Gaming machine
The gaming machine addresses the issue of unclear stock benefits by allowing specific rights to be carried over and stored, enhancing player anticipation and enjoyment through strategic state transitions.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- DAIKOKU DENKI KK
- Filing Date
- 2024-12-19
- Publication Date
- 2026-07-01
AI Technical Summary
Players in conventional gaming machines struggle to grasp the benefits of carrying over stocks due to varying consumption content across different gaming states, leading to a decrease in gaming interest.
The gaming machine introduces a system where specific rights are granted and stored, allowing players to transition to special states with varying probabilities, ensuring that unused rights are carried over and maintained, enhancing the player's anticipation and enjoyment.
This system increases player engagement by providing reassurance of stock carryover and reducing frustration, while doubling the joy of winning granted rights, thus improving the overall gaming experience.
Smart Images

Figure 2026109282000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there has been disclosed a gaming machine in which common stocks (rights) obtained in a normal stage can be carried over to subsequent stages (gaming states) and can be consumed in other gaming states (see, for example, Patent Document 1 below). In such a gaming machine, it is possible to prevent a decrease in gaming interest due to the disappearance of stocks according to stage transitions.
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in the above-described conventional gaming machine, since the consumption content of stocks differs in each gaming state, there is a problem that the player cannot sufficiently grasp the benefits of carrying over stocks.
[0005] The present invention has been made in view of the above-described conventional problems, and aims to provide a gaming machine that enables a player to grasp the benefits of carrying over stocks and enhances the player's anticipation for the game.
Means for Solving the Problems
[0006] The gaming machine of the present invention is capable of generating a normal state in which the expectation of winning a prize in the game is low, and a special state in which the expectation of winning a prize is higher than that of the normal state. The normal state includes a general normal state in which the expectation of transitioning to the special state is low, and a special normal state in which the expectation of transitioning to the special state is high. The special state includes a general special state that continues for a predetermined period of time, and a return special state to which the player transitions when the general special state ends.
[0007] In the gaming machine of the present invention, multiple types of specific rights are granted and stored, which are rights to generate a general special state and can be exercised in a special normal state and a return special state. Of the specific rights stored in this way, the type of specific right that is exercised in a special normal state or a return special state is erased, while the type of specific right that is not exercised is stored until the next special normal state or return special state, and the granted state is maintained.
[0008] Thus, in the gaming machine of the present invention, when a player consumes a specific right and transitions to a general special state, the remaining specific rights other than the consumed specific right can be carried over to the general special state while remaining in their granted state. This gaming machine provides players with the reassurance that they can carry over specific rights that are common to both the special normal state and the return special state, thereby improving the enjoyment of the game. Even if a player transitions to a general normal state without returning to a general special state in the return special state, the granted specific rights can be carried over to the general normal state, so there is a possibility that the specific rights can be used in the special normal state after transitioning to the general normal state. Therefore, the gaming machine of the present invention can create a desire in players to continue playing, and is expected to improve the enjoyment of the game.
[0009] Furthermore, in the gaming machine of the present invention, a special transition lottery is performed in the normal state to determine whether or not to transition to the special normal state. The probability of winning this special transition lottery increases as the number of specific rights that have been granted and stored increases. Therefore, the gaming machine of the present invention can reduce the frustration and impatience of players when they are unable to transition to the special normal state despite having been granted specific rights, and at the same time, it can double the joy they feel when they are granted specific rights. [Brief explanation of the drawing]
[0010] [Figure 1] Front view of the slot machine and card unit in Example 1. [Figure 2] An unfolded diagram of the patterns arranged on the outer circumference of the reel in Example 1. [Figure 3] A block diagram showing the electrical configuration of the slot machine and card unit in Example 1. [Figure 4] An explanatory diagram showing the roles and winning symbols of the slot machine in Example 1. [Figure 5] A diagram illustrating the transitions between game states in a slot machine in Example 1. [Figure 6] This diagram illustrates the distribution probabilities of the types of allied characters when a player wins the lottery to acquire an allied character under normal conditions in Example 1. [Figure 7] A front view illustrating the display screens for the parts stock and ally character stock in Example 1. [Figure 8] An explanatory diagram showing the distribution probability of target points by target point lottery at the start of the CZ in Example 1. [Figure 9] An explanatory diagram showing the number of points that can be obtained in the point acquisition lottery during the CZ in Example 1. [Figure 10] An explanatory diagram showing the probability of winning the bonus lottery in Example 1. [Figure 11] An explanatory diagram showing the selection probability of enemy characters for each number of target points in Example 1. [Figure 12] This diagram illustrates the distribution probabilities of the types of allied characters obtained when winning the lottery for acquiring an allied character under bonus conditions in Example 1. [Figure 13] An explanatory diagram showing the number of life points of an ally character in Example 1. [Figure 14] An explanatory diagram showing the types of usable parts stocks for each type of ally character in Example 2.
Best Mode for Carrying Out the Invention
[0011] The embodiments of the present invention will be specifically described below using the following examples. (Example) This example relates to a slot machine 1 that can carry over specific rights such as part stocks acquired during a game to the transfer destination game state. This content will be described using FIGS. 1 to 13.
[0012] The slot machine 1 (FIG. 1) is a gaming machine that is played using points given from a card unit 3 attached individually. The slot machine 1 is communicably connected to the card unit 3 by a dedicated interface. Hereinafter, (A) the configuration of the slot machine and the card unit, (B) the types and transfer processes of the game states, and (C) the gaming properties of each game state will be described.
[0013] (A) Configuration of the Slot Machine and the Card Unit The external configuration of the slot machine 1 will be described with reference to FIG. 1. The front part of the slot machine 1 is composed of a front frame body 10 provided with a substantially rectangular symbol display window 11 at substantially the center. In the front frame body 10, an effect display unit 12 is provided above the symbol display window 11, and a base portion 100 is formed below the symbol display window 11. The effect display unit 12 can produce the game by displaying images such as animation videos and photos of battle effects and the like. Behind the front frame body 10, an effect speaker (not shown in FIG. 1) is accommodated. At the uppermost part of the slot machine 1, a roof-shaped overhanging portion 105 is provided, and a decorative lamp 106 is provided on the front surface of the overhanging portion 105.
[0014] The base portion 100 is formed so as to project relative to the symbol display window 11 located deeper from the player. The base portion 100 has a shelf-like operation surface 14 at the upper end adjacent to the symbol display window 11, and has an operation panel 13 adjacent to the lower side of the operation surface 14. On the operation surface 14, there are arranged a bet button 141, an effect button 143, etc. for betting (placing a bet) game points (game credits) on the game, and an information display section 140 is provided. On the operation panel 13, there are arranged a start lever 131 (start switch) for starting the symbol variation of the reel 21 and a stop button 133 for stopping the symbol variation.
[0015] The information display section 140 can display the cumulative game credits, such as game credits based on the credits received from the card unit 3 and game credits based on the credits awarded according to winning, etc. The game credits displayed by the information display section 140 are subtracted each time game credits are bet on the game, while being added according to winning of a combination. In the slot machine 1, the game can be executed until this number of game credits becomes less than a specified number.
[0016] The information display section 140 is composed of a touch panel type liquid crystal display and can perform various touch operations such as information display operations and counting operations. A transparent sheet-like touch panel 140P (see FIG. 3) is laminated on the display screen of the information display section 140 so that touch operations are possible. The information display section 140 can switch and display display screens of various game data such as the number of jackpot occurrences and the number of special symbol lottery draws according to information display operations by the player. According to the counting operation, the game credits stored as credit in the slot machine 1 can be transferred to the card unit 3.
[0017] The bet button 141 is an operation button for placing bets on the game. In response to the bet operation, a predetermined number of game points (3 points in this example) are bet from the game points stored in the slot machine 1, and the game can be started. The start lever 131 is an operation switch for starting the game. The game starts when the start operation is detected with the predetermined number of game points bet. The effect button 143 is an operation button for starting various effects.
[0018] The symbol display window 11 is a display window in which three vertically elongated symbol display areas are arranged horizontally. Each symbol display area is capable of displaying three symbols. The entire symbol display window 11 displays nine symbols arranged in a two-dimensional matrix of 3 rows and 3 columns.
[0019] Reels 21 are positioned on the back of each of the three symbol display areas. Reels 21L, C, and R are cylindrical, rotating reels. As shown in Figure 2, which depicts the cylindrical outer surface unfolded into a plane, 20 symbols 27 are arranged on the outer surface of reels 21L, C, and R at approximately constant intervals. Reels 21, which form an example of a symbol display means, display multiple types of symbols in a variable manner and stop the symbols in accordance with the player's stop operation. In addition to the rotating reels in this example, image-based reels that display symbols in a variable manner on a liquid crystal display can also be used as reels 21.
[0020] In the symbol display window 11, where nine symbols 27 are arranged in a 3x3 grid, a winning line is set, which is the direction in which the winning symbols that are eligible for a prize are arranged. The winning line consists of five lines: horizontal winning lines in the upper, middle, and lower rows, and diagonal winning lines.
[0021] In slot machine 1, each reel 21L, C, and R has its own stop button 133. These are the left stop button 133L corresponding to the left reel 21L, the middle stop button 133C corresponding to the middle reel 21C, and the right stop button 133R corresponding to the right reel 21R.
[0022] Next, the card unit 3 (Figure 1), which is attached to the slot machine 1, is a gaming device that is installed individually for each slot machine 1. The card unit 3 is installed, for example, in the vertical gap between the corresponding slot machine 1 and the adjacent slot machine 1. The card unit 3 performs scoring-related processing, such as scoring processing through the granting function (lending function) and issuing game cards 50C with the scores recorded. The scores are the game value that constitutes the right to bet game points on the game. The card unit 3 receives various game information from the corresponding slot machine 1 and outputs this various game information to an in-house management device, etc. (not shown).
[0023] The front of the card unit 3 is equipped with a status indicator lamp 31 that displays the operating status such as device errors, a banknote slot 320, a touch-operable display unit 33, a loan button 34 for receiving points (loans) in exchange for payment deduction, a re-play button 35 for converting the counted points into game points, a return button 36 for requesting the return of the game card 50C, and a card slot 370 for inserting the game card 50C.
[0024] Next, the electrical configuration of the slot machine 1 and the card unit 3 will be described with reference to Figure 3. In addition to the previously described configuration, the main control unit 20, which controls the overall operation of the slot machine 1, is connected to a reel drive unit 211 that forms a symbol display means together with the reels 21, a reference position detection unit 213 that detects the rotation position of the reels 21, and an effect control unit 25 that controls various effects. Furthermore, an interface circuit (I / F) 200 that mediates communication with the card unit 3 is connected to the main control unit 20.
[0025] As shown in Figure 3, the main control unit 20 includes a CPU, ROM / RAM as memory, an I / O unit as an input / output interface, a random number generation unit for generating random numbers, and a random number extraction unit for extracting random numbers for internal winning combination lottery. The CPU implements various functions described later by executing software programs read from the ROM.
[0026] The reel drive unit 211 includes a stepping motor (not shown) that can be controlled in step units, and the rotational driving force of this stepping motor rotates the reel 21. The reference position detection unit 213 is a detection unit that detects the passage of a reference position piece for each reel 21L, C, and R and outputs a detection signal.
[0027] The performance control unit 25 is connected to an audio output unit 260 that drives the speaker 26, a decorative lamp 106, a display control unit 120 that controls the performance display unit 12, and the like. The performance control unit 25, which is a performance control means, performs various effects using the speaker 26 and decorative lamp 106, and also enhances the game by displaying performance videos, photos, images, etc. on the performance display unit 12. The speaker 26 outputs sound, music, etc. The decorative lamp 106 performs light-based effects.
