Gaming machine
The gaming machine addresses the lack of reward diversity in conventional systems by implementing a right and benefit granting mechanism, enhancing player interaction and engagement through a medal-less system.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2024-12-11
- Publication Date
- 2026-06-23
AI Technical Summary
Conventional gaming machines lack mechanisms to grant benefits and rights to players based on game execution, limiting player engagement and reward diversity.
A gaming machine that utilizes a right granting mechanism to provide predetermined rights and a benefit granting mechanism to offer individual usage conditions for these rights, enhancing player interaction and reward variety through a medal-less system.
Enhances player engagement by providing diverse rewards and benefits based on game performance, improving overall gaming experience.
Smart Images

Figure 2026102389000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as a gaming machine, there is known a slot machine that includes a plurality of reels, executes a game by variably displaying the plurality of reels based on a start operation of a player, stops the plurality of reels based on a stop operation of the player, and generates a specific game state according to a stop display mode of the plurality of reels. In recent years, in a slot machine, there is known one that can generate a plurality of specific game states having different game contents and the like as specific game states (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 is room for improvement in such a conventional gaming machine.
Means for Solving the Problems
[0005] To solve the above problems, the present invention provides a gaming machine that executes a game based on the player's operation and can grant benefits to the player in connection with the execution of the game, comprising: a right granting means that can grant a predetermined right based on the execution of the game; and a benefit granting means that can grant a predetermined benefit based on the fulfillment of the conditions for using the predetermined right, wherein the right granting means can set a first right for granting a first benefit and a second right for granting a second benefit as the predetermined right, and the benefit granting means is configured to individually set a first usage condition related to the use of the first right and a second usage condition related to the use of the second right as the usage conditions. [Brief explanation of the drawing]
[0006] [Figure 1] This is a schematic front view showing the external appearance of a coinless gaming machine. [Figure 2] This is a schematic perspective view showing the internal structure of a coinless gaming machine. [Figure 3] This is a block diagram showing the control configuration in a coinless gaming machine. [Figure 4] This flowchart shows the gameplay methods for coinless gaming machines. [Figure 5] This diagram illustrates the transitions between game states in a coinless gaming machine. [Figure 6] This diagram illustrates the probability state in a coinless gaming machine. [Figure 7] This is a diagram illustrating the stopping patterns corresponding to the chance replay role in a coinless gaming machine. [Figure 8] This chart shows the probability of executing the push-button navigation when a chance replay role A is won in a medalless gaming machine. [Figure 9] This chart shows the probability of transitioning from the normal game state to the pseudo-bonus state in a coinless gaming machine. [Figure 10] This chart shows the probability of transitioning from a pseudo-bonus state to an AT (Automatic Trigger) state in a coinless gaming machine. [Figure 11]This chart shows the probability of transitioning to a special zone during AT (Automatic Trigger) mode in a coinless gaming machine. [Figure 12] This chart shows the probability of being granted the right to transition to a high-probability state in a coinless gaming machine. [Figure 13] This chart shows the probability of being granted the right to transition to a high-probability state for chance events in a coinless gaming machine. [Figure 14] This chart shows the probability of changes in the activation timing of each high-probability state during each high-probability delay period in a coinless gaming machine. [Figure 15] This diagram shows images displayed on the main display unit during normal gameplay in a coinless gaming machine, specifically images that appear when the right to transition to each high-probability state is granted. [Figure 16] This diagram shows images displayed on the main display unit during a pseudo-bonus state in a coinless gaming machine, specifically images that appear when the right to transition to each high-probability state is granted. [Figure 17] This diagram shows an image displayed on the main display unit during normal gameplay in a coinless gaming machine, specifically an image that appears when transitioning from a high-probability chance event state to a high-probability overlapping state. [Figure 18] This figure shows a modified example 1 of a medalless gaming machine, and is a chart showing the probability of being granted the right to transition to a special zone during AT (Attack Time) state. [Figure 19] This figure shows a modified example 1 of a medalless gaming machine, and illustrates the image displayed on the main display unit when the right to transition to a high-probability chance event state and a special zone is granted during the AT state. [Figure 20] This figure shows a modified example 2 of a medalless gaming machine, and is a chart showing the probability of being granted an additional bonus right that is activated during the AT state while in the normal game state. [Figure 21] This figure shows a modified example 2 of a medalless gaming machine, illustrating the image on the main display unit when an additional bonus is granted during normal gameplay and the bonus is added upon transitioning to a special zone during AT (Attack Time) mode. [Figure 22]It is a diagram showing a third modification example in a medal-less gaming machine, and is a chart showing the probability of granting a privilege activated during the AT state in the normal gaming state. [Figure 23] It is a diagram showing a third modification example in a medal-less gaming machine, and is a diagram showing an image on the main effect display when a bonus is carried out by transitioning to a specialization zone during the AT state, where the right to carry over and the right to transition to the specialization zone are granted during the normal gaming state. [Figure 24] It is a diagram showing a fourth modification example in a medal-less gaming machine, and is a chart showing the selection probability of activation conditions for the carry-over right granted during the normal gaming state. [Figure 25] It is a diagram showing a fourth modification example in a medal-less gaming machine, and is a chart showing the selection probability of activation conditions for the right to transition to the specialization zone granted during the normal gaming state. [Figure 26] It is a diagram showing a fourth modification example in a medal-less gaming machine, and is a diagram showing an image on the main effect display when the carry-over right and the right to transition to the specialization zone are granted during the normal gaming state and each activation condition is determined.
Embodiments for Carrying Out the Invention
[0007] A preferred embodiment of the gaming machine according to the present invention will be described. The gaming machine of this embodiment is a gaming machine that does not use actual medals (gaming media), manages medals as data, and conducts games using a pseudo-gaming medium in the form of such data (hereinafter referred to as a medal-less gaming machine). Hereinafter, as a medal-less gaming machine, an example applied to a slot machine of Model 6 having an AT state (ART state) will be described, but the present invention is not limited thereto. For example, the present invention can also be applied to a normal type (so-called Type A) slot machine capable of real bonus games. Note that medals as data used in medal-less gaming machines are referred to as "gaming medals", and medals as data deposited by a gaming store side (management device, dedicated unit) with "gaming medals" acquired in past games are referred to as "held medals".
[0008] Embodiments of the gaming machine according to the present invention will be described with reference to Figures 1 to 26.
[0009] Figure 1 is a schematic front view showing the external appearance of a medalless gaming machine (gaming machine). Figure 2 is a schematic perspective view showing the internal structure of a coinless gaming machine (gaming machine). As shown in Figures 1 and 2, the medalless gaming machine 1 comprises a housing 1b and a front door 1a that can be opened and closed to cover the opening of the housing. A display window 6 is formed in the center of the front door 1a, allowing the rear to be seen through this display window 6, and the design displayed on the reel 41, which serves as a display means, can be seen. 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, first performance button 2g, counting button 2c, settlement button 2d, start lever 3, and stop button 5 are provided, as well as notification means such as the game token count display device 7, counting button lamp 2e, and bet count lamp 2f. The game token count display device 7 may also be provided on the upper or front side of the step. Above the display window 6 is a navigation lamp 12 that guides the player through the sequence of operations for the stop button 5. Additionally, to the left of the display window 6 is a sub-effect display 18, which is composed of a liquid crystal display and functions as a notification and performance indicator. The upper part of the front door 1a is equipped with a main display unit 8 that functions as a notification means and a means of displaying effects. The main display unit 8 has a display section made up of a liquid crystal display with a predetermined display area, and is capable of displaying various effect images and the number of game tokens.
[0010] To the side of the main performance display unit 8 are a second performance button 2h, a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning combinations and the effects displayed on the main performance display unit 8.
[0011] The enclosure 1b contains a main control unit 10 equipped with a CPU that comprehensively controls the game, and a sub-control unit 20 equipped with 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).
[0012] As shown in Figure 3, the main control device 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, power supply device 15, and game equipment device 100. Note that the dashed lines in Figure 3 (dedicated unit 19, gaming equipment device 100) indicate that these are external devices. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, as well as detecting and controlling the operation of each of the above parts, transitioning game states, and outputting predetermined commands (control information) to the sub-control unit 20 at predetermined timings. Furthermore, the main control device 10 has a memory unit capable of storing the game value (game tokens) owned by the player, and controls the game to be executed based on the game value stored in the memory unit.
[0013] The sub-control device 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the main performance indicator 8, the sub-performance indicator 18, the speaker 9, the lamp 11, the first performance button 2g, and the second performance button 2h. The sub-control device 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 device 10. Either the main control device 10 or the sub-control device 20, or both, constitute the means for granting rights and the means for granting benefits in this invention.
[0014] 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 game token count display 7a, which is composed of, for example, a 7-segment LED. When game tokens are lent out or given, the main control device 10 adds up the number of lent out or given, stores the sum (total) as the "game token count" in the storage means, and displays it on the game token count display 7a. Furthermore, when game tokens are inserted or counted, the main control device 10 subtracts the number of tokens inserted or counted from the "number of game tokens stored and displayed" on 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 the total number of game tokens exceeds this upper limit due to, for example, the awarding of tokens through winning, a "game unavailable" control is executed to prevent the player from playing. 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.
[0015] When game tokens are lent out or given, the main control device 10 adds up the number of tokens lent out or given, stores the sum (total) in the storage means as the "number of game tokens," and transmits control information that can identify the "number of game tokens" at that time to the sub-control device 20. Furthermore, when a game token is inserted or counted, the main control unit 10 transmits control information to the sub-control unit 20 that allows it to identify the "number of game tokens" that has been deducted as a result of that insertion or counting.
[0016] 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.
[0017] 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 used to stop the reel 41, which rotates in response to the operation of the start lever 3.
[0018] 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 used to output at least a portion of the game tokens (game value) displayed on the game token count display 7a as counting data to a dedicated unit 19 (external). 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 count display device 7.
[0019] 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 count display device 7. For example, if the counting button 2c is pressed and held while the game token count display 7a shows "50 or less" game tokens, all game tokens will be counted, up to a maximum of "50" tokens. In this case, the main control device 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 count 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 7a shows a number of game tokens greater than 50, 50 game tokens will be counted in response to the first long press detection, and up to 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 device 10 outputs counting data that allows for the identification of 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 the continuous long press may be a single output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button (not shown) provided on the dedicated unit 19 is operated 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 counting button that stops counting at 500 coins even with a long press.
[0020] 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.
[0021] 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 operated, the main control unit 10 updates the number of game tokens 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.
[0022] The settlement button 2d is an operating means used to return (transfer) 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 unit 7a. 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 unit 7a. 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 number of bets to the number of game tokens (game value) displayed on the game token count display unit 7a (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 the bet number lamp 2f being 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.
[0023] Furthermore, other control methods, such as the bet button 2a, 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).
[0024] 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. Based on the reception of control information from the main control unit 10, 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 number of bets, and it is designed to display the number of bets (game value) set as the number of bets in the game at least before the game starts. Based on the reception of information from the main control unit 10 that identifies the start of a game (operation of the start lever 3), the sub-control unit 20 controls the bet count lamp 2f to turn off.
[0025] Furthermore, the sub-control device 20, based on receiving control information from the main control device 10, performs control to turn off the bet number lamp 2f when game tokens corresponding to the bet number are inserted. Furthermore, based on the reception of control information from the main control unit 10, the sub-control unit 20 performs control to turn off the bet number lamp 2f when the settlement button 2d is operated and the bet number is changed to the number of game tokens. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted or when game tokens are cashed out (returned). In addition, a display means for displaying the number of bets may be provided separately from the bet count lamp 2f, and this display means may be directly controlled by the main control device 10.
[0026] Furthermore, the sub-control device 20 displays the current "number of game tokens" on the display section 8a of the main performance display 8 based on the reception of control information that can identify the "number of game tokens" transmitted from the main control device 10. Therefore, the "number of game tokens" is displayed not only on the game token count display 7a but also on the main performance display 8, and when the "number of game tokens" is added or subtracted due to the lending, granting, insertion, or counting of game tokens, the numerical information on both the game token count display 7a and the main performance display 8 is updated. The "number of game tokens" may be stored using the storage means of the sub-control device 20.
[0027] The probability setting device 16 is a device that can change the degree of advantage for the player, and for example, it can change the probability of winning an AT state, etc., to multiple levels (for example, 6 levels). The main control unit 10 stores one of the setting values in its memory unit based on the probability setting operation performed by the arcade staff at the probability setting device 16, and controls the probability of winning an AT state, etc., based on the stored setting value. For example, setting 1 has the lowest probability of winning, and the larger the number, the higher the probability of winning.
[0028] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is located externally to the coinless gaming machine 1 and is connected to the coinless 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 tokenless gaming machine 1. In the medalless gaming machine 1, the main control device 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.
[0029] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the coinless 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 medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held.
[0030] The dedicated unit 19 is equipped with, for example, a medal count indicator (not shown) consisting of a 7-segment LED, which displays the stored number of medals held. Furthermore, the dedicated unit 19 is equipped with a card unit (not shown), which can store (record) the number of medals held on an IC card. The IC card can be ejected from the card unit by operating the return button (return operation) located on the dedicated unit 19. 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.
[0031] The dedicated unit 19 can be connected to a computer called a hall computer or management computer via a relay device or directly, and can output game information such as outs and safes, as well as 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.
[0032] Furthermore, the dedicated unit 19 can be connected to the gaming equipment 100 via a relay device or directly, and can output game information such as game execution information and information on the occurrence of specific game states (such as AT state) received from the medalless gaming machine 1 to the calling device.
[0033] The gaming equipment device 100 is a device installed above the medalless gaming machine 1 in an island facility (not shown) where the medalless gaming machine 1 is installed. The main control unit 10 transmits various game data, such as the number of games played, the number of times the pseudo-bonus state or AT state occurred, the number of medals spent in the game, and the number of medals awarded (paid out), to the gaming equipment 100 via a dedicated unit 19. Furthermore, the gaming equipment 100 is equipped with a call button (not shown) that the player operates to summon an employee of the gaming parlor, a call lamp (not shown) that notifies the player that a call has been made, and an information display device (not shown) consisting of a liquid crystal display or the like. Then, the gaming device 100 displays information on an information display device such as the number of games played during normal gameplay from the time the power was turned on or the last pseudo-bonus state to the present, the number of times the pseudo-bonus state or AT state occurred on that day, and the probability of the pseudo-bonus state or AT state occurring, the difference in tokens, etc., calculated by the control unit of the gaming device 100 based on the game data. In other words, the main control device 10 is equipped with an external information transmission means capable of transmitting information related to the progress of the game to the game equipment 100 attached around the medalless game machine 1. Furthermore, various game data from the medalless gaming machine 1 is also transmitted to the management device (not shown), but this data is transmitted to the management device via a dedicated unit 19.
[0034] The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4. First, in step S100, the game start process is executed. In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data. When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of lending based on the lending data, stores and displays the number of gaming tokens corresponding to the number of lending in the gaming token display device 7, and transmits control information that can identify the number of gaming tokens corresponding to the number of lending to the sub-control unit 20, which then displays the number of gaming tokens in the main display unit 8. If the "number of tokens borrowed" is "100", the initial number of tokens displayed on the token count display device 7 (token count indicator 7a) and the main performance indicator 8 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 as "100" on the game token count display device 7 (game token count indicator 7a) and the main performance indicator 8, and the number of bets is set to "3", the main control device 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 device 20 lights up the "3BET" lamp on the bet lamp 2f and updates the number of game tokens displayed on the main performance indicator 8 from "100" to "97" (=100-3). 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. Furthermore, the medalless gaming machine 1 may be configured to only allow gameplay with a bet of "3".
[0035] Next, in step S101, the lottery process is executed. When the game is in a ready state, the game starts when the start lever 3 is tilted, and the main control device 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations. In other words, the main control unit 10 functions as a lottery means capable of performing a lottery for roles based on the execution of the game. The winning combinations include minor combinations (bell, watermelon, weak cherry, strong cherry), replay, and chance replay, each with a set combination of symbols and a set number of medals awarded upon winning. Additionally, the watermelon, strong / weak cherry, and chance replay (chance symbol) are so-called rare combinations with a lower probability of winning than other winning combinations. Among the rare combinations, those with a relatively high probability of winning are called weak rare combinations (e.g., watermelon, weak cherry), and those with a relatively high probability of winning are called strong rare combinations (e.g., strong cherry, chance replay). Additionally, the bell symbols include six types of sequential bell symbols that are awarded only when stop button 5 is operated in a specific order, and a common bell symbol that is awarded regardless of the order in which the buttons are operated. The sub-control device 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.
