge Zone) preparation phase.
[0198] Figure 60 is a flowchart showing the procedure for the notification mode control processing by the sub-control unit 20. As shown in Figure 60, the notification mode control process first determines whether or not a touch sensor has been detected (S651). In other words, it determines whether or not a touch operation has been detected by the touch sensor 18. If a touch sensor is detected (S651-Yes), it is determined whether or not it is within the notification mode change period (S652). In other words, it determines whether the timing of the touch operation detection falls within the period from the start to the end of the preparation AT. If it is within the notification mode change period (S652-Yes), it is determined whether or not a notification mode change operation has been performed (S653). If a notification mode change operation is performed (S653-Yes), the notification mode change process is executed (S654). Specifically, the notification mode is changed to the selected mode, and the change in notification mode is announced. For example, the changed notification mode is announced by a display on the notification mode change screen or by the illumination of the mode lamp 17.
[0199] In S651, if no touch sensor detection occurs (S651-No), it is determined whether or not it is the CZ stage after the end of the normal AT (S655). Therefore, in the case of a CZ stage transition via the EDAT stage (EDAT → non-advantageous game state → CZ strong), a positive judgment (S655-Yes) is not made. If it is the CZ stage after the end of a normal AT (S655-Yes), the notification mode initialization process is executed (S656). In other words, when the normal AT ends, the notification mode returns to the chance notification mode. In other words, the mode control means (notification mode control process) controls the machine to the first mode (chance notification mode) when the specific game state (AT) ends while it is in the second mode (lever notification mode). In S655, if it is not the CZ stage after the end of a normal AT (S655-No), it is determined whether or not the start lever operation has been detected (S657). In other words, it determines whether or not the start lever 3 (the operation to start the game) was operated. If the start lever operation is detected (S657-Yes), it is determined whether it is a "normal AT stage or a guaranteed AT stage" (S658). If it is a "normal AT stage or a guaranteed AT stage" (S658-Yes), it is determined whether or not it is lever notification mode (S659). In other words, it is determined whether or not the current notification mode is lever notification mode. In lever notification mode (S659-Yes), it is determined whether or not the winning combination corresponding to the illuminated color has been won (S660). For example, if lighting pattern 5 is determined in the lighting pattern lottery (Figure 38), and the display unit 8 shows both red and green lit, it is determined whether or not a win has been achieved in either the role corresponding to the red light (cherry role) or the role corresponding to the green light (watermelon role). This determination (S660) determines whether or not a winning combination corresponding to the illuminated color displayed on the indicator 8 has been won. In other words, if the indicator is illuminated according to the management of the main control unit 10, but not according to the management of the sub-control unit 20, this determination is rejected.
[0200] If the winning combination corresponds to the illuminated color (S660-Yes), it is determined whether or not the bonus is guaranteed (S661). In other words, as will be described later, the gaming machine 1 is equipped with determination means (preparation AT stock lottery, recovery LV lottery) that can determine whether to grant a special benefit (AT stock, etc.) in a specific game state (AT bonus). In this context, "bonus" refers to, in other words, a guaranteed transition to the AT (Attack Time) or an increase in the breakthrough value. If the bonus is confirmed to be awarded (S661-Yes), a lottery will be held to determine whether or not a notification sound will be played (S662). The notification sound presence / absence lottery is performed by referring to the notification sound presence / absence lottery table shown in Figure 61. As shown in Figure 61, the probability of winning is approximately 5% (=13 / 256) when there is no notification sound, and approximately 95% (=243 / 256) when there is a notification sound. Next, we determine whether or not notification has been given (S663). In other words, the system determines whether or not you have won the "with notification sound" lottery. If a notification is given (S663-Yes), determine whether it is a normal AT stage or not (S664). In the normal AT stage (S664-Yes), it is determined whether or not the role corresponding to green (watermelon role) has been won (S665). If a role corresponding to green is won (S665-YES), a special notification sound output process is executed (S666). In other words, in this case, the transition to AT is confirmed (see Figure 42), so a special notification sound indicating the confirmed transition to AT is output. For example, if the display unit 8 is lit green, and the corresponding role (watermelon role) is won (S660-Yes → ... → S665-Yes), a special notification sound will be output in response to the operation of the start lever. If the result is S664-No or S665-No, the normal notification sound output process is executed (S667). In other words, in this case, since the transition to AT is not confirmed, the normal notification sound is output. For example, if the indicator 8 is lit red, and the corresponding role (cherry role) is won (S660-Yes → ... → S665-No), the normal notification sound is output in response to the start lever operation. In other words, the first notification means (display 8) can notify (display) specific judgment state information (red light) when controlled to the second judgment state (red light state) by the judgment state control means, and the second notification means (speaker 9) will notify (output) specific game result information (normal notification sound) when the specific judgment state information (red light) is notified (displayed) by the first notification means (display 8) and a specific game result (cherry role) is determined (won) by the game result determination means (internal lottery). Furthermore, the first notification means (display 8) can notify (display) special judgment state information (green light) when controlled to the fourth judgment state (green light state) by the judgment state control means, and the second notification means (speaker 9) will notify (output) special game result information (special sound (B)) when the special judgment state information (green light) is being notified (displayed) by the first notification means (display 8) and a special game result (watermelon role) is determined (won) by the game result determination means (internal lottery). Furthermore, the second notification means (speaker 9) notifies (outputs) specific game result information (normal notification sound) based on the operation of the operating means (start lever 3). In the case of S652-No, in the case of S653-No, after processing of S654, after processing of S655, in the case of S657-No, in the case of S658-No, in the case of S659-No, in the case of S660-No, in the case of S663-No, after processing of S666, and after processing of S667, the notification mode control process is terminated.
