Gaming machine
The gaming machine enhances player engagement through variable display and notification controls, addressing the limitations of conventional machines by incorporating a lottery mechanism and differentiated notification systems for winning outcomes, resulting in a more dynamic and satisfying gameplay experience.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2026-04-30
- Publication Date
- 2026-07-02
AI Technical Summary
Conventional gaming machines lack innovative mechanisms to enhance player engagement and provide variable information display and operation feedback, particularly in relation to winning combinations, which can be improved to make gameplay more dynamic and rewarding.
A gaming machine equipped with a display means for variable information display, a lottery mechanism for determining winning combinations, and notification controls to differentiate between non-winning and winning outcomes, including a second notification control to obscure the distinction in certain winning scenarios, thereby enhancing player interaction and engagement.
The solution provides a more engaging and dynamic gaming experience by varying display and operation feedback, making winning outcomes less predictable and increasing player interaction, thus improving overall gameplay satisfaction.
Smart Images

Figure 2026110852000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as a gaming machine, there is known a slot machine provided with a plurality of reels, which executes a game by variably displaying the plurality of reels based on a start operation of a player, and stops the plurality of reels based on a stop operation of the player, and generates a specific gaming state according to a stop display mode of the plurality of reels. In addition, in recent years' slot machines, when a specific gaming state occurs, the stop order of the reels for establishing the winning combination is notified, and when the player stops the reels in the notified stop order, there is also known one that stops the combination of symbols corresponding to the winning combination (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there has been room for improvement in such conventional gaming machines.
Means for Solving the Problems
[0005] To solve the above problems, the present invention provides a gaming machine equipped with a display means capable of displaying multiple pieces of information in a variable manner, and capable of executing a game with variable display on the display means based on the operation of a player, comprising: a lottery means capable of executing a lottery for a winning combination in relation to the execution of the game; an operation means that can be operated by a player and is capable of causing the display means to derive a display result as a result of the game; and a notification control means capable of executing control to notify operation information related to the operation of the operation means, wherein the notification control means comprises: a first notification control means capable of executing control to notify non-derivation operation information to prevent the display means from deriving a specific display result corresponding to the first lottery result when the lottery result for a winning combination by the lottery means is a first lottery result; and a second notification control means capable of executing control to notify specific operation information when the lottery result for a winning combination by the lottery means is a second lottery result and predetermined conditions are met, wherein the second notification control means is configured to execute control to notify the specific operation information in a manner that is difficult to distinguish from the non-derivation operation information. [Brief explanation of the drawing]
[0006] [Figure 1] This is a schematic front view showing the external appearance of the gaming machine according to the first embodiment. [Figure 2] This is a schematic perspective view showing the internal configuration of the gaming machine according to the first embodiment. [Figure 3] This is a block diagram showing the control configuration in a gaming machine according to the first embodiment. [Figure 4] This flowchart shows a method of playing games in the gaming machine of the first embodiment. [Figure 5] This is a diagram illustrating the transitions in the game state of the gaming machine according to the first embodiment. [Figure 6] This is a diagram illustrating the display configuration of the main performance display in a gaming machine according to the first embodiment. [Figure 7] This is a diagram illustrating the conditions for granting specific benefits in the history display unit of the gaming machine according to the first embodiment. [Figure 8]This is a diagram showing the history lottery table used during history lottery in the main control device of the first embodiment of the gaming machine. [Figure 9] This is a diagram showing the history lottery table used during history lottery in the main control device of the first embodiment of the gaming machine. [Figure 10] This is a diagram showing the history expansion lottery table used in the history expansion lottery in the main control device of the first embodiment of the gaming machine. [Figure 11] This is a diagram showing the history reduction lottery table used in the main control device of the gaming machine according to the first embodiment when a history reduction lottery is performed. [Figure 12] This diagram illustrates the transition of the history display unit when the history expansion condition is met in the gaming machine of the first embodiment. [Figure 13] This diagram illustrates the transition of the history display unit when the history reduction condition is met in the gaming machine of the first embodiment. [Figure 14] This figure shows the history display unit in the gaming machine of the first embodiment when both the history expansion condition and the history reduction condition are met. [Figure 15] This figure illustrates the transition of the history display unit when the reduction of the history display unit is delayed even when the history reduction condition is met in Modification 1 of the first embodiment. [Figure 16] This figure illustrates the transition of the history display unit when the history display unit is temporarily enlarged in a modified example 2 of the first embodiment. [Figure 17] This figure illustrates the transition of the history display unit when reactivating invalid past history information in Modification 3 of the First Embodiment. [Figure 18] This figure illustrates the transition