Gaming machine
The gaming machine enhances player engagement by using variable display and sound output systems to differentiate stop operation sounds based on timing, improving the gaming experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2024-12-19
- Publication Date
- 2026-07-01
AI Technical Summary
Conventional gaming machines lack enhancements in player engagement and interest during the stop operation, particularly in terms of sound effects and operational timing, which can enhance the gaming experience.
The gaming machine incorporates a variable display system with stop operation means and sound output means that differentiate sounds based on the time interval between stop operations, providing distinct sounds for normal and slide stop operations, enhancing player interaction.
The differentiated sound effects and operational timing increase player engagement and interest by providing a more dynamic and interactive gaming experience.
Smart Images

Figure 2026109110000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there is known a gaming machine provided with a variable display device capable of variably displaying a plurality of identification information, executing a variable display game accompanied by variable display on the variable display device, and deriving the result of the variable display game by stopping the variable display by a stop operation of a player, and generating a specific gaming state advantageous to the player according to the derived result of the variable display game.
[0003] In this type of gaming machine, there is known a gaming machine capable of improving the interest regarding the stop operation by outputting a stop sound of a reel according to an internal lottery result at the time of the stop operation (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] However, there has been room for improvement in such conventional gaming machines.
Means for Solving the Problems
[0006] To solve the above problems, the gaming machine of the present invention comprises: a variable display means capable of displaying identification information in a variable manner; a plurality of stop operation means capable of performing a stop operation to display the identification information in a stopped manner; and a sound output means capable of outputting a first sound when the operation time from when a stop operation is performed on one stop operation means until when a stop operation is performed on another stop operation means is a first hour, and capable of outputting a second sound when the operation time is a second hour which is shorter than the first hour. [Brief explanation of the drawing]
[0007] [Figure 1] This is a schematic front view showing the exterior of a coinless gaming machine. [Figure 2] This is a schematic perspective showing the internal structure of a coinless gaming machine. [Figure 3] This is a block diagram showing the control configuration for a coinless gaming machine. [Figure 4] This is a guide on how to play a coinless gaming machine. [Figure 5] (a) An explanatory diagram showing the arrangement of the patterns, and (b) An explanatory diagram showing the winning lines. [Figure 6] (a) A chart showing the internal lottery table, and (b) A chart showing the payout table. [Figure 7] This is an explanatory diagram showing the transitions between game states. [Figure 8] (a) A chart showing the CZ1 lottery right granting table, (b) A chart showing the CZ1 lottery table, and (c) A chart showing the performance content lottery table. [Figure 9] This is an explanatory diagram showing the types of specific effects that can be performed when the game is in a normal state. [Figure 10] (a) A chart showing the AT lottery table, (b) A chart showing the outcome notification pattern lottery table, and (c) A chart showing the slide notification pattern table. [Figure 11] This is an explanatory diagram showing the notification selection screen and the notification animation screen. [Figure 12](a) A chart showing the special role lottery table, and (b) A chart showing the special role 2 lottery table. [Figure 13] This is an explanatory diagram of a screen display that suggests a special role. [Figure 14] (a) A chart showing the prize type lottery table, (b) A chart showing the pre-announcement game count lottery table, (c) A chart showing the navigation pattern lottery table (all navigations included), (d) A chart showing the navigation pattern lottery table (navigations other than 1st included), and (e) A chart showing the navigation pattern lottery table (3rd navigation included). [Figure 15] This is an explanatory diagram showing the types of characters displayed when the button press order navigation is executed. [Figure 16] This is an explanatory diagram showing the changes in the characters displayed when the button press order navigation is executed. [Figure 17] This is an explanatory diagram showing an example of the presentation in the final game of the pre-announcement sequence in the main AT (Attack Time). [Figure 18] (a) A chart showing the special role lottery table, (b) A chart showing the multiplier lottery table, and (c) A chart showing the bonus lottery table. [Figure 19] This is an explanatory diagram showing an example of a specialization 1. [Figure 20] (a) A chart showing the pseudo-bonus lottery table, (b) A chart showing the special 2-game number lottery table 1, and (c) A chart showing the special 2-game number lottery table 2. [Figure 21] This is an explanatory diagram showing an example of a specialization 2. [Modes for carrying out the invention]
[0008] Preferred embodiments of the gaming machine according to the present invention will be described with reference to the drawings.
[0009] The gaming machine exemplified in this embodiment is a medal-less gaming machine that can conduct games using medals in the form of data lent out as electronic information instead of actual medals. That is, in a medal-less gaming machine, a player can play games without touching actual medals. Such gaming machines are generally also referred to as Smart Pachislot (registered trademark), Smart Sloth (registered trademark), etc.
[0010] Hereinafter, as an example of a medal-less gaming machine, an example applied to a slot machine of Model 6 having an AT (ART) state will be described. However, the present invention is not limited to this. For example, it can also be applied to a normal type (so-called Type A) slot machine capable of real bonus games.
[0011] Note that medals as data used in medal-less gaming machines are referred to as "game medals", and medals as data deposited by the gaming store side (management device, dedicated unit) with "game medals" acquired in past games are referred to as "held medals".
[0012] (Overall Configuration of Medal-less Gaming Machine 1) First, the overall configuration of the medal-less gaming machine 1 will be described using FIGS. 1 and 2.
[0013] As shown in FIGS. 1 and 2, a display window 6 through which the rear side can be visually recognized is formed in the central portion of the front door 1a, and the symbols represented on the reel 41 can be visually recognized through this display window 6.
[0014] Below the display window 6, a stepped portion protruding forward is formed, and around this stepped portion, operation means such as a bet button 2a, a MAX bet button 2b, an effect button 2g, a count button 2c, a settlement button 2d, a start lever 3, and a stop button 5, and notification means such as a game medal number display device 7, a count button lamp 2e, and a bet number lamp 2f are provided. Note that the game medal number display device 7 may be provided on the upper surface side or the front side of the stepped portion.
[0015] Above the display window 6, a navigation lamp 12 for guiding the player on the operation order of the stop button 5 is provided.
[0016] The upper part of the front door 1a is equipped with a display unit 8 that operates as a notification means. The display unit 8 may be, for example, a single-screen liquid crystal display, but is not limited to this, and may also be configured with multiple screens (for example, a main screen and a sub-screen). Alternatively, a liquid crystal display may be provided at the bottom of the front door 1a (on the lower top panel) instead of or in addition to the display unit 8, and it is not necessary to provide the display unit 8.
[0017] On the side of the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning each role or the effects displayed on the display unit 8.
[0018] The enclosure 1b contains a main control unit 10 which has a CPU that comprehensively controls the game, and a sub-control unit 20 which has a CPU that controls game effects and other related aspects under the control of the main control unit 10.
[0019] Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 has 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). The reels 41a to 41c are capable of displaying a pattern that serves as identification information.
[0020] Inside the enclosure 1b is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. The main control unit 10 is composed of a single-chip microcomputer and is equipped with a CPU, ROM, and RAM. The main control unit 10 executes control programs stored in the ROM to perform processing related to the progress of the game. The sub-control unit 20 is composed of a single-chip microcomputer and is equipped with a CPU, ROM, and RAM. The sub-control unit 20 executes control programs stored in the ROM to perform processing related to the execution of effects.
[0021] Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).
[0022] As shown in Figure 3, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply unit 15. The dashed line in Figure 3 (dedicated unit 19) indicates that it is an external device.
[0023] The main control unit 10 operates as a game control means and functions as a lottery means capable of executing lotteries related to the game. In addition, it detects and controls the operation of each of the above parts, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timings. For example, it outputs a winning target command that shows the lottery result of the internal lottery process that determines the winning role in the current game, and a winning judgment command that shows the result of the winning judgment.
[0024] The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the performance button 2g, the display unit 8, the speaker 9, and the lamp 11.
[0025] The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10.
[0026] I will now explain the operation of the main components.
[0027] The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game.
[0028] Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7.
[0029] The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means.
[0030] Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7.
[0031] The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b.
[0032] The game token count display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If, for example, the total number of game tokens exceeds this upper limit due to payouts from winning, the game will be disabled by executing a "game disabled" control.
[0033] When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.
[0034] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game.
[0035] The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "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.
[0036] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens.
[0037] The stop button 5 comprises multiple stop buttons 5a, 5b, and 5c that can be used to perform a stop operation in order to stop displaying the pattern which is the identification information.
[0038] The effect button 2g is an operating means that can be operated by the player to change the effects displayed on the display unit 8.
[0039] The counting button 2c is an operating means used by the player to count the game tokens they have acquired.
[0040] Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable).
[0041] The amount counted by the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7.
[0042] If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7.
[0043] For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" tokens will be counted.
[0044] In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token display device 7.
[0045] As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0".
[0046] Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds).
[0047] In this case, the main control unit 10 outputs counting data that can identify the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7.
[0048] 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.
[0049] On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held.
[0050] 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.
[0051] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting.
[0052] 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.
[0053] 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.
[0054] When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0".
[0055] Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.
[0056] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7.
[0057] 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.
[0058] If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7.
[0059] If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7.
[0060] In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the bet (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7 (game value display means).
[0061] 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.
[0062] 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.
[0063] Furthermore, other operating methods such as the bet button 2a and the counting button 2c can also be assigned the function of the payout button 2d.
[0064] 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).
[0065] Furthermore, when the counting button 2c is operated, the operation of the settlement button 2d (the return operation described above) can be performed before the counting operation. This allows the player to simply perform the counting operation and have the bet amount of game tokens returned to the number of game tokens before outputting (counting) the number of game tokens to the dedicated unit 19.
[0066] 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.
[0067] 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).
[0068] In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off.
[0069] Furthermore, when the sub-control unit 20 detects that game tokens corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted.
[0070] The probability setting device 16 can change the probability of transitioning to a specific game state (AT state) (winning probability) to multiple levels (for example, 6 levels), and the degree of advantage for the player can be set and changed in multiple levels.
[0071] The main control unit 10 stores one of the setting values in its memory unit based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls the probability of winning the AT state based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability.
[0072] 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.
[0073] 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.
[0074] In the medalless gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.
[0075] 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.
[0076] 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.
[0077] The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card in the card unit (not shown). The IC card can be ejected from the card unit by performing a return operation (pressing the return button).
[0078] 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.
[0079] 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.
[0080] 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.
[0081] The dedicated unit 19 can be connected to a computer, such as a hall computer or management device, via a relay device or directly, and can output game information such as "out" and "safe" and sales information to the computer.
[0082] 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.
[0083] Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player when calling an attendant (store clerk) and a call lamp that notifies the attendant that an attendant has been called. The unit can output game information such as game execution information and AT status information received from the medalless gaming machine 1 to the calling device.
[0084] (Gameplay flow in coinless gaming machine 1) The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4.
[0085] The game start process is executed (S1). In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19.
[0086] 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.
[0087] When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of tokens to be lent based on the lending data, and stores and displays the number of gaming tokens corresponding to that number of tokens on the gaming token display device 7.
[0088] If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100).
[0089] In the game start process, the next step is to insert game tokens in response to the player's input.
[0090] 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.
[0091] For example, if the number of game tokens displayed on the game token count display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f.
[0092] 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.
[0093] Perform the lottery process (S2). When the game is in the start state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations.
[0094] The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.
[0095] The reel rotation process is executed (S3). Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.
[0096] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.
[0097] The sub-control unit 20 outputs a stop sound when the stop buttons 5a to 5c are operated. The stop sound differs depending on the operation mode of the stop buttons 5a to 5c. The operation modes of the stop buttons 5a to 5c are distinguished into normal stop operation and slide stop operation.
[0098] A normal stop operation involves pressing each stop button 5a to 5c. A slide stop operation involves sliding your finger across each stop button 5a to 5c. In other words, a normal stop operation involves releasing your finger from the previously pressed stop button 5a to 5c before pressing the next one. A slide stop operation involves sliding your finger across each stop button 5a to 5c and the control panel, continuously pressing each stop button 5a to 5c without releasing your finger. Therefore, the interval between stop button operations is generally shorter with a slide stop operation than with a normal stop operation.
[0099] Furthermore, when a normal stop operation is performed, the sub-control unit 20 outputs a short sound (such as "den♪") from speaker 9, which is a normal stop sound (a sound that can be heard for 0.3 seconds, etc.). Also, when the sub-control unit 20 performs a specific effect described later, when a slide stop operation is performed, it outputs a short sound (such as "zubo♪") from speaker 9, which is shorter than the normal stop sound (a sound that can be heard for 0.2 seconds, etc.), which is a special stop sound (such as "zubo♪").
[0100] In this embodiment, examples are given for outputting a special stop sound when a slide stop operation is performed during the execution of a specific performance and when the slide notification for CZ1 is performed. However, a special stop sound may be output in conditions other than these. For example, a special stop sound may be output at all times when a slide stop operation is performed. In addition, the tone and length of the normal stop sound and the special stop sound may be different from those described above.
[0101] Hereinafter, in this embodiment, the stop sound for the first stop operation will be referred to as the first stop sound, the stop sound for the second stop operation as the second stop sound, and the stop sound for the third stop operation as the third stop sound. Also, the normal stop operation and the slide stop operation may be collectively referred to as the stop operation.
[0102] In this embodiment, the following settings are made regarding the stop operation and stop sound, for example: (1) to (3). (1) Interval for normal stop operation: X seconds (e.g., 0.5 seconds) If a normal stop operation is performed: First stop operation detected → 0.5 seconds later (X) → Second stop operation detected → 0.5 seconds later (X) → Third stop operation detected (2) Slide stop operation interval: Y seconds (e.g., 0.1 seconds) If a slide stop operation is performed: 1st stop operation detected → 0.1 seconds later (Y) → 2nd stop operation detected → 0.1 seconds later (Y) → 3rd stop operation detected (3) Time from stop operation detection to stop sound output: Z seconds (0.05 seconds) When a normal stop operation or slide stop operation is performed: First stop operation detected → 0.05 seconds later (Z) → First stop sound output → Second stop operation detected → 0.05 seconds later (Z) → Second stop sound output → Third stop operation detected → 0.05 seconds later (Z) → Third stop sound output
[0103] In this embodiment, under the settings of (1) to (3) above, a stop sound is output based on the time between the previous stop operation detection and the next stop operation detection, as shown in (4) to (5) below. That is, the system detects whether it is a normal stop operation or a slide stop operation based on the time between the previous stop operation detection and the next stop operation detection, and determines the stop sound. In this embodiment, for example, a special stop sound is output when the time between the previous stop operation detection and the next stop operation detection is less than 0.2 seconds, and a normal stop sound is output when the time is 0.2 seconds or more. Note that this time is just an example, and the setting of the time may differ from that in this embodiment, as long as the system detects whether it is a normal stop operation or a slide stop operation based on the time between the previous stop operation detection and the next stop operation detection and determines the stop sound. (4) Normal stop operation: 1st stop operation detected → 0.05 seconds later (Z) → Normal stop sound output → 2nd stop operation detected → 0.05 seconds later (Z) → Normal stop sound output → 3rd stop operation detected → 0.05 seconds later (Z) → Normal stop sound output (5) Slide stop operation: 1st stop operation detected → 0.05 seconds later (Z) → normal stop sound output → 2nd stop operation detected → 0.05 seconds later (Z) → special stop sound output → 3rd stop operation detected → 0.05 seconds later (Z) → special stop sound output In other words, since the stop sound is output based on the time between the previous stop operation detection and the next stop operation detection, the system can only detect a slide stop operation when the second stop operation is detected. Therefore, even during a slide stop operation, the system outputs a normal stop sound for the first stop operation.