[0028] The performance control unit 25, like the main control unit 20, is equipped with a CPU, ROM, RAM, etc. (not shown). The performance control unit 25 implements various performance-related functions by having the CPU execute a software program read from the ROM. In particular, in the slot machine 1 of this example, performance videos such as battle sequences are displayed on the performance display unit 12 under the control of the performance control unit 25, and the transition to a bonus state is notified based on the outcome of the battle sequence.
[0029] The main control unit 20 functions as various lottery means. The lottery means provided by the main control unit 20 include, for example, special state lottery means such as special normal lottery means and special return lottery means, special transition lottery means, advantageous section transition lottery means, point acquisition lottery means, stock acquisition lottery means, target point number lottery means, character stock lottery means, enemy character lottery means, promotion lottery means, transition destination lottery means, etc. The lotteries performed by the main control unit 20 as a lottery means include the following:
[0030] (1) Advantageous Section Transition Lottery: A lottery for transitioning from a non-advantageous section to an advantageous section. This is performed by the advantageous section transition lottery means. An advantageous section is a game section in which stop order notifications, which are notifications of advantageous stopping operation patterns, may be performed. A non-advantageous section is a game section in which stop order notifications are not performed. The contents of stop order notifications will be explained in detail later. (2) Bonus State Transition Lottery (Bonus Lottery): A lottery to transition to a bonus state, which is an example of a general special state. This is carried out by special state lottery means such as special normal lottery means and return special lottery means. Bonus lotteries include special normal lotteries by special normal lottery means and return special lotteries by return special lottery means. General special states include the regular bonus, which is the first special state, and the big bonus, which is the second special state. (3) CZ state transition lottery (CZ lottery, special transition lottery): A lottery (special transition lottery means) to determine whether or not to transition to the CZ state, which is an example of a special normal state, in the normal state (general normal state). The CZ state is a high-probability state to which the probability of transitioning to a bonus state is increased, when transitioned from the normal state (general normal state). Hereafter, the CZ state will be referred to as CZ. (4) Point acquisition lottery: A lottery to acquire points, which is performed during the CZ. (5) Bonus distribution lottery: A lottery to determine whether to get a big bonus or a regular bonus. This is performed when transitioning from the normal state or the CB state (special recovery state) to the bonus state. When comparing the regular bonus and the big bonus, the big bonus is more advantageous to the player because it offers a higher expected value in terms of points, which represent the value of the game. The CB state is a game state that is entered when the bonus state ends, and it is determined whether or not to transition back to the bonus state. Hereafter, the CB state will be referred to as CB. (6) Lottery for acquiring specific rights: A lottery for acquiring parts stock, which is an example of a specific right. This is carried out by the stock acquisition lottery method. (7) Pre-determined rights acquisition lottery: A lottery to acquire victory stocks, which are an example of pre-determined rights. This is carried out by the stock acquisition lottery method. (8) Target Point Lottery: A lottery to determine the target number of points required to win a bonus (an example of a predetermined standard). This is performed at the start of the Challenge Zone. (9) Enemy Character Selection: A selection lottery for enemy characters is performed at the start of the Challenge Zone. (10) Character Stock Lottery: A stock lottery is held to determine the acquisition of allied character stocks. The character stock lottery is performed in the normal state (general normal state) and the bonus state (an example of a general special state). (11) Promotion lottery (promotion lottery means): A lottery to determine whether or not the bonus state (an example of a special state) to which the player transitions after the completion of the CZ (special normal state) will be a Big Bonus (second special state). The promotion lottery is performed when it is determined that the conditions for transitioning to a bonus state (special transition conditions described later) have been met during the continuation of the CZ (special normal determination means described later), and during the period until the completion of the CZ. (12) Transition destination lottery (transition destination lottery means): A lottery to determine whether the first special state is a regular bonus or a second special state is a big bonus. The transition destination lottery is performed when it is determined that the conditions for transitioning to a bonus state (special transition conditions described later) have been met in the CZ (special normal determination means described later), and the transition destination has not been determined to be a big bonus by the promotion lottery.
[0031] In addition to its function as a lottery means, the main control unit 20 also has the following functions as means: (1) Means of granting specific rights: Means that can grant multiple types of parts stock (specific rights) to generate a bonus state, which is an example of a general special state. The means of granting specific rights can grant multiple types of parts stock when the predetermined rights granting conditions described later are met in the normal state and the bonus state. Parts stock is a specific right common to both CZ, which is an example of a special normal state, and CB, which is an example of a return special state, and can be exercised in both CZ and CB. (2) Means of granting pre-determined rights: Means that can grant victory stocks (an example of pre-determined rights) in the normal state (general normal state) and the bonus state. Victory stocks are rights that guarantee a transition to the bonus state after the CZ and CB have ended. (3) General Special State Transition Means: Means for transitioning to a bonus state after the end of a CZ (Special Normal State) or CB (Return Special State). The General Special State Transition Means will transition to a bonus state (General Special State) when a transition to a bonus state is determined by a Special Normal Lottery (Special Normal Lottery Means) or a Return Special Lottery (Return Special Lottery Means). (4) Means for generating a special normal state: Means for generating a CZ (special normal state) over a predetermined number of games. In this example, the predetermined number of games is 15, and the number of games for which the CZ continues is fixed. (5) Memory means: A means capable of storing multiple types of parts stock (specific rights), victory stock (pre-determined rights), and ally character stock. The memory means as a character stock means stores ally characters as ally character stock when predetermined stock conditions are met in the normal state (general normal state) and bonus state (general special state). The predetermined stock conditions include winning the above character stock lottery, being controlled from a non-advantageous section to an advantageous section in the BB internal state, etc. Further details will be described later, but the BB internal state is the internal state in which the internal winning flag for the BB role is set. (6) Means of exercising rights: Means of exercising parts stock, which is an example of a specific right. The means of exercising rights are to exercise parts stock (specific right) in CZ and CB when the prescribed conditions for exercising rights are met. (7) Means of granting benefits: When a CZ (Special Normal State) occurs while a parts stock (specific right) has been granted (acquired), and the CZ ends without the conditions for exercising the right being met, and the player transitions to the normal state (General Normal State), a means of granting a predetermined benefit to the player. (8) Memory update means: A means of deleting parts stock (specific rights) of the type used in a CZ (Special Normal State) or CB (Return Special State) from the parts stock stored in the memory means, while maintaining and carrying over parts stock of the type that was not used until the next CZ or CB. In addition, when transitioning from an advantageous section to a non-advantageous section, the memory update means deletes all stored parts stock. (9) Character control means: A means to assign allied characters that appear in the animation in both the normal state (general normal state) and the bonus state (general special state), and to remove all allied characters when controlled from an advantageous section to a non-advantageous section. Alternatively, allied characters may be assigned in either the normal state or the bonus state only. (10) Point calculation means: A means for calculating points according to the result of an internal lottery (lottery by an internal lottery means) for each game during the CZ. In this example, the point calculation means performs a calculation to add up the points that are awarded according to the result of the internal lottery as needed, and obtains the number of points acquired as a result of the calculation. (11) Special Normal Determination Means (Special State Determination Means): Means for determining the transition to a bonus state (general special state) in the CZ. The special normal determination means determines the transition to a bonus state in the CZ when a predetermined transition condition (special transition condition, which is a condition for transitioning to a special state) is met, such as when the number of points acquired, which is the result of calculation by the point calculation means, reaches the target number of points (an example of a predetermined standard), and when a parts stock, which is an example of a specific right, is exercised. (12) Special return determination means (special state determination means): In CB, means for determining the transition to a bonus state (general special state). The special return determination means determines the transition to a bonus state when, for example, parts stock, which is an example of a specific right, is exercised in CB. (13) Means of restricting the exercise of rights: Means of restricting the exercise of parts stock (specific rights). The means of restricting the exercise of rights restricts the exercise of parts stock when the difference between the number of points earned in the CZ and the number of target points is within a predetermined range. (14) Calculation means: Means for calculating various data related to the parts stock (specific rights) granted by the specific rights granting means. The various data calculated by the calculation means are displayed by an information display unit 140, which is an example of a display means.
[0032] Furthermore, the main control unit 20 also functions as the following means. (15) Means of permitting the start of the game: Means of permitting the start of the game when a specified number of game points have been bet on the game. (16) Internal drawing means: A means for performing an internal drawing to determine an internally winning role from among several types of roles in response to the start of the game. The internal drawing means sets an internal winning flag corresponding to the internally winning role. (17) Flag control means: Means for controlling the internal winning flag corresponding to the internal winning role. (18) Reel control means: Means for controlling the rotation and stopping of the reel 21. (19) Prize determination means: A means for determining whether or not a combination of symbols that has stopped on the prize line is a prize symbol. (20) Means for assigning value: Means for assigning a predetermined number of points (game value) to the player when a symbol corresponding to an internal winning flag stops and is displayed on the winning line, that is, when a symbol corresponding to an internal winning role stops and is displayed and a win occurs. (21) Game section control means: A means for controlling the game section to either an advantageous section in which a stop order notification can be performed to inform the player of the stop order (stop operation method) of the stop buttons 133 which is advantageous to the player, or an unadvantageous section in which such stop order notification cannot be performed. (22) Advantageous section state control means: A control means that controls the advantageous section to one of the following states: bonus state (general special state), normal state (general normal state), CZ (special normal state), or CB (recovery special state). The bonus state is a game state in which the above-mentioned stop order notification is executed with a high probability. The general normal state is a game state in which the said stop order notification is executed with a low probability. (23) Non-advantageous section state control means: A control means that can generate either a non-internal state or a BB internal state as a game state in a non-advantageous section. The non-internal state is an internal state in which the internal winning flag for the BB role, which is a bonus role, is not set. The BB internal state (flag internal state) is an internal state in which the internal winning flag for the BB role is set.
[0033] The ROM of the main control unit 20 stores the program, an internal winning combination lottery table used for drawing internal winning combinations, and a reel control table used for controlling the stopping of the reels 21. The reel control table is a data table that defines the possible stopping positions on the winning line.
[0034] The internal winning combination lottery table is a data table in which the winning random numbers for each combination are defined from a range of 0 to 65535 random numbers used for internal winning combination lotteries. The number of winning random numbers for each combination in the internal winning combination lottery table differs depending on the settings of the gaming machine (settings 1 to 6). In higher settings such as setting 5 or setting 6, the probability of winning internally increases, which is advantageous for the player.
[0035] The performance control unit 25 is equipped with a notification lottery means that performs a notification lottery to determine whether or not to notify the player of a win in the ally character stock lottery (character stock lottery). This notification lottery determines whether or not to display stock information indicating that an ally character has been stocked.
[0036] Under the control of the performance control unit 25, various game performances are executed on the performance display unit 12. In this example configuration, the performance display unit 12 functions as follows: (1) Presentation means: Means of presenting the game by displaying presentation images such as animations, photographs, and other images. In particular, the presentation means in this example can perform battle sequences in which enemy characters and allied characters fight, as well as revival sequences for allied characters (described later), etc. Battle sequences are performed in both the CZ and CB. It is also acceptable to perform battle sequences in only one of the CZ or CB. In battle sequences, the presentation means brings out one by one multiple types of allied characters that have been stocked by the character stock means described above. (2) Notification means: Means for performing stop order notification to notify the player of the stop order (stop operation method) of the stop buttons 133 which is advantageous to the player. (3) Character stock display means: A means for displaying stock information indicating that an ally character has been stocked (ally character stocked). The character stock display means displays stock information when it is decided to make a notification in the notification lottery described above, but does not display stock information when it is not decided to make a notification.
[0037] In this example of slot machine 1, as shown in Figure 4, the winning combinations are set to include Big Bonus, Regular Bonus, four types of Replay combinations A-D, 10-point combination, 1-point combination, and BB combination. The BB combination is a bonus combination that triggers the bonus game. The bonus game is a favorable game state in which the internal probability of winning small combinations is increased, but in the configuration of this example, the possibility of winning the BB combination, which is the original bonus combination, is almost zero.