of the history display unit when the reduced size of the history display unit in Modification 4 of the first embodiment is changed. [Figure 19] This is a diagram illustrating the transitions in the game state in the gaming machine of the second embodiment. [Figure 20] This is a diagram illustrating the operation method for winning a special replay combination in a gaming machine according to the second embodiment. [Figure 21] A chart showing a navigation mode lottery table used when a special replay winning combination is won in the main control device of the gaming machine according to the second embodiment. [Figure 22] A chart showing a navigation mode lottery table used when a special replay winning combination is won in the main control device of the gaming machine according to the second embodiment. [Figure 23] A chart showing a navigation mode lottery table used when a chance winning combination is won in the main control device of the gaming machine according to the second embodiment. [Figure 24] A chart showing a navigation mode lottery table used when a strong cherry winning combination is won in the main control device of the gaming machine according to the second embodiment. [Figure 25] A chart showing a navigation mode lottery table used when a replay winning combination is won in the main control device of the gaming machine according to the second embodiment. [Figure 26] A diagram showing an image on the main effect display when a chance winning combination is won in the gaming machine according to the second embodiment. [Figure 27] A diagram showing an image on the main effect display when a strong cherry winning combination is won in the gaming machine according to the second embodiment. [Figure 28] A diagram showing an image on the main effect display when a replay winning combination is won in the gaming machine according to the second embodiment. [Figure 29] A diagram showing an image on the main effect display when a battle effect is executed when a chance winning combination is won in the gaming machine according to the second embodiment. [Figure 30] A diagram showing an image on the main effect display when a winning effect is executed when a chance winning combination is won in the gaming machine according to the second embodiment. [Figure 31] A diagram showing an image on the main effect display when the navigation is not followed during the execution of the avoidance navigation in the gaming machine according to the second embodiment. [Figure 32] A diagram showing an image on the main effect display when the navigation is not followed during the execution of the dummy avoidance navigation in the gaming machine according to the second embodiment. [Figure 33]This figure shows the image on the main display unit when a dummy avoidance navigation is executed when a chance role is won in the modified version 1 of the second embodiment, and when a dummy avoidance navigation is executed that causes the player to select the order of button presses. [Figure 34] This is a diagram illustrating the button press order selection rate for the dummy avoidance navigation when a strong cherry role is won in Modification 2 of the second embodiment. [Figure 35] This figure illustrates the configuration of the main control device and the sub-control device in a modified example 3 of the second embodiment. [Figure 36] This is a diagram showing the navigation mode lottery table used when a push-order bell role is won in the main control device in Modification 4 of the second embodiment. [Modes for carrying out the invention]
[0007] A preferred embodiment of the gaming machine according to the present invention will be described. The gaming machine of this embodiment does not use actual tokens (gaming medium), but manages tokens as data and plays games using a pseudo-gaming medium in that data format (hereinafter referred to as a tokenless gaming machine). The following describes an example of applying the present invention to a 6th generation slot machine with an AT (ART) state as a medalless gaming machine. However, it is not limited to this, and the present invention can also be applied to, for example, a normal type (so-called A type) slot machine that allows for real bonus gameplay. Furthermore, tokens used as data in tokenless gaming machines are referred to as "game tokens," while tokens that have been acquired in past games and deposited with the gaming parlor (management device, dedicated unit) as data are referred to as "held tokens."
[0008] <First Embodiment> A first embodiment of the gaming machine according to the present invention will be described with reference to Figures 1 to 18.
[0009] Figure 1 is a schematic front view showing the external appearance of a medalless gaming machine (gaming machine). Figure 2 is a schematic perspective view showing the internal structure of a coinless gaming machine (gaming machine). As shown in Figures 1 and 2, the medalless gaming machine 1 comprises a housing 1b and a front door 1a that can be opened and closed to cover the opening of the housing. A display window 6 is formed in the center of the front door 1a, allowing the rear to be seen through this display window 6, and the pattern displayed on the reel 41, which serves as a display means, can be seen. Below the display window 6, a step is formed that protrudes forward. Around this step, operating means such as the bet button 2a, MAX bet button 2b, first performance button 2g, counting button 2c, settlement button 2d, start lever 3, and stop button 5 are provided, as well as notification means such as the game token count display device 7, counting button lamp 2e, and bet count lamp 2f. The game token count display device 7 may also be provided on the upper or front side of the step. Above the display window 6 is a navigation lamp 12 that guides the player through the sequence of operations for the stop button 5. Additionally, to the left of the display window 6 is a sub-effect display 18, which is composed of a liquid crystal display and functions as a notification and performance indicator. The upper part of the front door 1a is equipped with a main display unit 8 that functions as a notification means and a means of displaying effects. The main display unit 8 has a display section consisting of a liquid crystal display with a predetermined display area, and is capable of displaying various effect images and the number of game tokens.
[0010] To the side of the main performance display unit 8 are a second performance button 2h, a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning combinations and the effects displayed on the main performance display unit 8.