[0036] Next, in step S102, the reel rotation process is performed. Specifically, the main control device 10 starts the rotation of the reels 41a to 41c, which display multiple symbols. Each reel 41a to 41c gradually increases its rotational 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 corresponding to each reel 41a to 41c, become pressable as operating means.
[0037] Next, in step S103, the reel stop process is executed. When each of the stop buttons 5a to 5c is pressed, the main control device 10 controls the stopping of each reel 41a to 41c so that it displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.
[0038] Next, in step S104, the award process is executed. In controlling the stopping of the reels 41, the main control device 10 controls the reels to stop in a combination of symbols corresponding to the winning result of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control device 10 determines that a prize has been won if the combination of symbols that stopped on the active line is a predetermined combination. 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.
[0039] Next, in step S105, the disbursement process (granting process) is executed. If it is determined that a specific minor role has been achieved, the system will execute a process to award (pay out) the corresponding number of game tokens as a reward. For example, if the main control device 10 determines that a 10-coin payout has been achieved, it adds the awarded amount "10" to the number of game tokens stored and displayed on the game token count display device 7.
[0040] Next, in step S106, the game termination process is executed. 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 in the game token count display device 7, and also updates the number of game tokens displayed on the main performance display unit 8. More specifically, when the counting button 2c is briefly pressed, the game token display device 7 subtracts "1" from the number of game tokens stored and displayed, and the main display unit 8 displays the number of game tokens with "1" subtracted from it. 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, and the number of game tokens displayed in the main performance display device 8 is updated. If the counting button 2c is held down for an extended period, the maximum counting amount of "50" is continuously subtracted from the number of game tokens stored and displayed on the game token display device 7, and the number of game tokens displayed on the main performance display device 8 is also displayed with "50" subtracted from it. 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 S100, you insert an IC card into the card unit. This enables the game start process (S100) to be executed in response to lending operations, etc., in the dedicated unit 19, and then enables the lottery process (S101) to payout process (S105) to be executed. Additionally, upon termination of the game, the winning rights for all winning combinations except those whose winning status is retained are forfeited. The medalless gaming machine 1 according to the present invention has the following characteristic configurations in addition to the above-described configuration. Each of the configurations may be installed individually or in combination.
[0041] [Transition of game state] Next, referring to Figure 5, the transitions in the game state of the medalless gaming machine 1 according to this embodiment will be described. The gameplay of the medalless gaming machine 1 in this embodiment is performed in multiple game states: a normal game state, a pseudo-bonus state, and an AT state. Furthermore, during the AT state, the game is controlled to either a normal AT state or a special zone. The main control device 10, which acts as a game state control means, is capable of controlling the transition from one game state to another based on the fulfillment of predetermined transition conditions.
[0042] In the medalless gaming machine 1 of this embodiment, the reels 41 are provided with multiple symbols (for example, "bell", "replay", "cherry", "watermelon", "BAR", "7", and "blank"), and it is possible to form symbol combinations according to the result of the draw for winning combinations during gameplay. In the main control device 10, which is a lottery means capable of performing a lottery for winning combinations, the winning combinations that are the subject of the lottery include minor combinations (bell combination, watermelon combination, weak cherry combination, strong cherry combination) and replay combinations (normal replay combination, chance replay combination), and each combination has a set symbol combination for when it is won, as well as a set of benefits to be given (such as the awarding of a predetermined number of game tokens).
[0043] The bell symbol is a minor win where the corresponding combination of symbols is "bell, bell, bell". There are six types of bell symbols that are awarded only when the stop button 5 is operated in a specific order, and a common bell symbol that is awarded regardless of the order in which the buttons are operated. There are six types of button-press sequence bell combinations, each with a different sequence of button presses (specific order) for pressing the stop button 5 to win the combination (for example, six types where the specific order is "left → middle → right", "left → right → middle", "middle → left → right", "middle → right → left", "right → left → middle", and "right → middle → left"). The button-press sequence navigation described later makes it easy to win the winning button-press sequence bell combination. In other words, the main control device 10, as a lottery means, enables the lottery for multiple operation-dependent roles (press-order bell roles) that have different operation methods for the operation means (stop button 5) used to award the winning role. In this embodiment, the probability of winning the push-order bell combination, which results in a win when the left reel 41a is stopped first, is set lower than the probability of winning other push-order bell combinations.
[0044] The watermelon symbol is a minor symbol combination where the corresponding symbols are "watermelon, watermelon, watermelon". Additionally, there may be two types of watermelon symbols: a weak watermelon symbol where the "watermelon" stops on the horizontal line in the middle row, and a strong watermelon symbol where the "watermelon" stops on a diagonal line. The Cherry combination is a minor role where the corresponding symbols are "Cherry-ANY-ANY". There is a weak Cherry combination where the "Cherry" symbols stop lined up on only one of the lines 41a on the left reel and 41b on the middle reel, and a strong Cherry combination where the "Cherry" symbols stop lined up on all three lines: 41a on the left reel, 41b on the middle reel, and 41c on the right reel.
[0045] A regular replay is a replay that results in the corresponding symbol combination being "replay, replay, replay". The Chance Replay combination is a replay combination where the corresponding symbol combination is set to "Replay-Replay-Replay" or "Replay-Replay-Bell" (the so-called Chance combination), and one of the symbol combinations will stop depending on the order in which the stop button 5 is operated. Details about the Chance Replay role will be explained later. Furthermore, the strong and weak cherry symbol, the watermelon symbol, and the chance replay symbol are so-called rare symbols, with a lower probability of winning (or in the case of the chance replay symbol, the probability of a specific win) compared to other winning symbols. Among the rare symbols, those with a relatively high probability of winning are called weak rare symbols (weak cherry symbol, watermelon symbol), and those with a relatively high probability of winning are called strong rare symbols (strong cherry symbol, chance replay symbol).
[0046] Furthermore, when a bell symbol (common bell symbol, or ordered bell symbol) is won, if the corresponding combination of symbols stops and the bell symbol is awarded, 8 game tokens will be awarded. Furthermore, if, when a specific sequence of button presses is triggered, the stop buttons 5a to 5c are operated in a sequence other than the designated sequence (one of five possible sequences), and the sequence of button presses is not triggered, no game tokens will be awarded. Furthermore, the probability of winning the bell symbol is set so that the number of game tokens held by the player increases during the pseudo-bonus state and AT state, which will be described later. Additionally, if a combination of symbols corresponding to the watermelon symbol stops and that watermelon symbol is won, two game tokens will be awarded. Additionally, if a combination of symbols corresponding to a weak cherry or a strong cherry combination stops and the cherry combination is awarded, one game token will be awarded. Furthermore, if a combination of symbols corresponding to a replay (regular replay or chance replay) is displayed, the next game can be played with the same bet amount as the previous game without inserting any more tokens (without resetting the bet amount). Furthermore, the types of symbols on reel 41, the types of winning combinations and their corresponding symbol combinations, and the rewards awarded when each winning combination is achieved (such as the number of game tokens) may differ from those listed above. Furthermore, in this embodiment, the probability of executing the push-order navigation when a push-order bell role is won is set to be the same in both the pseudo-bonus state and the AT state, but the probability of executing the push-order navigation may be set to be different in the pseudo-bonus state and the AT state.
[0047] Of the symbols on reel 41, the "bell" and "replay" symbols are always placed within a number of frames (for example, 4 frames) within the range of the reel pull-in control, while the "cherry," "watermelon," "7," and "BAR" symbols are not necessarily placed within a number of frames (for example, 4 frames) within the range of the reel pull-in control.
[0048] Figure 5 shows the game states that can be controlled by the medalless gaming machine 1 of this embodiment. (Normal gameplay state) The normal game state is a disadvantageous state for the player and is basically a state used to trigger a pseudo-bonus state.
[0049] In this embodiment, a transition lottery is held based on the execution of the game during normal gameplay to fulfill the conditions for transitioning to the pseudo-bonus state (granting the right to transition). If the player wins this transition lottery, the conditions for transitioning to the pseudo-bonus state are fulfilled, and the game state transitions from the normal game state to the pseudo-bonus state (arrow a in Figure 5). The above transition lottery is designed so that, for example, if the lottery result for the role during gameplay results in the winning of a predetermined rare role (for example, the strong cherry role), or if a chance symbol stops when the chance replay role is won, the conditions for transitioning to the pseudo-bonus state are met at a predetermined probability (for example, 30% or 20%). As will be explained in more detail later, the probability of winning the lottery to transition to the pseudo-bonus state changes depending on the type of winning combination and the current probability state.
[0050] Furthermore, the conditions for transitioning to the pseudo-bonus state can be met even without winning the transition lottery mentioned above. The number of games played during normal gameplay is counted, and if the count reaches a predetermined ceiling number of games, the conditions for transitioning to the pseudo-bonus state are met, and the gameplay state transitions to the pseudo-bonus state. The number of games to reach the ceiling is determined according to the probability setting value, for example, when the conditions for transitioning to the advantageous section described later are met, after the pseudo-bonus state ends, and at the start of the next game after the AT state ends, and the number of games to reach the ceiling for the next pseudo-bonus state is determined. Furthermore, it is also possible to pre-set multiple types of maximum game counts and vary the determined maximum game count depending on the mode at the time of determination.
[0051] Furthermore, if a specific rare role is won during normal gameplay, or if a chance symbol stops when a chance replay role is won, for example, the main display unit 8 will announce this, or a winning animation or battle animation will be executed to increase the expectation of transitioning to a pseudo-bonus state. Winning animations are generally designed to be completed within a single game, while battle animations are designed to continue for a predetermined number of games (for example, 2 or 3 games).
[0052] Furthermore, if the player wins the lottery for transitioning to the pseudo-bonus state when a certain rare role is won, the player will not immediately transition to the pseudo-bonus state. Instead, a pre-announcement period (main pre-announcement period: for example, 30 games) will be provided during which the transition to the pseudo-bonus state will be delayed for a predetermined period. During the first half of this main pre-announcement period (for example, 13 games), control will be implemented in each game to change the content of the effects, such as increasing the probability of a certain character appearing on the main effect display 8 or executing an effect that only occurs during that period. During the second half of this main pre-announcement period (for example, 3 games), an effect will be executed in which, for example, a battle between the main character and an enemy character will be performed, and the player will be notified that the player has transitioned to the pseudo-bonus state when the main character wins the battle in the final game.
[0053] Furthermore, even if the player does not win the lottery for transitioning to the pseudo-bonus state when a certain rare role is won, a premonition period (fake premonition period) is set for a predetermined number of games (for example, 10 games), during which the same performance control as when the player wins the lottery for transitioning to the pseudo-bonus state is performed. However, in the fake premonition performance that is performed when the player does not win the lottery for transitioning to the pseudo-bonus state, a battle performance (a battle performance in which the enemy character wins) is performed, in which it is announced that the player will not ultimately transition to the pseudo-bonus state. Furthermore, in some cases when a specific rare role is won, the battle sequence may be executed immediately without the above-mentioned pre-announcement period (real pre-announcement period, fake pre-announcement period). In this case, immediately after winning the specific rare role, a battle sequence will be executed for a predetermined number of games (for example, 3 games), and the result of the lottery for transitioning to the pseudo-bonus state will be announced. Furthermore, even when a game in normal gameplay mode is about to reach the ceiling game count (for example, 10 games before), the same pre-announcement period (main pre-announcement period) as described above is set and the same performance control is performed. Furthermore, even when a game is not in the state of normal gameplay and is not immediately about to reach the maximum number of games, a premonition period (fake premonition period) similar to the above is set at predetermined intervals, and the same performance control as described above is performed.
[0054] Furthermore, the number of games played and the presentation during the pre-bonus period may differ from those mentioned above; any method that enhances the player's anticipation or indicates whether or not a transition to a pseudo-bonus state has occurred is acceptable. Furthermore, the conditions for transitioning to a pseudo-bonus state in normal gameplay may be met in ways other than those described above. For example, a predetermined number of points may be assigned to gameplay points based on the results of a role draw, and the conditions for transitioning to a pseudo-bonus state may be met when the total number of these gameplay points reaches a predetermined number, or a draw may be held to meet the conditions for transitioning to a pseudo-bonus state. Alternatively, a draw may be held at predetermined intervals to meet the conditions for transitioning to a pseudo-bonus state.
[0055] Furthermore, during normal gameplay, a lottery is held to determine if the game will transition directly to the AT state. For example, if the lottery result for the winning combination during gameplay results in a predetermined rare combination (e.g., a strong cherry combination), there is a predetermined probability (e.g., 2%) that the conditions for transitioning directly to the AT state will be met without going through the pseudo-bonus state. Furthermore, if the conditions for transitioning to the AT state are met during normal gameplay, the game state will transition to the AT state (normal AT state) as a reward for the granting of predetermined benefits (arrow f in Figure 5). When the conditions for transitioning to the AT state are met during normal gameplay, a pre-announcement period (main pre-announcement period) is set and the same performance control as described above is performed, similar to when the conditions for transitioning to the pseudo-bonus state are met. Alternatively, the game may be configured to transition to a CZ state (so-called chance zone) for a predetermined period based on the fulfillment of predetermined conditions during normal gameplay, and during the games in this CZ state, a lottery for transitioning to a pseudo-bonus state may be conducted with a high probability, and if the transition lottery during the CZ state is won, the game may transition to the pseudo-bonus state.
[0056] (Pseudo-bonus state) The pseudo-bonus state is a game state in which, during the game in the pseudo-bonus state, the player receives notification of advantageous operation methods that are not performed during normal gameplay. This notification is given by a push-order navigation (push-order notification) that informs the player of the order of operation (specific order of pressing) of the stop button 5 as an operation means to win the push-order bell combination, making it easier to win the push-order bell combination and extremely easy to acquire game tokens (game value). Therefore, the pseudo-bonus state is controlled as a game state that is advantageous to the player. Furthermore, the pseudo-bonus state continues for a predetermined number of games (for example, 30 games), and a lottery for transitioning to the AT state (normal AT state) is held in each game during the pseudo-bonus state. If the player wins the transition lottery, they are granted the right to transition to the AT state (normal AT state).
[0057] Furthermore, if the right to transition to the AT state is granted while in the pseudo-bonus state, the game state will transition to the AT state (normal AT state) after the pseudo-bonus state ends (arrow c in Figure 5). On the other hand, if the pseudo-bonus state ends after a predetermined number of games have been played without the right to transition to the AT state being granted, the game state will transition to the normal game state after the pseudo-bonus state ends (arrow b in Figure 5). Furthermore, during the pseudo-bonus state, the main display unit 8 will show animations related to the lottery for transitioning to the AT state. Furthermore, the lottery for transitioning to the AT state during the pseudo-bonus state is conducted as follows: For example, if a predetermined rare role is not won or a chance symbol does not stop during a game in the pseudo-bonus state, the right to transition to the AT state is granted with a predetermined probability (for example, 1%), and if a predetermined rare role (for example, a strong cherry role) is won or a chance symbol stops, the right to transition to the AT state is granted with a higher probability (for example, 30% and 20%). However, any transition that grants the right to transition to the AT state in a way that is more advantageous to the player than the normal game state is acceptable.
[0058] (AT state) The AT state, like the pseudo-bonus state, is a game state in which, during the game in the AT state, the player receives notifications of advantageous operation methods that are not performed during normal gameplay. These notifications include a push-order navigation (push-order notification) that informs the player of the specific sequence of operations (pressing order) for pressing stop button 5 to win the winning push-order bell combination, making it easier to win the winning push-order bell combination and thus extremely easy to acquire game tokens. In other words, the main control device 10 has a function that enables it to draw lots for multiple push-order bell roles with different stopping patterns of the display means (reels 41) for awarding predetermined benefits, and a function that enables it to control and notify operation information related to the operation of the operation means (stop button 5). In AT mode, when a push-order bell role is won, the push-order navigation is performed as operation information, and if the reels 41 are stopped according to the push-order navigation, the winning push-order bell role will be awarded as a predetermined benefit, and a predetermined number of game tokens will be awarded.
[0059] The AT state is basically controlled to the normal AT state, which is a so-called game count management type where a predetermined number of games (for example, 50 games) is assigned as the remaining number of games at the initial transition (for example, when transitioning from a pseudo-bonus state), and the remaining number of games is reduced by the execution of games during the AT state, and the AT state continues until the remaining number of games becomes "0". Furthermore, during AT mode (normal AT mode), for example, based on the winning of a predetermined rare role (for example, a strong or weak cherry role), a lottery is held to add to the remaining number of games that can continue the AT mode. If the lottery is won with a predetermined probability (for example, 20%), a predetermined number of games (for example, 10 games) will be added to the remaining number of games. Therefore, the duration of the AT mode is extended by adding to the remaining number of games. If the remaining number of games becomes "0" while in AT state (normal AT state), the conditions for ending the AT state are met and the game state transitions to the normal game state (arrow g in Figure 5). During AT mode, the main display unit 8 displays effects that indicate that AT mode is active, as well as effects related to the bonus payout lottery.