[0104] Note that even when the slide is stopped, the first stop sound for the first stop operation will be the normal stop sound. However, by adding the following specification, a special stop sound may also be output for the first stop. In this case, in addition to the settings (1) to (3) above, the setting (6) should be made.
[0105] In other words, during a normal stop operation, the settings should be as follows: (1), (3), (6). Time from stop operation detection to stop sound output: Z seconds (0.05 seconds) (1) Interval for normal stop operation: X seconds (e.g., 0.5 seconds) (3) Time from detection of the second and third stop operations to output of the stop sound: Z seconds (0.05 seconds) (6) Time from detection of the first stop operation to output of the first stop sound: W seconds (e.g., 0.13 seconds)
[0106] Additionally, when stopping the slide, set it as shown in (2), (3), and (6). (2) Slide stop operation interval: Y seconds (e.g., 0.1 seconds) (3) Time from detection of the second and third stop operations to output of the stop sound: Z seconds (0.05 seconds) (6) Time from detection of the first stop operation to output of the first stop sound: W seconds (e.g., 0.13 seconds)
[0107] This makes it possible to output a first stop sound as shown in (7) to (8) below, and also to output special stop sounds for the first stop sound. In other words, it provides control where the output sound differs depending on the timing of the second stop operation.
[0108] (7) Normal stop operation: First stop operation detected → 0.13 seconds later (W) → Normal stop sound (first stop sound) → 0.37 seconds later (XW) → Second stop operation detected → 0.05 seconds later (Z) → Normal stop sound (second stop sound) → 0.45 seconds later (XZ) → Third stop operation detected → 0.05 seconds later (Z) → Normal stop sound (third stop sound)
[0109] (8) Slide stop operation: 1st stop operation detected → 0.1 seconds later (Y) → 2nd stop operation detected → 0.03 seconds later (WY) → Special stop sound (1st stop sound) → 0.02 seconds later (Z-(WY)) → Special stop sound (2nd stop sound) → 0.05 seconds later (YZ) → 3rd stop operation detected → 0.05 seconds later (Z) → Special stop sound (3rd stop sound)
[0110] Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 determines that a win has been achieved if the combination of symbols that stopped on the valid line (winning line) is a predetermined combination.
[0111] 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.
[0112] Furthermore, in this embodiment, the determination of a prize is made based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations.
[0113] Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of dispensing the corresponding number of game tokens (hereinafter also referred to simply as dispensing tokens) is executed.
[0114] For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount "10" to the number of game tokens stored and displayed on the game token count display device 7.
[0115] The game termination process is executed (S7). The game end process executes the counting of game tokens.
[0116] Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7.
[0117] More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7.
[0118] 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.
[0119] If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19.
[0120] The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data.
[0121] 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.
[0122] 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 to execute the counting process until the number of game tokens displayed on the game token count display device 7 becomes "0".
[0123] Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, followed by the lottery process (S2) to the payout process (S6).
[0124] 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.
[0125] (Patterns arranged on the reel) As shown in Figure 5(a), the outer surfaces of reels 41a to 41c are each painted with 20 of several types of mutually recognizable patterns in a predetermined order. When reel 41 is stopped, a predetermined number of consecutive patterns (for example, 3) on each reel 41a to 41c are visible through the display window 6. That is, 3 patterns are displayed vertically from the display window 6 on each reel, and a total of 9 patterns (3 x 3) are displayed from the display window 6 on all 3 reels. Note that the arrangement of patterns on reels 41a to 41c is just one example, and the same patterns may be arranged in a different way, or different patterns may be arranged.
[0126] (Effective lines) As shown in Figure 5(b), one line is set as the effective line used to determine whether or not a winning combination has been achieved, connecting the upper position of reel 41a, the lower position of reel 41b, and the middle position of reel 41c. Note that there is not limited to one effective line; there may be multiple lines. Furthermore, the configuration of the effective line may also be different. For example, it is possible to set one line connecting the middle position of reel 41a, the middle position of reel 41b, and the middle position of reel 41c.
[0127] (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbols.
[0128] Winning combinations include, for example, minor wins, replays, and bonuses.
[0129] Small wins include, for example, bells, watermelons, cherries, chance symbols, and single-coin wins. Bells include common bells and bells that require specific button presses. Cherries include weak cherries and strong cherries.
[0130] Among the bells, the push-order bells are winning combinations that occur when a specific combination of symbols is achieved by following a specific sequence of operations (called the push order) for the stop button 5. In this embodiment, bells A1 to A6 and bells B3 to B6 are provided as push-order bells. In the following description, bells A1 to A6 may also be referred to as bell A, and bells B3 to B6 may also be referred to as bell B.
[0131] For bells A1-A6, if one of the six possible button presses (the correct sequence) is pressed, stop buttons 5a-5c will be operated, and the corresponding combination of symbols will be stopped and displayed on the active line. If stop button 5 is pressed using one of the other five incorrect sequences, a missed bell symbol will be stopped and displayed on the active line.
[0132] Specifically, for bell A1, the correct button press order is set to "5a→5b→5c" (left→middle→right: left 1st press), for bell A2, the correct button press order is set to "5a→5c→5b" (left→right→middle: left 1st press), for bell A3, the correct button press order is set to "5b→5a→5c" (middle→left→right: middle 1st press), for bell A4, the correct button press order is set to "5b→5c→5a" (middle→right→left: middle 1st press), for bell A5, the correct button press order is set to "5c→5a→5b" (right→left→middle: right 1st press), and for bell A6, the correct button press order is set to "5c→5b→5a" (right→middle→left: right 1st press).
[0133] For bells B3-B6, if one of the six possible button press sequences (the correct sequence) is used to operate stop buttons 5a-5c, the corresponding combination of symbols will be displayed on the active line. If stop button 5 is operated using one of the other five incorrect button press sequences, the missed bell combination will be displayed on the active line.
[0134] Specifically, for bell B3, the correct button press order is set to "5b→5a→5c" (middle→left→right: middle 1st press), for bell B4, the correct button press order is set to "5b→5c→5a" (middle→right→left: middle 1st press), for bell B5, the correct button press order is set to "5c→5a→5b" (right→left→middle: right 1st press), and for bell B6, the correct button press order is set to "5c→5b→5a" (right→middle→left: right 1st press).
[0135] If the symbols that stop on the reels match the sequence of bell symbols, one game token will be awarded.
[0136] Among the bell symbols, the common bell is a winning combination where the corresponding symbol combination stops and displays on the active line, regardless of the order or timing of pressing stop button 5.
[0137] The medalless gaming machine 1 according to this embodiment is capable of generating an AT (Assist Time) as a game state related to the order of bells pressed.
[0138] AT is a state in which, in a game in which a push-order bell is won through an internal lottery process, the sub-control unit 20 controls the display unit 8 and navigation lamp 12, etc., to notify the correct push order for stop buttons 5a to 5c. As a result, in the game state controlled by AT, the number of game tokens that can be obtained per game is increased (the net increase in tokens is increased). Therefore, when AT occurs, it is possible for the player to easily obtain game tokens, and the payout speed is faster during AT compared to when not in AT mode.
[0139] For example, when Bell A1 is won, the button press order is indicated by displaying the characters "1", "2", and "3" on the display unit 8 from left to right, outputting the voice commands "left", "middle", and "right" from the speaker 9, and lighting the navigation lamps 12 in the order of 12a (left), 12b (middle), and 12c (right) to indicate the order in which to press the stop buttons 5. If Bells B1 to B6 are won, the reels 41 and symbols that require precise timing are also indicated.
[0140] Furthermore, the notification of the button-pressing order by output means and notification means such as the display unit 8, lamp 11, navigation lamp 12, and speaker 9 is also called "button-pressing order navigation."
[0141] In non-AT (Automatic Trigger) mode, even if the internal lottery results in a sequence of button presses for a bell, the order in which to press stop button 5 is not announced. Therefore, unless the sequence in which the player operates stop button 5 coincidentally matches the sequence corresponding to the winning sequence of button presses for a bell, the player is basically unable to stop and display the combination of symbols corresponding to the winning sequence of button presses for a bell.
[0142] As described above, in the medalless gaming machine 1 of this embodiment, the number of balls won is increased by the player playing in a way that allows the player to be controlled by the AT for a long period of time.
[0143] In this embodiment, in game states controlled as non-AT (e.g., non-advantageous, normal, CZ1,2, predetermined game state, special zone 1), the button press navigation is not executed when Bell A and Bell B are won. Also, in game states that are continuously controlled as low-payout AT where the notification of the button press order is limited (e.g., main AT), the button press navigation is executed only when Bell A is won. Also, in game states that are continuously controlled as high-payout AT where all button press orders are notified (e.g., special zone 2, pseudo bonus, EDAT), the button press navigation is executed when Bell A and Bell B are won.
[0144] Furthermore, in a game state controlled to be non-AT, the push-button navigation may be executed only when either Bell A or Bell B is won; in a game state controlled to be low-payout AT, the push-button navigation may be executed at a predetermined rate (other than 100%) when Bell A and Bell B are won; and in a game state controlled to be high-payout AT, the push-button navigation may be executed at a rate of 100% when Bell A and Bell B are won.
[0145] Furthermore, although this embodiment uses an AT that performs push-button navigation as an example, the manner in which the stopping operation is notified by the AT is not limited to this embodiment, such as by providing an AT that notifies the timing of the stopping operation.
[0146] There are two types of cherries: weak cherries and strong cherries. The symbol combinations corresponding to strong cherries will line up on the active payline if you successfully time your button presses. The symbol combinations corresponding to weak cherries will line up on the active payline if you successfully time your button presses. The symbol combinations corresponding to watermelons will line up on the active payline if you successfully time your button presses. The symbol combinations corresponding to single-symbol wins will line up on the active payline if you successfully time your button presses.
[0147] The combination of symbols that corresponds to a replay will line up on the active line regardless of the order and timing of pressing stop button 5.
[0148] In the following explanation, cherries, watermelons, common bells, and chance symbols will be collectively referred to as "rare symbols."
[0149] Additionally, rare symbols are categorized as follows: weak cherries, watermelons, and common bells, which have a relatively high probability of being won, are designated as "weak rare symbols," while strong cherries and chance symbols, which have a relatively low probability of being won, are designated as "strong rare symbols."
[0150] Furthermore, rare roles (other than the common bell) require a stop operation (so-called "eye-stop operation") to aim for the corresponding symbols on the designated reels, and even if a win occurs and the reel stop control is performed, the corresponding symbol combination is not guaranteed to stop. If the eye-stop operation is incorrect and the corresponding symbol combination cannot be stopped, a loss occurs and one game token is awarded.
[0151] The combination of symbols corresponding to the bonus will line up regardless of the order in which stop button 5 is pressed, as long as the stop operation is performed at a specific timing. When the combination of symbols corresponding to the bonus lines up, the game enters bonus mode.
[0152] The right to win a bonus can be carried over to subsequent games, as long as the corresponding symbol combination does not stop (a bonus is awarded) in the game in which the bonus was won. Therefore, the bonus win status is maintained until the corresponding symbol combination stops and a bonus is awarded (hereinafter, this state will be referred to as "bonus win state" or "internal state"). In normal games, the game will be played for most of the time while in the bonus win state.
[0153] On the other hand, when a bonus is won and the combination of symbols corresponding to the bonus stops and is displayed (a bonus is won), the game transitions to a bonus state. After the end of this bonus state, the game returns to a non-carryover state where the right to win a bonus is not carried over (hereinafter, this state is referred to as the "non-bonus state" or "non-internal state").
[0154] Furthermore, bonuses are awarded in conjunction with replays at a predetermined probability (for example, 100%). If a bonus is awarded in conjunction with a replay, the main control unit 10 controls the reels with the lowest priority for the combination of symbols corresponding to the bonus.
[0155] Therefore, in games where a bonus and a replay are won simultaneously, the combination of symbols corresponding to the bonus cannot be stopped, and the combination of symbols corresponding to the replay will stop instead, resulting in the bonus winning state continuing (carrying over) to subsequent games. However, bonuses can also be won independently.
[0156] Based on the combinations of symbols described above, it is determined whether a minor win, replay, or bonus has been achieved. If the determination results in an achievement, game value is awarded (game tokens are paid out). In other words, the main control unit 10 is equipped with a game value awarding means that awards game value (game tokens) according to the stopping pattern of the symbols.
[0157] (Payout when winning a prize) As shown in Figure 5, when a replay is won, the player can continue playing in the next game without inserting any more tokens. Additionally, when a weak cherry, strong cherry, single-symbol win, or chance symbol win, one token is dispensed. When a watermelon wins, six tokens are dispensed. When a common bell wins, fifteen tokens are dispensed. When bells A1-A6 win, eight tokens are dispensed. When bells B3-B6 win, fifteen tokens are dispensed. Although not shown in the diagram, no tokens are dispensed when a bonus is won.
[0158] Furthermore, if the stop operation is performed with an incorrect button press sequence and bells A1-A6 are missed, one game token will be dispensed. Also, if the stop operation is performed with an incorrect button press sequence and bells B1-B6 are missed, one game token will be dispensed. In addition, if the rare role is missed due to a failed timing of the button press, one game token will be dispensed.
[0159] Furthermore, the number of game tokens dispensed when a combination of symbols corresponding to each winning combination is displayed may be other than the numbers mentioned above. Furthermore, the combinations of symbols corresponding to each winning combination may be other than those listed above. They may consist of symbols that require precise timing, or they may consist of symbols that do not require precise timing. Furthermore, in this embodiment, the number of game tokens dispensed is assumed to be the same regardless of the number of bets, but the number of game tokens dispensed may be different depending on the number of bets.
[0160] In this embodiment, of the three reels 41a, 41b, and 41c that start rotating, the first reel to stop is referred to as the first stop reel, and the act of stopping it is referred to as the first stop. The operation to stop it is also referred to as the first stop operation.
[0161] Similarly, the second reel to stop is called the second stop reel, and the act of stopping it is called the second stop. The operation to stop it is also called the second stop operation.
[0162] Furthermore, the third reel to stop is referred to as the third stop reel, and the act of stopping it is referred to as the third stop or final stop. The operation to stop it is also referred to as the third stop operation.