[0201] As mentioned above, in lever notification mode, during the normal AT stage, the normal notification sound is output for any role other than the lit green (S665-No→S667), and a special notification sound is output for the lit green role (S665-Yes→S666). In other words, if a green role (watermelon role) is won when the green light is lit, the transition to a guaranteed AT is confirmed, and a special sound (special notification sound) is output. In addition, the fact that the winning combination has been selected may be indicated by other visual devices such as light emission, image display, or vibration, instead of or in addition to sound. Furthermore, if multiple lights are illuminated and a winning combination corresponding to the multiple lights is achieved, and the combination includes a green symbol (watermelon symbol), only the special notification sound will be output. However, the normal notification sound may also be output, or both the normal and special notification sounds may be output simultaneously. Additionally, the output sound may vary depending on the number of winning combinations. For example, if the lights are yellow, red, and green, and only the yellow combination (bell combination) is won, special notification sound A should be output; if combined combination 1 (yellow and red) is won, special notification sound B should be output; and if combined combination 2 (yellow, red, and green) is won, special notification sound C should be output. In lever notification mode, by only outputting the normal notification sound, it is possible to strongly emphasize that "special notification sound output = AT continuation confirmed." Furthermore, a lottery determines whether or not a special notification sound is played, resulting in approximately 95% of the time a special notification sound is played and approximately 5% of the time it is not played (see Figure 61). If the special notification sound is not played, a bonus such as transitioning to a breakthrough AT or a special bonus AT is guaranteed. If the awarding of the bonus is confirmed (S661-Yes), a lottery is held to determine whether or not a notification sound is played (S662). However, even if the winner of this lottery is not selected (no special notification sound is played), the awarding of the bonus remains confirmed. In normal AT gameplay, if a winning combination is achieved, no special notification sound is played. However, if a winning combination is achieved but no bonus is awarded, the normal notification sound is played 100% of the time. By not outputting special notification sounds, it can create a sense of unease compared to normal AT gameplay, thereby creating a sense of anticipation among players. Furthermore, it is also acceptable to set the special notification sound output to 100%. In other words, it is also acceptable to eliminate the option of not outputting the special notification sound. For example, in the notification sound presence / absence lottery (S662), the probability of winning for "Notification sound present" in the notification sound presence / absence lottery table referenced may be set to 100%, or control may be implemented to output a special notification sound without performing the notification sound presence / absence lottery.
[0202] (Lighting control process) The lighting control process will be explained. Figure 62 is a flowchart showing the procedure for the lighting control process performed by the sub-control unit 20. As shown in Figure 62, the lighting control process first determines whether or not the preparation stage has started (S671). If the preparation stage has started (S671-Yes), determine whether the light is on or off (S672). This determination determines whether or not there is a light (light color) for the management purposes of the main control unit 10. For example, in the state after winning the lighting pattern: 0 (see Figure 38) in the lighting lottery (S282 in Figure 37), it is determined that there is no light color (S672-No). If the light is on (S672-Yes), the non-lighting lottery process is executed (S673). The non-illumination lottery process determines, for the management purposes of the main control unit 10, whether or not to execute control to prevent the display of a specific illumination color on the display unit 8, even if such a color exists. Specifically, the non-illumination lottery process involves referring to the non-illumination lottery table and determining by lottery whether or not to illuminate the indicator 8 based on the illumination color on the main control unit. Figure 63(a) is a diagram showing the non-lighting lottery table. As shown in Figure 63(a), when the light color is red, there is a 96 / 256 chance of winning if the light is not lit; when the light color is green, there is a 128 / 256 chance of winning if the light is not lit; when the light color is yellow, there is a 64 / 256 chance of winning if the light is not lit; and when the light color is blue, there is a 32 / 256 chance of winning if the light is not lit. Next, the lighting control process is executed (S674). The lighting control process performs lighting / non-lighting control according to the result of the non-lighting lottery. For example, in terms of management by the main control unit 10, even if the red light is on, if the sub-control unit 20 wins the non-lighting lottery and selects "non-lighting", the indicator 8 will not display a red light. In other words, if "lighting" is selected in the non-lighting lottery, the indicator 8 will display a red light.
[0203] If it is not the start of the preparation stage (S671-No), determine whether or not it is the start of the normal AT stage (S675). If it is determined that the normal AT stage has started (S675-Yes), it is determined whether or not the guaranteed AT stage has been won (S676). If it is determined that the AT stage was not won (S676-Yes), it is determined whether the predetermined number of games have been played (S677). For example, the "specified number of games played" would be 10. In other words, every 10 spins in normal AT mode, a determination process is executed to determine whether to light up the currently unlit color. The "specified number of games played" is arbitrary and can be 9 or fewer, or 11 or more. If the predetermined number of games have been played (S677-Yes), or if the AT stage is confirmed in S676 (S676-No), it is determined whether the indicator light is lit or not (S678). In other words, the main control unit 10 determines whether there are illuminated colors in the display unit 8, even though there are illuminated colors in the main control unit 10's management.
[0204] If there is a light that is not lit (S678-Yes), the light-up lottery process is executed (S679). The lighting lottery process refers to the lighting lottery table and determines by lottery which colors are lit on the main control unit 10 and which are not lit on the display unit 8 to be lit on the display unit 8. Figure 63(b) is a diagram showing the lighting lottery table. As shown in Figure 63(b), if the illuminated color: red is not lit, there is a 128 / 256 chance of winning by lighting it up; if the illuminated color: green is not lit, there is a 128 / 256 chance of winning by lighting it up; if the illuminated color: yellow is not lit, there is a 256 / 256 chance of winning by lighting it up; and if the illuminated color: blue is not lit, there is a 256 / 256 chance of winning by lighting it up. For example, if the indicator colors red and green are not lit, the system will refer to the lighting lottery table. If the system wins the lottery for red, it will decide to light up red; if the system wins the lottery for green, it will decide to light up green. Next, the lighting control process is executed (S680). The lighting control process executes a process according to the result of the lighting lottery. For example, if the non-illuminated color is red, and the lottery results in illumination being won (determined), the red light will illuminate; if the lottery results in non-illumination being won, the red light will not illuminate. Thus, in the lighting control process, the lighting is controlled by the sub-control unit 20 through multiple decisions, such as changing the lighting status determined by the main control unit 10 to a non-lighting display or changing the non-lighting display to a lit display, via two lottery processes: a non-lighting lottery and a lighting lottery. In other words, by providing a setting where the lighting color (lighting role) determined on the main control unit 10 is not announced, the player can expect that even if a lighting color is not lit on the display unit 8, it may still be lit. Alternatively, instead of determining the lighting display through multiple draws, it may be possible to determine it all at once (for example, with a single draw). In the case of S672-No, after processing S674; in the case of S675-No; in the case of S677-No; in the case of S677-No; in the case of S678-No; and after processing S680, the lighting control process is terminated.
[0205] Thus, in the lighting control process, if there is a lighting role (corresponding role) at the start of the preparation stage, a lottery is held to determine whether or not to announce it (non-lighting lottery process), and for lighting roles that were not announced, a lottery is held to determine whether or not to announce them (lighting lottery process) based on the fulfillment of the following conditions (1) and (2). (1) Perform a predetermined number of games in the normal AT stage (S677 in Figure 62) (2) Confirmed AT stage win (S676 in Figure 62) Furthermore, if a role that is lit in the management of the main control unit 10 and not lit on the display unit 8 is selected, a lottery may be held to determine whether to change it from non-lit to lit. For example, a lottery may be held in which there is a 30% chance of winning to light up and a 70% chance of losing, or other lottery methods may be adopted.