[0038] On the other hand, the Big Bonus (Second Special State) and Regular Bonus (First Special State), which are advantageous to the player, are so-called "pseudo-bonuses" in which the internal probability of winning small roles does not improve, and in reality they are AT states in which the stop order notification described above is executed. In the configuration of this example, the "pseudo-bonus" is the actual bonus state. In the following explanation, the "pseudo" of Big Bonuses and Regular Bonuses will be omitted and referred to as "bonus" or "bonus state" as appropriate.
[0039] The winning symbols for each role are set as shown in the "Symbols" column in Figure 4. The Big Bonus symbol and Regular Bonus symbol can only be displayed during the simulated gameplay described later, which is a gameplay feature. For both the 10-point role and the 1-point role, the winning symbols are a sequence of bells. If the bells are lined up diagonally upwards to the right or downwards to the right, a 10-point role is won, and if they are lined up horizontally in the upper, middle, or lower row, a 1-point role is won.
[0040] Slot machine 1 awards points for winning 10-point and 1-point combinations. Winning a Big Bonus triggers a 30-game Big Bonus, and winning a Regular Bonus triggers a 15-game Regular Bonus. Winning Replay combinations A through D automatically bets a predetermined number of game points, making the game ready to start. Each combination becomes eligible for winning if it is selected in the internal winning combination lottery (internal win), and a win is awarded when the corresponding winning symbol actually stops on the winning line.
[0041] In this example, the 10-point and 1-point roles are simultaneous wins, and the 10-point role is the role (AT role) that is notified in the order in which the stop buttons 133 are stopped (stopping operation method, stopping order). The 10-point role can be won if the stop buttons 133 are operated according to the stopping order notified by the stopping order notification. In addition, in slot machine 1 in this example, replay roles A and B are rare roles. When a rare role is achieved (internal win) in normal mode, a bonus lottery and a CZ lottery are executed.
[0042] Here, we will explain the content of the simulated game, which is a game played for show purposes. In slot machine 1, when the start lever 131 is operated with a predetermined number of game points bet, the reels 21 start to spin and the internal winning combination is determined by an internal lottery. When the stop button 133 is operated, the reels 21 stop, and when the combination of symbols corresponding to the internal winning combination is displayed in the symbol display window 11, the combination is awarded. If a combination that involves the awarding of game points is awarded, points corresponding to the winning combination are awarded. This series of actions constitutes normal gameplay of slot machine 1.
[0043] In this example, slot machine 1 includes a simulated game that differs from the normal gameplay described above. Hereafter, to distinguish between the normal gameplay and the simulated gameplay, the normal gameplay will be referred to as the "main game," and the simulated gameplay as the "simulated game." The simulated gameplay is performed before the main gameplay. A single game played by slot machine 1 may consist of only the main gameplay, or it may include both the main gameplay and the simulated gameplay. The number of games played in slot machine 1 corresponds to the number of main gameplay rounds.
[0044] The simulated game is a type of reel animation in which, like the main game, the spinning reels 21 are stopped (simulated stop) by operating the stop button 133, and one of the symbol combinations is displayed in the symbol display window 11. In this simulated game, it is possible to stop the reels 21 just like in the main game, but unlike the main game, no points are awarded based on the stopping result of the reels 21.
[0045] Unlike the actual game, in the simulated game, the reels 21 never come to a complete stop. In the simulated game, the reels 21 only appear to stop, for example, by continuing slight vibrations. Players can distinguish that it is a simulated game and not the actual game based on this simulated stop of the reels 21. When the simulated game ends, the reels 21 resume spinning and the actual game begins.
[0046] The simulated game is a visually impressive game that is performed after the start lever 131 is operated and before the rotation speed of the reels 21 in the main game reaches a constant level. In the visually impressive simulated game, the reels 21 stop virtually when the stop button 133 is operated on the rotating reels 21, and any combination of symbols can be displayed. If a specified time (for example, 60 seconds) elapses during the simulated game without the stop button 133 being operated, the game will automatically stop on a predetermined combination of symbols, end the simulated game, and proceed to the main game.
[0047] In this example of slot machine 1, the game transitions to a bonus state (big bonus or regular bonus) from the game following the notification that the player has won a bonus. As described above, the bonus state in this example is actually an AT (Automatic Trigger) state. In the first game of the bonus state, a simulated game is performed, and the symbols of matching black 7s, which are the winning symbols for the big bonus, or matching white 7s, which are the winning symbols for the regular bonus, are simulated to stop. The simulated game ends according to the start operation performed when the black 7 or white 7 symbols are simulated to stop, and the game transitions to the main game. Note that the simulated game is not subject to the restrictions of the rules described later regarding the pull-in control when stopping the rotation of reel 21. Therefore, in the simulated game, the black 7 or white 7 symbols can always be pulled in and displayed regardless of when the stop operation is performed.
[0048] Next, the configuration of the card unit 3 will be explained. The card unit 3 is configured around the control unit 30 (see Figure 3). In addition to the above configuration, the control unit 30 is connected to a banknote processing unit 321, a touch panel 33P, a card stock unit 37S, a card R / W unit 37, an I / F unit 300 that enables communication with the relay device 501, etc. The banknote processing unit 321 is the processing unit for banknotes inserted from the banknote slot 320. The touch panel 33P is a transparent panel that makes the display unit 33 touch-operable. The card stock unit 37S is configured to stock up to 10 game cards 50C for new issuance (see Figure 1) and collected game cards 50C. The card R / W unit 37 is a reader / writer that reads and writes recorded data on the game cards 50C.
[0049] The game cards 50C handled by card unit 3 include general cards for regular players and member cards for member players. General cards are issued when regular players finish playing while they still have a balance or points remaining. Member cards are issued in accordance with membership registration at the arcade. With a member card, for example, players can use the point accumulation service to deposit points from previous days into the arcade's balance. The accumulated points are stored in the arcade's management device (not shown) in association with the member card's card ID.
[0050] To start playing slot machine 1, which has the above configuration, you need to operate card unit 3 to receive points (loans). To receive points, you need to insert banknotes into card unit 3 or insert game card 50C. When card unit 3 accepts banknotes, it adds the amount of those banknotes to the deposit balance (maximum 10,000 yen) and stores it.
[0051] On the other hand, when a game card 50C is inserted, the card unit 3 requests the in-house management device to verify the card information recorded on the game card 50C. The card information differs in composition between general cards and member cards. In the case of general cards, the deposit balance and points held are recorded as card information. In the case of member cards, the points held are recorded as card information, while the deposit balance and points held are associated with the member card and managed exclusively by the in-house management device.
[0052] If the verification result is OK, card unit 3 displays information about the player's ownership value, such as the deposit balance, points held, and accumulated points, on the display unit 33. Points held are the points the player has earned. Accumulated points are the points the player has earned on or before the previous day and deposited with the arcade. As described above, the accumulated points service is a service for members. Therefore, accumulated points are associated only with member cards.
[0053] The card unit 3 converts the player's deposit balance and points into points in response to the player's request, such as when the player operates the lending button 34, and transmits this information to the corresponding slot machine 1. For example, when the lending button 34 is operated, a fixed amount (e.g., 1000 yen) is converted into points (50 points) and transmitted to the slot machine 1. On the slot machine 1 side, the points received in this way are credited (stored) as game points. For example, when the replay button 35 is operated, the player's points are converted into points in increments of 50 and transmitted to the slot machine 1, allowing for replay (replay process). The awarded points are added to the game points and displayed as the number of credits on the information display unit 140. The player can then play using the number of game points corresponding to those credits.
[0054] Card Unit 3 stores and displays the player's current score, game score, and total score (the sum of the current score and game score). Current score is the score the player has already earned. Game score is the score stored as credits by Slot Machine 1.
[0055] In slot machine 1, when the bet button 141 is operated (bet operation) while 3 points (an example of a specified number) or more of game points are credited (stored), 3 points are bet and the start of the game (unit game) is permitted. If the start of the game is permitted, the start lever 131 can be effectively operated (start operation) and the game can be started. Furthermore, if a replay win is detected, the main control unit 20 automatically bets game points for the next game without consuming the points credited as game points, even if no bet operation is performed.
[0056] When the main control unit 20 detects a valid start operation, it obtains a random number for the internal winning role lottery, which is extracted by the random number extraction unit from the random numbers (0 to 65535) generated by the random number generation unit. The main control unit 20 compares the random number for the internal winning role lottery with the winning random number for each role defined in the internal winning role lottery table, and determines the internal winning role.
[0057] The result of the internal lottery in the main control unit 20 is transmitted to the performance control unit 25. The performance control unit 25 stores various performance controls corresponding to the result of the internal lottery. The performance control unit 25 selects and executes a performance control from among the various performance controls stored that corresponds to the result of the internal lottery.
[0058] When the main control unit 20 determines any role as an internally winning role, it switches the internal winning flag corresponding to that internally winning role to the ON state. For internal winning flags of roles other than the BB role, they are reset to the OFF state (zero) by the start of the next game, regardless of whether or not a win was achieved in the game in which the internal winning flag was first established. Therefore, if a win is not achieved in the game in which a win is established for any role other than the BB role, all wins are missed. On the other hand, for the BB role flag, which is the internally winning flag for the BB role, the BB internal state in which the internal winning flag is established is carried over to the next game in sequence until a win is achieved, and is reset (cleared) according to the win. However, in the configuration of this example, as described above, the probability of winning the BB role is almost zero.
[0059] The BB (Big Bonus) flag is cleared when a BB is won, as well as when a predetermined initialization operation is performed (flag control means). The predetermined initialization operation is an operation to reset slot machine 1 to its initial state. As described above, in slot machine 1 in this example, the probability of winning a BB is almost zero, so in most cases, the BB flag is cleared in accordance with the predetermined initialization operation.
[0060] Following the internal lottery described above, the main control unit 20 initiates the symbol variation of the reels 21. The main control unit 20 inputs control pulses to the stepping motors that constitute the reel drive unit 211, and rotates the reels 21 by rotating the stepping motors one step with each pulse. As a symbol variation means, the reels 21 display multiple types of symbols in a variation manner, and also stop and display symbols corresponding to the internal winning flag in response to the player's stop operation (operation of the stop button 133).
[0061] The main control unit 20 counts the number of control pulses input to the reel drive unit 211, i.e., the number of steps the stepping motor has rotated. Note that the number of steps is reset to zero each time a detection signal for the reference position piece of each reel 21 is acquired, so it represents the number of steps that have occurred since the most recent detection signal was generated.
[0062] The main control unit 20 performs what is known as pull-in control, which stops symbols within a predetermined pull-in range defined by the regulations (regulations concerning the certification and type approval of gaming machines, etc.) onto the winning line. In this example, a range equivalent to four symbols is set as this pull-in range. The main control unit 20 determines the stopping position by sampling the number of steps when it detects a fluctuating stop signal in response to the operation of the stop button 133. The stopping position is determined by comparing the sampled number of steps with a reel control table (not shown) which defines the stopping positions on the winning line where the reels can stop. If possible, the main control unit 20 pulls the symbol corresponding to the internal winning flag into that stopping position and stops the reel 21.
[0063] After all the reels 21 have stopped, the main control unit 20 determines whether the combination of symbols that stopped along the winning line, which is set to cross the three reels 21L, C, and R, is a predetermined winning symbol. Specifically, the main control unit 20 identifies the type of symbol that stopped on the winning line based on the number of steps of the stepping motor (reel drive unit 211) of each stopped reel 21L, C, and R, and determines whether a winning combination is formed for that symbol combination.
[0064] When the main control unit 20 determines that any winning combination has been achieved, it grants the corresponding bonus (reward). For example, if the winning combination is a 10-point combination, it grants 10 points. When a Big Bonus is won due to a pseudo-stop of the Big Bonus symbol (see Figure 4), the main control unit 20 generates a Big Bonus as the reward. Similarly, when a Regular Bonus is won due to a pseudo-stop of the Regular Bonus symbol, the main control unit 20 generates a Regular Bonus as the reward.