[0011] The enclosure 1b contains a main control unit 10 equipped with a CPU that comprehensively controls the game, and a sub-control unit 20 equipped with a CPU that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 comprises three reels 41a to 41c arranged horizontally, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). Multiple symbols (identification information) are displayed on the outer surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) for each reel 41a to 41c can be seen through the display window 6. Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).
[0012] As shown in Figure 3, the main control device 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, power supply device 15, and game equipment device 100. Note that the dashed lines in Figure 3 (dedicated unit 19, gaming equipment device 100) indicate that these are external devices. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, as well as detecting and controlling the operation of each of the above parts, transitioning game states, and outputting predetermined commands (control information) to the sub-control unit 20 at predetermined timings. Furthermore, the main control device 10 has a memory unit capable of storing the game value (game tokens) owned by the player, and controls the game to be executed based on the game value stored in the memory unit.
[0013] The sub-control device 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the main performance indicator 8, the sub-performance indicator 18, the speaker 9, the lamp 11, the first performance button 2g, and the second performance button 2h. The sub-control device 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control device 10. Either the main control device 10 or the sub-control device 20, or both, constitute the history information management means, the specific benefit granting means, the specific number changing means, and the display control means according to the present invention.
[0014] I will now explain the operation of the main components. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a game token count display unit 7a (see Figure 15) composed of, for example, a 7-segment LED. When game tokens are lent out or given, the main control device 10 adds up the number of lent out or given, stores the sum (total) as the "game token count" in the storage means, and displays it on the game token count display unit 7a. Furthermore, when game tokens are inserted or counted, the main control device 10 subtracts the number of tokens inserted or counted from the "number of game tokens stored and displayed" on the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If the total number of game tokens exceeds this upper limit due to, for example, the awarding of tokens through winning, a "game unavailable" control is executed to prevent the player from playing. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.
[0015] When game tokens are lent out or given, the main control device 10 adds up the number of tokens lent out or given, stores the sum (total) in the storage means as the "number of game tokens," and transmits control information that can identify the "number of game tokens" at that time to the sub-control device 20. Furthermore, when a game token is inserted or counted, the main control unit 10 transmits control information to the sub-control unit 20 that allows it to identify the "number of game tokens" that has been deducted as a result of that insertion or counting.
[0016] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.
[0017] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means used to stop the reel 41, which rotates in response to the operation of the start lever 3.
[0018] The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means used to output at least a portion of the game tokens (game value) displayed on the game token count display 7a as counting data to a dedicated unit 19 (external). Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token count display device 7.
[0019] If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token count display device 7. For example, if the counting button 2c is pressed and held while the game token count display 7a shows "50 or less" game tokens, all game tokens will be counted, up to a maximum of "50" tokens. In this case, the main control device 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token count display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display 7a shows a number of game tokens greater than 50, 50 game tokens will be counted in response to the first long press detection, and up to 50 game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control device 10 outputs counting data that allows for the identification of the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a single output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button (not shown) provided on the dedicated unit 19 is operated is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.
[0020] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the machine becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.
[0021] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is operated, the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.
[0022] The settlement button 2d is an operating means used to return (transfer) the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display unit 7a. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display unit 7a. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the number of bets to the number of game tokens (game value) displayed on the game token count display unit 7a (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned.
[0023] Furthermore, other control methods, such as the bet button 2a, can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above).
[0024] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. Based on the reception of control information from the main control unit 10, the sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the number of bets, and it is designed to display the number of bets (game value) set as the number of bets in the game at least before the game starts. Based on the reception of information from the main control unit 10 that identifies the start of a game (operation of the start lever 3), the sub-control unit 20 controls the bet count lamp 2f to turn off.
[0025] Furthermore, the sub-control device 20, based on receiving control information from the main control device 10, performs control to turn off the bet number lamp 2f when game tokens corresponding to the bet number are inserted. Furthermore, based on the reception of control information from the main control unit 10, the sub-control unit 20 performs control to turn off the bet number lamp 2f when the settlement button 2d is operated and the bet number is changed to the number of game tokens. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted or when game tokens are cashed out (returned). In addition, a display means for displaying the number of bets may be provided separately from the bet count lamp 2f, and this display means may be directly controlled by the main control device 10.
[0026] Furthermore, the sub-control device 20 displays the current "number of game tokens" on the display section 8a of the main performance display 8 based on the reception of control information that can identify the "number of game tokens" transmitted from the main control device 10. Therefore, the "number of game tokens" is displayed not only on the game token count display 7a but also on the main performance display 8, and when the "number of game tokens" is added or subtracted due to the lending, granting, insertion, or counting of game tokens, the numerical information on both the game token count display 7a and the main performance display 8 is updated. The "number of game tokens" may be stored using the storage means of the sub-control device 20.