[0206] (Breakthrough AT control processing) This section explains the control process (breakthrough AT control process) in the breakthrough AT. As mentioned above, Breakthrough AT is a game state that can be transitioned to from Confirmed AT, and is a game state that can be transitioned to the Specialized Bonus AT, EDAT (see Figures 6-9). The Breakthrough AT consists of two games and is controlled to maintain the AT state. Therefore, the Breakthrough AT ends after two games (the final game) have been played.
[0207] Figure 64 is a flowchart showing the procedure for the breakthrough AT control process performed by the main control unit 10. As shown in Figure 64, in the breakthrough AT, it is determined whether or not the internal lottery process has been executed (S701). In other words, it is determined whether or not the game has started. If an internal lottery is performed (S701-Yes), it is determined whether or not it is the first game of the breakthrough AT (S702). If it is the first game of the Breakthrough AT (S702-Yes), the Breakthrough value conversion process is executed (S703). The breakthrough value conversion process, for example, rounds the cumulative breakthrough value. In other words, it sets the last digit of the cumulative breakthrough value to "0". The breakthrough lottery table (Figure 66) referenced in the subsequent breakthrough lottery (S704) performs the lottery based on breakthrough values (cumulative breakthrough values) where the last digit is 0. Figure 65(a) is an example of a screen showing that the acquired breakthrough value was converted from "55" to "60" by rounding, as a result of executing the breakthrough value conversion process in the first game of the breakthrough AT. In addition to rounding, other methods of handling fractional numbers, such as truncation or rounding up, or approximation, may also be used, and the decision of whether or not to perform the conversion process may be made by lottery. You can also use the first digit of the number as is without performing any conversion and execute the breakthrough lottery (S704) or the bonus AT transition lottery (S704, 706, 707). Furthermore, although the maximum breakthrough value in the breakthrough lottery table (Figure 66) is "100", if the acquired breakthrough value exceeds "100", the value may be converted to "100" and the lottery may be performed.
[0208] Next, the breakthrough lottery process is executed (S704). The Breakthrough Lottery is a lottery to determine whether you will transition to a special bonus AT, which is executed on the first game of the Breakthrough AT. The breakthrough lottery is performed by referring to the breakthrough lottery table shown in Figure 66, and if you win either weak specialization, medium specialization, or strong specialization, the transition to the special AT for additional bonuses is confirmed. In the breakthrough lottery, for example, if the breakthrough value is 20, the probability of winning is 23 / 256; if the breakthrough value is 80, the probability of winning is 90 / 256; if it is 90, the probability of winning is 100 / 256; and if it is 100, the probability of winning is 256 / 256 (guaranteeing at least a medium specialization). In short, the higher the breakthrough value, the easier it is to win. Note that the maximum value of the breakthrough is arbitrary and can be less than 100 or greater than or equal to 101.
[0209] If it is not the first game of the Breakthrough AT (S702-No), it is determined whether or not the special bonus AT has been won (S705). In other words, in the case of the second game of the Breakthrough AT, it is determined whether or not the lottery for transitioning to the special bonus AT has been won. If the bonus AT is not won (S705-Yes), the breakthrough rewrite lottery process is executed (S706). The Breakthrough Rewrite Lottery is executed if the result of the Breakthrough Lottery performed in the first game of the Breakthrough AT (i.e., the result of the lottery for transitioning to the Special Bonus AT) is a loss. In other words, the Breakthrough Rewrite Lottery is performed on the second game of the Breakthrough AT, and only if the transition to the Special Bonus AT is not yet confirmed. To put it another way, it is a lottery that attempts to rewrite the result of the Breakthrough Lottery performed on the first game of the Breakthrough AT, which was "Special Bonus AT not won," to "Special Bonus AT (for example, Weak Special Bonus AT) won." Furthermore, when a breakthrough rewrite is won, the destination of the rewrite is not limited to a weak special AT win, but can also be a medium special AT or a strong special AT. The destination of the rewrite can also be determined by lottery, such as by referring to a table similar to that in Figure 66. In the case of a bonus special AT or later, it can also be the immediately preceding bonus special AT.
[0210] The breakthrough rewrite lottery is performed by referring to the breakthrough rewrite lottery table shown in Figure 67. As shown in Figure 67, the probability of winning the Breakthrough Rewrite Lottery varies depending on the winning combination. For example, in the internal lottery of S701, if a rare combination is won, there is a 96 / 256 chance of winning (rewriting); if a combined combination 1 is won, there is a 128 / 256 chance of winning (rewriting); if a combined combination 2 or a winning combination is won, there is a 256 / 256 chance of winning (rewriting); and if any other combination is won, there is a 0 / 256 chance of winning. Figure 65(b) is an example of a screen showing that a breakthrough lottery was conducted in the first game of the breakthrough AT, and Figure 65(c) is an example of a screen showing that the breakthrough lottery was unsuccessful (not won). Figure 65(d) is an example of a screen indicating that the user has won the breakthrough rewrite lottery. In other words, Figure 65(d) shows that what was initially determined to be a "failure" was later changed to a "win."
[0211] If a special bonus AT is won (S705-No), the special bonus AT upgrade lottery process is executed (S707). The bonus-focused AT upgrade lottery is conducted when the transition to the bonus-focused AT is confirmed (i.e., when a win is achieved in the breakthrough lottery or breakthrough rewrite lottery), by referring to the bonus-focused AT upgrade lottery table shown in Figure 68, and an upgrade lottery is performed according to the winning role. As shown in Figure 68, the probability of winning the bonus AT upgrade lottery varies depending on the winning combination. For example, in the internal lottery of S701, if a rare role is won, there is a 26 / 256 chance of winning (upgrading); if a combined role 1 is won, there is a 77 / 256 chance of winning (upgrading); if a combined role 2 is won, there is a 128 / 256 chance of winning (upgrading); if a winning combination is won, there is a 256 / 256 chance of winning (upgrading); and if any other role is won, there is a 0 / 256 chance of winning (upgrading). If you win, the special bonus AT will be upgraded. For example, a weak special bonus AT will be upgraded to a medium special bonus AT, and a medium special bonus AT will be upgraded to a strong special bonus AT. In addition, in the case of a specially enhanced AT, certain benefits may be granted (for example, guaranteeing a transition to a specially enhanced AT in the next breakthrough AT).
[0212] In S701, if the internal lottery process has not been executed (S701-No), that is, at the timing after the internal lottery has been executed (after the game has started), it is determined whether the second game of the breakthrough AT has ended or not (S708). If the second game of the Breakthrough AT ends (S708-Yes), it is determined whether or not a transition to the Special Bonus AT is confirmed (S709). Specifically, if you win the breakthrough lottery (S704-Yes) or the breakthrough rewrite lottery (S706), it is determined that you have entered a special bonus AT. If a transition to a special bonus AT is confirmed (S709-Yes), the system will control the transition to the special bonus AT according to the lottery result (S710). Specifically, the "transition control to a special bonus AT based on the lottery results" means that, based on the results of the special bonus AT transition lottery, the breakthrough value rewriting lottery, and the special bonus AT upgrade lottery, the player transitions from the breakthrough AT to one of the special bonus ATs: weak special bonus AT, medium special bonus AT, or strong special bonus AT. If the transition to the bonus-focused AT is not confirmed (S709-No), the game transitions from the breakthrough AT to the preparation AT (S711). After processing S704, S706, S707, if S708-No, after processing S710, and after processing S711, the breakthrough AT control process is terminated.