[0065] As described above, both the Big Bonus and the Regular Bonus are pseudo-bonuses. The Big Bonus is a bonus state that lasts for 30 games. The Regular Bonus is a bonus state that lasts for 15 games. The 30 games for the Big Bonus and the 15 games for the Regular Bonus are examples of predetermined special game counts that occur during special states.
[0066] Whether it is a Big Bonus or a Regular Bonus is determined by the promotion lottery performed during the continuation of the CZ and the transition lottery performed at the end of the CZ. In this example configuration, where the probability of winning a Big Bonus is close to zero, the Big Bonus and Regular Bonus are effectively bonus states. As described above, the actual bonus state in this example is an AT state in which the stop order notification is performed in order to win a 10-point combination.
[0067] The points awarded during gameplay on slot machine 1 are added to the number of credits and displayed on the information display unit 140. During gameplay, various game data (number of jackpots, number of special symbol draws, etc.) can be displayed on the information display unit 140 in accordance with the information display operation on the information display unit 140. In particular, in slot machine 1 of this example, various data related to parts stock (specific rights) can be displayed on the information display unit 140.
[0068] During gameplay, the main control unit 20 transmits various game signals indicating the game results to the card unit 3 as needed. Examples of game signals transmitted to the card unit 3 include the out signal and the safe signal. The out signal is a signal that indicates the consumption of points and is output in accordance with the betting operation of game points. The out signal is information on the deduction of game points. The safe signal is a signal that indicates the points awarded as a result of the game. The safe signal is information on the addition of game points.
[0069] Card unit 3 aggregates the various game signals received from the corresponding slot machine 1 to generate and store game information, and transmits the game information to an in-house management device (not shown) as needed. In addition, card unit 3 updates the stored score count in response to the receipt of score addition and subtraction information from the corresponding slot machine 1. Card unit 3 also transmits information on the player's deposit balance and score count to the in-house management device as needed.
[0070] When ending a game on slot machine 1, the points credited as game points can be transferred to card unit 3 by performing a counting operation on the touch-operable information display unit 140. The number of credits on slot machine 1 is reduced in accordance with the transfer of points to card unit 3.
[0071] When the return button 36 is operated while card unit 3 has at least one of the following: deposit balance, points held, or stored points, a game card 50C is issued. The deposit balance, points held, and stored points are managed by an in-house management device (not shown) linked to the card ID of game card 50C. This associates the deposit balance, points held, and stored points owned by the player with game card 50C. In addition, points held and stored points are managed in association with information about the type of game machine (such as the game price) in which the points were acquired.
[0072] (B) Types of game states and transition processes The gameplay period of slot machine 1 in this example is broadly divided into advantageous and unadvantageous periods, as shown in Figure 5. Furthermore, the advantageous period is divided into normal state, CZ, comeback state, bonus state, and CB. The unadvantageous period is divided into non-internal state where the BB role has not been internally won, and BB internal state where the BB role has been internally won. Normal state is an example of a general normal state. CZ is an example of a special normal state. Bonus state is an example of a general special state. CB is an example of a comeback special state.
[0073] In this example, slot machine 1 is controlled to a non-advantageous zone when it is shipped from the factory and during predetermined initialization operations. When any winning combination is internally achieved in the non-advantageous zone, the machine is controlled to win the advantageous zone transition lottery and switch to the advantageous zone. In this example configuration, one winning combination is always internally achieved. Therefore, the advantageous zone transition lottery is always won in the first game of the non-advantageous zone, and the machine switches to the advantageous zone from the second game onwards. Alternatively, the probability of winning the advantageous zone transition lottery can be arbitrarily set instead of this example configuration.
[0074] When a predetermined reset condition (described later) is met during a game in the advantageous section, a switch control to the non-advantageous section is executed. In the factory default and initial settings, the non-advantageous section is a non-internal state where the BB role has not been internally won. On the other hand, when the game transitions to the non-advantageous section in response to the fulfillment of the above reset condition, it enters a BB internal state (flag internal state) where the BB role has been internally won.
[0075] The Big Bonus (BB) win occurs internally about 1 / 5 of the time in a non-internal state, but most of these wins occur simultaneously with the 10-point and 1-point wins. In this example of slot machine 1, the stopping control of reel 21 is performed to prioritize the winning of the 10-point or 1-point win, so the probability of winning the BB win in a game in which it has been internally won is extremely low.
[0076] The internal win of the BB role is carried over until it is awarded, but in the BB internal state where an award has been carried over, one of the roles will always be internally won. Therefore, the BB role will not be awarded in a game in which the internal win of the BB role has been carried over. For this reason, once the BB internal state in which the BB role flag is set is reached, the BB internal state will remain as is until the prescribed initialization operation is performed. Alternatively, instead of the configuration in this example, a game may be generated in the BB internal state in which no other roles are internally won, and the BB role can be awarded. When the BB role is awarded, the game transitions to a bonus game, and after the bonus game ends, it transitions to a non-BB internal state.
[0077] In this example, the advantageous period in slot machine 1 is a period in which the player can be notified of the stopping operation method required to win an internally won combination. In the advantageous period, in a game in which a 10-point combination and a 1-point combination are internally won simultaneously, there is a possibility that a stop order notification will be performed to inform the player of the stopping order of reel 21 required to win the 10-point combination.
[0078] In addition, to curb excessive gambling tendencies, rules may be adopted to limit the advantageous period to a certain extent. For example, one such rule might be that when the number of game points earned in the advantageous period reaches 2400, the advantageous period must end and the game must switch to the non-advantageous period. Slot machine 1 in this example corresponds to such a rule. When the number of game points earned at the time the bonus state ends in slot machine 1 is 2200 points or more (an example of a baseline value), the above reset condition is met, and the control to switch from the advantageous period to the non-advantageous period is executed. The non-advantageous period is a period in which stop order notifications are not executed. When transitioning from the advantageous period to the non-advantageous period, all information related to stop order notifications, such as parts stock and ally character stock, which are examples of specific rights, is erased.
[0079] In this example, the normal state (general normal state) of slot machine 1 is a game state in which the stop order notification is either not performed or is performed with a low probability. Therefore, the normal state is disadvantageous for players whose scoring rate is below 100%. In the normal state, a lottery is held to determine whether to transition to the CZ (special normal state) or the bonus state (general special state), and if successful, the player can transition to either the CZ or the bonus state. The probability of winning the bonus lottery (bonus state transition lottery) is approximately 1 / 600.
[0080] On the other hand, the probability of winning the CZ lottery (CZ state transition lottery, special transition lottery) is variable. The probability of winning the CZ lottery differs depending on the number of parts stocks (memory count), and is set as follows. • When the number of stocks is 0: Winning probability = 1 / 175 • When the number of stocks is 1: Winning probability = 1 / 150 • When the number of stocks is 2: Winning probability = 1 / 125 • When the number of stocks is 3: Winning probability = 1 / 100
[0081] The Chance Zone (CZ) is a game state in which a lottery for transitioning to a bonus state is conducted with a higher probability than in the normal state. In this example, a predetermined period of 15 games, which is one example of a set number of games, is set as the predetermined period for the CZ to continue. The scoring rate in the CZ is approximately the same as in the normal state. If the lottery for transitioning to a bonus state is won in the CZ, the game transitions to the bonus state, but if 15 games are played without winning, the game returns to the normal state. In this example, the probability of winning the lottery for transitioning to a bonus state during the CZ is set to approximately 40%.
[0082] As described above, there are two types of bonus states: Big Bonus (Second Special State) and Regular Bonus (First Special State). In the Big Bonus, the stop order notification is always performed for 30 games, and in the Regular Bonus, for 15 games. Therefore, the bonus state is advantageous for players whose scoring rate is significantly higher than 100%.
[0083] In this example, the bonus state in slot machine 1 is a so-called "pseudo-bonus" in which the internal probability of winning small roles does not improve. As described above, the actual bonus state in this example is an AT state. Slot machine 1 in this example is designed so that you can earn approximately 150 points in a big bonus and approximately 75 points in a regular bonus. As described above, slot machine 1 in this example complies with the rule that limits the advantageous period to a certain limit, and if the number of points earned at the end of the bonus state is less than 2200 points, it transitions to CB, while if the number of points earned is 2200 points (an example of a baseline value) or more, the above reset condition is met and it transitions to the internal state of BB in the non-advantageous period.
[0084] In CB (Chain Bonus), the stop order notification is always performed for a predetermined period (10 games) after the bonus state ends, making it just as advantageous as the bonus state. It is possible to earn about 50 points in CB, and one set including the bonus state can yield approximately 200 points (in the case of a big bonus) or 125 points (in the case of a regular bonus). Both the bonus state and CB are what is known as AT (Attack Time) state. Alternatively, instead of this example, the stop order notification may be omitted in CB, and the scoring rate may be set to be the same as in the normal state.
[0085] The pull-back state is a game state that lasts for a predetermined period (15 games) in which a lottery for transitioning to a bonus state is performed with a higher probability than the CZ. When the lottery for transitioning to an advantageous section is won while the BB internal state is in a non-advantageous section, the game transitions to the pull-back state in accordance with the control to the advantageous section. When the BB internal state is controlled from a non-advantageous section to an advantageous section (game section control means), one or more ally characters are granted and stocked as ally character stock. As described above, in the configuration of this example, being controlled from a non-advantageous section to an advantageous section (game section control means) while the BB internal state is one of the predetermined stock conditions for stocking ally characters.
[0086] When transitioning to the pull-back state, a lottery for transitioning to the bonus state (bonus lottery) is conducted. If this transition lottery is won, the game transitions to the bonus state after the pull-back state ends. On the other hand, if this transition lottery is not won, the game transitions to the normal state. The probability of winning the lottery for transitioning to the bonus state is set to approximately 90%. In this example configuration, the scoring rate in the pull-back state is approximately the same as in the normal state, but the scoring rate in the pull-back state may be set to be the same as in the bonus state.
[0087] (C) Gameplay in each game state The following describes the gameplay characteristics of each game state in slot machine 1. (C-1) Normal state Under normal circumstances, when a rare small win (Replay A, B) is internally triggered, a bonus lottery and a CZ lottery are executed. Furthermore, when a rare small win is internally triggered, in addition to these lotteries, a lottery for acquiring a specific right, namely a parts stock, is executed by a specific rights granting means as a stock acquisition lottery method (specific rights acquisition lottery). If this acquisition lottery is won (an example of a predetermined rights granting condition), parts stock is granted (specific rights granting means). Note that parts stock is an example of a specific right that can trigger a bonus in CZ and CB.
[0088] In this example, the conditions for executing the lottery to acquire parts stock are the internal win of the rare small wins, replay wins A and B, as well as the winning of the 10-point win (bell). When replay wins A and B are internally won, and when the 10-point win is won, the conditions are met and the lottery to acquire parts stock is executed. In addition, when replay win D is internally won (an example of when the internal win flag for a specific win is set), a lottery to acquire ally character stock (character stock lottery) is executed with a probability of 1 / 30. When the character stock lottery is won, one of ally characters A, B, or C can be acquired. The distribution of ally characters is as shown in Figure 6. The probability of acquiring ally character C is the lowest at 5%, making ally character C the rarest.
[0089] There are multiple types of parts stocks for each triggering role (10-point role, replay role A and B), and it is possible to acquire the corresponding type of parts stock for each triggering role. For example, if you win the acquisition lottery triggered by an internal win of replay role B (cherry), you will acquire the parts stock corresponding to that replay role B. The probability of winning the parts stock acquisition lottery is set according to the type of triggering role. For example, with replay role B, there is a 50% chance of acquiring a parts stock upon internal win, and with a 10-point role, there is a 5% chance of acquiring a parts stock upon winning.