[0027] The probability setting device 16 can change the probability of winning in the AT state to multiple levels (for example, 6 levels). The main control unit 10 stores one of the setting values in its memory unit based on the probability setting operation performed by the arcade staff at the probability setting device 16, and controls the probability of winning the AT state based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability.
[0028] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is located externally to the coinless gaming machine 1 and is connected to the coinless gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the tokenless gaming machine 1. In the medalless gaming machine 1, the main control device 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.
[0029] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the coinless gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held.
[0030] The dedicated unit 19 is equipped with, for example, a medal count indicator (not shown) consisting of a 7-segment LED, which displays the stored number of medals held. Furthermore, the dedicated unit 19 is equipped with a card unit (not shown), which can store (record) the number of medals held on an IC card. The IC card can be ejected from the card unit by operating the return button (return operation) located on the dedicated unit 19. The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.
[0031] The dedicated unit 19 can be connected to a computer called a hall computer or management computer via a relay device or directly, and can output game information such as outs and safes, as well as sales information, to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.
[0032] Furthermore, the dedicated unit 19 can be connected to the gaming equipment 100 via a relay device or directly, and can output game information such as game execution information and information on the occurrence of specific game states (such as AT state) received from the medalless gaming machine 1 to the calling device.
[0033] The gaming equipment device 100 is a device installed above the medalless gaming machine 1 in an island facility (not shown) where the medalless gaming machine 1 is installed. The main control unit 10 transmits various game data, such as the number of games played, the number of times the pseudo-bonus state or AT state occurred, the number of medals spent in the game, and the number of medals awarded (paid out), to the gaming equipment 100 via a dedicated unit 19. Furthermore, the gaming equipment 100 is equipped with a call button (not shown) that the player operates to summon an employee of the gaming parlor, a call lamp (not shown) that notifies the player that a call has been made, and an information display device (not shown) consisting of a liquid crystal display or the like. Then, the gaming device 100 displays information on an information display device such as the number of games played during normal gameplay from the time the power was turned on or the last pseudo-bonus state to the present, the number of times the pseudo-bonus state or AT state occurred on that day, and the probability of the pseudo-bonus state or AT state occurring, the difference in tokens, etc., calculated by the control unit of the gaming device 100 based on the game data. In other words, the main control device 10 is equipped with an external information transmission means capable of transmitting information related to the progress of the game to the game equipment 100 attached around the medalless game machine 1. Furthermore, various game data from the medalless gaming machine 1 is also transmitted to the management device (not shown), but this data is transmitted to the management device via a dedicated unit 19.
[0034] The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4. First, in step S100, the game start process is executed. In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data. When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of lending based on the lending data, stores and displays the number of gaming tokens corresponding to the number of lending in the gaming token display device 7, and transmits control information that can identify the number of gaming tokens corresponding to the number of lending to the sub-control unit 20, which then displays the number of gaming tokens in the main display unit 8. If the "number of tokens borrowed" is "100", the initial number of tokens displayed on the token count display device 7 (token count indicator 7a) and the main performance indicator 8 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed as "100" on the game token count display device 7 (game token count indicator 7a) and the main performance indicator 8, and the number of bets is set to "3", the main control device 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control device 20 lights up the "3BET" lamp on the bet lamp 2f and updates the number of game tokens displayed on the main performance indicator 8 from "100" to "97" (=100-3). When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective. Furthermore, the medalless gaming machine 1 may be configured to only allow gameplay with a bet of "3".
[0035] Next, in step S101, the lottery process is executed. When the game is in a ready state, the game starts when the start lever 3 is tilted, and the main control device 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations. In other words, the main control device 10 functions as a lottery means capable of performing a lottery for winning roles. The winning combinations include minor roles (bell role, chance role A, B, special chance role), replay role, and chance replay role, each with a set combination of symbols that appear when a win is achieved, as well as a set number of medals awarded. In addition, chance role A, B, special chance role, and chance replay role are so-called rare roles with a lower probability of winning than other winning roles. Among the rare roles, those with a relatively high probability of winning are called weak rare roles (chance role A, B, chance replay role), and those with a relatively high probability of winning are called strong rare roles (special chance role). Additionally, the bell symbols include six types of sequential bell symbols that are awarded only when stop button 5 is operated in a specific order, and a common bell symbol that is awarded regardless of the order in which the buttons are operated. The sub-control device 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.
[0036] Next, in step S102, the reel rotation process is performed. Specifically, the main control device 10 starts the rotation of the reels 41a to 41c, which display multiple symbols. Each reel 41a to 41c gradually increases its rotational speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.
[0037] Next, in step S103, the reel stop process is executed. When each of the stop buttons 5a to 5c is pressed, the main control device 10 controls the stopping of each reel 41a to 41c so that it displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.