[0163] Furthermore, the first stop operation that stops reel 41a first is called the left first stop operation (operation of stop button 5a), the first stop operation that stops reel 41b first is called the middle first stop operation (operation of stop button 5b), and the first stop operation that stops reel 41c first is called the right first stop operation (operation of stop button 5c).
[0164] Similarly, the second stop operation that stops reel 41a second is called the left second stop operation (operation of stop button 5a), the second stop operation that stops reel 41b second is called the middle second stop operation (operation of stop button 5b), and the second stop operation that stops reel 41c second is called the right second stop operation (operation of stop button 5c).
[0165] Similarly, the third stop operation that stops reel 41a third is called the left third stop operation (operation of stop button 5a), the third stop operation that stops reel 41b third is called the middle third stop operation (operation of stop button 5b), and the third stop operation that stops reel 41c third is called the right third stop operation (operation of stop button 5c).
[0166] (Recommended button press order) In this embodiment, the medalless gaming machine 1 has a recommended button press sequence of "left 1ST press," where the stop button 5a is the first stop operation. Therefore, if a player performs a button press sequence other than pressing the left button first, such as pressing the middle button first with stop button 5b as the first stop operation, or pressing the right button first with stop button 5c as the first stop operation (hereinafter collectively referred to as irregular pressing), specific information can be output.
[0167] "Output of specific information" refers to, for example, the display on the display unit 8, such as "Pressing left is recommended," the output of a prohibition sound from the speaker 9, or a change in the lighting pattern of the lamp 11.
[0168] Furthermore, in games where such button-pressing navigation is not implemented, if players actively press buttons in an irregular order, the frequency of winning combinations corresponding to the irregular presses (bells A3-A6, B3-B6) increases by chance, resulting in the payout of 15 game tokens. This affects the game performance, such as the payout rate, that the medalless gaming machine 1 is designed for.
[0169] Therefore, in the medalless gaming machine 1 of this embodiment, if the game is not being played with a button-pressing navigation system, the display unit 8 will show a warning such as "Pressing left is recommended," thereby preventing players from actively pressing buttons in an unintended manner and preventing the unexpected payout of 15 gaming tokens.
[0170] Furthermore, penalties will be imposed if irregular button presses occur. These penalties may include, for example, the denial of prize draws or game point awards for the game in question. Furthermore, if an irregular button press occurs while in AT mode, no penalty may be imposed.
[0171] (Winning probability for each role) Next, the probability of winning each role will be explained with reference to Figure 6. The main control unit 10 performs the lottery for each of the above-mentioned roles by executing an internal lottery based on the extraction of predetermined random numbers when the game is executed in each game state. Note that Figure 6 shows the internal lottery table used in the internal lottery during the bonus, but the number of judgment values during non-internal bonus and bonus states are not shown.
[0172] As shown in Figure 6, within the bonus, the probability of winning each role is as follows: For example, if the setting value set by the main control unit 10 is set to 1, then the probability of a replay is 8982 / 65536, the probability of a weak cherry is 970 / 65536, the probability of a strong cherry is 256 / 65536, the probability of a watermelon is 920 / 65536, the probability of a chance symbol is 512 / 65536, the probability of a common bell is 512 / 65536, the probability of a single-coin role is 7680 / 65536, each of bells A1 to A2 is 2492 / 65536, each of bells A3 to A6 is 6890 / 65536, and each of bells B1 to B6 is 3290 / 65536.
[0173] While I will omit the explanation for settings 2 through 6, the judgment values for each winning combination in settings 2 through 6 are set to the values shown in the diagram.
[0174] The number of judgment values during the non-internal bonus period is not shown in the diagram, but the settings for the roles and the number of judgment values are configured so that a bonus can be won (100% overlap) when a replay is won during the non-internal period. Note that the role that can be won in conjunction with a bonus during the non-internal period may be set to a role other than a replay.
[0175] Furthermore, the relationship between the winning probabilities of each role may be different from that shown in Figure 6.
[0176] Furthermore, in this embodiment, it is assumed that the probability of winning each winning role is the same for all setting values, but this is not limited to this, and it is also possible to provide winning roles whose winning probability changes according to the setting value and winning roles whose winning probability does not change according to the setting value.
[0177] For example, the probability of winning certain rare roles may be set to increase with higher settings, or conversely, the probability of winning rare roles may be set to increase with lower settings. Furthermore, for winning combinations other than rare combinations, the probability of winning may be set to increase with higher settings, or to decrease with higher settings. Furthermore, while the probabilities of winning each hand are assumed for a 3-bet game, the probabilities of winning each hand in games other than 3-bet games may also be used. Furthermore, while there are currently no losing roles among the winning roles, it is permissible to include losing roles.
[0178] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a normal section (non-advantageous section) or an advantageous section, separately from the game state described later. The normal section is a gameplay section in which no button-pressing navigation related to button-pressing bells is performed. It begins when the next game starts after the advantageous section ends and ends when the conditions for transitioning to the advantageous section are met. Furthermore, the main control unit 10 is controlled to the normal range during its initial state (when reset).
[0179] In this embodiment, the condition for transitioning to the advantageous period is met by winning the advantageous period transition role in the internal lottery process.
[0180] Furthermore, the conditions for transitioning to the advantageous section may be met when a predetermined winning combination is won, or the transition may be made by, for example, the stopping display of a combination of symbols corresponding to a predetermined winning combination or the stopping display of a combination of symbols that does not correspond to a predetermined winning combination (for example, a losing combination or a missed bell combination). Alternatively, the game may transition to a favorable zone when the number of game tokens increases, which is advantageous to the player (for example, an AT state), and the favorable zone may be continued if the favorable game state continues for a period of time.
[0181] The advantageous period is a game period in which button-pressing navigation related to button-pressing bells can be performed, and because button-pressing navigation is performed, it is a game period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period ends when the conditions for transitioning to the advantageous period are met in the normal period, and then the conditions for ending the advantageous period are met. One of the conditions for ending the advantageous period is when the medalless gaming machine 1 (main control unit 10) is reset (including when the settings are changed). In addition, under normal circumstances, the advantageous period may end and the player may transition to a non-advantageous period if they remain in the advantageous period for a predetermined number of games.
[0182] Alternatively, a special-advantageous-period lamp that indicates the player is in an advantageous-period zone when lit may be provided, and the main control unit 10 may control the lighting of this lamp. Furthermore, if a special zone lamp is provided, it may be configured to light up during the special zone and in a game state where the number of game tokens increases (for example, the AT state).
[0183] Furthermore, the medalless gaming machine 1 is equipped with a limiter function (hereinafter also referred to as the advantageous section limiter) to limit the number of game tokens that a player can acquire, and the conditions for ending the advantageous section are met even when the advantageous section limiter is activated. For example, the advantageous section limiter is triggered when the number of tokens acquired during a single advantageous section (the difference in tokens (number of tokens inserted - number of tokens paid out)) reaches the upper limit (for example, +2400 tokens). Therefore, the advantageous period limiter will activate when the difference in the number of tokens in a single advantageous period reaches the upper limit. Alternatively, the condition for the maximum number of coins may be defined as "the total number of coins acquired during a single advantageous period (net increase in coins (so-called MY)) reaching the maximum number of coins (for example, 2400 coins)."
[0184] Furthermore, the conditions for ending the advantageous period are not limited to those mentioned above; they may also include, for example, "at least one notification of a specific sequence of bell symbols being displayed" or "a combination of symbols corresponding to a bonus being displayed as a stop." Alternatively, the system may be configured so that the advantageous period ends and the player transitions to the normal period when a predetermined winning combination (a combination that transitions to the normal period) is won during the advantageous period.
[0185] When the advantageous period ends, while bonus winning rights are carried over, other game-related information is reset. For example, the values of each counter and various information managed during each game state, as described later, are reset when the advantageous period ends. Furthermore, this is not limited to the above; some or all of the information that is initialized at the end of the advantageous period may be prevented from being initialized.
[0186] Furthermore, the medalless gaming machine 1 of this embodiment is equipped with a so-called complete function (also simply called complete) that limits the number of gaming tokens that the player can acquire, from the time the power to the medalless gaming machine 1 is turned on until it is turned off. Specifically, when the net increase in tokens (MY) from the time the tokenless gaming machine 1 is powered on until it is powered off reaches a predetermined number (the complete value of +19,000 tokens), the machine is put into a game-stop state where it is unable to play any further games. Therefore, the number of game tokens that players can acquire during the operating hours of the amusement arcade will be limited. Furthermore, even if the net number of tokens won during a single advantageous period is extremely small during the operation of the amusement arcade, and a player is able to acquire a very large number of game tokens before the advantageous period limiter function is activated, the complete function will activate first, preventing the amusement arcade from incurring a significant loss even if the net number of tokens won is extremely small.
[0187] (Counter related to gaming) During the advantageous period, the main control unit 10 operates as a counting means and stores the counting results of the counters shown below in the storage unit. • Advantageous Period Game Count Counter (hereinafter also referred to as Counter A): The total number of games played during the advantageous period. • Advantageous Period Difference Counter (hereinafter also referred to as Counter B): The total number of coins acquired (difference) during the advantageous period.
[0188] Counter B is a counter related to the advantageous period limiter. When the main control unit 10 transitions from the normal section to the advantageous section, it starts counting the number of games played during the advantageous section (counter A) and the number of game tokens acquired during the advantageous section (counter B). When the value indicated by counter B reaches a specific value (+2400 tokens), it forcibly terminates the advantageous section. The values of counters A and B are reset (reset to zero) when the advantageous period ends.
[0189] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of game tokens consumed (input as bets) by the player during a single advantageous period and the number of game tokens paid out (given). It can count the difference in the number of game tokens consumed and the number of game tokens paid out (difference in game value). Furthermore, unless initialized, counter B will also count the total number of game tokens consumed during gameplay if the total number of game tokens paid out as a result of the game exceeds the total number of game tokens paid out.
[0190] This makes it possible to count the number of game tokens consumed (the number of game tokens lost by the player) even if the player does not actually acquire any game tokens during the advantageous period, but only consumes them. In other words, the main control unit 10 can count the value of counter B even when the number of game values (game tokens) consumed in the advantageous period exceeds the number of game values (game tokens) granted in the advantageous period.
[0191] In addition to the configuration described above, the medalless gaming machine 1 according to this embodiment has the following game states and characteristic gameplay based on these game states.
[0192] (Details of each game state) Next, with reference to Figure 7, the game states of the medalless gaming machine 1 according to this embodiment and the transitions between each game state will be explained. Furthermore, the main control unit 10 can independently control the lottery state (RT state) of the internal lottery process, the transition between the normal section and the advantageous section, and the transition between game states. Unless otherwise specified, the timing of the transition from one game state to another is generally after the third reel stops in the game in which the transition conditions are met (or after the payout of game tokens is completed). However, it is not limited to this, and the transition may also occur from the next game after the transition conditions are met.
[0193] As shown in Figure 7, the gameplay of the medalless gaming machine 1 according to this embodiment takes place in either a non-advantageous section or an advantageous section. In the non-advantageous section, the game is played in a non-advantageous state. In the advantageous section, the game is played in multiple game states, such as CZ (Chance Zone) 1, 2, Special Zone 1, 2, Main AT, Pseudo Bonus, Predetermined Game State, and EDAT (Ending Assist Time).
[0194] Hereafter, CZ1 and CZ2 will be collectively referred to as CZ, and Special Zones 1 and 2 will be collectively referred to as Special Zone. Also, Special Zone 1 will be abbreviated as Special 1, and Special Zone 2 will be abbreviated as Special 2.
[0195] As described above, the game states of this embodiment can be broadly classified into a high-payout AT state in which button-press navigation can be performed without restriction, a low-payout AT state in which button-press navigation is restricted compared to the high-payout AT state, and a non-AT state in which button-press navigation is not performed. Specifically, in the high-payout AT state, button-press navigation is performed when Bell A and Bell B are won, while in the low-payout AT state, button-press navigation is performed only when Bell A is won.
[0196] Furthermore, the low net increase AT state may be implemented using specifications different from those of this embodiment, such as a specification that alternates between a full navigation that notifies all button presses and a 1st navigation that notifies only the first stop operation, or a specification that executes a full navigation when the navigation lottery (for example, a lottery with a 50% chance of winning) is won.
[0197] In Figure 7, the "unmarked" state is a non-AT state. That is, non-advantageous, normal, CZ1,2, special zone 1, and predetermined game states are non-AT states. In Figure 7, the state marked with "▲" is a low net increase AT state. That is, the main AT is a low net increase AT state. In Figure 7, the state marked with "●" is a high net increase AT state. That is, special zone 2, pseudo bonus, and EDAT are AT states.
[0198] Furthermore, some or all of the states marked with "●" may be considered low-net-increase AT states, and the states marked with "▲" may be considered high-net-increase AT states. In addition, some or all of the non-AT states other than non-advantageous states may be considered low-net-increase AT states or high-net-increase AT states.
[0199] In this embodiment, a command capable of identifying the result of an internal lottery is transmitted from the main control unit 10 to the sub-control unit 20. Based on this command, the sub-control unit 20 performs display control of the display unit 8 and the navigation lamp 12, thereby executing the button-press navigation. At this time, the control related to the display of the button-press navigation may be performed by a lamp controlled by the main control unit 10.
[0200] As shown in Figure 7, when the medalless gaming machine 1 is shipped, when the settings are changed, or when it is reset, gameplay starts from a non-advantageous state. This gameplay is during a non-internal bonus win. If a favorable section transition role is won during a non-advantageous state without an internal bonus win, the game transitions to the favorable section and returns to normal mode (arrow (1) in Figure 7). All roles except replays are considered favorable section transition roles.
[0201] On the other hand, if you are in a non-advantageous state and are in the middle of a bonus round, and you win a role that triggers a transition to an advantageous section, you will transition to an advantageous section and also to CZ2 (arrow (2) in Figure 7).
[0202] If you play 5 games in CZ2 without winning the lottery to transition to Special Zone 2, you will return to normal mode (arrow (3) in Figure 7).
[0203] Normally, if the CZ lottery determines that the player will proceed to CZ1, the player will proceed to CZ1 (arrow (4) in Figure 7).
[0204] If you play 10 games in CZ1 without winning the lottery to transition to Special Zone 1, you will return to normal mode (arrow (5) in Figure 7).
[0205] If you win the AT lottery in CZ1, you will proceed to the main AT (arrow (6) in Figure 7).
[0206] In the main AT, if the net number of tokens reaches 0 and there is no right to transition to CZ2, the game will transition to normal mode (arrow (7) in Figure 7).
[0207] If Special Feature 1 is awarded in the special feature type lottery during the main AT, the game will switch to Special Feature 1 (arrow (8) in Figure 7).