[0060] Furthermore, the AT state may be a so-called set-management type, where one set consists of a predetermined number of games (for example, 30 times) played, and a new round of games is started if the player wins the continuation lottery held during that round of games. Furthermore, the AT state (normal AT state) may be controlled to continue until the number of game tokens actually acquired by the player during the AT state (net increase in tokens) or the number of game tokens paid out during the AT state reaches a predetermined number (for example, 100 tokens), or until the number of times a predetermined role (for example, the push-order bell role) is won reaches a predetermined number (for example, 20 times). Furthermore, multiple types of AT states with different termination conditions (normal AT states) may be provided, and when the right to transition to an AT state is acquired, it may be possible to selectively generate one of these AT states. Furthermore, during AT mode (normal AT mode), the button press navigation may be executed every time a button press bell combination is won, or a navigation lottery may be conducted when a button press bell combination is won, and the button press navigation may be executed only when this navigation lottery is won, i.e., only when a button press bell combination is won. Furthermore, during AT mode (normal AT mode), it may be possible to switch between two states: one in which a push-order navigation is performed when a push-order bell symbol is won, and another in which a push-order navigation is performed when a push-order bell symbol is won.
[0061] Furthermore, when a push-order bell combination is won, if the reels 41 are stopped in the operation sequence corresponding to the won push-order bell combination (a specific push-order sequence), a predetermined number of game tokens (for example, 8 tokens) will be awarded. If the reels 41 are stopped in an operation sequence other than the specific push-order sequence, no game tokens will be awarded. However, even in the case of an operation sequence other than the specific push-order sequence, a number of game tokens less than the predetermined number (for example, 1 token) may be awarded. Therefore, while the awarding of a predetermined bonus by hitting the bell combination in a specific order indicates the awarding of a predetermined number of game tokens, if a relatively small number of game tokens (e.g., 1 token) are awarded even when a different button sequence is performed, then the awarding of the bell combination in a specific order indicates the awarding of a relatively large number of game tokens (e.g., 8 tokens), or the formation of a symbol combination corresponding to the bell combination in a specific order (e.g., a symbol combination in which "bell, bell, bell" appear on a predetermined line). Furthermore, in this embodiment, the probability of winning the push-order bell combination, which is awarded when the left reel 41a is stopped first, is set lower than the probability of winning the other push-order bell combinations. However, the probability of winning each push-order bell combination may be set to be the same. Also, the number of game tokens awarded when the push-order bell combination, which is awarded when the left reel 41a is stopped first, is won may be set to be less than the number of game tokens awarded when the other push-order bell combinations are won.
[0062] During a game in the normal AT state, if a predetermined condition is met, the game state will transition to a special zone for a predetermined period (for example, 10 games) midway through the normal AT state (arrow d in Figure 5). The Special Zone is a game state in which the bonus lottery is executed more favorably for the player than in the normal AT state. When a rare role is won, the bonus lottery is held at a higher probability than in the normal AT state, and if the bonus lottery is won, a larger number of games (for example, 30 games) will be added than in the normal AT state. In addition, when a role other than a rare role is won (for example, a replay role), a predetermined number of games (for example, 10 games) will be added at a predetermined probability (for example, 10%). Even if you transition to a special zone while in normal AT mode, the normal AT mode will be interrupted, and the remaining number of games in normal AT mode will not be reduced while in the special zone.
[0063] Furthermore, the special zone can only continue for a predetermined number of games (for example, 10 games), and even if you win a bonus lottery during the special zone, the duration of the special zone itself will not be extended. Then, when the number of times the game is played in the special zone reaches a predetermined number (for example, 10 times), the special zone ends and the game state returns to the normal AT state (arrow e in Figure 5). Furthermore, during the special zone, the main display unit 8 displays effects that indicate that the special zone is in progress, as well as effects related to the bonus payout lottery.
[0064] The conditions for transitioning to a special zone during normal AT mode are set to a predetermined probability (for example, 5%) when a strong rare role is won or a chance symbol stops, but any of these conditions are acceptable. For example, a lottery may be held every time a predetermined number of games are played during normal AT mode, and if the lottery is won, the player may transition to a special zone. Alternatively, a lottery may be held every time a predetermined number of bell roles are won, and if the lottery is won, the player may transition to a special zone. Furthermore, the system may be configured so that when a specific role (for example, a replay role) is won, a reverse press operation ("right → middle → left") will result in a specific combination of symbols (for example, "7・7・7") stopping. In games during normal AT mode, a reverse press navigation may be performed for some of the wins of the specific role, and if a specific combination of symbols stops in accordance with this reverse press navigation, the conditions for transitioning to a pseudo-bonus state during AT mode may be met.
[0065] Furthermore, the bonus lottery during the special zone can be any type that is more advantageous to the player than the normal AT state, and the bonus probability and the number of games added when each role is won can be other than those mentioned above. Furthermore, it may be possible to generate multiple special zones with different bonus lottery methods, and to selectively determine one of the types of special zones when transitioning between them. Furthermore, during the special zone, the button press navigation may be executed every time a button press bell combination is won, or a navigation lottery may be conducted when a button press bell combination is won, and the button press navigation may be executed only when this navigation lottery is won, i.e., only when a button press bell combination is won.
[0066] As described above, in the medalless gaming machine 1 of this embodiment, the main control device 10 will transition the game state to the pseudo-bonus state when the conditions for transitioning to the pseudo-bonus state are met during normal gameplay. Furthermore, if the conditions for transitioning to the AT state are met while in the pseudo-bonus state, the game state will be transitioned to the AT state. Furthermore, if the conditions for transitioning to a special zone are met during normal AT mode, the game state will be transitioned to the special zone. The transitions between game states are controlled as described above.
[0067] The main control device 10 of this embodiment includes a section control means that, in addition to the above-mentioned game state, can control the game section to either a normal section (non-advantageous section) or an advantageous section. The normal section is a gameplay section in which no button-press navigation is performed, that is, a gameplay section that is uncontrollable and does not enter a pseudo-bonus state or AT state. It begins when the next game starts after the conditions for ending the advantageous section are met, and ends when the conditions for transitioning to the advantageous section are met.
[0068] Furthermore, in the normal section, the transition to the advantageous section is determined when the conditions for transitioning to the advantageous section are met, for example, when a predetermined role (for example, the replay role and the push-order bell role) is won in the internal lottery. In normal sections, the button press order navigation is not performed. Furthermore, when the main control unit 10 is reset, it is controlled to the normal section. Furthermore, the timing of the transition to the advantageous period does not have to be at the time mentioned above. For example, it could be at the end of the game in which the conditions for transitioning to the advantageous period were met (such as the moment when the last operation of pressing stop button 5 ends). In this case, the transition to the advantageous period will occur before the next game starts.
[0069] The advantageous section is a gameplay section in which button-press navigation may be performed, that is, a gameplay section that can be controlled to enter a pseudo-bonus state or AT state, and is a gameplay section that is more advantageous to the player compared to the normal section because button-press navigation may be performed. Furthermore, the advantageous period begins when the conditions for transitioning to the advantageous period are met in the normal period and the next game starts, and ends when the predetermined conditions for ending the advantageous period are met.
[0070] Furthermore, the advantageous period transitions to the normal period based on the fulfillment of the conditions for ending the advantageous period during that period. Examples of conditions for ending the advantageous period include when the coinless gaming machine 1 (main control device 10) is reset (including when the settings are changed). While the advantageous period generally continues when the AT state ends, it is also possible to set up a condition for ending the advantageous period in some cases when the AT state ends, or to decide whether or not to end the advantageous period depending on the difference in the number of tokens at the end of the AT state. Alternatively, a special-advantage zone lamp that indicates the presence of an advantageous zone when lit may be provided, and the main control device 10 may control 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 in a game state where the number of game tokens increases (such as a pseudo-bonus state or AT state).
[0071] Furthermore, the medalless gaming machine 1 is equipped with a limiter function (hereinafter simply referred to as the limiter) to limit the number of game tokens that the player can acquire, and the conditions for ending the advantageous period are met even when the limiter is activated. For example, the limiter is activated when the difference in the number of tokens (number of tokens paid out - number of tokens inserted) during a single advantageous period reaches the upper limit (for example, +2400 tokens). The advantageous period ends when any of the above-mentioned conditions for ending the advantageous period (such as a reset or the activation of a limiter) are met. In addition to the condition for the limiter to activate when the difference in the number of tokens reaches the upper limit, it is also possible to set the condition for the limiter to activate when the number of games in a single advantageous period (advantageous period games) reaches the upper limit (for example, 4000 games).
[0072] Furthermore, in addition to the limiter function described above, the medalless gaming machine 1 of this embodiment is also equipped with a so-called complete function (also simply called complete) that limits the number of gaming medals actually acquired by the player from the time the medalless gaming machine 1 is powered on until it is shut off. When the net increase in medals from the time the medalless gaming machine 1 is powered on until it is shut off reaches a predetermined number (the complete value of +19,000 medals), 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 a gaming establishment will be limited. Furthermore, even if the net number of tokens won during a single advantageous period is extremely small while the arcade is operating, and a player is able to acquire a very large number of tokens before the limiter function activates, the complete function will activate first before the limiter function activates.
[0073] [Control of stochastic states] Next, with reference to Figure 6, the control of the probability state in the medalless gaming machine 1 of this embodiment will be described.
[0074] In the medalless gaming machine 1 of this embodiment, the main control device 10 performs a lottery for transitioning the game state based on the winning of a predetermined rare role (for example, a strong cherry role, etc.), and if the transition lottery is won, a control is performed to transition to a game state that is more advantageous to the player than the current state, as a predetermined benefit is granted. For example, in some cases, when a certain rare role is won during normal gameplay, the game state will transition to a pseudo-bonus state; in some cases, when a certain rare role is won during the pseudo-bonus state, the game state will transition to an AT state; and in some cases, when a certain rare role is won during the AT state (normal AT state), the game state will transition to a special zone. Furthermore, as shown in Figure 6, the main control device 10 can be controlled to either a low-probability state in which the probability of winning each transition lottery is a predetermined probability, or a high-probability state in which the probability of winning each transition lottery is higher than the predetermined probability, and the probability of winning each transition lottery can be changed by changing this probability state.
[0075] The main control unit 10 controls the probability state to a low probability state when it is reset, etc. However, as will be explained in detail later, it grants the right to transition to a high probability state based on the result of the draw for the winning combination in each game. Furthermore, when the conditions for transitioning to the high probability state are met (activation conditions are met: usage conditions are met) while the right to transition has been granted, the probability state will transition from a low probability state to a high probability state (first specific game state) as a predetermined benefit (first benefit) is granted (arrow h in Figure 6). Furthermore, if the termination condition for the high-probability state is met while in a high-probability state, the probability state will transition from the high-probability state to the low-probability state (arrow i in Figure 6).
[0076] The termination condition for the high probability state is set when the number of games played during the high probability state reaches a predetermined number (for example, 10 times). However, the termination condition for the high probability state may be other than the predetermined number (for example, 10 times). For example, the termination condition may be set when a termination lottery is held in a game after the number of games played during the high probability state reaches a predetermined number (for example, 10 times) and the termination lottery is won with a predetermined probability, when a predetermined role (for example, the replay role) is won a predetermined number of times (for example, 5 times) in a game during the high probability state, or when a termination lottery is held when a predetermined role (for example, the replay role) is won in a game during the high probability state and the termination lottery is won with a predetermined probability. Furthermore, the probability state may be changed to a high probability state at a predetermined probability when transitioning from a normal section to an advantageous section, or the probability state may be changed to a high probability state at a predetermined probability when a pseudo-bonus state or AT state ends.
[0077] Furthermore, in the medalless gaming machine 1 of this embodiment, the main control device 10 also performs a lottery for transitioning to a new game state when a chance symbol stops, and if the player wins the transition lottery, the machine performs a transition control that is more advantageous to the player than the current state, as a predetermined benefit is granted. As will be explained in more detail later, the chance symbols will stop when a push-button navigation prompt instructing the machine to stop the chance symbols is executed when a chance replay is won. The main control unit 10 can control the machine to either a low-probability chance symbol state in which this push-button navigation prompt is executed with a predetermined probability (for example, 20%), or a high-probability chance symbol state in which the push-button navigation prompt is executed with a probability higher than the predetermined probability (for example, 50%). By changing this chance symbol probability state, the probability of the chance symbols stopping can be changed. In other words, when the game enters a high-probability state for chance symbols, the button-press navigation that instructs the player to stop on a chance symbol is executed with a higher probability than when the chance symbol is low-probability state. As a result, when the game enters a high-probability state for chance symbols, the chance symbol will stop on the reels with a higher probability than when the chance symbol is low-probability state.
[0078] The main control unit 10 will be controlled in a low probability state for chance symbols when it is reset, etc. However, as will be described in detail later, based on the lottery results for the roles in each game, it will grant the right to transition to a high probability state for chance symbols. Furthermore, when the conditions for transitioning to the high probability state for chance symbols are met (activation conditions are met) while the right to transition has been granted, a predetermined benefit (second benefit) will be granted, and the probability state for chance symbols will transition from a low probability state for chance symbols to a high probability state for chance symbols (second specific game state) (arrow j in Figure 6). Furthermore, if the termination condition for the high probability of winning a chance event is met while in the high probability of winning a chance event state, the probability of winning a chance event will transition from the high probability of winning a chance event state to the low probability of winning a chance event state (arrow k in Figure 6).
[0079] The termination condition for the high probability state of chance symbols is the same as for the high probability state, which is set when the number of games played during the high probability state of chance symbols reaches a predetermined number (for example, 10 times). However, the termination condition for the high probability state of chance symbols may be other than the above. For example, the termination condition may be set when a termination lottery is held in a game after the number of games played during the high probability state of chance symbols has reached a predetermined number (for example, 10 times) and the termination lottery is won with a predetermined probability, or when the number of times a predetermined role (for example, the replay role) is won in a game during the high probability state of chance symbols reaches a predetermined number (for example, 5 times), or when a termination lottery is held when a predetermined role (for example, the replay role) is won in a game during the high probability state of chance symbols and the termination lottery is won with a predetermined probability. Furthermore, when transitioning from a normal section to an advantageous section, the chance symbol probability state may be changed to a high chance symbol probability state with a predetermined probability, or when a pseudo-bonus state or AT state ends, the chance symbol probability state may be changed to a high chance symbol probability state with a predetermined probability.
[0080] Furthermore, the main control device 10 is configured to individually control the above-mentioned probability state and the above-mentioned chance-eye probability state, and the conditions for activating both probability states are also executed individually, so the start and end of both probability states are executed independently. Therefore, it becomes possible to form a high-probability overlapping state in which the probability state becomes a high-probability state and the chance-eye probability state also becomes a high-probability chance-eye state. When the game is controlled to a high-probability overlapping state, the probability of a chance symbol stopping increases, and the probability of winning the lottery for the bonus awarded when a chance symbol stops also increases, creating an extremely advantageous state for the player.
[0081] [Chance Replay Role] Next, with reference to Figures 7 and 8, the chance replay role in the medalless gaming machine 1 of this embodiment will be described in detail. In the medalless gaming machine 1 of this embodiment, when a chance replay is won, the reels are set to stop either the normal symbol combination "Replay-Replay-Replay" or a specific symbol combination (chance combination) "Replay-Replay-Bell". The main control device 10 controls the reels to derive the chance combination if a pre-set reel 41 is stopped first when a chance replay is won, and controls the reels to derive the normal symbol combination if any other reel 41 is stopped first. In other words, the chance combination will only stop if the reels 41 are stopped in a specific order of button presses. Therefore, even if you win the chance replay role, the chance symbols will not necessarily stop on the reels. In fact, the chance symbols will stop on only a portion of the reels. The probability of the chance symbols stopping is managed by controlling whether or not there is a push-button navigation when you win the chance replay role. In other words, if a chance replay is won and a specific button press navigation is executed that causes a chance symbol to stop, it results in a win equivalent to that of a predetermined rare symbol (for example, a strong cherry symbol). If a chance symbol stops in that game and the specific button press navigation is not executed, the symbol combination will not stop and will be the same as that of a normal replay. The probability of a chance symbol stopping is controlled by controlling the execution probability of this specific button press navigation.