[0038] Next, in step S104, the award process is executed. In controlling the stopping of the reels 41, the main control device 10 controls the reels to stop in a combination of symbols corresponding to the winning result of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control device 10 determines that a prize has been won if the combination of symbols that stopped on the active line is a predetermined combination. Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations.
[0039] Next, in step S105, the disbursement process (granting process) is executed. If it is determined that a specific minor role has been achieved, the system will execute a process to award (pay out) the corresponding number of game tokens as a reward. For example, if the main control device 10 determines that a 10-coin payout has been achieved, it adds the awarded amount "10" to the number of game tokens stored and displayed on the game token count display device 7.
[0040] Next, in step S106, the game termination process is executed. The game end process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed in the game token count display device 7, and also updates the number of game tokens displayed on the main performance display unit 8. More specifically, when the counting button 2c is briefly pressed, the game token display device 7 subtracts "1" from the number of game tokens stored and displayed, and the main display unit 8 displays the number of game tokens with "1" subtracted from it. If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7, and the number of game tokens displayed in the main performance display device 8 is updated. If the counting button 2c is held down for an extended period, the maximum counting amount of "50" is continuously subtracted from the number of game tokens stored and displayed on the game token display device 7, and the number of game tokens displayed on the main performance display device 8 is also displayed with "50" subtracted from it. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 to execute the counting process until the number of game tokens displayed becomes "0". Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S100, you insert an IC card into the card unit. This enables the game start process (S100) to be executed in response to lending operations, etc., in the dedicated unit 19, and then enables the lottery process (S101) to payout process (S105) to be executed. Additionally, upon termination of the game, the winning rights for all winning combinations except those whose winning status is retained are forfeited. The medalless gaming machine 1 according to the present invention has the following characteristic configurations in addition to the above-described configuration. Each of the configurations may be installed individually or in combination.
[0041] [Transition of game state] Next, with reference to Figure 5, the transitions in the game state of the medalless gaming machine 1 according to the present invention will be explained. In this embodiment, the gameplay of the medalless gaming machine 1 is performed in multiple game states: normal game state, CZ state, and AT state. The main control device 10 can control the transition from one game state to another based on the fulfillment of predetermined transition conditions.
[0042] The normal game state is a disadvantageous state for the player, and is basically a state used to trigger the CZ (Chance Zone) state and AT (Attack Time) state. In this embodiment, the reel 41 is provided with multiple symbols (for example, "bell", "replay", "BAR", "7", and "blank"), making it possible to form symbol combinations according to the result of the draw for the winning combination during gameplay. For example, if the bell symbol is won, the combination of "bell-bell-bell" symbols can be formed on a predetermined line formed by the reel 41, and if the combination of "bell-bell-bell" symbols stops, a predetermined number (for example, 8) of game tokens will be awarded. Furthermore, if the player wins Chance Role A, the combination of symbols "BAR-BAR-Replay" can be formed on a predetermined line formed by the reels 41. If the player wins Chance Role B, the combination of symbols "BAR-BAR-Bell" can be formed. If the player wins a Special Chance Role, the combination of symbols "7-7-7" can be formed. When the symbols corresponding to each Chance Role stop on the reels, a predetermined number of game tokens (for example, 1 token) are awarded. Furthermore, if a Chance Replay is won, the combination of "Replay-Replay-Replay" symbols can be formed on the middle line of reel 41. If a Replay is won, the combination of "Replay-Replay-Replay" symbols can be formed on any line other than the middle line of reel 41. If the combination of "Replay-Replay-Replay" symbols stops on any line, the same bet amount set for the current game will be automatically set as the bet amount for the next game.
[0043] Of the symbols on reel 41, the "bell," "replay," and "7" symbols are always placed within a number of frames (for example, 4 frames) within the range of the reel pull-in control, while the "BAR" symbol is not necessarily placed within a number of frames (for example, 4 frames) within the range of the reel pull-in control. However, even if the "BAR" symbol is not pulled in when a chance role A or B is won (i.e., a so-called missed win occurs), a substitute symbol will stop and a win will be achieved, and the same benefits as when the corresponding symbol combination (for example, "BAR·BAR·Replay") stops will be awarded. Furthermore, the types of winning combinations may differ from those listed above, as long as there are combinations with relatively high winning probabilities and combinations with relatively low winning probabilities. Furthermore, the symbol combinations corresponding to the roles may be other than those listed above. For example, all symbol combinations corresponding to rare roles may be composed of combinations of symbols that do not result in missed wins, or all symbol combinations corresponding to rare roles may be composed of combinations of symbols that do result in missed wins. Additionally, if a rare role is won but a missed payout occurs, the same bonus as when the corresponding symbol combination (for example, "BAR·BAR·Replay") stops may be omitted.