[0208] When the remaining number of games in Specialization 1 reaches 0, the game transitions to the main AT (arrow (9) in Figure 7).
[0209] If Special 2 is awarded in the special bonus type lottery during the main AT, the game will switch to Special 2 (arrow (10) in Figure 7).
[0210] When the remaining number of games in Special Mode 2 reaches 0, the game transitions to the main AT (arrow (11) in Figure 7).
[0211] In Specialization 2, if you win the pseudo-bonus lottery, you will proceed to the pseudo-bonus (arrow (12) in Figure 7).
[0212] When the remaining number of games in the pseudo-bonus reaches 0, it transitions to Special Mode 2 (arrow (13) in Figure 7).
[0213] If you win the Special Feature 2 lottery in CZ2, you will proceed to Special Feature 2 (arrow (14) in Figure 7).
[0214] In the main AT, if the net number of tokens reaches 0 and there is a right to transition to CZ2, the game will transition to CZ2 (arrow (15) in Figure 7).
[0215] When the number of net winnings during the advantageous period reaches 2200, the game transitions to EDAT (arrow (16) in Figure 7). Note that the predetermined game state can be any game state other than the non-advantageous state.
[0216] In EDAT, when the net number of coins during the advantageous period reaches the limiter of 2400 coins, it transitions to a non-advantageous state (arrow (17) in Figure 7).
[0217] In this embodiment, normally, if the left first stop operation is not performed in CZ1 or Specialization 1 (i.e., if the middle first stop operation or the right first stop operation is performed), the lottery related to AT (navigation performance) is not performed in that game.
[0218] Also, in the main AT as well, in a game where the push-order navigation is not executed, if the first left stop operation is not performed (that is, if the first middle stop operation or the first right stop operation is performed), the lottery related to the AT (navigation performance) in that game is not executed. In other words, in the main AT, in a game where the push-order navigation is executed, performing an operation other than the first left stop operation will not cause any disadvantage to the player.
[0219] (Non - advantageous) Next, the non - advantageous state will be explained. The non - advantageous state is a game state that is executed during the non - advantageous section, which is a game section. The non - advantageous state is a state waiting for the transition to the advantageous section and is a non - AT state. Since the roles other than replay are the roles for transitioning to the advantageous section, the non - advantageous state is a period that ends immediately.
[0220] The non - advantageous state is mainly a game state that transitions after the setting change (including the re - spin with the same settings) and after the end of ED. As described above, in the non - advantageous state, if the role for transitioning to the advantageous section is won during the non - internal state, it transitions to the normal state, and if the role for transitioning to the advantageous section is won during the internal state, it transitions to CZ2.
[0221] (Normal)
[0222] Normally, it is in a non - AT state. Normally, a CZ1 lottery right - granting lottery is executed to determine whether to grant the lottery right for the transition lottery to CZ1. And when a predetermined number (for example, 3) of such lottery rights are obtained, a transition lottery to CZ1 is executed. If one wins the transition lottery to CZ1, one transitions to CZ1.
[0223] The following explains each lottery that is normally executed.
[0224] <CZ1 lottery right - granting lottery> The main control unit 10 executes a CZ1 lottery right - granting lottery to determine whether to grant the lottery right for the transition lottery to CZ1. The CZ1 lottery right - granting lottery uses the CZ1 lottery right - granting lottery table 1 shown in Fig. 8(a).
[0225] As shown in Fig. 8(a), the CZ1 lottery right awarding lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of the internal lottery. "Other" which is the result of the internal lottery means a result other than "replay", "weak rare role", and "strong rare role". In this embodiment, "other" does not include a loss, but a loss may be included. When "0" is selected in the CZ1 lottery right awarding lottery, no right is awarded. When "1" is selected in the CZ1 lottery right awarding lottery, 1 right is awarded. When "3" is selected in the CZ1 lottery right awarding lottery, 3 rights are awarded.
[0226] For example, when the result of the internal lottery is "other", it is controlled such that "0" is selected with a probability of 255 / 256, "1" is selected with a probability of 1 / 256, and "3" is selected with a probability of 0 / 256.
[0227] Note that the descriptions of the results of "replay", "weak rare role", and "strong rare role" in the internal lottery are omitted, but the lottery is controlled to be performed with the illustrated probabilities.
[0228] In this embodiment, every time 3 lottery rights for the CZ1 transition lottery are acquired, the specific effect shown in Fig. 9 is executed. Also, in this embodiment, when the number of acquired rights exceeds 3, the rights for 4 or more overflows are carried over. And the number of carried-over rights is used for the next CZ1 transition lottery. Note that the method of digesting the rights for overflows is not limited to this embodiment. For example, the winning probability of the CZ1 transition lottery may be increased according to the number of overflowed rights without carrying over the rights for overflows.
[0229] <CZ1 Transition Lottery> When 3 lottery rights for the CZ1 transition lottery are stored, the main control unit 10 executes the CZ1 transition lottery to determine whether to transition to CZ1. The CZ1 transition lottery uses the CZ1 lottery table shown in Fig. 8(b).
[0230] As shown in Figure 8(b), the CZ1 transition lottery is performed based on a random value (a random value with a range of 256 types) extracted during game execution and a set value. If "Not won" is selected in the CZ1 transition lottery, the right to transition to CZ1 is not granted, and if "Win" is selected in the CZ1 transition lottery, the right to transition to CZ1 is granted.
[0231] For example, if the setting is "Setting 1", the system is controlled so that "Not Winning" is selected with a probability of 128 / 256, and "Winning" is selected with a probability of 128 / 256.
[0232] Note that the explanation for settings "Setting 2" through "Setting 6" is omitted, but the system is controlled to conduct the lottery according to the probabilities shown in the diagram.
[0233] Furthermore, even if multiple lottery rights for transitioning to CZ1 have not been accumulated, the CZ1 transition lottery may still be conducted. Alternatively, the CZ1 transition lottery may be conducted in the game following a game in which three lottery rights for transitioning to CZ1 have been accumulated, and the outcome of the internal lottery in that game may be used to determine whether the player wins or loses the CZ1 transition lottery.
[0234] <Drawing of performance content> The sub-control unit 20 performs a performance content lottery to determine the content of a specific performance to be executed when the CZ1 transition lottery is performed. The sub-control unit 20 executes a performance based on the results of the performance content lottery (see Figure 9). If the result of the CZ1 transition lottery is not a win, the content of the performance is selected from losing pattern (1) and losing pattern (2). If the result of the CZ1 transition lottery is a win, the content of the performance is selected from winning pattern (1) and winning pattern (2).
[0235] As shown in Figure 8(c), the selection of the performance content is performed based on random values extracted during game execution (random values with an extraction range of 256 types) and the results of the CZ1 transition lottery.
[0236] For example, if the result of the CZ1 transition lottery is not a win, the system is controlled so that "Loss Pattern (1)" is selected with a probability of 128 / 256, and "Loss Pattern (2)" is selected with a probability of 128 / 256. Also, for example, if the result of the CZ1 transition lottery is a win, the system is controlled so that "Winning Pattern (1)" is selected with a probability of 128 / 256, and "Winning Pattern (2)" is selected with a probability of 128 / 256.
[0237] <Specific effects during normal operation> As shown in Figure 9, a specific animation is usually performed to announce the result of the CZ1 transition lottery. There are four types of animation patterns for this specific animation. The four types of animation patterns are: losing pattern (1), losing pattern (2), winning pattern (1), and winning pattern (2) (see Figure 8(c)).
[0238] In a specific performance, the pattern of characters displayed sequentially when the stop operation is performed indicates whether or not the CZ1 transition lottery has been won. In this embodiment, the characters are displayed sequentially when the stop button 5 is released (when the stop button is released), but the characters may be displayed when the stop button 5 is pressed.
[0239] When a specific effect is being executed, the sub-control unit 20 outputs a normal stop sound from speaker 9 during a normal stop operation. On the other hand, when a slide stop operation is performed, the sub-control unit 20 outputs a normal stop sound from speaker 9 during the first stop operation, and outputs a special stop sound from speaker 9 during the second and third stop operations. In other words, the sub-control unit 20 is capable of executing effects, and speaker 9 is capable of outputting a special stop sound when the sub-control unit 20 is executing a specific effect.
[0240] As shown in Figure 9(a), in a specific performance, a special performance start screen indicating that the special performance is about to begin is first displayed on the display unit 8. In this example, a message indicating that the special performance is about to begin is displayed.
[0241] Next, as shown in Figure 9(b), before the stop operation is activated, a message 221 prompting the user to perform a slide stop operation is displayed on the display unit 8.
[0242] Subsequently, if a normal stop operation is performed, a specific animation will be executed according to one of the animation patterns shown in Figure 9(c1), Figure 9(d1), or Figure 9(e1). In these animation patterns, a normal stop sound will be output from speaker 9. On the other hand, if a slide stop operation is performed, a specific animation will be executed according to one of the animation patterns shown in Figure 9(c2), Figure 9(d2), or Figure 9(e2). In these animation patterns, a special stop sound will be output from speaker 9. Note that the examples described above assume that the buttons are pressed in order (left → middle → right).
[0243] As shown in Figure 9(c1), when the winning pattern (1) is selected and a normal stop operation is performed, the character "は" is displayed when the left first stop operation is performed, and the character "ず" is displayed when the middle second stop operation is performed. Then, when the right third stop operation is performed, the character "V" is displayed, indicating that the CZ1 transition lottery has been won. This notifies the player that they have won the CZ1 transition lottery.
[0244] As shown in Figure 9(d1), when a winning pattern (2) is selected and a normal stop operation is performed, the character "あ" is displayed when the left first stop operation is performed. The character "た" is displayed when the middle second stop operation is performed. Then, when the right third stop operation is performed, the character "V" is displayed, indicating that the CZ1 transition lottery has been won. This notifies the player that they have won the CZ1 transition lottery. In the specific performance of this embodiment, as shown in Figure 9(d2), the winning of the CZ1 transition lottery may be notified when the characters "あ", "た", and "り" are lined up at the time of the third stop operation. Therefore, in this example, the expectation of winning the CZ1 transition lottery can be increased up to the first and second stop operations.
[0245] As shown in Figure 9(e1), when the losing pattern (1) is selected and a normal stop operation is performed, the character "は" is displayed when the left first stop operation is performed, the character "ず" is displayed when the middle second stop operation is performed, and the character "れ" is displayed when the right third stop operation is performed. In other words, the character "は", "ず", and "れ" are all displayed at the time of the third stop operation, without the character "V" which confirms a win in the CZ1 transition lottery as in the winning pattern (1). This indicates that the player has not won the CZ1 transition lottery. In this case, it is possible to create the expectation that the notification of winning the CZ1 transition lottery will be displayed in the manner shown in Figure 9(c1) up to the third stop operation. It is also possible to create the expectation that the notification of winning the CZ1 transition lottery will be displayed in the manner shown in Figure 9(c2) up to the second stop operation.
[0246] As shown in Figure 9(c2), when the winning pattern (1) is selected and the slide stop operation is performed, the character "は" is displayed when the left first stop operation is performed. Then, when the middle second stop operation is performed, the character "V" is displayed, indicating that the CZ1 transition lottery has been won. Then, when the right third stop operation is performed, the character "れ" is displayed. This notifies that the CZ1 transition lottery has been won. When the winning pattern (1) is selected, the notification is given at the second stop operation when the slide stop operation is performed, whereas when the normal stop operation is performed, the notification is given at the third stop operation, so the timing of the notification is earlier when the slide stop operation is performed.
[0247] In other words, the display unit 8 can notify whether or not the machine is controlled to CZ1, which is a more advantageous state than usual. If the operation time for a normal stop operation is considered to be 1 time, then the operation time for a slide stop operation is considered to be 2 time, which is shorter than 1 time. Furthermore, the display unit 8 can notify earlier when a slide stop operation is performed than when a normal stop operation is performed, and therefore can notify earlier when the operation time between the operation of one stop button 5 and the operation of another stop button 5 is 2 time, which is shorter than 1 time, than when the operation time is 1 time.
[0248] As shown in Figure 9(d2), when the winning pattern (2) is selected and a slide stop operation is performed, when the winning pattern (2) is selected and a normal stop operation is performed, the character "あ" is displayed when the left first stop operation is performed, the character "た" is displayed when the middle second stop operation is performed, and the character "り" is displayed when the right third stop operation is performed. As a result, the characters "あ", "た", and "り" are lined up, and it is announced that the player has won the CZ1 transition lottery. In the winning pattern (2), as shown in Figure 9(d1), when a normal stop operation is performed, the characters "あ", "た", and "り" are not lined up, but it is announced that the player has won the CZ1 transition lottery. On the other hand, when the slide stop operation is performed, the characters "あ", "た", and "り" are lined up, and it is announced that the player has won the CZ1 transition lottery, so a cohesive presentation can be performed.
[0249] As shown in Fig. 9 (e2), when a slide stop operation is performed when the losing pattern (1) is selected, when the left first stop operation is performed, the character "a" is displayed, when the middle second stop operation is performed, the character "ta" is displayed, and when the right third stop operation is performed, the character "re" is displayed. That is, unlike the winning pattern (2) shown in Fig. 9 (d2), where the characters "a", "ta", and "ri" for which the winning of the CZ1 transition lottery is determined are aligned, the character "re" is displayed when the third stop operation is performed. Thereby, it is notified that the CZ1 transition lottery is a non-winning. In this case, it is possible to give an expectation that the winning of the CZ1 transition lottery will be notified in the mode of the winning pattern (2) shown in Fig. 9 (d1) or the winning pattern (2) shown in Fig. 9 (d2).
[0250] Note that the specific effect may not be limited to the effect of the mode shown in this embodiment. For example, every time a stop operation is performed, the ally character attacks the enemy character, and when the enemy character loses, a battle effect in which winning the CZ1 transition lottery is determined, or every time a stop operation is performed, the meter rises, and when the value of the meter reaches a predetermined value, a meter effect in which winning the CZ1 transition lottery is determined, etc. An effect different from this embodiment can be set as the specific effect.
[0251] (CZ1) Next, CZ1 will be described. CZ1 is in a non-AT state. CZ1 ends when 10 games are completed or when winning the AT lottery and determining the transition to the main AT. In CZ1, the notification mode when winning the AT lottery can be selected from either the outcome notification or the slide notification.
[0252] The outcome notification is executed during the pseudo-game at the start of the game that has been determined to generate an effect by lottery of the outcome notification pattern. The outcome notification is an effect where the transition to the main AT is determined when a specific symbol stops on a valid line on any of the reels 41a to 41c. The outcome notification can be executed regardless of whether or not the player has won the AT lottery. Therefore, even if the outcome notification occurs, it is not certain that the player has won the AT lottery. For this reason, the outcome notification is a chance notification. Note that which of the reels 41a to 41c to aim for the specific symbol is notified by the display 8 or the backlight of the reel 41.