[0082] There are two types of chance replay symbols: Chance Replay Symbol A, which has a specific button-pressing sequence, and Chance Replay Symbol B, which does not have a specific button-pressing sequence. Each type is drawn with a predetermined probability. As shown in Figure 7(a), when the left stop button 5a is stopped first to stop the reels 41 (indicated as "Left 1st"), the normal symbol combination of "Replay-Replay-Replay" will stop, and when the middle stop button 5b or the right stop button 5c is stopped first to stop the reels 41 (indicated as "Middle 1st" and "Right 1st"), a specific symbol combination of "Replay-Replay-Bell" (a chance symbol) will stop. As shown in Figure 7(b), when Chance Replay B is triggered, regardless of the order in which the reels 41 are stopped, a specific combination of symbols (Chance symbol) of "Replay-Replay-Bell" will be triggered.
[0083] Therefore, if you win the Chance Replay B, the chance symbol will always stop in that game. However, if you win the Chance Replay A, the chance symbol will stop if a push-button navigation is executed that first stops the middle reel 41b or the right reel 41c, and the chance symbol will not stop if no push-button navigation is executed.
[0084] Next, referring to Figure 8, we will explain the probability of executing the push-button navigation when the Chance Replay role A is won. As mentioned above, when the chance replay role A is won, the chance symbols will stop only if a specific push-button navigation is executed. The main control device 10 changes the execution probability of the specific push-button navigation according to the probability state of the chance symbols when the chance replay role A is won. Furthermore, specific button press sequence navigations are executed on the main display unit 8 by transmitting control information from the main control unit 10 to the sub-control unit 20. Furthermore, in the main control unit 10, a predetermined random number is extracted at the start of a game in which the chance replay role A is won, and a lottery is held to determine whether or not to execute a specific button press sequence navigation.
[0085] As shown in Figure 8, when a chance replay role A is won in a low probability chance event state, there is an 80% chance that a specific push order navigation will not be performed ("no navigation"), a 10% chance that a specific push order navigation will be performed to stop the middle reel 41b first ("middle 1st navigation"), and a 10% chance that a specific push order navigation will be performed to stop the right reel 41c first ("right 1st navigation"). Therefore, when a chance replay symbol A is won in a low-probability chance event state, there is a 20% chance that a specific push-button navigation will be executed that stops the middle reel 41b or the right reel 41c first, resulting in a chance event being stopped.
[0086] Furthermore, if you win a chance replay role A while in a high probability chance event state, there is a 50% chance that you will not perform a specific push order navigation ("no navigation"), a 25% chance that you will perform a specific push order navigation that stops the middle reel 41b first ("middle 1st navigation"), and a 25% chance that you will perform a specific push order navigation that stops the right reel 41c first ("right 1st navigation"). Therefore, when a chance replay symbol A is won in a high-probability chance event state, there is a 50% chance that a specific push-button navigation will be executed that stops the middle reel 41b or the right reel 41c first, resulting in a chance event being stopped.
[0087] Thus, when the chance replay role A is won, if the game is in a high-probability chance-matching state at that time, the specific button press navigation will be executed with a higher probability than if it were in a low-probability chance-matching state, and as a result, the probability of a chance-matching symbol stopping will increase. Furthermore, if a high probability state for chance symbols occurs, and a specific button press navigation is executed with a higher probability than in a low probability state for chance symbols, then the probability of a specific button press navigation being executed does not have to be as described above, and the selection probabilities for "Middle 1st Navigation" and "Right 1st Navigation" do not have to be the same. Furthermore, even if a specific button press sequence is not executed when a chance replay role A is won, there is a possibility that a chance symbol will stop if reel 41 other than left reel 41a is stopped first. However, even if a chance symbol stops in this case, the prize draw will be conducted in the same way as if the specific button press sequence was not executed. Additionally, if "No Navigation" is selected, the system may be configured to execute a push-button navigation that stops the left reel 41a first.
[0088] [Prize draw] Next, with reference to Figures 9 to 11, the prize draw in the medalless gaming machine 1 of this embodiment will be described in detail. In the medalless gaming machine 1 of this embodiment, as described above, based on the execution of a game during each gaming state, a lottery is held to determine the transition to a gaming state that is more advantageous to the player than the current gaming state. If the player wins this transition lottery, they are granted the right to transition to a gaming state that is more advantageous to them. The probability of winning the above transition lottery is set according to the type of game state, the type of probability state, and the type of winning combination at that time, as shown below.
[0089] First, Figure 9 shows the probability of being granted the right to transition to a pseudo-bonus state during normal gameplay. In the main control unit 10, a transition lottery is performed by extracting a predetermined random number at the start of the game in which each trigger role is won.
[0090] As shown in Figure 9(a), in a game during normal gameplay, if a strong cherry symbol is won and the probability state at that time is low, there is a 70% chance that the transition lottery will be "not won," meaning that the right to transition to the pseudo-bonus state is not granted, and a 30% chance that the transition lottery will be "won," meaning that the right to transition to the pseudo-bonus state is granted. On the other hand, in a game played in normal mode, if a strong cherry symbol is won and the probability state at that time is a high probability state, there is a 50% chance that the transition lottery will be "unsuccessful" and the right to transition to the pseudo-bonus state will not be granted, and there is a 50% chance that the transition lottery will be "successful" and the right to transition to the pseudo-bonus state will be granted.
[0091] Similarly, in a game played under normal conditions, if a chance replay is won and a chance symbol stops, and the probability state at that time is low, then there is an 80% chance that the transition lottery will be "failed" and the right to transition to the pseudo-bonus state will not be granted, and there is a 20% chance that the transition lottery will be "successful" and the right to transition to the pseudo-bonus state will be granted. On the other hand, in a game played in normal mode, if a chance replay is won and a chance symbol stops, and the probability state at that time is a high probability state, a transition lottery will be held in which there is a 40% chance that the transition lottery will be "unsuccessful" and the right to transition to the pseudo-bonus state will not be granted, and there is a 60% chance that the transition lottery will be "successful" and the right to transition to the pseudo-bonus state will be granted. Thus, during normal gameplay, if a triggering role is won, the right to transition to the pseudo-bonus state is granted with a higher probability if the probability state at that time is high, compared to if the probability state is low.
[0092] Next, Figure 10 shows the probability of being granted the right to transition to the AT state while in a pseudo-bonus state. As shown in Figure 10(a), in a game during a pseudo-bonus state, if a strong cherry symbol is won and the probability state at that time is low, a transition lottery will be held in which there is a 40% chance that the transition lottery will be "failed" and the right to transition to the AT state will not be granted, and there is a 60% chance that the transition lottery will be "successful" and the right to transition to the AT state will be granted. On the other hand, in a game during a pseudo-bonus state, if a strong cherry symbol is won and the probability state at that time is a high probability state, there is a 30% chance that the transition lottery will be "unsuccessful" and the right to transition to the AT state will not be granted, and there is a 70% chance that the transition lottery will be "successful" and the right to transition to the AT state will be granted.
[0093] Similarly, in a game during a pseudo-bonus state, if a chance replay is won and a chance symbol stops, and the probability state at that time is a low probability state, a transition lottery will be held in which there is a 40% chance that the transition lottery will be "failed" and the right to transition to the AT state will not be granted, and there is a 60% chance that the transition lottery will be "successful" and the right to transition to the AT state will be granted. On the other hand, in a game during a pseudo-bonus state, if a chance replay is won and a chance symbol stops, and the probability state at that time is a high probability state, a transition lottery will be held in which there is a 20% chance that the transition lottery will be "unsuccessful" and the right to transition to the AT state will not be granted, and there is an 80% chance that the transition lottery will be "successful" and the right to transition to the AT state will be granted. Thus, during the pseudo-bonus state, if a triggering role is won, the right to transition to the AT state is granted with a higher probability if the probability state at that time is high, rather than low.
[0094] Next, Figure 11 shows the probability of being granted the right to transition to a special zone while in AT mode. As shown in Figure 11(a), in a game during AT mode, if a strong cherry symbol is won and the probability state at that time is low, a transition lottery will be held in which there is a 95% chance that the transition lottery will be "failed" and the right to transition to the special zone will not be granted, and there is a 5% chance that the transition lottery will be "successful" and the right to transition to the special zone will be granted. On the other hand, in games during AT mode, if a strong cherry symbol is won and the probability state at that time is high probability mode, there is an 80% chance that the transition lottery will be "failed" and the right to transition to the special zone will not be granted, and there is a 20% chance that the transition lottery will be "winning" and the right to transition to the special zone will be granted.
[0095] Similarly, in a game during AT mode, if a chance replay is won and a chance symbol stops, and the probability state at that time is low probability, a transition lottery will be held in which there is a 95% chance that the transition lottery will be "failed" and the right to transition to the special zone will not be granted, and there is a 5% chance that the transition lottery will be "winning" and the right to transition to the special zone will be granted. On the other hand, in a game during AT mode, if a chance replay is won and a chance symbol stops, and the probability state at that time is high probability, a transition lottery will be held in which there is a 75% chance that the transition lottery will be "failed" and the right to transition to the special zone will not be granted, and there is a 25% chance that the transition lottery will be "winning" and the right to transition to the special zone will be granted. Thus, during AT mode, if a triggering role is won, the probability of being granted the right to transition to the special zone is higher if the probability state at that time is high compared to if the probability state is low.
[0096] As described above, when a transition trigger is won during each game state, if the probability state at that time is a high probability state, the player will be granted the right to transition to a game state that is more advantageous to them as a predetermined benefit, compared to when the probability state was a low probability state, and it is possible to increase the player's sense of anticipation during the high probability state.
[0097] Furthermore, the probability of being granted the right to transition to a game state that is advantageous to the player as a predetermined benefit during each game state may be other than those described above. Any other probability is acceptable as long as the player is more likely to be granted the right to transition to a game state that is advantageous to the player when in a high-probability state than when in a low-probability state. Furthermore, the triggering role for each transition lottery does not have to be the strong cherry role or the chance replay role (chance eye); it may also be other rare roles or roles other than rare roles. However, as mentioned above, it is preferable to set it so that the probability of receiving the predetermined bonus is higher in the high probability state than in the low probability state. Furthermore, if the player is granted the right to transition to a game state that is advantageous to them, the transition will occur after a predetermined performance period has elapsed for each game state. However, it may also be possible to make the transition immediate without waiting for the performance period.
[0098] [Control of transition to high-probability state] Next, with reference to Figure 12, the control for transitioning to a high-probability state in the medalless gaming machine 1 of this embodiment will be described in detail. In the medalless gaming machine 1 of this embodiment, as described above, the probability state is controlled to be either a low probability state or a high probability state. The main control device 10 grants the right to transition to the high probability state (high probability state transition right) when a weak cherry symbol is won as a result of playing a game in the low probability state. Furthermore, even when the main control device 10 grants the right to transition to a high-probability state, it provides two options: one in which the transition to the high-probability state occurs immediately (for example, from the next game), and another in which the transition to the high-probability state occurs after a predetermined delay. In other words, when transitioning to a high-probability state, the right to transition to a high-probability state is granted, and then, when the conditions for activating the high-probability state are met (the transition conditions are met), the probability state will transition from a low-probability state to a high-probability state. In the main control unit 10, a predetermined random number is extracted at the start of a game in which a weak cherry symbol is won to determine whether a transition right is granted. The probability of granting a transition right and the selection rate of the activation conditions are changed according to the game state at that time.
[0099] First, Figure 12(a) shows the probabilities of winning a weak cherry symbol during normal gameplay. As shown in Figure 12(a), in normal gameplay, if a weak cherry symbol is won in a game where the probability state is low, a lottery is held in which there is a 72% chance of "not winning," meaning the right to transition to the high probability state is not granted, and a 28% chance of "winning," meaning the right to transition to the high probability state is granted. Furthermore, if the right to transition to a high probability state is granted, a selection lottery is held to determine the activation conditions, with a 10% probability of "immediate transition," meaning the transition to the high probability state will occur from the game following the game in which the weak cherry symbol was won; a 10% probability of "10 games later," meaning the transition to the high probability state will occur 10 games after the game in which the weak cherry symbol was won; a 5% probability of "20 games later," meaning the transition to the high probability state will occur 20 games after the game in which the weak cherry symbol was won; and a 3% probability of "at the start of the bonus," meaning the transition to the high probability state will occur at the start of the next pseudo-bonus state (high probability stock). Therefore, the right to transition to a high-probability state is granted with a predetermined probability, and separately, one of several activation conditions for the high-probability state is selectively determined.
[0100] Furthermore, in normal gameplay, if a weak cherry symbol is won in a game where the probability state is already in a high probability state, a lottery will be held in which there is a 60% chance of "not winning," meaning that the right to transition to a new high probability state is not granted, and a 40% chance of "winning," meaning that the right to transition to a new high probability state is granted. However, if the right to transition to a new high probability state is granted, the activation condition will always be "at the start of the bonus" (high probability stock). Therefore, if a player is granted the right to transition to a new high-probability state while already in a high-probability state, the conditions for activating that right will be met at the start of the next pseudo-bonus state. When a player is granted the right to transition to a new high-probability state, the next pseudo-bonus state will begin in a state that heightens the player's expectations. Similarly, if a player has already been granted the right to transition to a new high-probability state, it is possible to grant another right to transition to a high-probability state, and the right to transition to a high-probability state will be consumed each time a pseudo-bonus state is initiated.
[0101] Next, Figure 12(b) shows the probabilities of winning a weak cherry symbol during a game in a pseudo-bonus state. As shown in Figure 12(b), in the pseudo-bonus state, if a weak cherry symbol is won during a game when the probability state is low, a lottery is held in which there is a 50% chance of "not winning" and a 50% chance of "winning" and the right to transition to the high probability state is granted. Furthermore, if the right to transition to a high-probability state is granted, a selection lottery is held to determine the activation conditions, with a 37% probability of "immediate transition," a 5% probability of "after 10 games," a 5% probability of "after 20 games," and a 3% probability of "at the start of the next bonus," meaning that the transition to the high-probability state will be determined at the start of the next pseudo-bonus state after the current pseudo-bonus state ends (high-probability stock). Therefore, even during the pseudo-bonus state, the right to transition to the high-probability state is granted with a predetermined probability, and separately, one of several activation conditions for the high-probability state is selectively determined. Furthermore, if "Next Bonus Start" is selected, the next pseudo-bonus state will start in a state that heightens the player's anticipation, rather than the current pseudo-bonus state.
[0102] Furthermore, in a pseudo-bonus state, if a weak cherry symbol is won in a game where the probability state is already in a high probability state, a lottery will be held in which there is a 70% chance of "not winning" and a 30% chance of "winning" and granting the right to transition to a new high probability state. However, if the right to transition to a new high probability state is granted, the activation condition will always be "at the start of the next bonus" (high probability stock). Therefore, if a player is granted the right to transition to a new high-probability state while already in a high-probability state during a pseudo-bonus state, the conditions for activating that right will be met at the start of the next pseudo-bonus state. If a player is granted the right to transition to a new high-probability state, not only will the next pseudo-bonus state begin in a state that heightens the player's expectations. Similarly, if a player has already been granted the right to transition to a new high-probability state, it is possible to grant another right to transition to a high-probability state, and the right to transition to a high-probability state will be consumed each time a pseudo-bonus state is initiated. Furthermore, if the right to transition to the AT state has already been granted while in the pseudo-bonus state, if the right to transition to the high probability state is granted, the activation conditions may be set so that the activation conditions are met during the AT state. For example, the activation conditions for the granted right to transition to the high probability state may be determined to be one of the following: at the start of the AT state, 10 games after the start of the AT state, 20 games after the start of the AT state, etc. In addition to setting the activation conditions based on the start of the AT state, the activation conditions may also be determined from one of several activation conditions based on the end of the AT state, such as 10 games before the end of the AT state, 20 games before the end of the AT state, etc.
[0103] Next, Figure 12(c) shows the probabilities of winning a weak cherry symbol during a game in AT mode. As shown in Figure 12(c), in AT mode, if a weak cherry symbol is won during a game when the probability state is low, a lottery is held in which there is a 50% chance of "not winning" and a 50% chance of "winning" and the right to transition to a high probability state is granted. Furthermore, if the right to transition to a high-probability state is granted, a selection lottery is held to determine the activation condition, with a 30% probability of "immediate transition," a 10% probability of "after 10 games," and a 10% probability of "after 20 games." Therefore, even while in AT state, the right to transition to a high-probability state is granted with a predetermined probability, and separately, one of several activation conditions for the high-probability state is selectively determined.