[0044] Then, based on the results of the lottery for winning combinations during gameplay in the normal game state, a lottery is held to determine whether to transition to the AT state. If the lottery for transitioning to the AT state is won, the game state transitions to the AT state (arrow a in Figure 5). The lottery for transitioning to the AT state is conducted when a weak rare role (chance role A, B, or chance replay role) is won, and the probability of transitioning to the AT state changes depending on the type of rare role won. Furthermore, if you win a strong rare role (special chance role), you are guaranteed to enter AT mode, and you will receive more advantageous benefits than if you entered AT mode through a weak rare role, etc.
[0045] Furthermore, in this embodiment, in response to the execution of a game during normal gameplay, a performance display game is made possible in which multiple identification information (for example, performance symbols consisting of "0" to "9") are displayed in a variable manner on the main performance display unit 8, and a combination of performance symbols corresponding to the result of the role lottery is derived as the result of the performance display game. For example, if the bell symbol is won and the bell symbol is placed in the reel, the reel 41 will derive a symbol combination corresponding to the won bell symbol (for example, "bell-bell-bell"), and the main display unit 8 will derive a symbol combination corresponding to the bell symbol (for example, an even number sequence such as "8-8-8"). Furthermore, if a weak rare role is won, the symbol combination corresponding to the weak rare role won on reel 41 (for example, "BAR·BAR·Bell") is derived, and as a result of the performance display game on the main performance display unit 8, the performance symbol combination corresponding to the weak rare role (for example, "performance symbols other than 3·3·3") is derived. If a strong rare role is won, the symbol combination corresponding to the strong rare role won on reel 41 ("7·7·7") is derived, and as a result of the performance display game on the main performance display unit 8, the performance symbol combination corresponding to the strong rare role ("7·7·7") is derived.
[0046] Furthermore, if a replay is won, the symbol combination corresponding to the won replay (for example, "Replay-Replay-Replay") is displayed on reel 41 on a line other than the middle line, and as a result of the performance display game on the main performance display unit 8, a random performance symbol combination (for example, "4-6-2") is displayed. If a chance replay is won, the symbol combination corresponding to the won chance replay (for example, "Replay-Replay-Replay") is displayed on reel 41 on the middle line, and as a result of the performance display game on the main performance display unit 8, the same performance symbol combination as when a chance is won, such as "performance symbols other than 3-3-3", is displayed. Furthermore, if the lottery result is a loss, the game will generally produce a combination of symbols other than matching numbers as a result of the display game. However, with a predetermined probability, it will produce the same combination of symbols as when a weak rare role is won, such as "symbols other than 3-3-3".
[0047] Furthermore, if a weak rare role is won and the AT state transition lottery is won, the player will not immediately transition to the AT state. Instead, a predetermined delay period (for example, 32 games) will be set, during which a predetermined number of games will be played during this delay period. During this delay period, a pre-announcement performance (main pre-announcement performance) will be performed, for example, by increasing the probability of obtaining a performance symbol other than "3-3-3" in the performance display game on the main performance display unit 8, thereby increasing the player's anticipation. At the end of this pre-announcement performance, a specific performance symbol combination (for example, a sequence of odd-numbered performance symbols such as "3-3-3") will be obtained, and after it is announced that the player will transition to the AT state, the player will transition to the AT state from the next game. Furthermore, even if the player does not win the AT state transition lottery when a weak rare role is won, a fake premonition sequence will be performed for a predetermined period (for example, 32 games), and during the games in which the sequence is displayed, the probability of obtaining a sequence symbol other than "3-3-3" will be increased. On the other hand, if a rare combination is won, a special combination of symbols (for example, "7-7-7") will be generated in that game, and after notification that the game will transition to AT mode, the game will transition to AT mode from the next game.
[0048] In this embodiment, in addition to the transition to the AT state due to the winning of the rare role mentioned above, the number of games played during normal gameplay is counted, and when the counted number reaches a predetermined ceiling game count, the conditions for transitioning to the AT state are met, and the gameplay state transitions to the AT state. Furthermore, as will be explained in more detail later, in addition to reaching the AT state and the ceiling game count due to winning the rare role mentioned above, the game state can also transition to the AT state based on the history information.
[0049] Furthermore, in this embodiment, the AT state transition lottery when a weak rare role is won during normal gameplay can be controlled by the probability states of low probability state, normal probability state, high probability preparation state, and high probability state, and the control is performed so that the probability of winning the AT state transition lottery when a weak rare role is won increases in the order of low probability state → normal probability state → high probability preparation state → high probability state. A transition to a favorable probability state occurs, for example, when a weak rare role is won and the AT state transition lottery is not won. If this state transition lottery is won, the player transitions to a more favorable probability state. On the other hand, a transition to an unfavorable probability state occurs, for example, when a bell role is won. If this state transition lottery is won, the player transitions to a less favorable probability state. The probability of winning the state transition lottery to a favorable probability state decreases as the transition to a more favorable probability state progresses, and the probability of winning the state transition lottery to an unfavorable probability state is set to such an extent that the current probability state is maintained for a predetermined period (for example, 50 games). However, each probability may be other than those described above.