[0213] (AT control processing specializing in additional bonuses) This section explains the control process (specialized AT control process) in the bonus-focused AT. As mentioned above, the Special Bonus AT is a game state that can be transitioned to from the Breakthrough AT and the Special Return CZ, and is a game state that can be transitioned to from the AT Bonus and EDAT (see Figures 6-9). The bonus-focused AT (Attack Time) has three types: weak, medium, and strong, and all are controlled by the AT. In other words, the bonus-focused AT (first game state) includes the weak bonus-focused AT (first first game state) and the strong bonus-focused AT (second first game state). The medium bonus-focused AT may also be applied to the first first game state.
[0214] Figure 69 is a flowchart showing the procedure for the additional specialized AT control processing performed by the main control unit 10. As shown in Figure 69, the AT control process for the bonus round first determines whether or not the internal lottery process has been executed (S721). In other words, it determines whether or not the game has started. If an internal lottery is performed (S721-Yes), the special AT counter decrementing process is executed (S722). The special AT counter subtraction process specifically involves accessing the special AT counter, which stores the remaining number of games in the special bonus AT, and subtracting "1" from that remaining number of games. In other words, the "specialized AT counter" is a counter (counting means and storage means) for the remaining number of games in the specialized AT, managed by the main control unit 10. Next, it is determined whether the type of bonus-focused AT is a "weak bonus AT or a medium bonus AT" (i.e., a strong bonus AT) (S723). If it is a "weakly specialized AT or a mediumly specialized AT" (S723-Yes), the weakly specialized AT / mediumly specialized AT control process is executed (S724).
[0215] (Weakly specialized AT / Medium specialized AT control processing) Both the weak-specialized AT and the medium-specialized AT are low-payout ATs that last for 20 games, and have a gameplay feature where the difference in the number of AT bonuses that are triggered after the 20 games are added up. Furthermore, the number of games may differ between the weak-specialized AT and the medium-specialized AT. The ST-type gameplay, similar to that of the strong-specialized AT described later, may be provided in either or both of the weak-specialized AT and the medium-specialized AT.
[0216] Figure 70 is a flowchart showing the procedure for controlling the weakly specialized AT and mediumly specialized AT by the main control unit 10. Weak-specialized AT and medium-specialized AT have the same basic gameplay. As shown in Figure 70, in the weak-specialized AT / medium-specialized AT control process, it is first determined whether the bonus-specialized AT is a weak-specialized AT or a medium-specialized AT (S741). In the case of a weak specialization AT (S741-Yes), the difference increase lottery process_weak specialization is executed (S742). If it is not a weak specialization AT (S741-No), that is, if it is a medium specialization AT, the difference increase lottery process_medium specialization is executed (S743). The "Weak Difference Addition Lottery" refers to the "Weak Difference Addition Lottery Table" and performs a lottery based on the winning role to determine the added difference, while the "Medium Difference Addition Lottery" refers to the "Medium Difference Addition Lottery Table" and performs a lottery based on the winning role to determine the added difference. Figure 71(a) is a chart showing the difference addition lottery table_weak specialization AT. Figure 71(b) is a chart showing the difference addition lottery table_medium-specialized AT. As shown in these difference-addition lottery tables, medium-specialized ATs have a higher chance of winning and add more bonuses than weak-specialized ATs. Furthermore, for example, during a weak special AT, when a replay is won, "0" is awarded as the bonus amount and "20" is not awarded, but during a medium special AT, when a replay is won, "20" is awarded as the bonus amount and "0" is not awarded. In other words, a medium-specialized AT offers better bonus payout performance than a weak-specialized AT.
[0217] Next, it is determined whether or not an additional win was achieved (S744). In other words, it is determined whether or not a number other than "0" was achieved in the difference addition lottery (whether or not an additional win was achieved in the difference addition lottery). If an additional win occurs (S744-Yes), a predetermined value is added to the difference counter (S745). Specifically, the initial difference of 50 is increased by the result of the difference addition lottery (one of 0, 5, 10, 20, 30, 50, 100, or 150) (see Figures 71(a) and (b)). The "difference counter" is a counter (counting means and storage means) for the difference in the AT bonus, managed by the main control unit 10. In other words, the gaming machine 1 is equipped with a second counting means (difference counter) that can count the difference in game value (difference) in a specific game state (AT bonus). During weak and medium-specialized AT modes, the difference in the number of added points, which is the result of the lottery for adding points that is performed with each game, is added to and updated (stored) in the difference counter. The initial difference is 50 for both, but it is shown through the additional wins during the weak-specialized AT. In other words, both the weak-specialized AT and the medium-specialized AT have an initial difference of 50, but by not announcing it from the beginning and instead announcing it midway through the controlled 20 games, it is possible to give the impression that the bonus has been won. This type of notification control can be implemented in one or both of the weak-specialized AT and the medium-specialized AT. Alternatively, you could display the difference of 50 from the beginning. Furthermore, the initial difference values may be different for weak-specialized AT and medium-specialized AT. For example, the initial difference value for weak-specialized AT may be set to 50, and the initial difference value for medium-specialized AT may be set to 70.
[0218] Figure 72(a) shows the notification screen when there are 3 games remaining during a weak special AT, and Figure 72(b) shows the notification screen when there are 3 games remaining during a medium special AT. As shown in these diagrams, the notification screen displays the bonus amount ("Bonus +20", "Bonus +50") in the lower area. Additionally, the notification screen can display the type of bonus AT ("Weak Bonus," "Medium Bonus"), the remaining number of games in the bonus AT ("LAST:003"), the total number of coins acquired during the AT ("TOTAL:***"), and the number of AT stocks ("AT Stock 2"). You may choose to hide some or all of this information. The type of bonus-focused AT can be hidden. In this case, the type can be indicated by the display of the bonus amount. Returning to S723 in Figure 69, if it is not a "weakly specialized AT or mediumly specialized AT" (S723-No), the strong specialized AT control process is executed. As will be explained later, in the special AT return lottery in the strong special AT, if a specific value (difference) stored in the memory device (difference counter) reaches a special value (200 coins), it is determined that the game will transition to the first game state (bonus special AT). However, as mentioned above, in the special AT return lottery in the first game state (weak special AT), it can be determined that the game will not transition to the first game state (bonus special AT) in either case: if the specific value (difference) stored in the memory device (difference counter) reaches a special value (200 coins), or if the first game result is determined (if a push-order bell is won). In other words, in the weak special AT, the game will not return to the bonus special AT based on the difference. In this embodiment, the game machine 1 may have a final bonus that results in a difference of 201 or more coins (for example, if 20 coins are added when the total is 190, it results in an AT bonus of 210 coins). In this case, the AT bonus can be consumed with a difference of 201 or more coins, thus avoiding causing discomfort to the player.