[0090] Furthermore, during the CZ and CB, if a predetermined right exercise condition is met—namely, an internal win of a minor role corresponding to the acquired parts stock—a bonus can be won by exercising the parts stock, regardless of the result of the normal bonus lottery. In other words, the special state lottery means described above determines the transition to a bonus state in accordance with the exercise of parts stock when the right exercise condition is met during the CZ and CB (special state determination means).
[0091] Therefore, players play the game hoping to acquire parts stock that can lead to a bonus win. The acquired parts stock is displayed in the display unit 12, for example, as shown in Figure 7. A parts stock display area 12A is provided on the left side of the screen. A friendly character stock display area 12B is also provided on the right side of the screen in the same figure. The friendly character stock display area 12B is a display area for friendly characters that appear in the battle sequences described later, and it displays friendly character stock that the player has already acquired. The "cherry" displayed in the parts stock display area 12A indicates a type of parts stock corresponding to the replay role B, and the "bell" indicates a type of parts stock corresponding to the 10-point role.
[0092] (C-2) CZ (Special Normal State) The CZ (Chance Zone) is a gameplay system where players aim to win a bonus based on the number of points they accumulate during a predetermined number of games (a fixed 15 games in this example).
[0093] At the start of the CZ (Chance Zone), a target point lottery is conducted to determine the target point amount (an example of a predetermined standard) that guarantees a bonus win. As shown in Figure 8, there are seven possible target point amounts, ranging from 1 to 50 points. Larger target point amounts have a higher probability of being selected, while smaller target point amounts have a lower probability. The smaller the target point amount, the easier it is to win a bonus, making it more advantageous. For example, if 1 point is determined as the target point amount, the bonus win is immediately confirmed at the time of selection.
[0094] Furthermore, when a CZ (Chance Zone) is won, a lottery is also held to determine the acquisition of a victory stock, which has a 5% chance of being won. If the lottery for acquiring a victory stock is won, 50 points will be added to the number of points acquired at the start of the CZ. As described above, the target number of points is a maximum of 50 points. Therefore, if 50 points are added to the number of points acquired in response to winning the lottery for acquiring a victory stock, a bonus win is immediately confirmed, and the transition to the bonus state after the CZ ends is determined.
[0095] During the CZ (Chance Zone), a point acquisition lottery is conducted for a fixed 15 games, depending on the internal win of a minor role (replay role, 10-point role). The points that can be acquired through the point acquisition lottery differ depending on the type of minor role that triggered the win, as shown in Figure 9. The points acquired are fewer when the internal win of a 10-point role or replay role D occurs, and more when the internal win of replay role C occurs.
[0096] In the final game of the CZ (Chance Zone), a bonus lottery is conducted based on the number of points earned during the CZ. If the number of points earned reaches a target number, which is one example of a predetermined standard, a bonus is guaranteed. Thus, in this example configuration, if the number of points earned in the CZ reaches the target number, the transition to the bonus state is determined. On the other hand, if the number of points earned does not reach the target number, as shown in Figure 10, whether or not to transition to the bonus is determined by a bonus lottery based on the number of points earned.
[0097] For example, in a CZ (Chance Zone) where the target number of points is set at 50, a bonus lottery is conducted in the final game with the winning probabilities shown in Figure 10. The winning probability varies depending on the number of points earned during the CZ. For example, if 50 points are earned, the probability of winning a bonus is 100%, as described above. For example, if 45 points are earned, the probability of winning a bonus is a high 90%. On the other hand, if 20 points or less are earned, the probability of winning a bonus is 10%. Thus, the more points earned, the higher the probability of winning a bonus.
[0098] Even if the number of points earned reaches the target number and a bonus win is confirmed before 15 games are played, the CZ will continue until 15 games are played. During the remaining games after the bonus win is confirmed, a bonus upgrade lottery (upgrade from regular bonus to big bonus) will be held. In the upgrade lottery, there is a 25% chance of winning when a Replay D is internally triggered. If the upgrade lottery is won, the transition to a big bonus is confirmed. It is also possible to notify the player that the target number of points has been reached before 15 games are played, i.e., during the CZ. This will allow the player to clearly understand that an upgrade lottery will be held.
[0099] In the CZ (Chance Zone), points may be added if parts stock is available. If the number of points acquired is less than a predetermined number when a small win corresponding to an acquired parts stock is internally triggered, that parts stock will be consumed and 50 points will be added. As shown in Figure 8, the maximum target points are 50 points. Therefore, if 50 points are added by consuming parts stock, the bonus lottery is guaranteed to be won, and the transition to the bonus state is immediately determined. If a bonus is won by consuming one of several types of acquired parts stock, the remaining types of parts stock that were not consumed will not disappear but will be carried over to subsequent bonus states.
[0100] During the continuation of the CZ, the display unit 12 executes an image display sequence (battle sequence) in which an ally character and an enemy character battle. When the game ultimately transitions to the bonus state, that is, when the special state determination means determines that the game will transition to the bonus state (general special state), the battle sequence displays an ending in which the ally character wins. On the other hand, when the game ultimately transitions to the normal state, that is, when it is not determined that the game will transition to the bonus state, the battle sequence displays an ending in which the enemy character wins.
[0101] At the start of the Challenge Zone (CZ), an opponent character is randomly selected from several types of enemy characters. For example, one of four enemy characters, A, B, C, or D, will be selected. The probability of selecting a particular type of enemy character varies depending on the target point amount determined at the start of the CZ, as shown in Figure 11.
[0102] For example, if the target points are 50, the enemy characters will be set as follows: A: 70%, B: 20%, C: 10%, D: 0%. If the target points are 25, the enemy characters will be set as follows: A: 10%, B: 70%, C: 20%, D: 0%. If the target points are 1, the enemy characters will be set as follows: A: 0%, B: 0%, C: 0%, D: 100%. Enemy character D is only selected when the target points are 1, and will not be selected for any other target point count. Therefore, victory is confirmed when enemy character D is selected. However, if a victory stock has already been acquired, enemy character A will always be selected regardless of the target points.
[0103] In character battle sequences, the appearance and equipment of allied characters will vary depending on the types of parts already acquired. If you have acquired parts stock, and the condition for exercising the right is met during the CZ (Challenge Zone) by internally winning a small role corresponding to the type of parts stock, you can win a bonus regardless of the result of the normal bonus lottery. In this example configuration, as described above, 50 points are awarded when this condition for exercising the right is met, and you are guaranteed to win the bonus lottery. However, if the difference between the number of points acquired in the CZ (an example of the result of calculation by the point calculation means) and the target number of points (an example of a predetermined standard in the special normal determination means) is within a predetermined range, the exercise of parts stock, which is an example of a specific right, is restricted. This is to avoid winning a bonus by exercising parts stock and to avoid the unnecessary consumption of parts stock, as the probability of winning the bonus lottery performed in the final game of the CZ is high. The predetermined range of the difference in which the exercise of parts stock is restricted can be set to, for example, a fixed number of points such as 5 points, or a number of points equivalent to 10% of the target number of points.
[0104] In this example, if a CZ (Chance Zone) occurs while the player has acquired one or more parts stocks, and the corresponding small win does not occur internally, resulting in the bonus not being awarded because the conditions for exercising the right are not met, the player will be granted a bonus. In this example, the bonus is an increased probability of winning the next CZ.
[0105] The degree of advantage of the bonus, that is, the probability of winning the next CZ, varies depending on the number of parts stocked (number of memories, number acquired). • When the number of stocks is 1: The probability of winning the next CZ is 1 / 125 (however, when the number of stocks increases to 3, 1 / 100 is applied.) • When the number of stocks is 2: Probability of winning the next CZ = 1 / 100 • When the number of stocks is 3: The probability of winning the next CZ = 1 / 75 Let's assume that.
[0106] Furthermore, the winning probability set as a bonus may be applied only to the next CZ, or it may be repeatedly applied to all subsequent CZs until a bonus is won. Also, in the configuration of this example, as described above, the winning probability for the next CZ is determined according to the number of parts stocks, regardless of the type of parts stock, but instead, the winning probability for the next CZ may differ depending on the type of parts stock. In addition, preferential treatment in the point acquisition lottery during the CZ or the target point number lottery at the start of the CZ may also be offered as a bonus. Furthermore, it may be possible to provide a bonus in which the probability of fulfilling the conditions for exercising the rights to parts stock is increased in the transition to the normal state.
[0107] (C-3) Pullback state The pull-back state (pull-back zone) is a game state to which the player enters when they win the lottery for transitioning to the advantageous section while in a non-advantageous section (BB internal state), as described above. In other words, the pull-back state is the game state to which the player transitions when controlled from a non-advantageous section (BB internal state) to an advantageous section. Whether or not the player will transition to a bonus state is determined in advance by a lottery (winning probability 90%) when transitioning to the pull-back state. The pull-back state continues for a number of games determined within the range of 10 to 32 games, and the result of winning or losing a bonus is announced in the final game. When transitioning to the pull-back state, one or more ally characters (A, B, C) are added and stocked.
[0108] At the end of the pull-back state, all types of parts stock are acquired regardless of whether a bonus was won or not. This specification allows players to maintain their excitement even when transitioning to the normal state without winning a bonus. In particular, when transitioning to the bonus state after winning a bonus, the possibility of consecutive bonus states increases due to the carryover of acquired parts stock.
[0109] While the pull-back state continues, a character battle animation will be performed, similar to the CZ. However, in the battle animation during the pull-back state, enemy character E, a character exclusive to the pull-back state, will always be selected as the enemy character. Note that all types of parts stock can only be acquired at the end of the pull-back state, so in the battle animation performed while the pull-back state continues, your character and the enemy character will battle without any parts stock. At the end of the pull-back state, you may stock one or more allied characters (A, B, C) along with the parts stock, or in place of the parts stock.
[0110] (C-4) AT state (special state) The AT state includes the bonus state (Big Bonus, Regular Bonus, General Special State), which is a pseudo-bonus, and the CB (Return Special State).
[0111] The bonus state can be entered by winning a bonus in the normal state, CZ, or CB. After winning a bonus, the bonus state begins when the bonus symbol (either the big bonus symbol or the regular bonus symbol) is displayed during the simulated game. When a bonus is won in the normal state or during CB, the bonus distribution lottery described above will determine whether the bonus is a big bonus or a regular bonus in a 3:7 ratio.
[0112] If a bonus is won during the CZ (special transition conditions are met), a Big Bonus will be awarded if a promotion lottery is held and won during the CZ. On the other hand, if a bonus is won during the CZ, and the transition to a Big Bonus has not been determined by the promotion lottery, a transition lottery to determine whether it will be a Big Bonus or a Regular Bonus will be held in the final game of the CZ. In this transition lottery, either a Big Bonus or a Regular Bonus will be determined in a 3:7 ratio.
[0113] While the bonus state continues, the same lottery processes as in the normal state are conducted, including the acquisition of parts stock (specific rights acquisition lottery) and the acquisition of victory stock. The probability of acquiring parts stock can be the same as in the normal state or increased. The probability of acquiring victory stock can be, for example, 1 / 100 every game. Furthermore, while the bonus state continues, in addition to the lottery for acquiring parts stock and victory stock, a lottery for acquiring allied characters (3 types) that appear in the CB's presentation (character stock lottery) is also conducted. The probability of acquiring allied characters can be the same as in the normal state or increased. When comparing the two types of bonus states, the Big Bonus is more advantageous in all aspects: score, acquisition of parts stock, acquisition of victory stock, and acquisition of allied character stock. The lottery for acquiring parts stock and the lottery for acquiring allied character stock can be conducted independently or simultaneously.
[0114] CB is an example of a special recovery state that is entered after the end of a bonus state, and it is decided whether to return to the bonus state or the normal state. In the bonus state, the probability of winning the character stock lottery differs depending on the internally won role. For example, if replay role B is achieved (internal win), the probability of winning the character stock lottery is 50%. If you win the character stock lottery, you can acquire one of the ally characters A, B, or C according to the selection probability shown in Figure 12. The number of life points for the ally characters is as shown in Figure 13, and ally character C, which has the most life points, is the most advantageous.