[0104] Furthermore, in AT mode, if a weak cherry symbol is won during a game where the probability state is already in a high probability state, a lottery will be held with a 60% chance of "not winning" and a 40% chance of "winning." If it is "winning," the condition for activating the right to transition to a new high probability state will always be "after the high probability state ends," and the right to transition to a new high probability state will be activated after the high probability state that is currently active ends. Therefore, if a player is granted the right to transition to a new high-probability state while already in a high-probability state during AT mode, they will transition to another high-probability state after the current high-probability state ends, extending the duration of the high-probability state and increasing the player's expectations accordingly. Similarly, if a player has already been granted the right to transition to a new high-probability state, it is possible to grant another right to transition to a high-probability state, and each time a high-probability state ends, the right to transition to a high-probability state is consumed. Furthermore, in addition to setting the activation condition based on the start of the AT state, other options may be provided for the activation condition based on the end of the AT state, such as 10 games before the end of the AT state or 20 games before the end of the AT state, and the activation condition may be determined from one of these multiple activation conditions. In this case, the activation condition may be determined from an option that includes both the option based on the start of the AT state and the option based on the end of the AT state.
[0105] As described above, in the medalless gaming machine 1 of this embodiment, the main control device 10 can, through its control, grant the right to transition to a high-probability state as a predetermined right when the game execution result is a win of the weak cherry role. In other words, the main control device 10 is equipped with a means for granting rights that can grant predetermined rights (rights to transition to a high-probability state) based on the execution of the game. Furthermore, even if the right to transition to a high-probability state is granted, the player will not transition to the high-probability state unless the activation conditions (usage conditions: first usage conditions) are met. The player will only transition to the high-probability state when the activation conditions are met, as this will grant the player the specified benefits. In other words, the main control device 10 is equipped with a means for granting benefits that can grant a predetermined benefit (first benefit: high probability state) based on the fulfillment of the conditions for using a predetermined right (activation condition: first activation condition). Therefore, transitioning to a high-probability state can increase the player's sense of anticipation. Furthermore, since the activation conditions for the granted high-probability state are selectively determined from multiple options, the gameplay becomes more diverse, enhancing the enjoyment of the game.
[0106] Furthermore, the probability of being granted the right to transition to a high-probability state during each game state may be other than those described above, and if one of multiple activation conditions is selected, the selection rate for each activation condition may be any of these. Furthermore, the types of activation conditions are not limited to those mentioned above; you can include options such as "after 30 games" or "after 50 games," or set activation conditions to include the start of the AT state or the start of the next AT state, in addition to "at the start of the bonus" or "at the start of the next bonus." You can also remove "immediate transition" from the options. Furthermore, the trigger for the transition lottery may be set to a rare role other than the weak cherry role, or to a role other than a rare role. Also, the lottery for granting rights may be held each time the number of game executions reaches a predetermined number, or the lottery for granting rights may be held each time the number of times a predetermined role (for example, the replay role) is won reaches a predetermined number. Furthermore, the right to transition to a high-probability state may be granted at a predetermined probability upon initial transition to each game state. In this case, the transition to the high-probability state may be immediate upon initial transition to each game state, or the activation conditions may be selectively determined from among several types.
[0107] [Control of transition to a high probability state for winning chances] Next, with reference to Figure 13, the control for transitioning to a high-probability state for chance symbols in the medalless gaming machine 1 of this embodiment will be described in detail. In the medalless gaming machine 1 of this embodiment, as described above, the probability state of chance symbols is controlled to be either a low probability state or a high probability state. The main control device 10 grants the right to transition to the high probability state of chance symbols (high probability state transition right) when the result of executing a game in the low probability state of chance symbols is a win of a weak watermelon symbol. Furthermore, the main control device 10, similar to the high-probability state, provides two options for transitioning to the high-probability chance event state: immediately (for example, from the next game) or after a predetermined delay. In other words, when transitioning to a high-probability chance event state, the right to transition to a high-probability chance event state is granted, and then, when the conditions for activating the high-probability chance event state are met (the transition conditions are met), the chance event probability state will transition from a low-probability chance event state to a high-probability chance event state. In the main control unit 10, a predetermined random number is extracted at the start of a game in which a weak watermelon symbol is won to determine the granting of the right, and the probability of granting the right to transition and the selection rate of the activation conditions are changed according to the game state at that time.
[0108] First, Figure 13(a) shows the probabilities of winning a weak watermelon symbol during normal gameplay. As shown in Figure 13(a), in normal gameplay, if a weak watermelon symbol is won in a game where the chance symbol probability state is low, a lottery is held such that there is a 60% chance of "not winning," meaning the right to transition to the high chance symbol state is not granted, and a 40% chance of "winning," meaning the right to transition to the high chance symbol state is granted. Furthermore, if the right to transition to the high probability state for chance symbols is granted, a selection lottery is held to determine the activation conditions, with a 10% probability of "immediate transition," meaning the transition to the high probability state for chance symbols will occur from the game following the game in which the weak watermelon symbol was won; a 15% probability of "10 games later," meaning the transition to the high probability state for chance symbols will occur 10 games after the game in which the weak watermelon symbol was won; a 10% probability of "20 games later," meaning the transition to the high probability state for chance symbols will occur 20 games after the game in which the weak watermelon symbol was won; and a 5% probability of "at the start of the bonus," meaning the transition to the high probability state for chance symbols will occur at the start of the next pseudo-bonus state (high probability stock). Therefore, the right to transition to a high-probability chance event state is granted with a predetermined probability, and separately, one of several activation conditions is selectively determined to trigger the high-probability chance event state.
[0109] Furthermore, in normal gameplay, if a weak watermelon symbol is won in a game where the probability state is already in a high-probability chance-eye state, a lottery will be held in which there is a 60% chance of "not winning," meaning that the right to transition to a new high-probability chance-eye state is not granted, and a 40% chance of "winning," meaning that the right to transition to a new high-probability chance-eye state is granted. However, if the right to transition to a new high-probability chance-eye state is granted, the activation condition will always be "at the start of the bonus" (high-probability stock). Therefore, while already in a high-probability chance-matching state, a lottery is held to grant the right to transition to a new high-probability chance-matching state. Each time this lottery is won, the right to transition to a high-probability chance-matching state is granted, and these rights are consumed each time the activation conditions are met at the start of a subsequent pseudo-bonus state.
[0110] Next, Figure 13(b) shows the probabilities of winning a weak watermelon symbol during a game in a pseudo-bonus state. As shown in Figure 13(b), in the pseudo-bonus state, if a weak watermelon symbol is won in a game where the chance symbol probability state is the low chance symbol state, a lottery is held in which there is a 50% chance of "not winning" and a 50% chance of "winning" and the right to transition to the high chance symbol state is granted. Furthermore, if the right to transition to the high probability state for chance symbols is granted, a selection lottery is held to determine the activation conditions, with a 35% probability of "immediate transition", a 5% probability of "after 5 games", a 5% probability of "after 10 games", and a 5% probability of "at the start of the next bonus", that is, at the start of the next pseudo-bonus state after the current pseudo-bonus state ends (high probability stock). Therefore, even during the pseudo-bonus state, the right to transition to the high-probability chance event state is granted with a predetermined probability, and separately, one of several activation conditions is selectively determined to trigger the high-probability chance event state. Furthermore, if "Next Bonus Start" is selected, the next pseudo-bonus state will start in a state that heightens the player's anticipation, rather than the current pseudo-bonus state.
[0111] Furthermore, in the pseudo-bonus state, if a weak watermelon symbol is won in a game where the chance symbol probability state is already in the chance symbol high probability state, a lottery will be held in which there is a 60% chance of "not winning" and a 40% chance of "winning" and the right to transition to a new chance symbol high probability state will be granted. However, if the right to transition to a new chance symbol high probability state is granted, the activation condition will always be "at the start of the next bonus" (high probability stock). Therefore, while in a pseudo-bonus state and already in a high-probability chance-matching state, a lottery is held to grant the right to transition to a new high-probability chance-matching state. Each time this lottery is won, the right to transition to a high-probability chance-matching state is granted, and these rights are used up when the activation conditions are met at the start of the next pseudo-bonus state.
[0112] Next, Figure 13(c) shows the probabilities of winning a weak watermelon symbol during a game in AT mode. As shown in Figure 13(c), in AT mode, if a weak watermelon symbol is won during a game when the chance symbol probability state is low, a lottery is held in which there is a 40% chance of "not winning" and a 60% chance of "winning" and the right to transition to the chance symbol high probability state is granted. Furthermore, if the right to transition to a high-probability chance event state is granted, a selection lottery is held to determine the activation condition, with a 40% probability of "immediate transition," a 10% probability of "after 5 games," and a 10% probability of "after 10 games." Therefore, even during AT mode, the right to transition to a high-probability chance event state is granted with a predetermined probability, and separately, one of several activation conditions for the high-probability chance event state is selectively determined.
[0113] Furthermore, in AT mode, if a weak watermelon symbol is won in a game where the chance symbol probability state is already in a high chance symbol state, a lottery will be held with a 60% chance of "not winning" and a 40% chance of "winning". If it is "winning", the condition for activating the right to transition to a new high chance symbol state will be "after the high probability state ends", and the right to transition to a new high chance symbol state will be activated after the end of the currently active high chance symbol state. Therefore, while in AT mode and already in a high-probability chance event state, a lottery is held to grant the right to transition to a new high-probability chance event state. Each time this lottery is won, the right to transition to a high-probability chance event state is granted, and each time the currently active high-probability chance event state ends, the player transitions back to a high-probability chance event state (extending the duration) and the right to transition to a high-probability chance event state is consumed.
[0114] As described above, in the medalless gaming machine 1 of this embodiment, the main control device 10 can, through its control, grant the right to transition to a high probability state for chance symbols as a predetermined right when the game execution result is a win of a weak watermelon symbol. In other words, the main control device 10 is equipped with a means for granting rights that can grant predetermined rights (the right to transition to a high probability state for chance symbols) based on the execution of the game. Furthermore, even if the right to transition to the high probability state for chance symbols is granted, the player will not transition to the high probability state for chance symbols unless the activation conditions (usage conditions: second usage conditions) are met. The player will only transition to the high probability state for chance symbols when the activation conditions are met, as a predetermined benefit will be granted. In other words, the main control device 10 is equipped with a means for granting a predetermined benefit (second benefit: high probability state for chance symbols) based on the fulfillment of the conditions for using a predetermined right (activation condition: second activation condition). Therefore, transitioning to a high-probability state can increase the player's sense of anticipation. Furthermore, since the activation conditions for the granted right to transition to a high-probability chance event state are selectively determined from multiple types, the gameplay becomes more diverse, improving the enjoyment of the game.
[0115] Furthermore, as mentioned above, the main control device 10 can grant the right to transition to a high-probability state, but in addition to the right to transition to a high-probability state, it can also grant the right to transition to a high-probability state for chance symbols. In other words, the main control device 10, as a means of granting rights, can set the following as predetermined rights: a first right (a right to transition to a high-probability state) for granting a first benefit (a high-probability state), and a second right (a right to transition to a high-probability state for chance symbols) for granting a second benefit (a high-probability state for chance symbols). Furthermore, the main control device 10, as a means of granting rights, can set a right to generate a first specific game state (high probability state) that is advantageous to the player as a first right, and a right to generate a second specific game state (high probability state of chance symbols) that is advantageous to the player as a second right.
[0116] As mentioned above, the main control unit 10 determines (sets) the activation conditions (usage conditions: first usage conditions) for the right to transition to a high probability state when a weak cherry symbol is won, and determines (sets) the activation conditions (usage conditions: second usage conditions) for the right to transition to a high probability state for chance symbols when a weak watermelon symbol is won when the right to transition to the high probability state for chance symbols is granted. In other words, the main control device 10, as a means of granting benefits, allows for the individual setting of usage conditions (activation conditions), namely, a first usage condition (first activation condition) related to the use (activation) of the first right (right to transition to a high probability state), and a second usage condition (second activation condition) related to the use (activation) of the second right (right to transition to a high probability state for chance symbols). Therefore, since the activation conditions for the granted right to transition to a high-probability state and the right to transition to a high-probability state for chance symbols are individually selected from multiple types, the game content becomes more diverse and the enjoyment of the game is enhanced.
[0117] Furthermore, since the activation conditions for the right to transition to a high-probability state (usage condition: first usage condition) and the activation conditions for the right to transition to a high-probability state for chance symbols (usage condition: second usage condition) are set separately, it becomes possible to create a high-probability overlapping state in which the high-probability state and the high-probability state for chance symbols are executed simultaneously. In other words, the main control device 10, as a means of granting benefits, is capable of setting a first usage condition (an activation condition for the right to transition to the high probability state) and a second usage condition (an activation condition for the right to transition to the high probability state) so that the first specific game state (high probability state) and the second specific game state (high probability state for chance symbols) can occur simultaneously. Therefore, the occurrence of a high-probability overlapping state makes it possible to greatly increase the player's sense of anticipation. Furthermore, since the duration of the high-probability overlap state will also vary, it becomes possible to play a highly engaging game where the period that greatly enhances the player's sense of anticipation changes in various ways.
[0118] Furthermore, the probability of being granted the right to transition to the high probability state for chance symbols during each game state may be other than those described above, and if one of multiple activation conditions is selected, the selection rate for each activation condition may be any of those conditions. Furthermore, the types of activation conditions for the right to transition to the high probability state of chance events are not limited to those mentioned above. Conditions such as "after 30 games" or "after 50 games" may be added, and in addition to "at the start of a bonus" or "at the start of the next bonus," the start of the AT state or the start of the next AT state may also be set as activation conditions. Additionally, the option of "immediate transition" may be removed. Furthermore, the trigger for the transition lottery may be set to a rare role other than the weak watermelon role, or to a role other than a rare role. Also, a lottery for granting rights may be held each time the number of game executions reaches a predetermined number, or a lottery for granting rights may be held each time the number of times a predetermined role (for example, the replay role) is won reaches a predetermined number. Furthermore, the right to transition to a high-probability chance event state may be granted at a predetermined probability when initially transitioning to each game state. In this case, the transition to the high-probability chance event state may be made immediately upon initial transition to each game state, or the activation conditions may be selectively determined from among several types.
[0119] [Control over the timing of activation of high-probability states and high-probability states for chance events] Next, referring to Figure 14, the control for changing the activation timing of the high-probability state and the high-probability state of chance symbols in the medalless gaming machine 1 of this embodiment will be described. In the medalless gaming machine 1 of this embodiment, as described above, when the timing of the fulfillment of the activation conditions for the right to transition to a high probability state and the timing of the fulfillment of the activation conditions for the right to transition to a chance-eye high probability state overlap or are close together, both high probability states overlap and are controlled to be a high probability overlapping state, creating an extremely advantageous state for the player. The main control device 10 enables control such as changing a probability state that is not originally a high probability overlap state to a high probability overlap state, or extending the duration of the high probability overlap state, by changing the activation timing of the high probability state for which transition rights have been granted and the activation timing of the chance eye high probability state for which transition rights have been granted based on the fulfillment of predetermined conditions.
[0120] First, referring to Figure 14(a), we will explain the lottery for changing the timing of the activation of the high-probability state, which is performed when a weak cherry symbol is won. As mentioned above, if the right to transition to a high-probability state is granted, the timing of the activation (transition timing) of the high-probability state will be delayed in some cases. For example, if the right to transition to a high probability state is granted during normal gameplay, and the activation condition is set to "after 10 games," then the 10 games after the right to transition to a high probability state is granted will be a delay period before transitioning to a high probability state. After the delay period, the player will transition to a high probability state. If the activation condition is set to "at the start of a bonus," then the period from the granting of the right to transition to a high probability state until the pseudo-bonus state begins will be a delay period before transitioning to a high probability state. After the delay period, the player will transition to a high probability state.
[0121] The main control unit 10 can change the timing of the activation of the high probability state so that if a weak cherry symbol is won again during the delay period of such a high probability state, a high probability overlap state will be generated. Specifically, if the right to transition to a high probability state for chance symbols is granted, and a weak cherry symbol is won again during the delay period of the high probability state, a lottery is held to change the activation timing based on the extraction of a predetermined random number. If this change lottery is won, the activation timing is changed, making it possible to generate a high probability overlap state.
[0122] As shown in Figure 14(a), if a weak cherry symbol is won again during the delay period of the high-probability state, and that time is during the low-probability state for chance symbols, a lottery is held in which there is a 100% chance of "not winning" and a 0% chance of "winning". Therefore, if that time is during the low-probability state for chance symbols, the timing of the activation of the high-probability state will not be changed. Therefore, the above change in activation timing will only be implemented during the delay period of the high probability state, and only during the delay period of the high probability state for chance symbols, or while the high probability state for chance symbols is active.