[0219] (High-specialized AT control processing) The special AT is controlled by a portion of the ST type AT with a 5-game (initial value) duration and has a gameplay feature that adds to the difference in the number of AT bonuses. Specifically, the Specialized AT ends when there are no further increases in the difference in points until 5 games have been played, or when the difference reaches 200 (including the initial 50). In other words, if the difference in points is not increased during the Specialized AT lottery or the lottery for increasing points is not won within the first 5 games, the Specialized AT for increasing points will end at the end of the 5th game. Also, if the difference reaches the upper limit of 200 by winning these lotteries, the Specialized AT for increasing points will end in the game in which the upper limit is reached. Note that the initial difference doesn't need to be there. In this case, if a difference of 50 is only awarded when no additional bonuses are added, then if bonuses are added, the AT bonus can be used only for the added bonus amount. Furthermore, if the game does not end even after reaching a difference of 200, an initial bonus may be included. However, even in this case, it is preferable to omit the initial bonus to prevent excessive bonus distribution.
[0220] The AT specializing in bonus rounds may use other methods for bonus rounds, such as the number of games played, the number of specific winning combinations, or the payout amount, rather than just the difference in the number of wins. In other words, the AT bonus may be managed using this information. Furthermore, the information added in all or some of the special-bonus ATs may be different, thereby differentiating the management information for the ATs. For example, a weak special-bonus AT may add a difference, a medium special-bonus AT may add a specific small win count, and a strong special-bonus AT may add a game count, and the corresponding ATs may be managed by difference, specific small win count, and game count, respectively. Alternatively, a weak and medium special-bonus AT may add a game count, a strong special-bonus AT may add a difference, and the pseudo-bonus may end when a predetermined number of games including the added game count have been played, and the AT bonus may end when a predetermined difference including the added difference has been reached. Furthermore, similar to weak and medium-specialized ATs, the number of games may be increased in strong-specialized ATs. In this case, it is preferable that the number of games in strong-specialized ATs is greater than that of weak or medium-specialized ATs. Instead of ending after 5 games without any further increase in the difference or when the difference reaches 200 (including the initial 50), it may be possible to continue until all ST games are used up, even if the difference reaches 200, similar to the weak and medium special AT modes. If the difference reaches 200, the player will return to the strong special AT after the special return CZ ends. Similar to weak and medium-specialized ATs, it's acceptable to make it so that recovery is not guaranteed.
[0221] Figure 73 is a flowchart showing the procedure for the specialized AT control processing by the main control unit 10. As shown in Figure 73, in the special AT control process, the difference increase lottery process for special AT is first executed (S751). The difference-addition lottery process for the special AT refers to the difference-addition lottery table for the special AT and performs a lottery based on the winning role to determine the added difference. Figure 71(c) is a chart showing the difference addition lottery table for special AT. As shown in Figure 71, the Difference Addition Lottery Table_Strong Special AT differs from the Difference Addition Lottery Table_Weak Special AT and Difference Addition Lottery Table_Medium Special AT in that the lottery is executed when the 7-aligned combination is won. The "seven-of-a-kind" combination refers to the replay combination of 1 and 2, and the common combination of 1 and 2.
[0222] Next, it is determined whether or not an additional win was achieved (S752). In other words, it is determined whether or not a number other than "0" was achieved in the difference addition lottery (whether or not the difference addition lottery was achieved). If an additional win occurs (S752-Yes), a predetermined value is added to the difference counter (S753). Specifically, the initial difference of 50 is increased by the result of the difference addition lottery (one of 0, 10, 20, 30, 50, 100, or 150) (see Figure 71(c)). In other words, during the special AT mode, the number of added points, which is the result of the difference point increase lottery that is performed for each game, is added to the difference point counter. In other words, the gaming machine 1 includes a first determination means (difference addition lottery) capable of determining whether to assign a specific value (difference) in the first game state (bonus-focused AT), an assignment means capable of assigning the specific value (difference) if the first determination means (difference addition lottery) determines that the specific value (difference) should be assigned, and a storage means (difference counter) capable of storing the specific value (difference) assigned by the assignment means.
[0223] Next, a predetermined value is set in the specialized AT counter (S754). The "specified value" should be set to 5 for the number of games in the special AT mode. Figure 72(c) shows the notification screen during a special AT (Attack Time) mode. As shown in Figure 72(c), the notification screen during a strong special AT displays the type of special AT (indicated by "strong special"), the remaining number of games in the special AT, the total number of coins acquired during the AT, and the number of AT stocks, similar to weak and medium special ATs. Some or all of this information may be hidden. Furthermore, during the special AT mode, the notification screen displays the difference in added bonuses / upper limit, as well as information showing the percentage of the difference in added bonuses relative to the upper limit (bonus gauge). When the upper limit is reached, information indicating this (text "MAX reached" or peak display of the bonus gauge) is displayed. This allows players to play while checking how close they are to the upper limit of the difference.
[0224] Returning to Figure 69, in S721, if the internal lottery process has not been executed (S721-No), that is, at the timing after the internal lottery has been executed (after the game has started), it is determined whether the game has ended or not (S726). If the game ends (S726-Yes), it is determined whether the type of bonus AT is a strong bonus AT or not (S727). In the case of a specialized AT (S727-Yes), it is determined whether "Difference Counter ≥ Upper Limit" (S728). The "upper limit" is 200.