[0253] The slide notification is executed during the pseudo-game at the start of the game in which the player has won the AT lottery. The slide notification is an effect where the transition to the main AT is determined by the stop sound when the slide stop operation is performed. The slide notification is executed when the player has won the AT lottery. Therefore, the slide notification is a one-shot notification that confirms that the player has won the AT lottery. Note that when the slide stop operation is not performed when the slide notification occurs (that is, when the normal stop operation is performed), the normal stop sound is output, and when the slide stop operation is performed, the stop sound determined by referring to Fig. 10(c) is output to give a setting suggestion.
[0254] In the slide notification, when the third stop operation is performed, the stop sounds for three times are output together. That is, the relationship between the stop operation and the stop sound is: the first stop operation → the second stop operation → the third stop operation → the first stop sound → the second stop sound → the third stop sound. For this reason, when the slide stop operation is performed, the time lag between the stop operation and the stop sound is shorter than that in the normal stop operation. Therefore, it is possible to realize a slide notification effect with no sense of incongruity in the output timing of the stop sound when the slide stop operation is performed. Note that, as described above, the stop sound may be output each time the stop operation is performed.
[0255] In other words, when the slide stop operation is performed when the speaker 9 is in a state advantageous to the player who wins the AT lottery and slide notification is performed, the main control unit 10 can output a special stop sound corresponding to the stop operation for one stop button 5 preceding and the stop operation for another stop button 5 following after the stop operation for the other stop button 5 is performed.
[0256] In this embodiment, a state of winning the AT lottery is cited as a state advantageous to the player. However, for example, when winning a lottery other than the AT lottery and being in a state advantageous to the player, when transitioning to a game state advantageous to the player and being in a state advantageous to the player, when transitioning to a production period advantageous to the player such as a premonition period and being in a state advantageous to the player, etc., states different from this embodiment can be exemplified.
[0257] <AT lottery> The main control unit 10 executes an AT lottery for each game to determine whether to transition to the main AT in CZ1. When winning the AT lottery, the transition to the main AT is confirmed. FIG. 10(a) shows an AT lottery table used in the AT lottery.
[0258] As shown in FIG. 10(a), the AT lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and the result of an internal lottery. "Other" which is the result of the internal lottery is a result other than "replay", "weak rare combination", and "strong rare combination". In this embodiment, "other" does not include a loss, but a loss may be included. In the AT lottery, either "non-winning" which does not transition to the main AT or "winning" which transitions to the main AT is selected.
[0259] For example, when the result of the internal lottery is "other" and the setting is 1, it is controlled such that "non-winning" is selected with a probability of 240 / 256 and "winning" is selected with a probability of 16 / 256.
[0260] Note that the description of the results of the internal lottery being "replay", "weak rare combination", and "strong rare combination" is omitted, but it is controlled such that the lottery is performed with the illustrated probabilities.
[0261] <Drawing pattern notification lottery> The main control unit 10 performs a lottery for the outcome notification pattern to determine the presentation pattern of the outcome notification when outcome notification is selected, for each game. Figure 10(b) shows the outcome notification pattern lottery table used in the outcome notification pattern lottery.
[0262] As shown in Figure 10(b), the pattern selection for the outcome notification is performed based on a random value extracted during game execution (a random value with an extraction range of 256 types), the result of the AT lottery, and the result of the internal lottery. The result of the internal lottery, "Other," refers to results other than "Replay" and "Weak Rare Role" if the AT lottery is not won, and results other than "Replay," "Weak Rare Role," and "Strong Rare Role" if the AT lottery is won. In this embodiment, "Other" does not include misses, but it may include misses.
[0263] In the reel display notification pattern lottery, if the AT lottery result is not won, one of the following will be selected: "No occurrence" where no effect occurs, "Mid-miss pattern" which prompts the player to stop on a specific symbol on reel 41a, "Right-miss pattern" which prompts the player to stop on a specific symbol on reel 41b, or "Left-miss pattern" which prompts the player to stop on a specific symbol on reel 41c. In other words, if the AT lottery is not won, the reel display notification may not occur. Also, in the miss patterns, the specific symbol will not stop on an active payline.
[0264] As shown in Figure 10(b1), for example, if the AT lottery result is not a win and the internal lottery result is "other", the system is controlled so that "not occurring" is selected with a probability of 208 / 256, "mid-losing pattern" is selected with a probability of 32 / 256, "right-side losing pattern" is selected with a probability of 16 / 256, and "left-side losing pattern" is selected with a probability of 0 / 256.
[0265] While we will omit explanations regarding the results of the internal lottery, specifically "Replay" and "Weak Rare Role," the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0266] In the reel display notification pattern lottery, if the AT lottery result is a win, one of the following patterns will be selected: "Winning Pattern Middle" prompting the player to stop a specific symbol on reel 41b, "Winning Pattern Right" prompting the player to stop a specific symbol on reel 41c, "Winning Pattern Left" prompting the player to stop a specific symbol on reel 41a, or "Winning Pattern Left, Middle, Right" prompting the player to stop a specific symbol on reels 41a to 41c. In other words, if the AT lottery is won, a reel display notification will always occur. In addition, in the winning patterns, a specific symbol will stop on an active payline.
[0267] As shown in Figure 10(b2), for example, if the result of the AT lottery is a win and the result of the internal lottery is "other", the system is controlled so that "Winning Pattern Middle" is selected with a probability of 85 / 256, "Winning Pattern Right" is selected with a probability of 85 / 256, "Winning Pattern Left" is selected with a probability of 85 / 256, and "Winning Pattern Left, Middle, Right" is selected with a probability of 1 / 256.
[0268] While we will omit explanations regarding the results of the internal lottery, specifically "Replay," "Weak Rare Role," and "Strong Rare Role," the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0269] <Slide announcement pattern lottery> When slide notification is selected, the main control unit 10 performs a slide notification pattern lottery in the game that wins the AT lottery to determine the slide notification pattern to be executed when the slide stop operation is performed. Figure 10(c) shows the slide notification pattern lottery table used in the slide notification pattern lottery.
[0270] As shown in Figure 10(c), the slide notification pattern lottery is performed based on a random value (a random value with a range of 256 types) extracted during game execution and a set value.
[0271] In the slide notification pattern lottery, one of the following will be selected: "Special Stop Sound A", "Special Stop Sound B", "Special Stop Sound C", or "Normal Stop Sound".
[0272] As shown in FIG. 10(c), for example, when the set value is "Setting 1", "Special Stop Sound A" is selected with a probability of 128 / 256, "Special Stop Sound B" is selected with a probability of 128 / 256, "Special Stop Sound C" is selected with a probability of 0 / 256, and "Normal Stop Sound" is selected with a probability of 0 / 256.
[0273] Note that the description of the set values from "Setting 2" to "Setting 6" is omitted, but the control is such that a lottery is performed with the illustrated probabilities. And it becomes possible to give a setting suggestion according to the type of the special stop sound whose selection probability of the special stop sound varies according to the set value.
[0274] Note that the sub-control unit 20 may select a stop sound for the slide notification. Also, in the slide notification, the stop symbol in the pseudo-game may be determined. That is, the result of the AT lottery may be notified by the type of the stop symbol when the slide stop operation is performed.
[0275] <Effect in CZ1> Next, the effect executed in CZ1 will be described with reference to FIG. 11. First, an example of the effect when selecting the outcome notification will be described. FIGS. 11(a1) → FIGS. 11(b1) show the screen transition on the display 8 when selecting the outcome notification at the end of the first game of CZ1, and FIG. 11(c1) shows an example of the effect screen on the display 8 when executing the outcome notification.
[0276] As shown in FIG. 11(a1), when the first game of CZ1 ends, an effect selection screen 230 is displayed from the display 8. At this time, when the stop button 5a is operated, the cursor moves and the outcome notification can be selected, and when the stop button 5c is operated, the cursor moves and the slide notification can be selected.
[0277] As shown in FIG. 11(b1), when the MAX bet button 2b is pressed in the state where the outcome notification is selected, an effect confirmation screen 231 is displayed and the outcome notification is confirmed.
[0278] As shown in Figure 11(c1), if the reel result notification is selected, the reel result notification screen 232 is displayed in the simulated game of the game for which the reel result notification pattern lottery determined that the reel result notification should be generated. The reel result notification screen 232 displays the specific symbol to be stopped in the simulated game and the reel on which to stop the specific symbol. For example, as shown in the figure, it is displayed that the specific symbol "7" should be stopped on reel 41b. When the stopping operation is performed, if the AT lottery has not been won, the specific symbol "7" will not stop on the active line, but if the AT lottery has been won, the "7" will stop on the active line. Therefore, the reel result notification is a chance notification. In addition, in the reel result notification, it is also possible to notify that the AT lottery has been won by having the specific symbol appear in the display window 6 rather than on the active line.
[0279] Next, we will explain an example of the presentation when selecting the slide notification. Figure 11(a2) → Figure 11(b2) shows the screen transition on display 8 when the slide notification is selected at the end of the first game of CZ1, and Figure 11(c2) shows an example of the presentation screen on display 8 when the slide notification is executed.
[0280] As shown in Figure 11(a2), when the first game of CZ1 ends, the performance selection screen 233 is displayed on the display unit 8. At this time, operating the stop button 5a moves the cursor and allows selection of the outcome notification, and operating the stop button 5c moves the cursor and allows selection of the slide notification.
[0281] As shown in Figure 11(b2), when the slide notification is selected and the MAX bet button 2b is pressed, the performance confirmation screen 234 is displayed, and the slide notification is confirmed.
[0282] As shown in Figure 11(c2), if slide notification is selected, the slide notification screen 235 is displayed during the simulated game of the game in which the AT lottery was won. Therefore, slide notification is an instant notification. The slide notification screen 235 displays a screen prompting the player to perform a slide stop operation. For example, a message like the one shown in the figure is displayed. When the slide stop operation is performed, either a special stop sound A-C or a normal stop sound is output from speaker 9. The setting value is then suggested depending on whether a special stop sound A-C or a normal stop sound is output when the slide stop operation is performed. If a normal stop sound is output when the slide stop operation is performed, setting 6 is confirmed.
[0283] (CZ2) Next, let's explain CZ2. CZ2 is a non-AT state. CZ2 ends when 5 games are played or when the Special Mode 2 lottery is won and the transition to Special Mode 2 is decided. In CZ2, a special role is determined at the start of the first game. If a special role or rare role is won in CZ2, the transition to Special Mode 2 is confirmed.
[0284] <Special role lottery> The main control unit 10 performs a special role lottery to determine the special role when the start operation of the first game of CZ2 (operation of the start lever 3 after betting game tokens) is performed. The special role lottery uses the special role lottery table shown in Figure 12(a).
[0285] As shown in Figure 12(a), the special role lottery is performed based on a random value (a random value with a range of 256 types) extracted during game execution and a set value. If "Not won" is selected in the special role lottery, no special role is set. If "One-coin role" is selected, a one-coin role is set as the special role. If "Replay" is selected, a replay is set as the special role. If "One-coin role + Replay" is selected, a one-coin role and a replay are set as the special roles.
[0286] For example, if the setting is "Setting 1", the game is controlled so that "No Win" is selected with a probability of 249 / 256, "Single Coin Win" is selected with a probability of 3 / 256, "Replay" is selected with a probability of 3 / 256, and "Single Coin Win + Replay" is selected with a probability of 1 / 256.
[0287] Note that the explanation for settings "Setting 2" through "Setting 6" is omitted, but the system is controlled to conduct the lottery according to the probabilities shown in the diagram.
[0288] Furthermore, it is also possible to determine the special role at the end of the game state before transitioning to CZ2. Additionally, it is also possible to designate winning roles other than replays and single-coin wins as targets for special roles.
[0289] <Specialized Lottery 2> The main control unit 10 performs a Special Mode 2 lottery in every game to determine whether to transition to Special Mode 2 in CZ2. If the Special Mode 2 lottery is won, the transition to Special Mode 2 is confirmed. Figure 12(b) shows the Special Mode 2 lottery table used in the Special Mode 2 lottery.
[0290] As shown in Figure 12(b), the Specialization 2 lottery is performed based on a random value (a random value with a range of 256 types) extracted during game execution and the result of an internal lottery. "Other," which is the result of the internal lottery, refers to results other than "Special Role" and "Rare Role." In this embodiment, "Other" does not include a losing result, but it may include a losing result. If "Not Won" is selected in the Specialization 2 lottery, the game does not proceed to Specialization 2, and if "Won" is selected in the Specialization 2 lottery, the game proceeds to Specialization 2.
[0291] For example, if the internal lottery result is "Other" and the setting is 1, the system is controlled so that "Not a Winner" is selected with a probability of 240 / 256 and "Winner" is selected with a probability of 16 / 256.
[0292] Note that while we will omit the explanation regarding "special roles" and "rare roles" as results of the internal lottery, the lottery is controlled to be conducted according to the probabilities shown in the diagram. As shown in the diagram, when the result of the internal lottery is a "special role" or a "rare role," you win the Special 2 lottery.
[0293] <Performance in CZ2> Next, the performance executed in CZ2 will be described using FIG. 13. An example of the performance when a special role is determined by a special role lottery in CZ2 will be described.
[0294] As shown in FIG. 13, in CZ2, a background image corresponding to CZ2 is displayed from the display 8. And a special role display area 240 is provided at the upper left corner of the screen of the display 8. The special role determined by the special role lottery is displayed in the display area 240. For example, when "One-card role + Replay" is selected in the special role lottery, a one-card role icon 240a indicating the one-card role and a replay icon 240b indicating the replay are displayed vertically. When either one is determined in the special role lottery, the one-card role icon 240a or the replay icon 240b is displayed. When not selected in the special role lottery, neither icon is displayed. Also, in this example, at the lower side of the screen of the display 8, an explanation of the game indicating that Specialization 2 is confirmed when winning the special role and the special role selected in the special role lottery is displayed.
[0295] (Main AT) The main AT is in a low pure increase AT state. In the main AT, the game is played aiming for Specialization 1 and Specialization 2. The main AT ends when the remaining number of games reaches 0. If the "CZ2 right" is obtained in the main AT, it will transfer to CZ2 after the end of the main AT.
[0296] <Bonus type lottery> The main control unit 10 executes a bonus type lottery for each game to determine whether to grant a bonus in the main AT and the type of the bonus to be granted. FIG. 14(a) shows a bonus type lottery table used in the bonus type lottery.
[0297] As shown in Figure 14(a), the prize type lottery is performed based on a random number (a random number with a range of 256 types) extracted when the game is run and the result of an internal lottery. If "Not Won" is selected in the prize type lottery, no prize is awarded. If "Specialization 1" is selected in the prize type lottery, the right to transition to Specialization 1 is granted. If "Specialization 2" is selected in the prize type lottery, the right to transition to Specialization 2 is granted.