[0050] The AT state is a game state in which, during the game in the AT state, the player is notified of an operation method that is advantageous to the player. For each of the six types of push-order bell roles (push-order bell roles 1 to 6) with different operation sequences (specific pressing orders) for pressing the stop buttons 5 to win the role, the player is notified of a push-order navigation (push-order notification) corresponding to the winning push-order bell role, making it easier to win the winning push-order bell role and extremely easy to acquire game tokens. If the reels 41 are stopped with a specific pressing order, a symbol combination corresponding to the push-order bell role (for example, a symbol combination where "bell, bell, bell" are lined up) will be formed on a predetermined line. If the reels 41 are stopped with a pressing order other than the specific pressing order, a symbol combination different from the symbol combination corresponding to the push-order bell role will be formed on a predetermined line.
[0051] In other words, the main control device 10, as a lottery means, functions as a specific role lottery means capable of performing a lottery for multiple specific roles (ordered bell roles) with different stopping patterns of the display means (reels 41) for awarding predetermined benefits. If a push-order navigation is performed in a game in which a specific role (ordered bell role) is won, stopping the reels 41 according to the push-order navigation will result in the winning ordered bell role being awarded as a predetermined benefit. During AT mode, button-pressing instructions are displayed, and the probability of winning a button-pressing bell is set to a value that increases the number of game tokens if the player follows the instructions. Therefore, AT mode is a specific game state that is advantageous to the player.
[0052] Furthermore, in the AT state, a predetermined number of games (for example, 50 games) is assigned as the remaining game count at the initial transition (when transitioning from the normal game state), and the remaining game count is reduced by the execution of games during the AT state, continuing until the remaining game count reaches "0" (a so-called game count management type). During AT mode, for example, based on the winning of a predetermined rare role (e.g., Chance role A, B, Chance Replay role), a lottery is held to add to the remaining number of games. If the lottery is successful, a predetermined number of games (e.g., 20 games) is added to the remaining number of games. Therefore, the duration of AT mode is extended by adding to the remaining number of games. The added number of remaining games may be notified to the player in its entirety or only a portion thereof. Furthermore, during AT mode, the bonus lottery that occurs when a specific rare role (for example, chance role A, B, or chance replay role) is won is controlled to either an AT normal probability state where the lottery is held at the normal probability, or an AT high probability state where the lottery is held at a higher probability than normal, thereby changing the probability of winning the bonus lottery. Furthermore, during AT mode, if a specific rare role (for example, Chance role A, B, or Chance Replay role) is won, in addition to the bonus lottery, a lottery for transitioning to AT mode is also held. If the lottery for transitioning to AT mode is won, the AT mode will be re-established after the current AT mode ends. Furthermore, during AT mode, if a strong rare role is won, in addition to the current AT mode, a special bonus corresponding to the strong rare role will be granted (for example, an additional 500 games).
[0053] Furthermore, the AT state may be controlled to continue until the number of game tokens actually acquired by the player during the AT state (net increase in tokens) or the number of game tokens paid out during the AT state reaches a predetermined number (for example, 100 tokens). Alternatively, a set-management type AT state may be implemented where a predetermined number of games constitutes one set, and a predetermined number of sets are granted at the initial stage of transitioning to the AT state, as well as when additional sets are added. Furthermore, multiple types of AT states with different termination conditions may be provided, allowing the player to selectively enter any of the AT states when acquiring the right to transition to an AT state. If the remaining number of games becomes "0" while in AT mode, the conditions for ending AT mode are met, and the game state returns to normal game state (arrow b in Figure 5).
[0054] Furthermore, when a push-order bell combination is won, if the reels 41 are stopped in the operation sequence corresponding to the won push-order bell combination (a specific push-order sequence), a predetermined number of game tokens (for example, 8 tokens) will be awarded. If the reels 41 are stopped in an operation sequence other than the specific push-order sequence, no game tokens will be awarded. However, even in the case of an operation sequence other than the specific push-order sequence, a number of game tokens less than the predetermined number (for example, 1 token) may be awarded. Therefore, while the awarding of a predetermined bonus by hitting the bell combination in a specific order indicates the awarding of a predetermined number of game tokens, if a relatively small number of game tokens (e.g., 1 token) are awarded even when a different button sequence is performed, then the awarding of the bell combination in a specific order indicates the awarding of a relatively large number of game tokens (e.g., 8 tokens), or the formation of a symbol combination corresponding to the bell combination in a specific order (e.g., a symbol combination in which "bell, bell, bell" appear on a predetermined line). Furthermore, in this embodiment, the winning probability for each push-order bell combination is set to be the same, but the winning probability for the push-order bell combination that results in a win when the left reel 41a is stopped first may be set lower than the winning probabilities for the other push-order bell combinations.