[0225] If "Difference Counter ≥ Upper Limit" (S728-Yes), the Specialized AT Return Flag is set to ON (S729). The "Strong Special AT Return Flag ON" is flag information that allows the player to return to the Strong Special AT after the Special Return CZ ends. In other words, if the special AT ends with a difference of 200, the special AT return flag is set to ON. Therefore, when the special return CZ ends, the game will transition to (return to) the special AT by referring to this special AT flag setting. In other words, the second determination means (specialized AT return lottery) can determine that, in the first game state (additional specialized AT (strong specialized AT)), if a specific value (difference) stored in the memory means (difference counter) reaches a special value (200 coins), the game will transition to the first game state (additional specialized AT), regardless of the determination result by the game result determination means (lottery result of internal lottery). Furthermore, the second determination means (specialized AT return lottery) can determine that in the first first game state (weak specialized AT), if a specific value (difference) stored in the memory means (difference counter) reaches a special value (200 coins), or if the first game result is determined (if a push-order bell is won), the game will not transition to the first game state (bonus specialized AT). In the second first game state (strong specialized AT), if a specific value (difference) stored in the memory means (difference counter) reaches a special value (200 coins), the game will transition to the first game state (bonus specialized AT), regardless of the result determined by the game result determination means (lottery result). In other words, there is no return based on the difference in the weak specialized AT, but there is a return based on the difference in the strong specialized AT. If it is not a special AT (S727-No), and if the "difference counter ≥ upper limit" is not true (S728-No), it is determined whether the "special AT counter = 0" (S730). If "Specialized AT Counter = 0" (S730-Yes), and after S729, the AT bonus transition control process is executed (S731). In other words, the game state transitions from a special bonus-focused AT to an AT bonus. In other words, the game state control means controls the game to the second game state (AT bonus) when predetermined conditions are met in the first game state (bonus-focused AT), such as reaching 0 remaining games in weak or medium-focused AT, or reaching a bonus difference of 200 or reaching 0 remaining games in ST in strong-focused AT.
[0226] (AT bonus control processing) Next, we will explain the control process (AT bonus control process) in AT bonuses. As mentioned above, the AT Bonus is a game state that can be transitioned to from the AT specializing in bonus additions, and is a game state that can be transitioned to the Special Return CZ and EDAT (see Figures 6-9). The AT Bonus is a high-payout AT that continues until the difference in the number of bonuses accumulated in the bonus-focused AT is used up. In other words, the AT Bonus is basically a difference-management type AT. After the AT bonus ends, a lottery is held to raise the level of the special recovery CV (Recovery Level Lottery) that is entered, and an AT stock grant lottery is held to grant AT stock (Preparation AT Stock Lottery). The AT Bonus has a guaranteed 10-game round. Therefore, even if the difference reaches "0" before 10 games have elapsed, the AT Bonus will continue until 10 games have been played.
[0227] Figure 74 is a flowchart showing the procedure for AT bonus control processing by the main control unit 10. As shown in Figure 74, the AT bonus control process first determines whether or not the internal lottery process has been executed (S801). In other words, it determines whether or not the game has started. If an internal lottery is performed (S801-Yes), the game count counter increment process is executed (S802). Specifically, the game count counter is incremented by "1". The "game count counter" is a counter (counting means and storage means) managed by the main control unit 10 for counting the guaranteed number of games for an AT bonus. In other words, the gaming machine 1 is equipped with a first counting means (game count counter) capable of counting the number of games played in a specific game state (AT bonus). Next, it is determined whether or not a sequence-based bell combination has been won (S803). If the internal lottery for S801 results in a sequenced bell (S803-Yes), a predetermined value is subtracted from the difference counter (S804). In other words, the gaming machine 1 is equipped with an update means that updates the difference (specific value) stored in the difference counter (storage means) according to the progress of the game.
[0228] The "predetermined value" is the difference based on the winning combination of the button-press sequence bell. In other words, each time a button-press sequence bell is won, the difference of "12" assigned to that button-press sequence bell is deducted from the difference counter. That is, even if a button-press sequence bell is not won, a predetermined value will be deducted from the difference counter upon winning. Furthermore, it is also acceptable to use the difference based on the winning of other combinations, or all combinations, rather than just the ordered bell combination. Alternatively, it is acceptable to use the difference based on the winning of two or more combinations, including the ordered bell combination, but less than all combinations. Next, it is determined whether or not the player has won a role that qualifies for the recovery LV lottery (S805). The "return LV lottery target roles" are the replay role and the ordered bell. If the character wins a role that qualifies for the recovery level lottery (S805-Yes), the recovery level lottery process is executed (S806). The return level lottery determines the value added to the return level counter by referring to the return level counter addition lottery table.
[0229] Figure 75 is a diagram showing the recovery LV counter addition lottery table. As shown in Figure 75, for example, if a replay is won, there is an 84 / 256 probability of determining an added value of "1", a 40 / 256 probability of determining an added value of "2", a 3 / 256 probability of determining an added value of "3", and a 1 / 256 probability of determining an added value of "5". If a push-order bell is won, there is a 48 / 256 probability of determining an added value of "1" or "2", and a 16 / 256 probability of determining an added value of "3" or "5". In other words, winning with a specific button sequence (bell) is more likely to result in a higher bonus value than winning with a replay. Next, it is determined whether or not you have won the return LV lottery (S807). In other words, in the recovery level lottery, if you win an additional value other than "0", it is determined that you have "won".
[0230] If you win the return level lottery (S807-Yes), the return level counter increment process is executed (S808). The "Recovery LV Counter" is a counter (counting means and storage means) for recovery LV managed by the main control unit 10. Note that the initial value of the recovery LV counter (at the start of the AT bonus) is "0," but it is also possible to set an initial value other than "0." The recovery level counter addition process adds the value obtained in the recovery level lottery process to the recovery level counter. For example, if the return level lottery determines an additional value of 5, the return level counter will be increased (and stored) by 5. Furthermore, in the recovery level lottery, it is also possible to add all winning values (including "0") to the recovery level counter. This eliminates the need for step S807. If the target role for the recovery LV lottery is not won (S805-No), the preparation AT stock lottery process is executed (S809). The preparation AT stock lottery determines the allocation of AT stocks through a lottery based on the winning combination, referencing the AT stock lottery table.
[0231] Figure 76 is a diagram showing the AT stock lottery table. As shown in Figure 76, the lottery for the preparation AT stock is won with a probability of 1 / 256 in the case of a rare role, with a probability of 52 / 256 in the case of combined role 1, and with a probability of 256 / 256 in the case of combined role 2 and a winning combination. Next, it is determined whether or not the preparation AT stock lottery has been won (S810). If the preparation AT stock lottery is won (S810-Yes), the preparation AT stock counter increment process is executed (S811). The "Prepared AT Stock Counter" is a counter (counting means and storage means) for counting the AT stock (prepared AT stock) managed by the main control unit 10. The preparation AT stock counter addition process adds "1" to the AT stock. Furthermore, you may add two or more AT stocks, or you may determine the number of AT stocks to add by lottery.