[0115] If a character stock lottery is won, a notification lottery is held to determine whether or not to notify the player of the stock information. If the notification lottery, which has a 75% probability of winning, is won, the stock information is notified by displaying that the character stock lottery has been won and by displaying the increase in the number of allied characters stocked (acquired). On the other hand, in the remaining 25% of cases where a stock is won, the stock information is not notified because the notification lottery was not won. In this case, there is no notification that the player has won, and the increase in the number of allied characters stocked is not displayed, and only the internal addition of the acquired number (number of stocks) is performed. Allied characters whose stock information was not notified due to not winning the notification lottery are stocked as potential allied characters. Slot machine 1 stores and manages two types of stock numbers for allied characters. The first allied character stock number is the stock number that is displayed as an increase, and does not include the potential allied characters mentioned above. The second allied character stock number is the total stock number including the potential allied characters mentioned above.
[0116] After the bonus state ends, the game transitions to CB (Challenge Bonus), and a determination is made as to whether or not to return to the bonus state until the number of ally character stocks mentioned above reaches zero. Unlike CZ (Challenge Zone), the number of games in which CB continues is variable. During CB, a battle sequence in which ally characters and enemy characters compete is executed on the display unit 12. When the game finally returns to the bonus state, that is, when the special state determination means determines that the game will transition to the bonus state (general special state), the battle sequence displays an ending in which the ally character wins. On the other hand, when the game transitions to the normal state, that is, when it is not determined that the game will transition to the bonus state, an ending in which the enemy character wins is displayed. Depending on the start of CB, an enemy character to be the opponent is selected by lottery from among several enemy characters. There are four types of enemy characters, for example, A, B, C, and D, and their selection probabilities are set to 70%, 20%, 9%, and 1%, respectively.
[0117] Each of the enemy characters, A, B, C, and D, has a set victory point value, for example, 100, 50, 10, and 1. Therefore, if enemy character D is selected, victory is guaranteed. If victory stock has been acquired, enemy character D will always be selected. If victory stock exists, 100 points will be added to the attack points at the start of the CB, and after 20 games have been played, the victory of your character will be displayed, the CB will end, and you will transition to the bonus state. Also, in the CB, if a small win corresponding to an acquired and stocked parts is internally triggered, victory is guaranteed.
[0118] During a continuous bonus round (CB), attack points are added and life points are subtracted with each game. Attack points are always added at a rate of 1 point per game, regardless of the internally won combination. Furthermore, if a bell or replay A-C is internally won, a number of points determined by lottery are added. Life points are subtracted by 1 point each time replay D is internally won. For example, if ally character A has 2 life points, and replay D is internally won for two consecutive games, the life points will drop to zero, resulting in a loss in two games.
[0119] In CB, the return to bonus state is determined when the number of attack points reaches the number of victory points. On the other hand, when an ally character's life points reach zero, that ally character's stock is removed. If the number of remaining ally characters in stock (the number of ally character stocks mentioned in the first section above) is one or more, the life points of the next ally character are set. When the life points of the next ally character are set in this way, the animation for the appearance of the next ally character is performed in the game following the game in which the original ally character's life points reached zero. Note that ally characters appear one by one in the order in which they were acquired.
[0120] As described above, in this example configuration, there is a setting where no notification is given even if the character stock lottery is won (i.e., the notification lottery is not won). In such cases, a potential ally character may be generated and potentially stocked depending on the win. Therefore, when an ally character is defeated, the number of ally character stocks in the first category, excluding potential ally characters, becomes zero, while the number of ally character stocks in the second category, including potential ally characters, may remain at one or more. In such cases, an animation is performed in which the ally character's life points reach zero and the character is defeated, causing the stock to disappear temporarily. Then, a revival animation is performed in which the ally character is revived, and the battle animation resumes. By performing such an animation, the player, who may have been disappointed by the defeat of all ally characters, will be surprised and delighted, further enhancing the enjoyment of the game.
[0121] In this example of slot machine 1, when the number of second ally character stocks, including potential ally characters, reaches zero, the defeated ally character does not revive, and the CB ends, returning to the normal state.
[0122] Furthermore, any remaining parts stock and ally character stock when the attack points reach the victory points will be carried over to the next CB. Unused stock will also be carried over when returning to the normal state after the CB ends.
[0123] If a Parts Stock, which is an example of a specific right, has been acquired, and a minor role corresponding to the type of Parts Stock is internally won during the continuation of the CB, the Parts Stock will be exercised and consumed according to the fulfillment of the right exercise conditions, and a bonus will be won regardless of whether the bonus lottery is successful or not. However, if there is a Victory Stock, or if enemy character D is selected, victory is guaranteed at the start of the CB, so even if a minor role corresponding to the acquired Parts Stock is achieved during the CB, that Parts Stock will not be exercised and will not be wasted.
[0124] The slot machine 1 in this example calculates various data related to parts stock (specific rights) and character stock (calculation means). The various data can be displayed in the information display unit 140 (display means). The calculation means can calculate the cumulative number of parts stock (specific rights) granted by the specific rights granting means, the cumulative number of parts stocks exercised by the special normal lottery means and the return special lottery means, and the specific rights granting probability which shows the ratio of the cumulative number of parts stocks granted to the cumulative number of times the game has been played.
[0125] Examples of data related to parts stock and character stock include the following gameplay data. (a) The cumulative number of parts stock and character stock of each type acquired on the day, and the cumulative number of parts stock and character stock of each type consumed (cumulative number granted). (b) The part stock acquisition rate per game, calculated by dividing the total number of part stocks acquired in normal conditions by the number of games played in normal conditions. (c) The character stock acquisition rate per game (probability of granting specific rights) is calculated by dividing the total number of character stocks acquired in normal conditions by the number of games played in normal conditions. (d) The part stock acquisition rate per game (probability of granting a specific right) obtained by dividing the cumulative number of part stocks acquired in the bonus state by the number of games played in the bonus state. (e) The character stock acquisition rate per game, calculated by dividing the total number of character stocks acquired in the bonus state by the number of games played in the bonus state. (f) The number of times CZ and CB were cleared by consuming parts stock (cumulative number of uses), the number of times CZ and CB were cleared without consuming parts stock, and the number of times CZ and CB were not cleared. (g) Average number of character stocks consumed per CB, average number of character stocks consumed per successful CB, average number of character stocks consumed per unsuccessful CB.
[0126] For example, the game data in (b) to (e) above will allow players to objectively understand how much parts stock and character stock they can acquire in normal and bonus states. For example, the game data in (f) above will allow players to understand how much of the acquired parts stock is utilized in CZ and CB and how much benefit they receive from it. For example, the game data in (g) above will allow players to understand how much of the acquired parts stock is utilized in CZ and CB and how much benefit they receive from it.
[0127] The slot machine 1 in this example, configured as described above, is a gaming machine capable of generating two game states: a broad normal state with a low probability of winning in the game, and a special state which is an AT state with a higher probability of winning than the normal state. The broad normal state includes a narrow normal state with a low probability of transitioning to the special state (see Figure 5, general normal state), and a CZ (special normal state) with a high probability of transitioning. The special state includes a bonus state that continues for a predetermined period (general special state, pseudo-bonus), and a CB (return special state) to which the player transitions when the bonus state ends. In the CZ and CB, a special normal lottery or a return special lottery is performed to determine whether or not to transition to the bonus state.
[0128] In this slot machine 1, players may be granted parts stock, which are rights to trigger a bonus state and can be exercised during the Challenge Zone (CZ) and Bonus Chance (CB). There are multiple types of parts stock, which are examples of specific rights, and each type has its own set of exercise conditions. When the predetermined exercise conditions are met during the CZ and CB, the player can exercise the parts stock to determine whether they will enter a bonus state (special state determination means).
[0129] In the gameplay of slot machine 1 in this example, when an internal winning flag for a specific role, such as replay role A or B, is established, a lottery determines whether or not to grant a parts stock of the type corresponding to that role. Multiple types of parts stock (specific rights) correspond to the types of roles. When a role corresponding to the type of stocked parts stock is determined to be an internal winning role, it is determined that the conditions for exercising the right have been met, and the transition to a bonus state (special state) is determined by exercising the parts stock of the type corresponding to that role (special state determination means). With this configuration, players will play the game expecting an internal win of a parts stock that is stocked or potentially stocked, thus improving the enjoyment of the game.
[0130] In the example of slot machine 1, if the conditions for transitioning to a bonus state (special transition conditions) are determined to be met before the predetermined number of games (fixed at 15 games in this example) are played during the CZ, a promotion lottery determines whether the destination bonus state will be a Big Bonus (second special state). Also, if the special transition conditions are determined to be met during the CZ, but a transition to a Big Bonus has not been determined, a destination lottery determines whether the destination will be a Regular Bonus or a Big Bonus.
[0131] On the other hand, if a CZ (Special Normal State) occurs while a parts stock (specific right) is granted, and the CZ ends without the above-mentioned predetermined right exercise conditions being met, and the player transitions to the normal state (General Normal State), the player is granted a predetermined benefit. In this example configuration, the benefit is set as an increased probability of winning the next CZ. Setting such a benefit can reduce the degree of disappointment that may occur when a player transitions to the normal state despite having a parts stock granted when entering the CZ. It is also good to set a benefit in the CZ that increases the probability of the right exercise conditions being met, which are determined as the internal winning role corresponding to the type of parts stock that has been stocked.
[0132] In slot machine 1, during the CZ (Chance Zone), if a transition to a bonus state is confirmed midway through, a promotion lottery is held to determine whether the transition destination will be a favorable Big Bonus or not. Therefore, even after the transition to a special state is confirmed, the player's anticipation for a Big Bonus can be maintained until the very end.
[0133] Furthermore, in the normal state (see Figure 5; general normal state) and the bonus state, victory stocks (pre-determined rights) may be granted after the CZ and CB end, guaranteeing a transition to the bonus state. If victory stocks are granted, the transition to the bonus state is determined by the exercise of the victory stocks, regardless of the outcome of the special normal lottery and the special return lottery. On the other hand, if victory stocks are not granted, the transition to the bonus state is determined by the exercise of the type of parts stock corresponding to the exercise of the right conditions, if the conditions for exercising the right are met through the special normal lottery or the special return lottery.
[0134] In this example of slot machine 1, if a player wins the lottery for acquiring a win stock and is awarded a win stock, the parts stock will not be consumed and will be carried over even if the conditions for exercising the right to use parts stock are met in the CZ and CB. On the other hand, if a player does not win the lottery for acquiring a win stock, the parts stock will be used and consumed when the conditions for exercising the right to use parts stock are met in the CZ and CB.
[0135] In this example of slot machine 1, players can enjoy the game while hoping for both a parts stock acquisition lottery and a win stock acquisition lottery in both the normal state and the bonus state (pseudo-bonus). If a win stock is acquired through the win stock acquisition lottery, even if the conditions for exercising the right are met in the CZ and CB, the parts stock can be carried over to the next CZ and CB without being consumed.
[0136] In this example of slot machine 1, the parts stock (specific rights) and win stock (pre-determined rights) acquired by the player can be carried over to the next CZ or CB unless the rights are exercised. When playing slot machine 1, if the player has acquired multiple parts stocks when transitioning to a bonus state by exercising parts stock, the parts stocks other than the one exercised can be carried over to the bonus state. Being able to carry over parts stock in this way gives players the reassurance that they can carry over common parts stocks that can be exercised in both CZ and CB, and is expected to improve the enjoyment of the game.
[0137] In this example of slot machine 1, even if the game transitions to the normal state (see Figure 5) without returning to the bonus state during a bonus round (CB), the acquired parts stock can be carried over to that normal state. With this specification, there is a possibility that stocks acquired during a bonus state or a special state such as a bonus round (AT state) can be used in a challenge zone (CZ) after transitioning to the normal state, which can stimulate the player's desire to continue playing and is expected to improve the enjoyment of the game.