[0298] For example, if the result of the internal lottery is "Replay," the system is controlled so that "Not Winning" is selected with a probability of 240 / 256, "Special Feature 1" is selected with a probability of 1 / 256, and "Special Feature 2" is selected with a probability of 0 / 256.
[0299] While we will omit the explanation regarding the results of the internal lottery, specifically whether they are "weak rare roles" or "strong rare roles," the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0300] <Pre-announcement game count lottery> The main control unit 10, when a prize type lottery is performed, executes a pre-announcement game count lottery to determine the number of pre-announcement games based on the result of the prize type lottery. The sub-control unit 20 executes a pre-announcement performance starting from the game following the game in which the main control unit 10 performed the pre-announcement game count lottery. If the prize type lottery is unsuccessful, a so-called false pre-announcement performance is executed, and if Special 1 or Special 2 is assigned in the prize type lottery, the real pre-announcement performance is executed. The result of the prize type lottery is then announced or hinted at as a result of the pre-announcement performance. Figure 14(b) shows the pre-announcement game count lottery table used in the pre-announcement game count lottery.
[0301] As shown in Figure 14(b), the lottery for the number of pre-announcement games is performed based on a random value extracted during game execution (a random value with an extraction range of 256 types), the result of the lottery for the type of bonus, and the result of the internal lottery. If "1" is selected in the lottery for the number of pre-announcement games, a 1-game pre-announcement sequence is performed; if "2" is selected, a 2-game pre-announcement sequence is performed; and if "3" is selected, a 3-game pre-announcement sequence is performed. If the lottery for the type of bonus is unsuccessful, the lottery for the number of pre-announcement games is performed only if the result of the internal lottery is a rare role. On the other hand, if Specialization 1 or Specialization 2 is assigned in the lottery for the type of bonus, the lottery for the number of pre-announcement games is performed regardless of the result of the internal lottery.
[0302] For example, if the result of the prize type lottery is "not won," the system is controlled so that "1" is selected with a probability of 192 / 256, "2" is selected with a probability of 64 / 256, and "3" is selected with a probability of 0 / 256.
[0303] The explanation for the "Special 1" and "Special 2" results in the prize type lottery will be omitted, but the lottery will be controlled to be conducted according to the probabilities shown in the diagram.
[0304] <Presentation during main AT> Next, the effects performed by the sub-control unit 20 in the main AT will be explained using Figures 15 to 17.
[0305] The sub-control unit 20 can execute predetermined pre-announcement effects during the pre-announcement period, which is the execution period of the pre-announcement game in the main AT, while also being able to execute navigation effects when push-order navigation is executed. In other words, the sub-control unit 20 can execute navigation effects when a push-order bell is won during the pre-announcement period.
[0306] The navigation display is performed using a display unit 8 capable of displaying the order of button presses, which is the operation method for stopping the machine, and a character, which is information related to the order of button presses. In the navigation display, the display unit 8 can gradually change the display mode of the character to a more advantageous display mode each time a stopping operation is performed.
[0307] Specifically, the navigation animation displays characters corresponding to the order of stop operations in the button press navigation, and can also change to advantageous characters that suggest a transition to Special Mode 1 or Special Mode 2 by progressively evolving the characters each time a stop operation is performed.
[0308] As shown in Figure 15, the characters corresponding to the stop operation sequence of the button press navigation are divided into groups A, B, and C. Character A belongs to Group A. Characters B-1, B-2, and B-3 belong to Group B. Characters C-1, C-2, and C-3 belong to Group C.
[0309] When the button press order navigation is displayed on the display unit 8, the first stop operation is associated with a character belonging to group C, the second stop operation is associated with a character belonging to group B, and the third stop operation is associated with a character belonging to group A.
[0310] Then, when the first stop operation is performed, the character corresponding to the first stop operation is erased, the character corresponding to the second stop operation evolves from a character belonging to Group B to a character belonging to Group C, and the character corresponding to the third stop operation evolves from a character belonging to Group A to a character belonging to Group B.
[0311] Next, when the second stop operation is performed, the character corresponding to the second stop operation is deleted, and the character corresponding to the third stop operation evolves from a character belonging to Group B to a character belonging to Group C.
[0312] Next, when the third stop operation is performed, the character corresponding to the third stop operation is erased.
[0313] In this way, each time a stop operation is performed, the character changes, and one of the characters belonging to each group is displayed. The type of character that changes then affects the likelihood of transitioning to Specialization 1 or Specialization 2.
[0314] If character C-1 is ultimately displayed, it may be a false premonition that neither Specialization 1 nor Specialization 2 has been granted. However, if character C-2 is ultimately displayed, it is confirmed that either Specialization 1 or Specialization 2 has been granted, and if character C-3 is ultimately displayed, it is confirmed that Specialization 2 has been granted. Furthermore, if character B-3 is selected, it is confirmed that development to C-2 or C-3 will occur. In other words, it is confirmed that a bonus will be granted.
[0315] An example of character changes in the navigation animation when a push-order bell is won during the premonition period will be explained using Figure 16. Figure 16 shows a normal navigation pattern in which the screen on the display unit 8 transitions in the order of Figure 16(a1) → Figure 16(b1) → Figure 16(c1), a rare navigation pattern (1) in which the screen on the display unit 8 transitions in the order of Figure 16(a2) → Figure 16(b2) → Figure 16(c2), and a rare navigation pattern (2) in which the screen on the display unit 8 transitions in the order of Figure 16(a3) → Figure 16(b3) → Figure 16(c3).
[0316] As shown in Figure 16(a1), in a normal navigation pattern, before the first stop operation is performed, for example, character C-1 corresponds to the number "1" indicating the first stop operation, character B-1 corresponds to the number "2" indicating the second stop operation, and character A corresponds to the number "3" indicating the third stop operation.
[0317] As shown in Figure 16(b1), when the first stop operation is performed, for example, the character corresponding to the number "2" indicating the second stop operation changes to character C-1, and the character corresponding to the number "3" indicating the third stop operation changes to character B-1.
[0318] As shown in Figure 16(c1), when the second stop operation is performed, for example, the character corresponding to the number "3" indicating the third stop operation changes to character C-1. Therefore, it is suggested that, as a result of the navigation animation, there is a possibility that either Specialization 1 or Specialization 2 has been assigned, but there is also a possibility that neither has been assigned.
[0319] As shown in Figure 16(a2), in the rare navigation pattern (1), before the first stop operation is performed, for example, character C-1 corresponds to the number "1" indicating the first stop operation, character B-2 corresponds to the number "2" indicating the second stop operation, and character A corresponds to the number "3" indicating the third stop operation.
[0320] As shown in Figure 16(b2), when the first stop operation is performed, for example, the character corresponding to the number "2" indicating the second stop operation changes to character C-2, and the character corresponding to the number "3" indicating the third stop operation changes to character B-2.
[0321] As shown in Figure 16(c2), when the second stop operation is performed, for example, the character corresponding to the number "3" indicating the third stop operation changes to character C-2. Therefore, it is suggested that as a result of the navigation animation, either Specialization 1 or Specialization 2 may be assigned.
[0322] As shown in Figure 16(a3), in the rare navigation pattern (2), before the first stop operation is performed, for example, character C-1 corresponds to the number "1" indicating the first stop operation, character B-1 corresponds to the number "2" indicating the second stop operation, and character A corresponds to the number "3" indicating the third stop operation.
[0323] As shown in Figure 16(b3), when the first stop operation is performed, for example, the character corresponding to the number "2" indicating the second stop operation changes to character C-1, and the character corresponding to the number "3" indicating the third stop operation changes to character B-3.
[0324] As shown in Figure 16(c3), when the second stop operation is performed, for example, the character corresponding to the number "3" indicating the third stop operation changes to character C-3. Therefore, it is suggested that either Specialization 1 or Specialization 2 may be assigned as a result of the navigation animation.
[0325] Figure 17 shows an example of the effects performed after the final game of the premonition period. After the final game of the premonition period, it is announced whether or not a bonus will be awarded. In other words, it is announced whether or not the game will transition to Special Mode 1 or Special Mode 2. Figure 17 shows examples of screen transitions on the display unit 8 in the order of Figure 17(a) → Figure 17(b1) and examples of screen transitions on the display unit 8 in the order of Figure 17(a) → Figure 17(b2).
[0326] As shown in Figure 17(a), if a push-order bell is won in the final game of the premonition period, the character corresponding to the third stop operation will be shown holding the performance button 2g. A message prompting the player to press the performance button 2g will also be displayed. In the example shown, character C-1 is holding the performance button 2g and the message "Press the button" is displayed.
[0327] As shown in Figure 17(b), if a bonus is awarded, a screen will be displayed when the performance button 2g is pressed, indicating that a bonus has been awarded. This indicates that either Specialization 1 or Specialization 2 has been awarded.
[0328] As shown in Figure 17(c), if no bonus is awarded, a screen will be displayed when the performance button 2g is pressed, informing the player that no bonus has been awarded. This indicates that Specialization 1 and Specialization 2 have not been awarded.
[0329] Although not shown in the diagram, if the player does not win a sequenced bell in the final game of the premonition period, a specific character will be displayed in all cases.
[0330] In this embodiment, the type of benefit to be granted is not disclosed, but the type of benefit may be disclosed. That is, it may be disclosed whether Specialization 1 or Specialization 2 will be granted.
[0331] Furthermore, if the effect button 2g is not pressed, the game may perform appropriate actions, such as executing the effect after a certain period of time has elapsed or when a bet operation is performed in the next game, or canceling the effect when a bet operation is performed in the next game.
[0332] <Navigation Pattern Lottery> As described above, the sub-control unit 20 can execute a navigation animation when a push-order bell is won during the premonition period. Furthermore, when executing the navigation animation, the sub-control unit 20 can determine the type of character corresponding to the stopping order of the push-order navigation by navigation pattern lottery in the game in which a push-order bell was won during the premonition period.
[0333] Figures 14(c) to 14(e) show the navigation pattern lottery tables used in the navigation pattern lottery. The navigation pattern lottery is performed by first using the navigation pattern lottery table in Figure 14(c), then using the navigation pattern lottery table in Figure 14(d), and finally using the navigation pattern lottery table in Figure 14(e).
[0334] Figure 14(c) is a navigation pattern lottery table that determines the type of character to be associated with the first stop operation, the second stop operation, and the third stop operation before the first stop operation is performed. In other words, it determines the type of character to be associated when displaying the states shown in Figures 16(a1), (a2), and (a3).
[0335] As shown in Figure 14(c), the navigation pattern lottery, which determines the navigation pattern before the first stop operation, is performed based on a random value extracted during game execution (a random value with an extraction range of 256 types), the type of premonition effect, and the order of button presses. In the navigation pattern lottery, which determines the navigation pattern before the first stop operation, a character is selected from among "A", "B-1", "B-2", "B-3", "C-1", "C-2", and "C-3".
[0336] Figure 14(c1) is used during the false premonition period when false premonition effects are executed.
[0337] As shown in Figure 14(c1), during the false premonition period, for example, for the first stop operation (1st), the control is set so that "C-1" is selected with a probability of 256 / 256. For the second stop operation (2nd), the control is set so that "B-1" is selected with a probability of 192 / 256 and "B-2" is selected with a probability of 64 / 256. For the third stop operation (3rd), the control is set so that "A" is selected with a probability of 256 / 256.
[0338] Figure 14(c2) is used during the pre-announcement period when the pre-announcement animation is performed when Specialization 1 is granted.
[0339] As shown in Figure 14(c2), during the pre-announcement period for specialization 1, for example, for the first stop operation (1st), the control is such that "C-1" is selected with a probability of 248 / 256 and "C-2" is selected with a probability of 8 / 256. For the second stop operation (2nd), the control is such that "B-1" is selected with a probability of 184 / 256, "B-2" is selected with a probability of 64 / 256, and "B-3" is selected with a probability of 8 / 256. For the third stop operation (3rd), the control is such that "A" is selected with a probability of 256 / 256.
[0340] Figure 14(c3) is used during the pre-announcement period when the pre-announcement animation is performed when Specialization 2 is granted.
[0341] As shown in Figure 14(c3), during the pre-announcement period for Specialization 2, for example, for the first stop operation (1st), the control is such that "C-1" is selected with a probability of 239 / 256, "C-2" is selected with a probability of 16 / 256, and "C-3" is selected with a probability of 1 / 256. For the second stop operation (2nd), the control is such that "B-1" is selected with a probability of 176 / 256, "B-2" is selected with a probability of 64 / 256, and "B-3" is selected with a probability of 16 / 256. For the third stop operation (3rd), the control is such that "A" is selected with a probability of 256 / 256.
[0342] Figure 14(d) is a navigation pattern lottery table that determines the type of character to be associated with the second and third stop operations after the first stop operation has been performed. In other words, it determines the type of character to be associated when displaying the states shown in Figures 16(b1), (b2), and (b3).
[0343] As shown in Figure 14(d), the navigation pattern lottery, which determines the navigation pattern after the first stop operation, is performed based on a random value extracted during game execution (a random value with an extraction range of 256 types), the type of pre-announcement effect, and the order in which the buttons are pressed. In the navigation pattern lottery, which determines the navigation pattern after the first stop operation, a character is selected from "B-1", "B-2", "B-3", "C-1", "C-2", and "C-3".
[0344] Figure 14(d1) is used to select the character to correspond to the second stop operation (2nd).
[0345] As shown in Figure 14(d1), for example, in a false premonition sequence, the system is controlled to select "C-1" with a probability of 256 / 256. In a genuine premonition sequence for Special Feature 1, the system is controlled to select "C-1" with a probability of 224 / 256 and "C-2" with a probability of 32 / 256. In a genuine premonition sequence for Special Feature 2, the system is controlled to select "C-1" with a probability of 222 / 256, "C-2" with a probability of 32 / 256 and "C-3" with a probability of 2 / 256.
[0346] Furthermore, if "B-3" is selected in the navigation pattern lottery table in Figure 14(c), the sub-control unit 20 will rewrite the lottery result to "C-2" even if "C-1" is selected.
[0347] Figure 14(d2) is used to select the character to correspond to the third stop operation (3rd).
[0348] As shown in Figure 14(d2), for example, during the false premonition period, the system is controlled so that "B-1" is selected with a probability of 192 / 256 and "B-2" is selected with a probability of 64 / 256. During the genuine premonition period for Specialization 1, the system is controlled so that "B-1" is selected with a probability of 176 / 256, "B-2" is selected with a probability of 64 / 256, and "B-3" is selected with a probability of 16 / 256. During the genuine premonition period for Specialization 2, the system is controlled so that "B-1" is selected with a probability of 160 / 256, "B-2" is selected with a probability of 64 / 256, and "B-3" is selected with a probability of 32 / 256.
[0349] Figure 14(e) is a navigation pattern lottery table that determines the type of character to be associated with the third stop operation after the second stop operation has been performed. In other words, it determines the type of character to be associated when displaying the states shown in Figures 16(c1), (c2), and (c3).