[0232] In S801, if the internal lottery process has not been executed (S801-No), that is, at the timing after the internal lottery has been executed (after the game has started), it is determined whether the game has ended or not (S812). If the game ends (S812-Yes), it is determined whether the "difference counter ≤ 0" (S813). In other words, it determines whether the difference counter has reached "0". If the "difference counter ≤ 0" (S813-Yes), it is determined whether the "number of games played counter ≥ 10" (S814). In other words, it determines whether the number of games played has reached the guaranteed number of games: 10. The guaranteed number of games is optional and can be 9 or less, or 11 or more. If the "Number of games played counter ≥ 10" (S814-Yes), the special return CZ transition control process is executed (S815). In other words, in this case (when the game count counter reaches 10 games and the difference counter reaches 0), the AT bonus ends and the game transitions to the special return CZ. In other words, the game state control means controls the game to the third game state (special return CZ) when a specific value stored in the memory means (difference counter) reaches the termination value (remaining difference is 0). Therefore, a specific game state (AT bonus) is a game state that can be continued if the counting result by the first counting means (game count counter) has not reached the specific number of games (10 games), a game state that can be continued if the counting result by the second counting means (difference counter) has not reached the specific difference game value (remaining difference of the difference added in the special bonus AT = 0), and a game state that can be terminated if the counting result by the first counting means (game count counter) has reached the specific number of games (10 games) AND the counting result by the second counting means (difference counter) has reached the specific difference game value (remaining difference of the difference added in the special bonus AT = 0).
[0233] (EP production) This section describes the EP (Episode) performance controlled by the sub-control unit 20 during the AT bonus. Figure 77 is an explanatory diagram of the EP (Episode Phase) presentation screen displayed during EP. As shown in Figure 77, the EP presentation screen displays the remaining number of AT bonuses ("LAST:003") and the total number of coins acquired during AT ("TOTAL:***"). However, the remaining number of games for the AT bonus will not be displayed on the EP (Episode Trigger) presentation screen. In other words, the notification means (display 8) notifies specific information (remaining difference) related to the counting result by the second counting means (difference counter), but does not notify information (remaining games) related to the counting result by the first counting means (game count counter). The EP presentation screen includes a message display area 811 that displays predetermined text information and a CP display area 812 that displays the current CP. Figure 78 is a diagram showing the EP (Episode Presentation) production patterns. As shown in Figure 78, there are 10 patterns (No. 1 to 10) of EP effects, each consisting of a different EP effect image (EP effect name: EP effect 1 to 10). Each pattern consists of Chapters 1 through 4 (CPs). CP1-3 consist of videos of a predetermined duration, while CP4 consists of still images. CP1-3 are displayed during the three games, and the system is controlled to display the video for the next CP after the previous CP has been displayed. Therefore, if the fourth game is played before all the videos for each CP have finished displaying, the video or still image for the next CP will start playing while the video for the currently displayed CP is still in progress. Furthermore, after a game of CP4 is played, a predetermined looping video (hereinafter referred to as "AM") may be played. Details of "AM" will be described later.
[0234] For example, CP1-CP3 in EP Production 1 each consist of a 30-second video and are played continuously for the duration of the three games (CP1's production is played from the start of the first game until just before the start of the fourth game). That is, a specific performance (EP performance) is composed of a plurality (4 times) of predetermined performances (CP), and the performance execution means (sub-control unit 20) can execute one predetermined performance (CP) during a predetermined number of games (3 games). That is, the EP performance is configured by being segmented by CP, and a minimum number of games (3 games) is allocated to one CP. When the playback of a 30-second video ends during a 3-game play, the image at the 30th second is displayed in a stopped state. However, if the 4th game starts before the playback of the 30-second video ends, during the playback of the 30-second video, it will switch to and display the video or still image of the next CP. That is, if a player plays the game without considering the progress of the EP performance, the next CP may start before the player finishes watching all the videos of each CP, which may reduce the interest of players who want to enjoy the CP performance and EP performance. Therefore, in the gaming machine 1 of the present embodiment, control such as displaying predetermined character information is performed.
[0235] FIG. 79 is a screen transition diagram of the EP performance screen (CP). A1 to A5 (upper row) in FIG. 79 are screen transition diagrams when transitioning to the specialized return CZ after the end of the AT bonus. For example, they show the state where the specialized return CZ screen is displayed after the display of CP1 to 4 of the EP performance 1. B1 to B5 (lower row) in FIG. 79 are screen transition diagrams during the AT bonus, showing the state where the AM in-performance screen is displayed after the display of CP1 to 4. A1 and B1 in FIG. 79 are notification screens for the 3rd game of the EP performance, A2 and B2 in FIG. 79 are notification screens for the 6th game of the EP performance, A3 and B3 in FIG. 79 are notification screens for the 9th game of the EP performance, A4 and B4 in FIG. 79 are notification screens for the 10th game of the EP performance, and A5 and B5 in FIG. 79 are notification screens displayed after the notification screens of A4 and B4.
[0236] As shown in Figures 79 a1-a3 and b1-b3, the text message "Episode progresses with the start of the next game" is displayed from the start of the last game in CP1-3 until the start of the next game. In other words, it notifies the user that the video for the current CP has finished and the video or still image for the next CP will be displayed. This encourages players to watch each CP's EP animation to the very end. In other words, players who see this text information will understand that the current EP (Episode Time) animation will end when they initiate the next game. Therefore, players who want to enjoy the EP animation can, for example, delay in initiating the next game to slow down the animation's progress. By doing so, all CP videos can be shown to the players, preventing a decrease in the players' enjoyment of the CP and EP effects.
[0237] Figure 79a4 shows the screen when the remaining balance and remaining games reach "0" in CP4 (i.e., when the AT bonus ends) (however, the remaining balance is not displayed). In this case, the text information "Press 3 to end episode" is displayed from the start of the game corresponding to CP4 until the start of the next game. After this display, as shown in Figure 79a5, the Special Recovery CZ screen is displayed to notify the player that they have transitioned to the Special Recovery CZ. On the other hand, Figure 79b4 shows the screen when the residual number does not reach "0" in CP4 (i.e., when the AT bonus continues). In this case, the text information "Episode ends at the start of the next game" is displayed from the start of the game corresponding to CP4 until the start of the next game. After this display, as shown in Figure 79b5, the AT bonus continues while the AM (Action Time) performance screen is displayed. In other words, the gaming machine 1 of this embodiment provides different information depending on whether the AT bonus in the game corresponding to CP4 ends or continues. Furthermore, the notification means (display 8) can display information indicating that the specific performance (EP performance) will proceed in accordance with a predetermined operation during the final performance (final game performance) of a plurality of predetermined performances (CP) that constitute the specific performance (EP performance). This information can include, for example, "Episode will progress when the next game starts." In other words, it's designed to notify players that the EP (Episode Phase) sequence will begin in the final game of a single CP (Control Panel). Therefore, it is possible to indicate whether or not the AT bonus will continue in games that correspond to CP4. Furthermore, the above statement "Episode ends with third press" may be changed to "AT bonus ends with third stop operation" to clearly indicate that the AT bonus ends during CP4 gameplay, and the above statement "Episode ends at next game start" may be changed to "EP performance ends at next game start" to clearly indicate that the EP performance ends during CP4 gameplay.