[0123] Furthermore, if a weak cherry symbol is won again during a delay period in the high-probability state, and that moment is during a delay period in the high-probability state for chance symbols, a lottery will be held with an 80% probability of "not winning" and a 20% probability of "winning." If it is "winning," the game will transition to the high-probability overlap state from the next game. Therefore, if a weak cherry symbol is won again during the delay period of the high probability state and the delay period of the chance symbol high probability state, there is a 20% chance that the activation timing of both the already granted right to transition to the high probability state and the already granted right to transition to the chance symbol high probability state will be changed, thereby transitioning to a high probability overlap state for a predetermined period (for example, 10 games).
[0124] Furthermore, if a weak cherry symbol is won again during the delay period of the high probability state, and that moment is during the high probability state for chance symbols, a lottery will be held with a 50% chance of "not winning" and a 50% chance of "winning". If it is "winning", the game will transition to the high probability overlap state from the next game. Therefore, if a weak cherry symbol is won again during the delay period of the high probability state and while in the high probability state for chance symbols, there is a 50% chance that the activation timing of the already granted right to transition to the high probability state will be changed, and the player will transition to the high probability overlap state. In this case, regardless of the remaining duration of the high probability state for chance symbols, the game will transition to a high probability overlap state for a predetermined period (for example, 10 games). Therefore, the high probability state for chance symbols will be restarted from the beginning and will be executed in a changed high probability overlap state.
[0125] Next, referring to Figure 14(b), we will explain the lottery for changing the timing of the activation of the high-probability chance event state, which is executed when a weak watermelon symbol is won. In the main control device 10, if the right to transition to a high probability state has been granted, and a weak watermelon symbol is won again during the delay period of the high probability state for chance symbols, the timing of activation of the high probability state for chance symbols is changed, allowing the player to transition to a high probability overlap state, similar to when a weak cherry symbol is won again during the delay period of the high probability state.
[0126] As shown in Figure 14(b), if a weak watermelon symbol is won again during the delay period of the high probability state for chance symbols, and the probability state at that time is the low probability state, a lottery is held in which there is a 100% chance of "not winning" and a 0% chance of "winning". Therefore, if the state at that time is the low probability state, the timing of the activation of the high probability state for chance symbols will not be changed. Therefore, the above change in activation timing will only be implemented during the delay period of the high probability state, and only during the delay period of the high probability state, or while the high probability state is in effect.
[0127] Furthermore, if a weak watermelon symbol is won again during the delay period of the high probability state, and that time is during the delay period of the high probability state, a lottery will be held with a 60% probability of "not winning" and a 40% probability of "winning". If it is "winning", the game will transition to the high probability overlap state from the next game. Therefore, if a weak watermelon symbol is won again during the delay period of the high probability state of chance symbols, there is a 40% chance that the activation timing of the already granted right to transition to the high probability state of chance symbols will be changed, as will the activation timing of the already granted right to transition to the high probability state, thereby transitioning to a high probability overlap state for a predetermined period (for example, 10 games).
[0128] Furthermore, if a weak watermelon symbol is won again during the delay period of the high probability state, and the player is in the high probability state at that time, a lottery will be held with a 40% chance of "not winning" and a 60% chance of "winning". If the player wins, the player will transition to the high probability overlap state from the next game. Therefore, if a weak watermelon symbol is won again during the delay period of the high probability state for chance symbols, and while in the high probability state, there is a 60% chance that the activation timing of the already granted right to transition to the high probability state for chance symbols will be changed, and the player will transition to the high probability overlap state. In this case, regardless of the remaining duration of the high-probability state, the game will transition to a high-probability overlapping state for a predetermined period (for example, 10 games). Therefore, the high-probability state is restarted from the beginning and then executed in a high-probability overlapping state.
[0129] As described above, in some cases where a weak cherry symbol is won again during the delay period of the high probability state, or in some cases where a weak watermelon symbol is won again during the delay period of the high probability state of chance symbols, the activation conditions for one of the already set transition rights will be changed, and the activation timing for the transition right to the high probability state or the transition right to the high probability state of chance symbols will be changed. In other words, the main control device 10, as a means of granting benefits, can change the first usage condition (the activation condition for the right to transition to a high-probability state) and the second usage condition (the activation condition for the right to transition to a high-probability state for chance symbols) from conditions that have already been granted to different conditions. Therefore, it becomes possible to play highly engaging games in which the timing of activation for the right to transition to a high-probability state or the right to transition to a high-probability state for chance events varies in various ways. Furthermore, by changing the timing of activation for the right to transition to a high-probability state or the right to transition to a high-probability state for chance symbols, it becomes possible to create a high-probability overlapping state. Therefore, by changing the timing of the activation as described above, it becomes possible to significantly increase the player's sense of anticipation.
[0130] Furthermore, the probability of changing the activation timing for the right to transition to a high-probability state or the right to transition to a high-probability state for chance symbols may be other than those mentioned above, as long as the activation timing is changed in some cases when a weak cherry or weak watermelon symbol is won. Furthermore, the above changes to the activation timing may be implemented in all states: normal gameplay, pseudo-bonus state, and AT state, or they may be implemented in only some of these states. Furthermore, the above change in activation timing may be implemented during the delay period of the high probability state, regardless of whether the right to transition to the high probability state of chance symbols has been granted or not, or it may be implemented during the delay period of the high probability state of chance symbols, regardless of whether the right to transition to the high probability state has been granted or not.
[0131] [Visuals related to each probability state] Next, with reference to Figures 15 to 17, we will explain the animation images related to each probability state executed on the main animation display 8. In the medalless gaming machine 1 of this embodiment, as described above, the main control device 10 performs control related to each probability state. The main control device 10 transmits control information corresponding to the control related to each probability state to the sub-control device 20, so that the sub-control device 20 controls the display of the corresponding image on the main display unit 8.
[0132] First, referring to Figure 15, we will explain the display images on the main display unit 8 when the right to transition to a high-probability state and the right to transition to a high-probability state for chance symbols are granted during normal gameplay. As shown in Figure 15(a), during normal gameplay, a normal gameplay image 30 is displayed on the main part of the screen of the main display unit 8 to indicate that the game is in normal gameplay mode. The normal gameplay image 30 consists of images of characters, etc., on a predetermined background. The normal gameplay image 30 may be a still image or a video.
[0133] When a weak cherry symbol is won during normal gameplay, if the right to transition to a high-probability state accompanied by a delay period is granted, a high-probability right image 31a, consisting of an icon image indicating that the right to transition to a high-probability state has been granted, will be displayed in the lower left corner of the main display unit 8 screen. Furthermore, if the right to transition to a high probability state is granted, and the activation condition at that time is determined (set) to be, for example, "after 10 games," then a high probability right activation condition image 31b, consisting of icon images capable of notifying the activation condition for the right to transition to a high probability state, will be displayed below the high probability right image 31a on the main display unit 8. In this case, the high probability right activation condition image 31b displays numerical information (illustrated as "8 games remaining") indicating the number of games remaining until the transition to the high probability state, and this numerical information is subtracted as the game progresses.
[0134] Furthermore, if a weak watermelon symbol is won during normal gameplay and the right to transition to a high-probability chance symbol state accompanied by a delay period is granted, a high-probability chance symbol right image 32a, consisting of an icon image indicating that the right to transition to a high-probability chance symbol state has been granted, will be displayed in the lower right corner of the main display unit 8 screen. Furthermore, if the right to transition to a high probability state for chance symbols is granted, and the activation condition at that time is determined (set) to be, for example, "after 20 games", then a chance symbol high probability right activation condition image 32b, consisting of icon images capable of notifying the activation condition for the right to transition to a high probability state for chance symbols, will be displayed below the chance symbol high probability right image 32a on the main performance display 8. In this case, the image 32b showing the conditions for activating the high probability of winning a chance event displays numerical information (illustrated as "11 games remaining") indicating the number of games remaining until the transition to the high probability of winning a chance event, and this numerical information is subtracted as the game progresses.
[0135] Thus, when the right to transition to a high-probability state or the right to transition to a high-probability state for chance symbols is granted, an image that can notify the state will be displayed, and further images that can notify the conditions for their activation will be displayed. Therefore, in the illustrated state, the player can recognize that after 8 games the game will transition to a high probability state, and then after 3 games the game will transition to a high probability state for chance events, thus transitioning to a high probability overlap state.
[0136] Furthermore, as shown in Figure 15(b), when the right to transition to a high probability state is granted, and the activation condition is determined (set) to be, for example, "at the start of a bonus," then the high probability right activation condition image 31b will display text information (illustrated "stock") indicating that the right to transition to a high probability state will be reserved until the pseudo-bonus state begins. Similarly, when the right to transition to a high probability state for chance symbols is granted, and the activation condition is determined (set) to be, for example, "at the start of a bonus," then the high probability right activation condition image 32b will display text information (illustrated "stock") indicating that the right to transition to a high probability state for chance symbols will be reserved until the pseudo-bonus state begins.
[0137] As described above, if the right to transition to a high-probability state is granted, or if the right to transition to a high-probability state for chance symbols is granted, this fact will be announced on the main display unit 8. Therefore, it becomes possible to clearly inform the player whether they have been granted the right to transition to one of the high-probability states, or whether they have been granted the right to transition to both high-probability states, thereby increasing the player's sense of anticipation. Furthermore, the activation conditions for the right to transition to a high-probability state, or the activation conditions for the right to transition to a high-probability state for chance symbols, will be announced on the main display unit 8. Therefore, it becomes possible to clearly inform players of the conditions for activating each high-probability state, and to efficiently increase the players' sense of anticipation until they transition to each high-probability state.
[0138] Furthermore, when the right to transition to a high-probability state is granted, or when the right to transition to a high-probability state for chance symbols is granted, it is preferable to output a predetermined sound effect or to illuminate the lamp 11 in a predetermined lighting pattern. Although not shown in the illustration, the same visual effects will also be displayed if the right to transition to a high-probability state is granted while in a game state other than the normal game state, or if the right to transition to a high-probability state for chance symbols is granted. Furthermore, although the above-mentioned performance images are displayed on the main performance display unit 8, they may also be displayed on the sub-performance display unit 18, or they may be displayed on both the main performance display unit 8 and the sub-performance display unit 18.
[0139] Next, referring to Figure 16, we will explain the display images on the main display unit 8 when the right to transition to a high-probability state and the right to transition to a high-probability state for chance symbols are granted during the pseudo-bonus state, and the activation condition for these is set to "at the start of the next bonus." As mentioned above, if the right to transition to a high-probability state is granted, or if the right to transition to a high-probability state for chance symbols is granted, the activation condition will be set to "at the start of the next bonus" with a predetermined probability, and in this case, the following image will be displayed.
[0140] As shown in Figure 16, during the pseudo-bonus state, a pseudo-bonus state image 33 is displayed in the main part of the screen of the main display unit 8 to indicate that the pseudo-bonus state is in progress. Furthermore, if the right to transition to a high probability state is granted and the activation condition at that time is determined (set) as "at the start of the next bonus", then the high probability right activation condition image 31b will display text information (illustrated "Next Stock") indicating that the right to transition to a high probability state will be reserved until the next pseudo-bonus state starts. Similarly, if the right to transition to a chance-eye high probability state is granted and the activation condition at that time is determined (set) as "at the start of the next bonus", then the chance-eye high probability right activation condition image 32b will display text information (illustrated "Next Stock") indicating that the right to transition to a chance-eye high probability state will be reserved until the next pseudo-bonus state starts. Furthermore, the high-probability bonus image 31a, the chance-eye high-probability bonus image 32a, the high-probability bonus activation condition image 31b, and the chance-eye high-probability bonus activation condition image 32b will continue to be displayed until the next pseudo-bonus state occurs.
[0141] As described above, if the right to transition to a high-probability state is granted and the activation condition is determined (set) as "at the start of the next bonus," or if the right to transition to a high-probability state for chance symbols is granted and the activation condition is determined (set) as "at the start of the next bonus," this fact will be announced on the main display unit 8. Therefore, in addition to the current pseudo-bonus state, it is possible to increase the player's anticipation for the next pseudo-bonus state to occur. As a result, players will continue playing until the next pseudo-bonus state occurs, which can increase the utilization rate of the gaming machine.
[0142] Next, referring to Figure 17, we will explain the display images on the main display unit 8 when, during normal gameplay, the timing of activation of the high probability state or the chance-eye high probability state is changed, resulting in a state where both high probability states overlap. As mentioned above, due to the change in the activation timing of the high probability state or the chance-eye high probability state, if the high probability state and the chance-eye high probability state overlap, the game will transition to the high probability overlap state, in which case the following image will be displayed.
[0143] First, as shown in Figure 17(a), during normal gameplay, a normal gameplay image 30, which indicates that the game is in normal gameplay mode, is displayed in the main part of the screen of the main display unit 8. Furthermore, if the game transitions to a high-probability chance event state during normal gameplay, a high-probability chance event image 34 will be displayed in the upper right corner of the main display unit 8 screen to indicate that the current chance event probability state is the high-probability chance event state. Furthermore, if the right to transition to the high probability state is granted while in this high probability state, the high probability right image 31a will be displayed, along with the high probability right activation condition image 31b, which indicates the conditions for activation at that time. Image 31b, which shows the conditions for activating the high probability right, displays numerical information (illustrated as "15 games remaining") indicating the number of games remaining until the transition to the high probability state. This numerical information is subtracted as the game progresses. Therefore, if the high probability state for chance symbols does not continue until the transition to the high probability state, only the high probability state will remain. If the high probability state for chance symbols continues until the transition to the high probability state, the transition to the high probability overlap state will occur at that point.
[0144] Furthermore, if a weak cherry symbol is won again while in the high probability state for chance symbols, and during the delay period of the high probability state, a lottery to change the timing of activation of the high probability state will be held as described above (see Figure 14(a)). If this change lottery is won, as shown in Figure 17(b), the probability state will transition to the high probability state from the next game, and a high probability state image 35 will be displayed at the bottom of the high probability state image 34 on the main display unit 8, indicating that the current probability state is the high probability state. In other words, it is announced that the probability state for chance symbols is a high probability state for chance symbols, and that the probability state is a high probability state, resulting in a high probability overlap state. In this case, regardless of the remaining duration of the high-probability chance event state, the high-probability overlap state will continue from the initial state (for 10 games).
[0145] As described above, if a weak cherry symbol is won again during the high probability state for chance symbols, and the player transitions to the high probability overlap state, the main display unit 8 will indicate that the player is in the high probability overlap state. Therefore, players will definitely recognize that they have entered a high-probability overlapping state, which will surely increase their sense of anticipation. In addition, while the high probability state for chance symbols is described, if a weak cherry symbol is won again during the delay period of the high probability state, and the player transitions to the high probability overlap state, the main display unit 8 will also indicate that the player is in the high probability overlap state, similar to the above. Furthermore, while the high probability state image 35 and the chance event high probability state image 34 are displayed separately, it would also be possible to notify the player that a high probability overlap state is in effect by displaying text information such as "high probability overlap state".
[0146] [Example 1] Next, with reference to Figures 18 and 19, a modified example 1 of the medalless gaming machine 1 of this embodiment will be described. In the previously described embodiment, when a strong cherry symbol is won during the AT state, a lottery is held to determine the transition to a special zone, and if this transition lottery is won, the special zone is activated. However, in this modified example 1, when a strong cherry symbol is won during the AT state and the lottery for transitioning to a special zone is won, a lottery is held to select the activation conditions for the special zone. In other words, similar to the high-probability state and the high-probability chance event state, when the right to transition to a special zone is granted, a selection lottery is held to determine the activation conditions. In this modified example 1, only the transition control of the specialization zone differs from the previously described embodiment; everything else is the same as the previously described embodiment, so only the differences will be explained.
[0147] Figure 18 shows the probability of being granted the right to transition to a special zone when a strong cherry symbol is won during a game in AT mode. As shown in Figure 18, when a strong cherry symbol is won during a game in AT mode, a lottery is held in which there is an 80% chance of "not winning" and a 20% chance of "winning" and granting the right to transition to a special zone. Furthermore, if the right to transition to a special zone is granted, a selection lottery is held to determine the activation conditions, with a 10% probability of "immediate transition," a 5% probability of "after 5 games" ("5G") being determined (set), and a 5% probability of "after 10 games" ("10G") being determined (set). Therefore, if a strong cherry symbol is won while in AT mode, the right to transition to a special zone is granted with a predetermined probability, and separately, one of several activation conditions for the special zone is selectively determined.