[0138] Furthermore, in this example of slot machine 1, a win stock, which is a pre-determined right that guarantees a transition to a bonus state after the CZ and CB have ended, may be granted in both the normal state and the bonus state. Therefore, the enjoyment in both the normal state and the bonus state is further enhanced in this slot machine 1. Moreover, if a win stock is granted, a parts stock, which is an example of a specific right, is carried over without being consumed, thus increasing the anticipation for accumulating specific rights.
[0139] Furthermore, in the slot machine 1 of this example, during the CZ and CB, a battle sequence may be performed in which an enemy character and an ally character, determined by lottery, face off. In this battle sequence, if a transition to a bonus state (general special state) is determined, an ending in which the ally character wins is displayed, while if a transition to a bonus state is not determined, an ending in which the ally character loses is displayed.
[0140] In slot machine 1, a stock lottery is held for ally characters that appear in the game's animations during both the normal state (general normal state) and the bonus state (general special state). If the player wins this stock lottery, a notification lottery is held to determine whether or not to notify the player of the win. If notification is decided, stock information indicating that an ally character has been stocked is displayed. On the other hand, if notification is not decided, stock information is not displayed, and an animation of the ally character being defeated is performed, followed by an animation of them being revived.
[0141] Thus, in this example of slot machine 1, it is possible to stock up on allied characters that appear in battle sequences against enemy characters, and as the number of stocked allied characters increases, the expectation of entering a bonus state can be enhanced. Furthermore, in this example of slot machine 1, by deliberately not announcing that allied characters have been stocked and instead executing a sequence where they revive after a defeat in battle, it is possible to surprise the player and enhance the enjoyment.
[0142] If the type of enemy character determined in the above battle sequence is a specific type (enemy character D in this example), the transition to the bonus state will be decided without using the parts stock, even if the conditions for exercising the right are met. In this way, in the battle sequences performed in the CZ and CB, whether or not to use the parts stock is decided depending on the determined enemy character. For example, if a weak enemy character such as enemy character D is selected, a battle sequence can be performed without using the parts stock, resulting in a victory against that weak enemy character without wasting any resources. If the transition to the bonus state is decided without exercising the specific right of using the parts stock, the parts stock can be carried over to the next CZ or CB.
[0143] In this example, slot machine 1 is controlled to either a favorable section or a non-favorable section. The favorable section is a gaming section in which the player may receive notification of a stopping operation pattern that is advantageous to them (stop order notification). The non-favorable section is a gaming section in which such stop order notification is not performed.
[0144] In the advantageous section, the following states may occur: a bonus state (special state) in which the stop order notification is executed with a high probability; a normal state (see Figure 5; general normal state) in which the stop order notification is executed with a low probability; a CZ (special normal state) in which the probability of transitioning from this normal state to a bonus state is increased; and a CB (return special state) in which the state transitions from a bonus state to determine whether or not to transition back to that bonus state. In the non-advantageous section, either a non-internal state in which the internal winning flag for the BB role (bonus role) is not set, or a BB internal state in which the internal winning flag is set, can occur.
[0145] In this example of slot machine 1, when predetermined rights-granting conditions are met in the normal state and bonus state, multiple types of parts stock that can be used in the CZ and CB are granted. When predetermined rights-exercise conditions are met in the CZ and CB, the parts stock is exercised, and the transition to the bonus state is determined. However, when controlled to a non-advantageous period, all of the granted parts stock are erased.
[0146] In this example of slot machine 1, the game section is controlled to a non-advantageous section when a predetermined initialization operation is performed, and when the game value (score) granted to the player reaches a standard value (2200 points in this example). Furthermore, the game section is controlled to an advantageous section when the player wins a predetermined advantageous section transition lottery in the non-advantageous section. If the game section is controlled to an advantageous section while the internal winning flag for the BB role is set, all types of parts stock (specific rights) are granted.
[0147] Thus, in slot machine 1, when transitioning from a favorable period to a non-favorable period, all parts stocks are erased. However, if the BB (Big Bonus) flag is set when the game is controlled back into the favorable period, all types of parts stocks are added. Therefore, even if the favorable period is reset and controlled back into the non-favorable period after the bonus state ends, the player's sense of anticipation can be maintained.
[0148] Furthermore, instead of the configuration in this example, in which all types of parts stock (specific rights) are granted when the game period is controlled to the advantageous period while the internal winning flag for the BB role is set, it is also acceptable to grant one or more types of specific rights. In other words, it is also acceptable to adopt a configuration in which at least one type of parts stock (specific rights) is granted when the game period is controlled to the advantageous period while the internal winning flag for the BB role is set.
[0149] In this example of slot machine 1, allied characters that appear in the animations are assigned in both the normal state and the bonus state, and all allied characters are removed when the game is controlled to a non-advantageous section. In this slot machine 1, the game section is set to a non-advantageous section when a predetermined initialization operation is performed, and when the player's acquired game points reach 2200 points (base value), while the game section becomes an advantageous section depending on the outcome of the advantageous section transition lottery. If the game is controlled to an advantageous section in a BB internal state where the internal winning flag for a bonus role is set, one or more allied characters are assigned.
[0150] In this example of slot machine 1, players can acquire ally characters that appear in battle sequences during normal or bonus states. As the number of ally characters stocked increases, the expectation of winning battles rises. Furthermore, when transitioning from an advantageous period to a non-advantageous period, all parts stock (specific rights) and ally characters are erased. However, if a bonus role flag is set when the game is controlled back to an advantageous period, at least one ally character will be added. Therefore, according to this example of slot machine 1, even if the advantageous period is reset after the end of a bonus state, the player's sense of anticipation can be maintained.
[0151] Furthermore, in the slot machine 1 of this example, points are awarded according to the results of a lottery that determines the internal winning combination, which is performed for each game. In addition, multiple types of parts stocks may be awarded, which are rights to trigger a bonus state (general special state) and can be exercised in CZ (special normal state) and CB (return special state). In CZ and CB, when the predetermined conditions for exercising the rights are met, the transition to the bonus state is determined by exercising the parts stock.
[0152] In the slot machine 1 of this example, a transition to a bonus state is determined when the number of points earned in the CZ reaches the target number of points, when parts stock is used in the CZ, when the number of attack points reaches the number of victory points in the CB, and when parts stock is used in the CB. However, when the difference between the number of points earned and the target number of points in the CZ is within a predetermined range, that is, when the number of points earned approaches the target number of points, the use of parts stock is restricted. In this way, in the slot machine 1 of this example, the use of parts stock is restricted when the number reaches a certain number in the CZ, so it is possible to carry over parts stock to the next CZ or CB without wasting it, thereby improving player satisfaction.
[0153] Slot machine 1 in this example is configured to calculate and display various data related to the granted specific rights (parts stock) to the player. By displaying various data related to specific rights, players can objectively understand the status of their acquisition and consumption of specific rights, as well as whether or not they have received any benefits from those specific rights. Slot machine 1 can further enhance the sense of anticipation regarding specific rights.
[0154] Alternatively, the following configurations may be adopted instead of, or in addition to, the configuration in this example. Furthermore, the following configurations may be combined as appropriate. In this example, a slot machine that does not use tokens as a gaming machine is assumed, but a slot machine that pays out tokens is also acceptable. When considering payout-type slot machines, the points held and points saved are sometimes referred to as held tokens and saved tokens, respectively. In slot machine 1 of this example, the number of bets (specified number) is fixed at 3 points, but a slot machine that allows the player to select the number of bets in the normal state within the range of 1 to 3 points is also acceptable.
[0155] The types of minor roles and the points awarded for each type are not limited to this example, and various patterns can be set. Similarly, the winning symbols corresponding to each minor role can also be set. The numerical values set in this example are merely examples, and can be designed in any way. Furthermore, the numerical values may vary progressively depending on the set values of multiple internal winning probabilities.
[0156] The types of game states are not limited to this example, and it is possible to generate various types of game states. For example, two or more types of CZ (Special Normal State) could be provided, each with a different probability of winning a bonus. The conditions for winning a bonus in the CZ (Special Normal State) are not limited to this example, and various conditions can be set. For example, a bonus lottery may be held after each game played in the CZ state. In this case, the probability of winning a bonus may be changed every predetermined number of games.
[0157] In addition to the predetermined number of games for bonuses and CBs, a separate termination condition may be set for ending the special state, which is the AT state. When the termination condition is met, the AT state will end and the game will return to the normal state, regardless of any predetermined number of games remaining. At this time, any acquired parts stock, victory stock, etc., will be reset, and it may be possible to acquire multiple stocks up to the maximum possible limit. In this case, it is advisable to set the termination condition as completing a predetermined number of games or acquiring a predetermined number of points.
[0158] In this example, the game is set up so that a battle sequence between an enemy character and an ally character, determined by a lottery, is executed in both the CZ (Chance Zone) and CB (Chance Bonus) game states. Alternatively, the battle sequence between the enemy character and the ally character may be executed only in either the CZ or CB game state.
[0159] In this example, the character stock lottery for allied characters is performed in both the normal state and the bonus state, but it is also possible to perform the character stock lottery in only one of the game states. In this example, the CB (Special Recovery State) is configured to continue for the number of games won. However, instead of the number of games, the right to continue the CB for a predetermined number of games may be acquired. In that case, it may be possible to acquire multiple such continuation rights.
[0160] If a minor role corresponding to an acquired parts stock is internally won, the player may be given some kind of benefit. For example, a lottery for acquiring other parts stock may be held. For example, a lottery for acquiring character stock for allied characters may be held. For example, the probability of winning a bonus may be increased. For example, if a CZ is won with the corresponding minor role, predetermined points may be awarded during the CZ, or the probability of winning a bonus in the final game of the CZ may be increased. For example, a lottery for acquiring points that does not affect gameplay may be held, and points may be consumed to perform effects within the game machine that occur at different frequencies or in different ways.
[0161] This example describes a configuration in which a lottery for acquiring a victory stock is held when a CZ (Chance Zone) is won, and 50 points are awarded at the start of the CZ depending on the winner. Since the target number of points in the CZ (see Figure 8) is a maximum of 50 points, if a victory stock is acquired, the target number of points will always be reached, and the bonus lottery held in the final game of the CZ will always be won. Alternatively, if a victory stock is acquired after winning the lottery for acquiring a victory stock, the system may immediately decide to transition to the bonus state without performing point additions or bonus lotteries.
[0162] In this example, the point calculation means is configured to continuously add and accumulate points acquired through the point acquisition lottery. Alternatively, for example, the initial points at the start of the CZ could be set to 50 points, and instead of a point acquisition lottery, a point deduction lottery could be used to determine whether points are added or subtracted. Points could also be deducted continuously according to the results of the point deduction lottery, and a bonus win could be confirmed when the remaining number of points reaches zero. In this case, the calculation result by the point calculation means is the remaining number of points, and the predetermined standard in the special normal determination means is zero. The number of points to be deducted when winning the point deduction lottery may be fixed, but the number of points to be deducted may also be determined by the point deduction lottery.
[0163] In this example, the system is configured to transition to a bonus state as a result of the bonus lottery conducted during the CZ (Chance Zone), but it could also be configured to transition to a CB (Chance Bonus). While two types of bonus states, Big Bonus and Regular Bonus, have been given as examples, it is also possible to have three or more types of bonus states. For each type of bonus state, the number of games that continue, the probability of notification occurring, the probability of winning a parts stock, and the probability of winning a character stock lottery for ally characters can be set to be different.
[0164] Although the CZ (Chance Zone) is defined as a non-AT (Automatic Trigger) state, it could also be defined as an AT state. Furthermore, the normal state could also be included as an AT state, but in that case, the probability of the stop order notification occurring should be sufficiently low. The main control unit 20 may perform some or all of the control performed by the performance control unit 25. Furthermore, the performance control unit 25 may perform some or all of the control performed by the main control unit 20.