[0238] By the way, as mentioned above, during the AT bonus, that is, during the EP performance, a lottery is held to determine whether the recovery level will be increased (recovery level lottery) or whether AT stocks will be granted (preparation AT stock lottery) (see Figure 74, etc.). However, if the results of these lotteries and the EP performance are announced together, players may become preoccupied with the lottery results and be unable to fully enjoy the EP performance. Therefore, in this embodiment, the gaming machine 1 does not announce the lottery result during the EP (Episode Performance) sequence, but announces it during the AM (Action Time) sequence. This type of control also ensures that players can fully enjoy the EP (Episode Trigger) effects. Furthermore, the AT bonus includes a guaranteed 10-game play period, ensuring that players can definitely see at least some of the EP (Episode Generation) sequences corresponding to all CPs (Character Points). In other words, the minimum difference for the AT bonus is 50, and the maximum difference per game is "+12". Therefore, if there are no guaranteed 10 games of play, the AT bonus will end as early as the 5th game. This would mean that the EP (Episode Trigger) sequences from CP3 onwards would not be viewable, but the above control mechanism prevents this problem from occurring. In other words, the gaming machine 1 is equipped with an effect execution means that can execute a specific effect (EP effect) for a predetermined period (guaranteed number of games: 10 games) in a specific game state (AT bonus), and the effect execution means refrains from executing the effect that indicates the granting of a bonus if the result of the judgment means (preparation AT stock lottery, return LV lottery) indicates the granting of a bonus (winning) while the specific effect (EP effect) is being executed. Furthermore, it is possible to choose not to perform the animation indicating a non-winning result if the lottery result is not a win. If the remaining balance reaches "0" and all guaranteed game rounds have not been played, the remaining balance is displayed as "???" as shown in Figures 79 a2 and a3, making it difficult to recognize how long the AT bonus will continue. This is because if the remaining number of guaranteed games were displayed, such as "5 games remaining," it could confuse players who already knew it was a difference-management type pseudo-bonus, making them perceive it as a game-count-management type pseudo-bonus, and potentially leading to distrust. In other words, by making it difficult to recognize the residual number, the aim is to avoid confusing or causing distrust among players. In other words, in the gaming machine 1, if the counting result by the first counting means (game count counter) does not reach the specified number of games (10 games), and the counting result by the second counting means (difference counter) reaches the specified difference game value (remaining difference of the difference added in the special bonus AT = 0), the notification means (display 8) is capable of notifying special information (???) that makes it difficult to recognize the duration of the specified game state (AT bonus) instead of the specified information (remaining difference).
[0239] (Regarding EP production patterns) As shown in Figure 78, EP production 1 consists of a 30-second video CP1, a 30-second video CP2, a 30-second video CP3, and a still image CP4, while EP production 10 consists of a 20-second video CP1, a 30-second video CP2, a 40-second video CP3, and a still image CP4. Each EP performance and each CP have different performance contents. According to such configuration data, since the display content can be made different for each EP performance and each CP, 40 patterns of EP performances can be realized. In particular, EP performance 9 is composed of videos of 9 seconds for CP1 to CP3 respectively. Here, the shortest time of a game in one game corresponds to the so-called wait time (the specified time from the start of the reel variation in response to the start lever operation until the next start lever operation becomes possible: 4.1 seconds). Therefore, when playing the three games that make up the CP in the shortest time, it takes 12.3 seconds. In this case, in the case of EP performance 9, when the AT bonus ends at the guaranteed number of game plays (10 games) and the game is played in the shortest time, the player can view all EP performances (all CPs). Note that for all EP performances, the shortest time of each CP may be made shorter than the shortest game time from the start of each CP to the end of each CP. Specifically, the performance time between one CP is made shorter than the shortest time for playing that one CP. In the case where one CP is composed of three games as in this embodiment, the shortest game time is 12.3 seconds = 4.1 seconds × 3 games. Therefore, the performance time of one CP may be set to less than 12.3 seconds. Also by this, even when the game is played in the shortest time, all CPs can be displayed, so the player can enjoy the EP performance.
[0240] Figure 80 is a diagram showing the flow of the EP performance when it is defined that "start of the next game = start of the rotation of reel 41 in the next game". Specifically, Figure 80 shows the flow of the EP performance when the player plays each game in the shortest time (that is, when the game start operation (start lever operation) is performed within the wait time). As shown in Figure 80, in this case, games 1-3 related to the CP1 presentation are executed in 12.3 seconds, games 4-6 related to the CP2 presentation are executed in 12.3 seconds, games 7-9 related to the CP3 presentation are executed in 12.3 seconds, and then the CP4 presentation is executed (still image display). In o...
Claims
1. A game state control means capable of controlling the game state to a specific game state that is advantageous to the player, In the aforementioned specific game state, a determination means capable of determining whether to grant a bonus, In the aforementioned specific game state, a means for executing a performance that can perform a specific performance over a predetermined period of time, Equipped with, The aforementioned performance execution means is If, during the execution of the aforementioned specific performance, the determination result by the determination means indicates the granting of a benefit, the granting performance, which indicates the granting of the benefit, will not be executed. A gaming machine characterized by the following features.
2. The aforementioned performance execution means is In the aforementioned specific game state, if the predetermined period has elapsed, special effects can be performed until the said specific game state ends. During the execution of the special performance, the added performance can be executed. The gaming machine described in feature 1.
3. In the aforementioned specific game state, a first counting means capable of counting the number of games played, In the aforementioned specific game state, a second counting means capable of counting the difference in game value, A notification means capable of notifying predetermined information, Equipped with, The aforementioned specific game state is, If the counting result from the first counting means has not reached a specific number of games played, the game state is one that can be continued. If the counting result by the second counting means does not reach the specified difference in game value, the game state is one that can be continued. If the counting result by the first counting means reaches the specified number of games played, and the counting result by the second counting means reaches the specified difference in game value, then the game is in a state where it can be terminated. The aforementioned notification means is, The system will report specific information regarding the counting results obtained by the second counting means, but will not report information regarding the counting results obtained by the first counting means. The gaming machine according to feature 1 or 2.
4. The aforementioned notification means is, If the counting result by the first counting means does not reach the specified number of games played, and the counting result by the second counting means reaches the specified difference in game value, then, instead of the specified information, special information that makes it difficult to recognize the duration of the specified game state can be notified. The gaming machine described in feature 3.
5. The aforementioned specific performance is, It consists of multiple predetermined effects, The aforementioned performance execution means is The aforementioned predetermined performance can be executed during a predetermined number of gameplay sessions. The gaming machine according to feature 1 or 2.
6. The aforementioned notification means is, In the final of the multiple predetermined effects that constitute the aforementioned specific effect, it is possible to display information indicating that the specific effect will proceed in response to a predetermined operation. The gaming machine according to feature 5.