[0148] Next, referring to Figure 19, we will explain the display image of the main display unit 8 when the right to transition to the special zone is granted. Figure 19 shows the case where the right to transition to a high probability state for chance symbols is granted, and during the delay period, the right to transition to a special zone is also granted. Furthermore, the granting of the right to transition to the high probability state for chance symbols and the setting of the activation conditions are controlled in the same manner as in the embodiment described above. As shown in Figure 19, during AT mode, an AT mode image 36 is displayed on the main part of the screen of the main display unit 8 to indicate that AT mode is in progress. During the AT state, the right to transition to the high probability state for chance symbols is granted, and during the delay period, the high probability symbol right image 32a and the high probability symbol right activation condition image 32b (illustrated as "5G later") are displayed in the lower left of the screen. At this time, the right to transition to a special zone is granted, and if the activation condition is set to, for example, "after 10 games," then, as shown in the diagram, a special zone right image 37a indicating that the right to transition to a special zone has been granted is displayed in the lower right part of the screen, and below that, a special zone right activation condition image 37b (shown as "after 10 games") indicating the activation condition for the special zone transition right is displayed.
[0149] Therefore, in the example shown in Figure 19, it is announced that the game will transition to a high-probability chance event state after 5 games, and then to a special zone after 10 games. In other words, after 5 games, the game will transition to a high-probability state for chance symbols, and after this high-probability state for chance symbols continues for 5 games, the game will transition to a special zone. During the first 5 games of the special zone, the probability of landing on a chance symbol will be high. If a chance symbol lands during the special zone, a bonus draw is held with a higher probability than during normal AT mode, and if the bonus draw is won, a larger number of games will be added than during normal AT mode. Therefore, the first 5 games of the special zone can greatly increase the player's sense of anticipation.
[0150] As described above, in this modified version 1, if a strong cherry symbol is won during the AT state, the right to transition to a special zone can be granted, and if the right to transition to a special zone is granted, the conditions for its activation can also be selectively determined (set). In other words, in Modification 1, when the first benefit corresponds to a high probability state for chance symbols, the first right corresponds to the right to transition to a high probability state for chance symbols, the second benefit corresponds to a special zone, and the second right corresponds to the right to transition to a special zone, the main control device 10 as a means of granting benefits can individually set the first usage condition (first activation condition: activation condition for the right to transition to a high probability state for chance symbols) related to the use of the first right, and the second usage condition (second activation condition: activation condition for the right to transition to a special zone) related to the use of the second right. Therefore, during AT mode, it becomes possible to play a highly engaging game in which the transition patterns to the high-probability chance-matching state and the transition patterns to the special zone change in various ways.
[0151] Furthermore, in the modified example 1, when the first specific game state is associated with a high probability chance event state and the second specific game state with a special zone, the main control device 10, as a means of granting benefits, can set the first and second usage conditions so that the first specific game state (high probability chance event state) and the second specific game state (special zone) can occur simultaneously, similar to the embodiment described above. Therefore, the high probability state for winning chances and the special zone occur simultaneously, which greatly increases the player's sense of anticipation.
[0152] [Differentiation 2] Next, with reference to Figures 20 and 21, a modified example 2 of the medalless gaming machine 1 of this embodiment will be described. In this modified version 2, the right to add to the number of games in the AT state that can occur afterward can be granted in advance while in the normal game state. In other words, during normal gameplay before the AT state has been triggered, the right to add a predetermined number of games (for example, 30 games) to the remaining number of games in the AT state is granted in advance. Furthermore, the activation condition for the granted bonus rights is set to "transition to a special zone" during AT (Attack Time) mode. Therefore, if a bonus round is granted during normal gameplay, the game will then transition to the AT (Attack Time) state, and if it then transitions to a special zone, the conditions for activating the bonus round will be met and the number of games will be increased. Furthermore, the control of transitioning to the specialized zone is performed in the same manner as in the embodiment described above.
[0153] First, with reference to Figure 20, we will explain the lottery for granting bonus rights during normal gameplay in this modified example 2. As shown in FIG. 20, the additional right awarding lottery is executed when winning the strong cherry combination in a game during the normal gaming state. A lottery is conducted with a 90% probability of "non-winning" and a 10% probability of "winning", and the additional right is awarded when winning. In addition, when winning the strong cherry combination, a lottery for awarding other benefits is also conducted, but the above-mentioned awarding lottery is executed separately from that. When winning the above-mentioned awarding lottery, the additional right is awarded, and as the activation condition, "transition to the specialized zone" is set as described above.
[0154] Next, FIG. 21 shows the production image of the main production display 8 when the additional right is awarded and the game transitions to the specialized zone in this Modified Example 2. First, FIG. 21(a) shows the case where the additional right is awarded during the normal gaming state. As shown in FIG. 21(a), when the additional right is awarded during the normal gaming state, together with the normal gaming state image 30, an additional right image 38a indicating that the additional right has been awarded is displayed in the upper right part of the screen.
[0155] After that, when the gaming state transitions to the AT state (normal AT state), as shown in FIG. 21(b), an AT state image 36 is displayed in the main part of the screen, and the additional right image 38a displayed during the normal gaming state continues to be displayed. When the transition condition to the specialized zone is satisfied in the AT state (normal AT state), as shown in FIG. 21(c), a specialized zone image 45 indicating that it is the specialized zone is displayed in the main part of the screen. At this time, since the activation condition for the additional right is satisfied, an additional number of games corresponding to the additional right is added simultaneously with the transition to the specialized zone. Therefore, as shown in the figure, the additional right image 38a is erased, and an additional game number image 39 (shown as "+30G" in the figure) indicating the additional number of games appears and is displayed. In other words, if the bonus round has been granted, the number of games will be increased unconditionally upon transitioning to the special zone.
[0156] Furthermore, if you do not transition to a special zone during AT mode (normal AT mode), the granted bonus rights will be retained until you transition to a special zone during the next AT mode. Therefore, if a bonus right is granted but the player does not transition to a special zone during the subsequent AT state (normal AT state), the bonus right image 38a will continue to be displayed during the normal game state after the end of the AT state.
[0157] As described above, in this modified version 2, the bonus rights that are granted during AT state are granted in advance during normal gameplay, and the activation condition for them is set as "transition to a special zone." In other words, in Modification 2, when the first benefit is assigned to an additional bonus, the first right to an additional bonus right, the second benefit to a special zone, and the second right to a right to transition to a special zone, the main control device 10, as a means of granting benefits, can individually set the first usage condition (first activation condition: activation condition for the additional bonus right) related to the use of the first right, and the second usage condition (second activation condition: activation condition for the right to transition to a special zone) related to the use of the second right. Therefore, it becomes possible to diversify the ways in which the number of games is increased during the AT state, thereby improving the enjoyment of the game. Furthermore, since the bonus rights are granted in advance during normal gameplay, it becomes possible to greatly increase the player's anticipation for the next transition to the AT state.
[0158] Furthermore, in Modification 2, the activation condition for the bonus is set to "transition to a special zone," so if the player transitions to a special zone while in AT mode, the number of games will be increased. In other words, the main control device 10, as a means of granting benefits, fulfills the first usage condition (the activation condition for the additional right) when the second benefit (special zone) is granted. Therefore, the transition to a special zone during AT mode increases the player's expectations, and the number of games is also increased, making it possible to greatly enhance the player's expectations. Furthermore, if a bonus right is granted but the player does not transition to a special zone during the AT state, that bonus right will be carried over to the next AT state. This increases the player's anticipation for the next AT state and helps maintain the player's motivation to continue playing after the AT state ends.
[0159] The number of additional games granted (added) to the bonus rights may be other than those mentioned above, but it is preferable to set it to be greater than or equal to the number of additional games granted when a predetermined rare role (for example, a strong cherry role) is won during the special zone. Furthermore, when awarding additional game rounds, it is also possible to selectively choose one of several additional game rounds. Furthermore, the probability of being granted an additional bonus during normal gameplay may be increased during high-probability states compared to low-probability states. Alternatively, instead of granting additional bonuses, players may be granted the right to increase the number of games (by 1.5 times, 2 times, etc.) if additional games are added during each game in the special zone when the player transitions to the special zone.
[0160] [Difference 3] Next, with reference to Figures 22 and 23, a third modified example of the medalless gaming machine 1 of this embodiment will be described. In this modified version 3, during normal gameplay, the right to add game time and the right to transition to a special zone can be granted in advance for the AT state that may occur afterward. In other words, while the aforementioned Modification 2 allows for the granting of bonus rights during normal gameplay, this Modification 3 also allows for the granting of the right to transition to a special zone during normal gameplay.
[0161] Furthermore, the activation condition for the pre-granted bonus rights is set to "transition to a special zone" during the AT state, as in the aforementioned Modification 2, but the activation condition for the pre-granted special zone transition rights is set to "transition to the AT state," that is, the subsequent transition to the AT state. Therefore, if only the right to add extra games is granted in advance during normal gameplay, the game will then transition to AT mode, and if it transitions to a special zone during AT mode, the activation conditions for the right to add extra games will be met and the number of games will be added. If only the right to transition to a special zone is granted in advance during normal gameplay, the game will then transition to AT mode, and the activation conditions for the right to transition to a special zone will be met, and it will immediately transition to a special zone. If both the right to add extra games and the right to transition to a special zone are granted in advance during normal gameplay, the game will immediately transition to a special zone and the number of games will be added when it transitions to AT mode. In other words, if only the right to add extra games is granted in advance during normal gameplay, the number of games corresponding to the right will not be added unless the player transitions to a special zone during the AT state. However, if both the right to add extra games and the right to transition to a special zone are granted in advance during normal gameplay, then if the player transitions to the AT state, the number of games corresponding to the right will always be added during that AT state. Furthermore, control over transitions to specialized zones, other than the prior granting of transition rights to specialized zones, will be carried out in the same manner as in the embodiment described above.
[0162] First, referring to Figure 22, we will explain the lottery for granting bonus rights and the lottery for granting rights to transition to special zones during normal gameplay in this modified example 3. As shown in Figure 22, the lottery for granting additional bonus rights and the lottery for granting the right to transition to a special zone are conducted when a strong cherry symbol is hit during normal gameplay. There is an 85% chance of "not winning", a 10% chance of "winning" and granting additional bonus rights, and a 5% chance of "winning" and granting the right to transition to a special zone. In addition, if you win the strong cherry combination, a lottery will be held to determine the awarding of other benefits, but the above-mentioned award lottery will be conducted separately. Furthermore, if you win the lottery for the granting of additional rights, you will be granted additional rights, and the activation condition will be set as "transition to a special zone" as described above. Similarly, if you win the lottery for the granting of the right to transition to a special zone, you will be granted the right to transition to a special zone, and the activation condition will be set as "transition to AT state" as described above. Furthermore, even after winning the initial lottery for granting a prize, the same lottery will be held again, and it will be possible to store multiple rights.
[0163] Next, Figure 23 shows the display image of the main display unit 8 when, in this modified example 3, both the bonus right and the right to transition to the special zone are granted in advance during normal gameplay, and then the game transitions to the AT state. First, Figure 23(a) shows a case where both the bonus payout right and the right to transition to a special zone are granted in advance during normal gameplay. As shown in Figure 23(a), if an additional bonus right is granted in advance during normal gameplay, an additional bonus right image 38a indicating that an additional bonus right has been granted will be displayed in the upper right corner of the screen along with the normal gameplay state image 30. Furthermore, if the right to transition to a special zone is granted in advance during normal gameplay, a special zone right image 46a indicating that the right to transition to a special zone has been granted will be displayed in the upper right corner of the screen.
[0164] After that, when the game state transitions to the AT state (normal AT state), as shown in FIG. 23(b), the activation conditions for the transfer right of the pre-assigned specialized zone are satisfied, and a specialized zone will occur. Along with the erasure of the specialized zone right image 46a, the specialized zone image 45 is displayed. In addition, since the activation conditions for the bonus right pre-assigned prior to the transfer to the specialized zone are satisfied due to the transfer to the specialized zone, a bonus of the number of games corresponding to the bonus right will be performed simultaneously with the transfer to the specialized zone. Therefore, as shown in the figure, the bonus right image 38a is erased, and the bonus game number image 39 (shown as "+30G" in the figure) indicating the number of games to be added is displayed. That is, when the bonus right is granted, the number of games is added unconditionally (without winning a rare combination, etc.) by transferring to the specialized zone.
[0165] If the transfer to the specialized zone does not occur during the AT state (normal AT state), the granted bonus right will be retained as it is until the next transfer to the specialized zone during the AT state. Therefore, even though the bonus right is granted, if the transfer to the specialized zone does not occur during the subsequent AT state (normal AT state), the bonus right image 38a will continue to be displayed during the normal game state after the end of the AT state. Also, even though the transfer right to the specialized zone is granted, if the transfer to the subsequent AT state (normal AT state) does not occur, the specialized zone right image 46a will continue to be displayed until the transfer to the AT state.
[0166] As described above, in this Modified Example 3, during the normal game state, the bonus right is pre-assigned, and "transfer to the specialized zone" is set as its activation condition. The transfer right to the specialized zone is granted, and "transfer to the AT state" is set as its activation condition. In other words, in Modification 3, when the first benefit is assigned to an additional bonus, the first right to an additional bonus right, the second benefit to a special zone, and the second right to a right to transition to a special zone, the main control device 10, as a means of granting benefits, can individually set the first usage condition (first activation condition: activation condition for the additional bonus right) related to the use of the first right, and the second usage condition (second activation condition: activation condition for the right to transition to a special zone) related to the use of the second right. Therefore, it becomes possible to diversify the ways in which the number of games is increased during the AT state, and the ways in which special zones are transitioned, thereby improving the enjoyment of the game. Furthermore, since the bonus rights and the right to transition to the special zone are granted in advance during normal gameplay, it becomes possible to greatly increase the player's anticipation for the next transition to the AT state.
[0167] Furthermore, in Modification 3, the activation condition for the bonus right is set to "transition to a special zone." Therefore, if the bonus right is granted but the player does not transition to a special zone during the AT state, the bonus right will be carried over to the next AT state. This increases the player's anticipation for the next AT state and helps maintain the player's motivation to continue playing after the AT state ends. Similarly, in Modification 3, the activation condition for the right to transition to the special zone is set to "transition to AT state." Therefore, if the player does not transition to the AT state despite being granted the right to transition to the special zone, the right to transition to the special zone will be retained until the next AT state occurs. This increases the player's anticipation for the next AT state and helps maintain the player's motivation to continue playing after the AT state ends.
[0168] The number of additional games granted (added) to the bonus rights may be other than those mentioned above, but it is preferable to set it to be greater than or equal to the number of additional games granted when a predetermined rare role (for example, a strong cherry role) is won during the special zone. Furthermore, when awarding additional game rounds, it is also possible to selectively choose one of several additional game rounds. Furthermore, if a strong cherry symbol is won as a trigger during normal gameplay, the right to add bonuses and the right to transition to a special zone can be granted. However, the trigger can be any rare symbol other than a strong cherry, or any symbol other than a rare symbol. In addition, the granting lottery may be conducted after a predetermined number of games have been played. Furthermore, during games in a pseudo-bonus state, a lottery may be held to pre-determine the right to add more bonuses and the right to transition to a special zone. Furthermore, the probability of being granted bonus payout rights and special zone transition rights during normal gameplay may be increased during high-probability states compared to low-probability states. Furthermore, if the right to transition to a special zone has been granted in advance, the transition to the special zone will occur upon transitioning to the AT state, but the timing of the transition to the special zone can be anytime during the AT state.
[0169] [Differentiation Example 4] Next, with reference to Figures 24 to 26, a modified example 4 of the medalless gaming machine 1 of this embodiment will be described. In this modified version 4, similar to the modified version 3 described above, during normal gameplay, the right to add game time and the right to transition to a special zone can be granted in advance for the AT state that may occur afterward. In other words, in Modification 4, it is possible to grant the right to add bonuses and the right to transition to a special zone during normal gameplay. Furthermore, in this modified example 4, when setting the activation conditions for each of the pre-granted bonus rights and the special zone transition rights, one of several activation conditions is selectively determined (set).
[0170] First, we will explain the selection of activation conditions for the additional rights, referring to Figure 24. In this modified version 4, similar to the modified version 3 described above, if a strong cherry symbol is won as a trigger during a game in the normal game state, the bonus right can be granted. However, when the bonus right is granted, the main control device 10 determines the activation conditions with the probabilities shown in the figure. As shown in Figure 24, a selection lottery is conducted to determine the activation conditions for the pre-granted bonus rights, with a 30% probability that the bonus will be added to the bonus rights at the start of the AT, i.e., when the AT state starts thereafter; a 20% probability that the bonus will be added to the bonus rights at the start of the special zone, i.e., when the special zone starts during the subsequent AT state; a 50% probability that the bonus will be added to the bonus rights just before the end of the subsequent AT state; and a 5% probability that the bonus will be added at the player's choice, i.e., when the player makes a choice during the subsequent AT state.