[0350] As shown in Figure 14(e), the navigation pattern lottery, which determines the navigation pattern after the second stop operation, is performed based on random values extracted during game execution (random values with an extraction range of 256 types) and the type of pre-announcement effect. In the navigation pattern lottery, which determines the navigation pattern after the first stop operation, a character is selected from "C-1", "C-2", and "C-3".
[0351] As shown in Figure 14(e), for example, during the false premonition period, the system is controlled to select "C-1" with a probability of 256 / 256. During the genuine premonition period for Specialization 1, the system is controlled to select "C-1" with a probability of 192 / 256 and "C-2" with a probability of 64 / 256. During the genuine premonition period for Specialization 2, the system is controlled to select "C-1" with a probability of 188 / 256, "C-2" with a probability of 64 / 256 and "C-3" with a probability of 4 / 256.
[0352] Furthermore, if "B-3" is selected in the navigation pattern lottery table in Figure 14(d2), the sub-control unit 20 will rewrite the lottery result to "C-2" even if "C-1" is selected.
[0353] By performing the above lottery process, the sub-control unit 20 executes the following control: In games where the ordered bell is not won during the pre-announcement period, a predetermined pre-announcement effect is executed.
[0354] On the other hand, in games where a push-order bell is won during the premonition period, a navigation pattern lottery is performed using the navigation pattern lottery table in Figure 14(c) to determine the type of character to be associated with the first stop operation, the second stop operation, and the third stop operation. Next, after the first stop operation, a navigation pattern lottery is performed using the navigation pattern lottery table in Figure 14(d) to determine the type of character to be associated with the second stop operation and the third stop operation. Next, after the second stop operation, a navigation pattern lottery is performed using the navigation pattern lottery table in Figure 14(e) to determine the type of character to be associated with each of the numbers indicating the push order for the third stop operation. As a result, in games where a push-order bell is won during the premonition period, the character changes each time a stop operation is performed.
[0355] (Specialization 1) Special Mode 1 is a non-AT state. Special Mode 1 ends after 5 games. In Special Mode 1, a special role is determined when the first game is started. Then, in Special Mode 1, the number of games in the main AT is increased with each game played, but if a rare role or special role is won, the number of games added to the main AT is determined by a multiplier of 2 or more. On the other hand, if a rare role or special role is not won, the number of games added to the main AT is determined by a multiplier of 1.
[0356] <Special role lottery> The main control unit 10 performs a special role lottery to determine the special role when the start operation of the first game of Specialization 1 (operation of the start lever 3 after betting game tokens) is performed. The special role lottery uses the special role lottery table shown in Figure 18(a).
[0357] As shown in Figure 18(a), the special role lottery is performed based on a random value (a random value with a range of 256 types) extracted during game execution and a set value. If "yellow" is selected in the special role lottery, the common bell is set as the special role; if "green" is selected, the watermelon is set as the special role; if "red" is selected, the cherry is set as the special role; if "yellow + green" is selected, the common bell and watermelon are set as the special roles; if "yellow + red" is selected, the common bell and cherry are set as the special roles; if "green + red" is selected, the watermelon and cherry are set as the special roles; and if "yellow + green + red" is selected, the common bell, watermelon and cherry are set as the special roles.
[0358] For example, if the setting is "Setting 1", the system will be controlled so that "Yellow" is selected with a probability of 78 / 256, "Green" with a probability of 78 / 256, "Red" with a probability of 78 / 256, "Yellow + Green" with a probability of 6 / 256, "Yellow + Red" with a probability of 6 / 256, "Green + Red" with a probability of 6 / 256, and "Yellow + Green + Red" with a probability of 4 / 256.
[0359] Note that the explanation for settings "Setting 2" through "Setting 6" is omitted, but the system is controlled to conduct the lottery according to the probabilities shown in the diagram.
[0360] <Multiplier Lottery> The main control unit 10 performs a multiplier lottery for each game to determine the multiplier used when determining the number of additional games. Figure 18(b) shows the multiplier lottery table used in the multiplier lottery.
[0361] As shown in Figure 18(b), the multiplier lottery is performed based on a random number (a random number with a range of 256 types) extracted during game execution and the result of an internal lottery. The result of the internal lottery, "Other," refers to results other than "Special Role," "Weak Rare Role," and "Strong Rare Role." In this embodiment, a rare role may become a special role. In this case, the lottery is performed with priority given to rare roles. For example, if a weak cherry is won when the special role is "red," the weak cherry is treated as a special role. In this embodiment, "Other" does not include misses, but it may include misses.
[0362] If "1" is selected in the multiplier draw, the multiplier will be set to 1x; if "2" is selected, the multiplier will be set to 2x; if "3" is selected, the multiplier will be set to 3x; if "5" is selected, the multiplier will be set to 5x; if "7" is selected, the multiplier will be set to 7x; and if "10" is selected, the multiplier will be set to 10x.
[0363] For example, if the internal lottery result is "Other" and the setting is 1, the system is controlled so that "1" is selected with a probability of 240 / 256 and "2" is selected with a probability of 16 / 256.
[0364] While we will omit explanations regarding the results of the internal lottery, specifically "special roles," "weak rare roles," and "strong rare roles," the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0365] <Bonus lottery> The main control unit 10 performs an additional game lottery for each game to determine the base number of additional games used to determine the number of additional games for the main AT. The number of additional games for the main AT is determined by multiplying the base number of additional games determined by the additional game lottery by the multiplier determined by the multiplier lottery. Figure 18(c) shows the additional game lottery table used in the additional game lottery. Note that the additional game lottery is performed after the multiplier lottery, but the additional game lottery may be performed beforehand.
[0366] As shown in Figure 18(c), the bonus draw is performed based on a random number (a random number with a range of 256 types) extracted during game execution and the result of an internal draw. The result of the internal draw, "Other," refers to results other than "Weak Rare Role" and "Strong Rare Role." In this embodiment, "Other" does not include a miss, but it may include a miss.
[0367] If "10" is selected in the bonus draw, 10 games will be selected; if "20" is selected, 20 games will be selected; if "30" is selected, 30 games will be selected; and if "50" is selected, 50 games will be selected.
[0368] For example, if the internal lottery result is "Other" and the setting is 1, the system is controlled so that "10" is selected with a probability of 240 / 256 and "20" is selected with a probability of 16 / 256.
[0369] While we will omit the explanation regarding the results of the internal lottery, specifically whether they are "weak rare roles" or "strong rare roles," the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0370] <Presentation in Specialization 1> Next, the effects performed by the sub-control unit 20 in Specialization 1 will be explained using Figure 19. In Specialization 1, the sub-control unit 20 performs an effect that notifies the number of additional games in the main AT with each game played. In this embodiment, the type of effect differs depending on whether the multiplier is 1x, 2x or 3x, or 5x or more.
[0371] Figure 19(a1) shows the animation when the magnification is 1x, Figures 19(a2), (b2), and (c2) show the animation when the magnification is 2x or 3x, and Figures 19(a3), (b3), and (c3) show the animation when the magnification is 5x or higher.
[0372] As shown in Figure 19(a1), when the multiplier is 1x, when the third stop operation is performed, the number of games obtained by multiplying the basic number of additional games selected in the additional game lottery by 1 is displayed on the display unit 8 as the number of additional games in the main AT. In the example in the figure, it is shown that 10 games have been added.
[0373] In addition, the special feature 1's presentation screen displays a special feature indicator 200 that suggests a special feature. The special feature indicator 200 consists of three colored lamps: green, yellow, and red. When the start operation is performed, the lamp corresponding to the color determined by the special feature lottery using the special feature lottery table shown in Figure 18(a) lights up. If there are multiple special features, multiple lamps will light up. Figure 19(a1) shows the state when green is selected in the special feature lottery and the green lamp lights up.
[0374] As shown in Figure 19(a2), when the multiplier is 2x or 3x, the number of base bonus games selected in the bonus lottery when the third stop operation is performed is displayed on the display unit 8. In the example in the figure, it is shown that 10 games were selected.
[0375] Next, as shown in Figure 19(b2), a message prompting the user to operate the performance button 2g is displayed on the display unit 8. When the performance button 2g is operated, the multiplier selected in the multiplier lottery is displayed. In the example shown in the figure, it is displayed that 2x was selected.
[0376] Next, as shown in Figure 19(c2), when the MAX bet button 2b is pressed before the start of the next game, the number of games added to the main AT, calculated by multiplying the base number of added games by a multiplier, is displayed. In the example in the figure, it is shown that 20 games have been added.
[0377] Figures 19(a2) to (c2) show the result of yellow being selected in the special role lottery, with the yellow lamp lit up.
[0378] As shown in Figure 19(a3), when the magnification is 5x or greater, the magnification selected in the magnification lottery when the third stop operation is performed is displayed on the display unit 8. In the example in the figure, it is shown that 5x was selected.
[0379] Next, as shown in Figure 19(b3), a message prompting the user to operate the performance button 2g is displayed on the display unit 8. The number of base bonus games selected in the bonus lottery is displayed on the display unit 8. In the example shown in the figure, it is displayed that 10 games have been selected.
[0380] Next, as shown in Figure 19(c3), when the MAX bet button 2b is pressed before the start of the next game, the number of games obtained by multiplying the base number of added games by a multiplier is displayed as the number of added games for the main AT. In the example in the figure, it is shown that 50 games have been added.
[0381] Figures 19(a3) to (c3) show the result of red being selected in the special role lottery, with the red lamp lit up.
[0382] As described above, the breakdown of the number of additional games is displayed when an operation related to the game is performed, which can increase the sense of anticipation for the breakdown of the number of additional games when performing such an operation, thereby enhancing the enjoyment of the game.
[0383] Furthermore, the presentation for notifying the breakdown of the additional game rounds may differ from that of this embodiment. For example, one could display the basic number of additional game rounds and then increase the multiplier in increments of 1x. In this case, the expectation of a high multiplier being selected can be heightened, thereby enhancing the enjoyment of the game.
[0384] (Specialization 2) Special Mode 2 is a high-payout AT (Automatic Trigger) state. Special Mode 2 is a gameplay mode where the goal is to win a pseudo-bonus lottery, which determines whether or not to proceed to a pseudo-bonus lottery. If you win the pseudo-bonus lottery, you will gain the right to proceed to CZ2 (Challenge Zone 2). If you have already gained the right to proceed to CZ2, this will be invalid.
[0385] <Simulated Bonus Lottery> The main control unit 10 performs a pseudo-bonus lottery in Special Mode 2 with every game played. Special Mode 2 ends after 7 games have been played or when the pseudo-bonus lottery is won. If there are remaining games in Special Mode 2 when the pseudo-bonus lottery is won, it is possible to play Special Mode 2 after the pseudo-bonus ends. The number of games in Special Mode 2 may be increased by 3. The pseudo-bonus lottery uses the pseudo-bonus lottery table shown in Figure 20(a).
[0386] As shown in Figure 20(a), the pseudo-bonus lottery is performed based on a random number extracted during game execution (a random number with an extraction range of 256 types), the sum of the difference in the number of game tokens played based on the winning sequence of bells (the difference between the number of tokens inserted and the number of tokens paid out), and the result of an internal lottery. The result of the internal lottery, "Other," refers to results other than "Replay," "Weak Rare Role," and "Strong Rare Role." In this embodiment, "Other" does not include a miss, but it may include a miss.
[0387] If "Not Won" is selected in the pseudo-bonus lottery, the game will not proceed to the pseudo-bonus. If "Pseudo-Bonus" is selected in the pseudo-bonus lottery, the game will proceed to the pseudo-bonus. If "Pseudo-Bonus + 3G" is selected in the pseudo-bonus lottery, the game will proceed to the pseudo-bonus and the number of games in Special Feature 2 will be increased by 3.
[0388] The pseudo-bonus lottery table shown in Figure 20(a1) is used when the total difference in the number of game tokens based on the winning sequence of bells is 0 or +71 or more.
[0389] For example, if the total difference in the number of game tokens based on the winning sequence of bells is 0 or +71 or more, and the result of the internal lottery is "Other," then there is a 192 / 256 probability that "Not Won" will be selected, and a 64 / 256 probability that "Pseudo Bonus" will be selected. Also, if the result of the internal lottery is "Replay," then there is a 256 / 256 probability that "Pseudo Bonus" will be selected. Also, if the result of the internal lottery is "Weak Rare Role," then there is a 224 / 256 probability that "Pseudo Bonus" will be selected, and a 32 / 256 probability that "Pseudo Bonus + 3G" will be selected. Also, if the result of the internal lottery is "Strong Rare Role," then there is a 256 / 256 probability that "Pseudo Bonus + 3G" will be selected.
[0390] The pseudo-bonus lottery table shown in Figure 20(a2) is used when the total difference in the number of game tokens based on the winning sequence of bells is between 1 and 40 tokens.
[0391] For example, when the total difference in the number of game tokens based on the winning sequence of bells is between 1 and 40 tokens, and the result of the internal lottery is "Other," the system is controlled to select "Not Won" with a probability of 240 / 256 and "Pseudo Bonus" with a probability of 16 / 256. Also, when the result of the internal lottery is "Replay," the system is controlled to select "Not Won" with a probability of 96 / 256 and "Pseudo Bonus" with a probability of 160 / 256. Also, when the result of the internal lottery is "Weak Rare Role," the system is controlled to select "Pseudo Bonus" with a probability of 256 / 256. Also, when the result of the internal lottery is "Strong Rare Role," the system is controlled to select "Pseudo Bonus" with a probability of 224 / 256 and "Pseudo Bonus + 3G" with a probability of 32 / 256.
[0392] The pseudo-bonus lottery table shown in Figure 20(a3) is used when the total difference in the number of game tokens based on the winning sequence of bells is between 41 and 70 tokens.
[0393] For example, if the total difference in the number of game tokens based on the winning sequence of bells is between 41 and 70 tokens, and the result of the internal lottery is "Other," the system is controlled to select "Not Won" with a probability of 224 / 256 and "Pseudo Bonus" with a probability of 32 / 256. Also, if the result of the internal lottery is "Replay," the system is controlled to select "Not Won" with a probability of 128 / 256 and "Pseudo Bonus" with a probability of 128 / 256. Also, if the result of the internal lottery is "Weak Rare Role," the system is controlled to select "Pseudo Bonus" with a probability of 224 / 256 and "Pseudo Bonus + 3G" with a probability of 32 / 256. Also, if the result of the internal lottery is "Strong Rare Role," the system is controlled to select "Pseudo Bonus" with a probability of 128 / 256 and "Pseudo Bonus + 3G" with a probability of 128 / 256.