[0165] This example illustrates a game flow in which, when a specific role (in this example, replay roles A and B) is won, a CZ lottery (CZ state transition lottery) is held, and the player transitions to the CZ if the conditions for transition are met. Alternatively, a game flow in which a CZ lottery is held every certain number of games and the player transitions to the CZ depending on the outcome is adopted. For example, a CZ lottery with a 50% chance of winning could be held every 32 games. In this case, the probability of winning in the 32nd game could be changed according to the winning history up to the 31st game.
[0166] In this example, the probability of winning the CZ lottery is set to differ depending on the number of parts stock stored (stock count), regardless of the type of parts stock. Alternatively, even if the stock count is the same, the probability of winning may differ depending on the type of parts stock stored. Various methods can be considered for changing the probability of winning based on the type of parts stock stored, such as a method in which the CZ lottery is executed with a higher probability of winning the more types of parts stock are stored, a method in which the CZ lottery is executed with a higher probability of winning when a specific type of parts stock is stored, or a method in which the CZ lottery is executed with a higher probability of winning when a specific combination of multiple types of parts stock is stored.
[0167] In this example, we illustrate a configuration where the type of role internally won in the normal state matches the type of role that corresponds to the part stock that can be acquired as a result of that internal win. In this configuration, for example, an internal win of replay role A can trigger the acquisition of part stock corresponding to replay role A. Alternatively, the type of role that triggered the internal win and the type of role that the part stock corresponds to may be different.
[0168] For example, if a player wins the lottery for acquiring parts stock when internally triggering Replay B, they may acquire parts stock in the following proportions: 50% for Replay A, 30% for Replay B, and 20% for 10-point roles. In this case, it is desirable to only notify the player that they have won the lottery for acquiring parts stock, and not to notify them of the type of small role corresponding to the acquired parts stock until they transition to the CZ (Chance Zone). Without notification of the type of small role corresponding to the acquired parts stock, the player will not be able to immediately grasp the type of small role that corresponds to the parts stock. This will allow the player to maintain their anticipation for parts stock until they transition to the CZ. Also, if the acquisition status of parts stock is latent and invisible, players will be more likely to end the game emotionally. If the parts stock is visible, the risk of someone else taking over increases, making it harder for players to end the game.
[0169] It would be good to allow players to choose whether or not to use the acquired parts stock when entering the CZ (Challenge Zone). For example, if a player possesses parts stock A and parts stock B, they could choose to use only parts stock A and carry over parts stock B to the next CZ. You could also change the level of advantage during the bonus round (number of consecutive games, notification probability, etc.) depending on the type of enemy character you defeat in the CZ (Chance Zone).
[0170] Furthermore, it is also possible to display information such as data on the minor roles corresponding to the acquired parts stock, and data on bonus wins resulting from the minor roles corresponding to the parts stock. For example, information such as the average number of games required per parts stock, the average number acquired per CZ, and the probability of clearing the CZ based on the number of parts stock acquired, for each type of minor role corresponding to the parts stock, is useful information for players as they progress through the game.
[0171] (Example 2) This example is based on the configuration of Example 1, but with different types of usable parts stock depending on the type of ally character. This will be explained with reference to Figure 14.
[0172] In this example, we will use Character X, Character Y, and Character Z as examples of allied character types. As an example of specific rights, we will use Part Stock A, Part Stock B, and Part Stock C as examples of Part Stock types. In this example configuration, as shown in Figure 14, the types of Part Stock that can be used are set according to the type of allied character. In the example in the figure, if Character X appears as an allied character in CB, Part Stock A can be used. If Character Y appears, Part Stock B can be used. Also, if Character Z appears, all of Part Stocks A, B, and C can be used. In the example in the figure, Character Z, who can use all Part Stocks, is the most advantageous character.
[0173] In this example configuration, each time an ally character appears in CB, the type of parts stock that character can use is displayed to the player on the display unit 12. Embodiment 1 illustrates a configuration in CB where ally characters appear in the order they were stocked, but the type of ally character may be selected by lottery each time they appear.
[0174] As described above, in the slot machine 1 of this example, similar to the first embodiment, a battle sequence in which an ally character and an enemy character compete can be performed during the CZ (Special Normal State) and CB (Recovery Special State). In the slot machine 1 of this example, the types of parts stock (specific rights) that can be exercised differ depending on the type of ally character that appears in the battle sequence. If the types of parts stock that can be exercised differ depending on the type of ally character that appears in the battle sequence, the probability of winning the battle will change depending on the type of ally character that appears, which may enhance the excitement.
[0175] In this example of slot machine 1, multiple types of parts stock correspond to different types of winning combinations. When a winning combination corresponding to a stocked part stock is determined as the internal winning combination, it is determined that the part stock (specific right) has been exercised, and the transition to a bonus state (special state) is determined (special state determination means). Since the types of part stocks that can be exercised differ depending on the type of ally character that appears in the battle sequence, the internal winning combination that triggers the bonus state changes depending on the type of ally character that appears, which can enhance the excitement. The other components and effects are the same as in Example 1.
[0176] (Example 3) This example is based on the configuration of Example 1, but shows a change in the correspondence between the type of internal winning combination and the type of parts stock when parts stock is awarded in response to the occurrence of an internal winning combination.
[0177] In the configuration of Example 1, the correspondence between the type of internal winning combination and the type of parts stock when parts stock are awarded in response to the occurrence of an internal winning combination is fixed. On the other hand, in the configuration of this example, the correspondence between the type of parts stock and the type of internal winning combination when parts stock are awarded in response to the occurrence of an internal winning combination changes depending on the fulfillment of predetermined conditions. Hereinafter, the correspondence between the type of parts stock and the type of internal winning combination when parts stock are awarded in response to the occurrence of an internal winning combination will simply be referred to as the stock correspondence.
[0178] In this example, the means for granting specific rights is similar to the means for granting specific rights in Example 1. In a game in which a predetermined type of internal winning role has been determined for each type of parts stock (specific rights), the means for acquiring stock (specific rights) is to perform a stock acquisition lottery (specific rights acquisition lottery) to determine whether or not to grant a specific right of the type corresponding to the internal winning role.
[0179] The difference between the specific rights granting means in this example and Example 1 is that it changes the type of internal winning role set for each type of parts stock according to the fulfillment of predetermined conditions. The specific rights granting means in this example performs a correspondence relationship lottery to set the correspondence relationship of the stock according to the fulfillment of predetermined conditions. The specific rights granting means changes the correspondence relationship of the stock according to the result of this correspondence relationship lottery.
[0180] In this example, the predetermined condition is that 30 games have been played in the normal state. Every 30 games played in the normal state, a correspondence lottery is performed to change the correspondence of the stocks. The correspondence of the stocks changes according to the result of the correspondence lottery.
[0181] In this example, multiple correspondence patterns are pre-set for the stock relationships, and one of these patterns is selected through the correspondence lottery described above. The multiple correspondence patterns include various patterns such as patterns that associate multiple types of internal winning roles with one part stock, and patterns that associate one internal winning role with multiple types of part stocks.
[0182] In the slot machine 1 of this example, similar to Embodiment 1, the types of internal winning combinations are predetermined for each type of parts stock (specific rights), and in a game in which an internal winning combination is determined, a lottery is performed to determine whether or not to grant a parts stock of the type corresponding to that internal winning combination. Here, in the slot machine 1 of this example, the types of internal winning combinations, which are predetermined for each type of parts stock, change depending on the fulfillment of predetermined conditions.
[0183] In this example, players of slot machine 1 are expected to play while anticipating the acquisition of parts stock in both the normal state and the bonus state (general special state). In slot machine 1, the correspondence between the types of parts stock that can be awarded and the types of internally won roles is not fixed but changes depending on the fulfillment of predetermined conditions. Therefore, in slot machine 1, even if the same type of role is internally won and awarded, the type of parts stock that can be awarded changes, increasing the excitement. Furthermore, in slot machine 1, the correspondence between the types of parts stock that can be awarded and the types of internally won roles changes dynamically according to the results of the correspondence lottery, further enhancing the excitement of the game.
[0184] In this example, the predetermined condition that triggers a change in the stock correspondence is a condition related to the number of games played under normal circumstances. The predetermined condition can be any condition; for example, it can be a condition that a specific role has been internally won, or a condition that a predetermined number of game tokens have been consumed, and so on. The other components and effects are the same as in Example 1.
[0185] Although specific examples of the present invention have been described in detail as shown in the examples above, these examples only disclose an example of the technology covered by the claims. Needless to say, the claims should not be interpreted restrictively based on the configuration or numerical values of the specific examples. The claims encompass technologies obtained by various modifications, changes, or combinations of the above examples using prior art or the knowledge of those skilled in the art. [Explanation of symbols]
[0186] 1. Slot machine (amusement machine) 11. Pattern display window 12. Performance display unit (performance means, notification means, character stock display means) 133 Stop button 131 Start lever 140 Information display section (display means) 141 Bet button 143 Performance Button 21 Reels (symbol display means) 211 Reel drive unit (symbol display means) 20 Main Control Unit (Game Start Permission Means, Internal Lottery Means, Flag Control Means, Reel Control Means, Prize Determination Means, Value Assignment Means, Game Section Control Means, Advantageous Section State Control Means, Non-Advantageous Section State Control Means, Specific Right Assignment Means, Pre-determined Right Assignment Means, General Special State Transition Means, Special Normal State Generation Means, Memory Means (Character Stock Means), Memory Update Means, Right Exercise Means, Character Control Means, Point Calculation Means, Special Normal Determination Means (Special State Determination Means), Return Special Determination Means (Special State Determination Means), Right Exercise Restriction Means, Calculation Means, Special State Lottery Means, Special Normal Lottery Means, Return Special Lottery Means, Special Transition Lottery Means, Advantageous Section Transition Lottery Means, Point Acquisition Lottery Means, Stock Acquisition Lottery Means, Target Point Count Lottery Means, Enemy Character Lottery Means, Character Stock Lottery Means, Promotion Lottery Means, Transition Destination Lottery Means) 25 Performance control unit (notification lottery means, performance control means) 3 card units 30 Control Unit 31 Status indicator lamp 320 Banknote slot 33 Display section 34. Browsing button 35 Replay button 36 Return button 370 Card slot 50C Game Card
Claims
[Claim 1] An internal lottery mechanism that performs a lottery to determine the winning role from among several types of roles at the start of the game, A symbol display means that displays multiple types of symbols in a variable manner and stops the symbols in response to the player's stop operation, The system includes a value-granting means that grants game value to the player when the symbols corresponding to the internal winning combination stop and a prize is awarded, The game can have two states: a normal state with a low probability of winning, and a special state with a higher probability of winning than the normal state. In a gaming machine, the aforementioned normal state includes a general normal state with a low probability of transitioning to the aforementioned special state, and a special normal state with a high probability of transitioning to the aforementioned special state, and the aforementioned special state includes a general special state that continues for a predetermined period, and a return special state to which the player transitions when the general special state ends. A right for generating the aforementioned general special state, and a means for granting specific rights that can grant multiple types of specific rights that can be exercised in the aforementioned special normal state and the aforementioned return special state, A storage means capable of storing multiple types of specific rights granted by the aforementioned specific rights granting means, A special state determination means that determines whether to transition to the general special state when the specified right is exercised in the special normal state and the return special state, A memory update means that, among the specific rights stored in the memory means, erases the type of specific right that was exercised in the special normal state or the special return state, while maintaining the type of specific right that was not exercised until the next special normal state or the special return state, The system includes a special transition lottery means for performing a special transition lottery to determine whether or not to transition to the special normal state in the general normal state, The special transition lottery means is characterized in that the special transition lottery is performed with a higher probability of winning the more types of specific rights are stored in the storage means.