[0171] Furthermore, if "AT End" is selected, it is preferable to perform a sequence that ends the AT state, then add to the number of games, and then restart the AT state, a so-called "post-addition sequence." Furthermore, if the player is to arbitrarily select the timing of the bonus game count increase, for example, the pre-set bonus timings may be displayed on the main display unit 8, etc., at the start of the AT state, and the player may select from among them by operating the bet button 2a, etc. Alternatively, if the next game is not started for a predetermined time after the end of each game in the AT state, the main display unit 8, etc. may display images such as "bonus available" and "no bonus" flashing alternately at a predetermined interval, and the player may select by operating the bet button 2a while the desired image is lit.
[0172] Next, with reference to Figure 25, we will explain the selection of activation conditions for the right to transition to the special zone. In this modified version 4, similar to the modified version 3 described above, the right to transition to a special zone can be granted when a strong cherry symbol is won as a trigger during a game in the normal game state. However, when the right to transition to a special zone is granted, the main control device 10 determines the activation conditions with the probabilities shown in the figure. As shown in Figure 25, a selection lottery is held to determine the activation conditions for the pre-granted right to transition to a special zone, with a 30% probability of transitioning to the special zone at the start of the AT, a 10% probability of transitioning to the special zone 10 games after the start of the AT, a 25% probability of transitioning to the special zone just before the end of the subsequent AT, a 10% probability of transitioning to the special zone 10 games before the end of the AT, a 20% probability of transitioning to the high probability state for chance symbols, and a 5% probability of transitioning to the special zone at the player's choice, meaning the player can choose to transition to the special zone at any point during the subsequent AT.
[0173] Furthermore, if "AT End" is selected, it is preferable to perform an animation that indicates the end of the AT state, then transition to a special zone, and then perform an animation that indicates the restart of the AT state. Furthermore, if the player is to choose the timing of the transition to the special zone, the player can select the desired transition timing using images on the main display unit 8 or by operating the bet button 2a, similar to the timing of granting bonus rights. Additionally, while the option "10 games (10G) after the start of AT" is provided, another option "20 games (20G) after the start of AT" may also be provided. Similarly, while the option "10 games (10G) before the end of AT" is provided, another option "20 games (20G) before the end of AT" may also be provided.
[0174] Next, Figure 26 shows the display image of the main display unit 8 when, in this modified example 4, both the bonus right and the special zone transition right are granted in advance during normal gameplay. As shown in Figure 26, if an additional bonus right is granted in advance during normal gameplay, an additional bonus right image 38a indicating that an additional bonus right has been granted will be displayed in the upper right corner of the screen along with the normal gameplay state image 30, and an additional bonus right activation condition image 38b (illustrated as "Player Selection") indicating the activation conditions determined at that time will also be displayed. Furthermore, if the right to transition to a special zone is granted in advance during normal gameplay, a special zone right image 46a indicating that the right to transition to a special zone has been granted will be displayed in the upper right corner of the screen, and a special zone right activation condition image 46b (illustrated as "AT start") indicating the activation conditions determined at that time will also be displayed. Subsequently, although the diagram is omitted, when the game state transitions to the AT state and each activation condition is met, the number of games will be increased and the game will transition to a special zone.
[0175] As described above, in this modified version 4, during normal gameplay, the right to add bonuses is granted in advance, and the activation conditions for this are selectively determined from among multiple activation conditions. The right to transition to a special zone is also granted, and the activation conditions for this are selectively determined from among multiple activation conditions. In other words, in this modified version 4, as with the modified version 3 described above, when the first benefit is assigned to an additional bonus, the first right to an additional bonus right, the second benefit to a special zone, and the second right to a right to transition to a special zone, the main control device 10, as a means of granting benefits, can individually set the first usage condition (first activation condition: activation condition for the additional bonus right) related to the use of the first right, and the second usage condition (second activation condition: activation condition for the right to transition to a special zone) related to the use of the second right. Furthermore, the main control device 10, as a means of granting benefits, allows the user to selectively set the first usage condition (activation condition for additional rights) from among a plurality of pre-set first usage conditions, and allows the user to selectively set the second usage condition (activation condition for transitioning to a special zone) from among a plurality of pre-set second usage conditions. Therefore, it becomes possible to diversify the ways in which the number of games is increased during the AT state, and the ways in which special zones are transitioned, thereby improving the enjoyment of the game. Furthermore, since the bonus rights and the right to transition to the special zone are granted in advance during normal gameplay, it becomes possible to greatly increase the player's anticipation for the next transition to the AT state.
[0176] Furthermore, in Modification 4, the activation conditions for the bonus rights and the special zone transition rights are selectively determined from among multiple activation conditions. This makes it possible to further diversify the ways in which the number of games is increased during the AT state and the ways in which the special zone transitions occur, thereby further improving the enjoyment of the game. Furthermore, in Modification 4, since "player selection" is set as a condition for activating each right, it is possible to create a way in which players are granted benefits that are more satisfying to them, and it is possible to greatly increase players' expectations.
[0177] While the selection probabilities for each activation condition set as an option may differ from those mentioned above, it is preferable to set them so that the selection rate decreases as the relative advantage for the player increases. Furthermore, the number of bonus games granted (added) to the bonus rights can be any number. Furthermore, if a strong cherry symbol is won as a trigger during normal gameplay, the right to add bonuses and the right to transition to a special zone can be granted. However, the trigger can be any rare symbol other than a strong cherry, or any symbol other than a rare symbol. In addition, the granting lottery may be conducted after a predetermined number of games have been played. Furthermore, during games in a pseudo-bonus state, a lottery may be held to pre-determine the right to add more bonuses and the right to transition to a special zone.
[0178] The medalless gaming machine 1 of this embodiment has been described above, but the predetermined benefits that can be given to the player may be any benefits that are advantageous to the player, such as a transition to a high probability state, a transition to a high probability state for chance symbols, an increase in the number of games, or a transition to a special zone, as well as benefits that double the number of games added when an increase occurs, or benefits that extend the high probability state for chance symbols when the player enters a high probability state for chance symbols. Furthermore, for example, it may be possible to grant the right to always continue the AT state regardless of the number of remaining games until the limiter is reached during normal gameplay, and by making the activation condition for this right a transition to the AT state, it may be possible to maintain the player's motivation to continue playing until the next AT state. Furthermore, it may be possible to grant the same benefit multiple times. Furthermore, if multiple identical rights (for example, two) are granted, it is possible to grant another right (change them to a different right). In this case, it is preferable to grant a right with a higher value than the combined value of the multiple rights already granted. Furthermore, when an additional bonus is granted, the number of games to be granted may be selectively determined from among several game counts, and the granted number of games may be indicated by changing the color scheme of the item image. Furthermore, based on the fulfillment of predetermined conditions (for example, winning a strong cherry symbol), the granted rights may be changed to other rights. For example, in Modification 3, based on the fulfillment of predetermined conditions when only the bonus rights are granted, the bonus rights may be changed to the right to transition to a special zone.
[0179] It is also possible to grant the right to exercise multiple rights that have been granted upon the fulfillment of certain conditions, in which case, if multiple rights are granted and the right to exercise them in overlapping mode is also granted, the multiple rights will be exercised in overlapping mode. Furthermore, rights that can be granted in advance during normal gameplay may be executed (activated) during the pseudo-bonus state, rather than during the AT state. Additionally, it may be possible to pre-grant the right (item image) to activate during the next AT state while in AT state. Furthermore, it may be possible to pre-grant the right (item image) to indicate that more reliable setting suggestion information will be displayed in response to the setting suggestion information announced at the end of the pseudo-bonus state or the end of the AT state. Furthermore, when a disadvantageous situation arises for the player, for example, the right to acquire a large amount of so-called "corruption points" (item image) that will grant the right to transition to the AT state when the next pseudo-bonus state occurs may be granted in advance during normal gameplay, and the activation of this right may be set to occur at the end of the AT state, thereby maintaining the player's motivation to continue playing until the next AT state. Furthermore, a limit may be set on the number of times granted rights (item images) can be carried over, such as up to two AT states. In addition, if granted rights are carried over, it may be possible to grant other rights (item images) or increase the value of the granted rights in order to further encourage players to continue playing. Furthermore, a function may be provided to invalidate (delete) rights (item images) granted by the player's actions.
[0180] Furthermore, in addition to Chance Replay Role A, which has a specific button press sequence set, other Chance Replay Roles with specific button press sequences set may be provided, and the control of changing the execution probability of the button press sequence navigation corresponding to these Chance Replay Roles may be performed individually. For example, in addition to Chance Replay Role A, Chance Replay Roles C and D may be provided, and it may be possible to generate high-probability Chance Eye states corresponding to Chance Replay Role A, Chance Replay Role C, and Chance Replay Role D, and similar to Chance Replay Role A, the right to transition to a high-probability Chance Eye state and the conditions for their activation may be set for each. Furthermore, if the power to the medalless gaming machine 1 is cut off, the granted rights and their corresponding activation conditions are stored in memory, but it is preferable that the corresponding item images be erased when the power to the medalless gaming machine 1 is restored. Furthermore, the probability of granting a predetermined right, and the selection rate of the corresponding activation condition, may be changed according to the setting value in the probability setting device 16. For example, the probability of granting a predetermined right may be increased if the setting value is more favorable to the player, or activation conditions that are easier to achieve may be set.
[0181] As described above, the present invention provides a gaming machine (medalless gaming machine 1) that executes a game based on the player's operation and can grant benefits to the player in connection with the execution of the game, comprising: a right granting means (main control device 10) that can grant predetermined rights based on the execution of the game; and a benefit granting means (main control device 10) that can grant predetermined benefits based on the fulfillment of the usage conditions (activation conditions) for the predetermined right, wherein the right granting means can set a first right for granting a first benefit (for example, a right to transition to a high probability state) and a second right for granting a second benefit (for example, a right to transition to a high probability state for chance symbols) as the predetermined right, and the benefit granting means is configured to individually set a first usage condition (first activation condition) related to the use of the first right and a second usage condition (second activation condition) related to the use of the second right as the usage conditions. Therefore, since the conditions for use (activation conditions) of the granted first and second rights are individually selected and determined, it becomes possible to make the game more diverse and enhance the enjoyment of the game.
[0182] Furthermore, the rights-granting means is configured to allow the creation of a first specific game state (e.g., a high probability state) that is advantageous to the player as the first right, and to allow the creation of a second specific game state (e.g., a high probability state for chance symbols) that is advantageous to the player as the second right. Therefore, if the first and second rights are granted, it becomes possible to ensure that the player receives benefits that are advantageous to them.
[0183] Furthermore, the means for granting the bonus is configured to allow setting the first usage conditions and the second usage conditions so that the first specific game state and the second specific game state can occur simultaneously. Therefore, the overlapping occurrence of the first specific game state and the second specific game state makes it possible to greatly enhance the player's sense of anticipation. Furthermore, since the period during which the first specific game state and the second specific game state overlap will vary, it becomes possible to play a highly engaging game in which the period that greatly enhances the player's sense of anticipation changes in various ways.
[0184] Furthermore, the means for granting the benefits is configured to allow the first and second usage conditions to be changed from conditions already granted to different conditions. Therefore, it becomes possible to play highly engaging games in which the timing of the occurrence of the first specific game state or the second specific game state varies in various ways.
[0185] Furthermore, the means for granting the bonus is configured such that the first usage condition (for example, the activation condition for the additional right) is met when the second bonus (for example, the special zone) is granted. Therefore, by providing the second bonus, the players' expectations are heightened, and by also providing the first bonus, it becomes possible to further enhance the players' expectations. Furthermore, if the first right is granted but the second benefit is not, the first right will be carried over to the next time, allowing the player to continue playing.
[0186] Furthermore, the means for granting the bonus is configured to allow the first usage condition (for example, the activation condition for the bonus right) to be selected from among a plurality of pre-set first usage conditions, and to allow the second usage condition (for example, the activation condition for the right to transition to the special zone) to be selected from among a plurality of pre-set second usage conditions. Therefore, it becomes possible to make the methods of granting the first and second benefits more diverse, thereby improving the enjoyment of the game.
[0187] The means for granting rights and the means for granting privileges may be provided by the main control unit 10 or by the sub-control unit 20. Alternatively, they may be configured through the cooperation of the main control unit 10 and the sub-control unit 20.
[0188] On the other hand, as a conventional gaming machine, a patent document (Japanese Patent Publication No. 2017-221796) discloses a slot machine that can generate multiple specific game states with different game content, etc., which are advantageous to the player. However, these conventional gaming machines were not sufficient in terms of improving the enjoyment of the game. The gaming machine of this embodiment can solve all or part of the above-mentioned problems that conventional gaming machines have to improve.
[0189] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, the main control unit 10 can also consist of two main boards on which the CPU is mounted. In this case, the main control device 10 can consist of a main control board equipped with a main control CPU and a medal count control board equipped with a medal count control CPU. Specifically, the medal count control CPU can be responsible for controlling the game medal count display device 7, as well as the operation of the counting button 2c, the game medal count clear button 14, and the dedicated unit 19, while the main control CPU can be responsible for the overall control of the game. Furthermore, the gaming machine itself may be of a type where actual tokens are physically inserted into the machine to play the game.
[0190] Furthermore, the configuration may involve the sub-controller 20 performing some or all of the operations that the main control unit 10 performs, or the configuration may involve the main control unit 10 performing some or all of the operations that the sub-controller 20 performs. For example, the sub-control device 20 may control the game token count display device 7, and the sub-control device 20 may also be responsible for controlling the operation of the counting button 2c, the game token count clear button 14, and the dedicated unit 19. Furthermore, the operation of the counting button lamp 2e and the bet count lamp 2f may be controlled by the main control device 10. Furthermore, in this embodiment, when we say "the probability of the other is higher than the probability of the other" or "the probability of the other is lower than the probability of the other," the probability of one includes 0%, and the probability of the other includes 100%. Furthermore, in this embodiment, the numerical values specified during various draws are merely examples; they may be numerical values with a range (2 or more) or numerical values without a range (1).
[0191] Furthermore, although this embodiment shows a slot machine as an example of a gaming machine, a pachinko machine may also be used. In other words, it can be a so-called enclosed gaming machine that does not dispense gaming balls or other gaming media to the outside, but instead circulates them internally to run the game. In this case, the gaming machine can be equipped with a gaming ball count display device that corresponds to the gaming token count display device 7. Furthermore, for example, the notification method may be changed depending on the amount of game balls stored and displayed in the game ball count display device, and the amount of counting may be increased when the counting button is pressed and held down compared to when it is pressed and held down, and if game balls are acquired while the game ball count is still pressed and held down after the number of game balls stored and displayed in the game ball count display device has become 0, those game balls may be counted. [Explanation of symbols]
[0192] 1. Coinless gaming machine 2a Bet button 2b MAX bet button 3. Start lever 5. Stop button 8. Main display unit 10 Main control unit 18. Sub-display indicator 20 Sub-control device 41 Reels
Claims
1. In a gaming machine that executes a game based on the player's actions and can grant the player a reward in connection with the execution of the game, A means for granting rights that can grant predetermined rights based on the execution of the aforementioned game, A means for granting benefits that can grant a predetermined benefit based on the fulfillment of the conditions for using the aforementioned predetermined right, Equipped with, The aforementioned means of granting rights is, The aforementioned prescribed rights may include a first right for granting the first benefit and a second right for granting the second benefit. The means for granting the aforementioned benefits is, The aforementioned usage conditions allow for the separate setting of a first usage condition relating to the use of the first right and a second usage condition relating to the use of the second right. A gaming machine characterized by the following features.
2. The aforementioned means of granting rights is, As the first right, it is possible to establish a right that can generate a first specific game state that is advantageous to the player, As the second right, it is possible to establish a right that can generate a second specific game state that is advantageous to the player. The gaming machine described in feature 1.
3. The means for granting the aforementioned benefits is, The first and second usage conditions can be set so that the first and second specific game states can occur simultaneously. The gaming machine according to feature 2.
4. The means for granting the aforementioned benefits is, The first and second usage conditions can be changed from the conditions already assigned to different conditions. The gaming machine according to feature 2.
5. The means for granting the aforementioned benefits is, The first condition of use is met when the second benefit is granted. The gaming machine described in feature 1.
6. The means for granting the aforementioned benefits is, The first usage conditions can be selectively set from among a plurality of pre-set first usage conditions. The aforementioned second usage conditions can be selectively set from among a plurality of pre-set second usage conditions. A gaming machine according to any one of claims 1 to 5, characterized by the features described above.