[0394] While we will omit explanations regarding the results of the internal lottery, specifically "Replay," "Weak Rare Role," and "Strong Rare Role," the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0395] In this embodiment, an example is given in which the probability of winning the pseudo-bonus lottery is varied according to the total difference in the number of game tokens based on the winning sequence of bells. However, the probability of winning the pseudo-bonus lottery may also be varied according to the total difference in the number of game tokens based on the winning sequences of bells other than the bells.
[0396] <Presentation in Specialization 2> Next, we will explain the effects performed in Special Mode 2. As mentioned above, in Special Mode 2, the probability of winning the pseudo-bonus lottery changes according to the total difference in the number of game tokens based on the winning of the push-order bell. Therefore, the sub-control unit 20 can perform effects in Special Mode 2 that indicate the difference in the number of game tokens based on the winning of the push-order bell.
[0397] For example, as shown in Figures 21(a) to (d), a meter 202 is displayed in the lower left corner of the display screen of the display unit 8, indicating the difference in the number of game tokens based on the winning sequence of the bell. The meter 202 is divided into four sections, and the color of each section changes as the difference in tokens increases, showing the meter 202 rising.
[0398] Specifically, as shown in Figure 21(a), when the difference in tokens is 0, each cell of the meter 202 is blank. As shown in Figure 21(b), when the difference in tokens is between 1 and 40, the color of the first cell of the meter 202 changes. At this time, effect display 202a is displayed to emphasize the meter 202. As shown in Figure 21(c), when the difference in tokens is between 41 and 70, the color of the second cell of the meter 202 changes. At this time, effect display 202a emphasizes the meter 202 more than effect display 202a shown in Figure 21(b). As shown in Figure 21(c), when the difference in tokens is 71 or more, the colors of the third and fourth cells of the meter 202 change. At this time, effect display 202a is removed.
[0399] In this way, the meter 202 rises in accordance with the change in the number of game tokens based on the winning sequence of bells, indicating the difference in tokens, and the effect display 202a is also displayed, making it possible to indicate the probability of winning the pseudo-bonus lottery and increase the anticipation for the pseudo-bonus lottery.
[0400] In this embodiment, an example was given in which the effect display 202a is displayed in accordance with the change in the probability of winning the pseudo-bonus lottery. However, the effect display 202a may also be displayed or emphasized according to the expected increase in the number of games in Specialization 2. For example, the effect display 202a may be displayed when the total difference in the number of game tokens based on the winning of the push-order bell is 0 or +71 or more, or the effect display 202a may be emphasized more when the total difference in the number of game tokens based on the winning of the push-order bell is 0 or +71 or more than when the total difference in the number of game tokens based on the winning of the push-order bell is 1 or more and 70 or less.
[0401] The presentation that suggests the difference in the number of game tokens based on the winning sequence of bells may take a different form than the example given, for example, by executing a battle presentation that inflicts damage corresponding to the difference in the number of game tokens based on the winning sequence of bells.
[0402] (Pseudo bonus) The pseudo-bonus is a high-payout AT (Automatic Trigger) state. The pseudo-bonus ends after 10 games. The pseudo-bonus is a gameplay mechanic in which players play hoping to increase the number of games in Special Mode 2. In other words, the more games Special Mode 2 has played, the more likely it is that a loop between Special Mode 2 and the pseudo-bonus will occur. At the end of the final game of the pseudo-bonus, the number of games in Special Mode 2 will be increased by 1 or more.
[0403] <Specialized 2-game lottery (at the start of each game)> The main control unit 10 executes the Special 2 game count lottery 1, which determines the number of additional games for Special 2, for each game in response to the game start operation. Figure 20(b) shows the Special 2 game count lottery table 1 used in the Special 2 game count lottery.
[0404] As shown in Figure 20(b), the Specialized 2-Game Count Lottery 1 is executed based on a random value (a random value with a range of 256 types) extracted during game execution and the result of an internal lottery. The result of the internal lottery, "Other," refers to results other than "Replay," "Weak Rare Role," and "Strong Rare Role." In this embodiment, "Other" does not include a miss, but it may include a miss.
[0405] If "0" is selected in the Special 2 Game Count Lottery 1, the number of Special 2 games will not be increased. If "1" is selected in the Special 2 Game Count Lottery, the number of Special 2 games will be increased by 1. If "3" is selected in the Special 2 Game Count Lottery, the number of Special 2 games will be increased by 3. If "5" is selected in the Special 2 Game Count Lottery, the number of Special 2 games will be increased by 5.
[0406] For example, if the result of the internal lottery is "other," the system is controlled so that "0" is selected with a probability of 224 / 256 and "1" is selected with a probability of 32 / 256.
[0407] While we will omit explanations regarding the results of the internal lottery, specifically "Replay," "Weak Rare Role," and "Strong Rare Role," the lottery is controlled to be conducted according to the probabilities shown in the diagram.
[0408] <Specialized 2-game lottery (final game)> The main control unit 10 executes the Special 2 game count lottery 2, which determines the number of additional games for Special 2, after the end of the 10th game, which is the final game of the pseudo-bonus. Figure 20(c) shows the Special 2 game count lottery table 2 used in the Special 2 game count lottery 2.
[0409] As shown in Figure 20(c), the Specialized 2 Game Count Lottery 2 is executed based on a random value (a random value with a range of 256 types) extracted during game execution and a set value.
[0410] If "1" is selected in the Special 2 game count lottery, the number of Special 2 games will be increased by 1. If "3" is selected in the Special 2 game count lottery, the number of Special 2 games will be increased by 3. If "5" is selected in the Special 2 game count lottery, the number of Special 2 games will be increased by 5.
[0411] For example, if the setting is "Setting 1", the system will be controlled so that "1" is selected with a probability of 254 / 256, "2" is selected with a probability of 1 / 256, and "3" is selected with a probability of 1 / 256.
[0412] Note that the explanation for settings "Setting 2" through "Setting 6" is omitted, but the system is controlled to conduct the lottery according to the probabilities shown in the diagram.
[0413] As described above, while the number of games in Special Feature 2 may not be increased with each game played during a pseudo-bonus, at least one game is added on the final game of the pseudo-bonus. Therefore, the number of games in Special Feature 2 is always increased by at least one game during a pseudo-bonus.
[0414] (EDAT) EDAT is an AT state that continues until the advantageous period ends. EDAT is entered when the number of coins won in the advantageous period reaches a predetermined state of play of 2200 or more. EDAT is a high-payout AT state. When the advantageous period ends after entering EDAT, it is almost always in the internal state, so when it transitions from a non-advantageous to an advantageous period again, it almost always transitions to CZ2. Therefore, the EDAT display screen will show a message that suggests a transition to CZ2, such as "CZ2 entry confirmed!?".
[0415] (modified version) In this embodiment, the slide stop operation has been described on the premise that the stop buttons 5a to 5c are operated sequentially, but the concept of a slide stop operation may also include a stop operation in which at least two stop buttons 5a to 5c are operated simultaneously.
[0416] In this embodiment, a slide stop operation is made identifiable by outputting a different stop sound than that of a normal stop operation. However, it may also be possible to identify that a slide stop operation has been performed by executing other effects besides outputting a stop sound, such as displaying an image from the display unit 8, lighting or flashing a lamp, or operating a movable part.
[0417] (Effects of this embodiment) (1) A variable display means (e.g., reel 41) capable of displaying identification information (e.g., a pattern) in a variable manner, Multiple stop operation means (for example, stop buttons 5a to 5c) capable of performing a stop operation to stop displaying identification information, The system includes a sound output means (e.g., speaker 9) that can output a first sound (e.g., a normal stop sound) when the operation time between a stop operation performed on one stop operation means and a stop operation performed on another stop operation means is a first time (e.g., when a normal stop operation is performed), and a second sound (e.g., a special stop sound) when the operation time is a second time shorter than the first time (e.g., when a slide stop operation is performed). Therefore, since the sound output can be varied depending on the manner of the stopping operation, the enjoyment of performing the stopping operation can be enhanced, and the enjoyment of the game can be improved.
[0418] (2) Equipped with performance execution means (for example, sub-control unit 20) capable of performing performances, The sound output means is capable of outputting the second sound when the performance execution means performs a specific performance (for example, the performances shown in Figures 9(c2) to (e2)). Therefore, a two-hour pause operation can create a situation where the player determines whether or not a specific animation is performed. This can enhance the enjoyment of the game.
[0419] (3) A state control means (e.g., main control unit 10) capable of controlling the system to a more advantageous state than the normal state (e.g., CZ1), The system includes a notification means (for example, Figure 9) capable of notifying whether or not the system is controlled to the advantageous state, The notification means can set the timing of the notification earlier when the operation time is the second time than when the operation time is the first time (for example, the timing of the notification is earlier in Figure 9(c2) than in Figure 9(c1)). Therefore, by stopping the operation time for two hours, it becomes possible to quickly determine whether or not the game will be controlled to a favorable state. This can enhance the enjoyment of the game.
[0420] (4) When the player is in a favorable state (for example, when the player wins the AT lottery and the slide notification is executed), the sound output means (for example, speaker 9) can output a second sound corresponding to the stop operation on the first stop operation means and the stop operation on the other stop operation means after the stop operation on the other stop operation means has been performed. Therefore, it can increase the sense of anticipation for performing the stopping operation, thereby enhancing the enjoyment of the game.
[0421] (5) The device is equipped with a display means (e.g., display 8) capable of displaying the operation mode of the stop operation (e.g., the order in which the buttons are pressed) and information relating to the operation mode (e.g., characters), The display means can gradually change the display mode of the information to a more advantageous display mode each time the stop operation is performed (for example, Figures 16(a2) to (c2), Figures 16(a3) to (c3)). Therefore, it is possible to attract interest in the display of the operation method for stopping the machine, thereby enhancing the enjoyment of the game.
[0422] (Regarding conventional technology) Conventionally, a patent document (Japanese Patent Publication No. 2001-129156) discloses a gaming machine that can improve the enjoyment of stopping operations by outputting a reel stopping sound corresponding to the result of an internal lottery when stopping the reels.
[0423] However, in the above-mentioned gaming machine, the stop sound to be output is determined based on the results of an internal lottery, and this stop sound is output when the player performs the stop operation. However, the stop sound cannot be changed depending on the way the player performs the stop operation, so there is no element of skill involved in changing the stop sound, and the enjoyment of the stop operation has not been sufficiently enhanced.
[0424] Therefore, the present invention aims to provide a gaming machine that can enhance the enjoyment of the game.
[0425] Furthermore, the gaming machine of the present invention can solve these problems that conventional gaming machines need to improve.
[0426] As a result, the stop sound can be changed depending on the player's stopping operation, allowing for a skill-based element in the change of stop sound and enhancing the enjoyment of the stopping operation. Furthermore, since the output of a special stop sound allows the player to recognize that it is a slide stop operation, it is expected that the special stop sound will encourage the player to perform a slide stop operation in situations where it is appropriate (e.g., non-AT state), while it is expected that the special stop sound will prevent the player from performing a slide stop operation in situations where it is inappropriate (e.g., during AT state). In addition, by switching between the normal stop operation sound and the special stop sound, it is possible to output sound effects appropriate to the performance based on the player's operation.
[0427] 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.
[0428] For example, in the above embodiment, the AT state was described as being controlled by a game count-managed AT, but it is not limited to this, and may be managed by at least one of the following: the difference in the number of tokens, the number of times the push-button navigation occurred, the number of times a small win occurred, the number of game tokens acquired, the number of game tokens paid out, etc. Furthermore, the targets managed may differ in each stage during the AT state.
[0429] Furthermore, although the above-described embodiment was explained using an AT machine as an example, the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines).
[0430] Furthermore, although the above embodiment described the case where a game count subtraction method is applied during AT, it is not limited to this, and a game count addition method may be used in which the AT ends when the number of games added for each game reaches an upper limit.
[0431] Furthermore, the tables referenced in the various processes in the above-described embodiment are merely examples and are not limited to the tables mentioned above. Moreover, the winning probabilities related to the various tables are not limited to the values mentioned above and can be changed as appropriate.
[0432] Furthermore, while some tables have the same winning probability across all settings, and others have different winning probabilities for each setting, this is not limited to these cases. All tables may have the same or different winning probabilities across all settings. Additionally, some settings (even settings only, odd settings only, high settings only) may have different winning probabilities or referenced tables.
[0433] Furthermore, in the embodiments described above, if the expression includes content such as "the probability of the other is higher than that of the other" or "the probability of the other is lower than that of the other," the probability of one includes 0%, and the probability of the other includes 100%. Furthermore, in the above-described embodiment, the numerical value defined for control purposes is merely an example; it may be a numerical value with a range (2 or more) or a numerical value without a range (1).
[0434] Furthermore, in the above-described embodiment, the advantageous section limiter was explained as operating when the difference in the number of coins in one advantageous section reaches the upper limit, but it is not limited to this, and the advantageous section limiter may be set to operate when the number of games in one advantageous section reaches the upper limit. For example, the condition for ending the advantageous section may be set to be met when the condition "the number of games in one advantageous section (advantageous section game count) has reached the upper limit (for example, 4000 games)" is satisfied.
[0435] Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation.
[0436] Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan is activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation.
[0437] Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means.
[0438] Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may also perform some or all of these effects, and the main control unit 10 may operate as various means.
[0439] Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamari slot machines. Furthermore, the gaming machine may also be a gaming machine that uses physical game media such as actual tokens (slot machines).
[0440] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a motor was used as a variable display means. However, instead of this, or in addition to this, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image in which the reel or other symbols change on the display. [Explanation of Symbols]
[0441] 1. Coinless gaming machine 8 Display 10 Main Control Unit 20 Sub-control Unit
Claims
1. A variable display means capable of displaying identification information in a variable manner, Multiple stop operation means capable of performing a stop operation to stop displaying identification information, The system includes a sound output means capable of outputting a first sound if the operation time between a stop operation performed on one stop operation means and a stop operation performed on another stop operation means is a first time, and capable of outputting a second sound if the operation time is a second time, which is shorter than the first time. A gaming machine characterized by the following features.
2. Equipped with means for executing performances that can carry out performances, The sound output means is capable of outputting the second sound when the performance execution means performs a specific performance. The gaming machine described in feature 1.
3. A state control means capable of controlling the state to a more advantageous state than the normal state, The system includes a notification means capable of notifying whether or not the system is controlled to the aforementioned advantageous state, The notification means can set the timing of the notification earlier when the operation time is the second time compared to when the operation time is the first time. The gaming machine according to feature 1 or 2.
4. The sound output means is capable of outputting a second sound corresponding to the stop operation on the first stop operation means and the stop operation on the other stop operation means if the operation time is second while the player is in a favorable position, after the stop operation on the other stop operation means has been performed. The gaming machine described in feature 1.
5. The system includes a display means capable of displaying the operation mode of the stop operation and information related to the operation mode, The display means is capable of gradually changing the display mode of the information to a more advantageous display mode each time the stop operation is performed. The gaming machine according to feature 1 or 2.