[0055] Alternatively, when transitioning to the AT state, the player may be moved to a special zone for a predetermined period (for example, 10 games) to determine the number of games to continue during the AT state (initial number of games). The number of games to continue during the AT state may be determined based on the results of the lottery for each game in this special zone, and the sum of the number of games determined in each game may determine the total number of games to continue during the AT state (initial number of games). Furthermore, even during AT mode, a lottery for transitioning to AT mode may be conducted in the same way as during normal gameplay. If the lottery for transition is successful, the player may transition to a new special zone after the current AT mode ends, and then transition to a new AT mode. Furthermore, the above-mentioned special zones may be generated in multiple forms with different levels of advantage, and the number of games in the AT state may be varied according to the level of advantage.
[0056] The CZ state is a game state in which it is easier to transition to the AT state than the normal game state. The transition to the CZ state occurs when the number of games played during normal gameplay reaches a predetermined number (for example, 200, 400, 600, etc.). A transition lottery is held with a predetermined probability (for example, 50%), and if this transition lottery is won, the game state transitions to the CZ state (arrow c in Figure 5).
[0057] The CZ state continues for a predetermined number of games (for example, 5 games), during which the chances of transitioning to the AT state are more favorable than during normal gameplay. For example, if a weak rare role is won, the transition to the AT state is more favorably determined than during normal gameplay, and even if other lottery results are obtained (for example, winning a replay role or a bell role), the transition to the AT state is also determined by a predetermined probability. During a game in the CZ state, if the player wins the lottery to transition to the AT state, the game state transitions to the AT state (arrow e in Figure 5). If the player does not win the lottery to transition to the AT state and the duration of the CZ state ends, the game state transitions to the normal game state (arrow d in Figure 5). Furthermore, the conditions for transitioning to the CZ state may be based on the winning of a predetermined rare role, in addition to the execution of a predetermined number of games. Also, the conditions for transitioning to the AT state during the CZ state may be other than those mentioned above, as long as they are more advantageous to the player than the normal game state.
[0058] Furthermore, the main control device 10 of this embodiment is equipped with a section control means that can control the game section to either a normal section (non-advantageous section) or an advantageous section, separate from the game state described above. The normal section is a gameplay section in which the button-press navigation is not performed, that is, a gameplay section that is uncontrollable and does not enter a pseudo-bonus state or AT state. It begins when the next game starts after the conditions for ending the advantageous section are met, and ends when the conditions for transitioning to the advantageous section are met.
[0059] Furthermore, in the normal section, the transition to the advantageous section is determined when the conditions for transitioning to the advantageous section are met, for example, when a predetermined role (for example, the replay role and the push-order bell role) is won in the internal lottery. In normal sections, the button press order navigation is not performed. Furthermore, when the main control unit 10 is reset, it is controlled to the normal section. Furthermore, the timing of the transition to the advantageous period does not have to be at the time mentioned above. For example, it could be at the end of the game in which the conditions for transitioning to the advantageous period were met (such as the moment when the last operation of pressing stop button 5 ends). In this case, the transition to the advantageous period will occur before the next game starts.
[0060] The advantageous section is a gameplay section in which button-press navigation may be performed, that is, a gameplay section that can be controlled to enter a pseudo-bonus state or AT state, and is a gameplay section that is more advantageous to the player compared to the normal section because button-press navigation may be performed. Furthermore, the advantageous period begins when the conditions for transitioning to the advantageous period are met in the normal period and the next game starts, and ends when the predetermined conditions for ending the advantageous period are met.
[0061] Furthermore, the advantageous period transitions to the normal period based on the fulfillment of the conditions for ending the advantageous period during that period. Examples of conditions for ending the advantageous period include when the coinless gaming machine 1 (main control device 10) is reset (including when the settings are changed). While the advantageous period generally continues when the AT state ends, it is also possible to set up a condition for ending the advantageous period in some cases when the AT state ends, or to decide whether or not to end the advantageous period depending on the difference in the number of tokens at the end of the AT state. Alternatively, a special-advantage zone lamp that indicates the presence of an advantageous zone when lit may be provided, and the main control device 10 may control the lighting of this lamp. Furthermore, if a favorable period lamp is provided, it may be configured to light up during the favorable period and in a game state where the number of medals increases (such as a pseudo-bonus state or AT state).
[0062] Furthermore, the medalless gaming machine 1 is equipped with a limiter function (hereinafter simply referred to as the limiter) to limit the number of game tokens that the player can acquire, and the conditions for ending the advantageous period are met even when the limiter is activated. For example, the limiter is activated when the difference in the number of tokens (number of tokens paid out - number of tokens inserted) during a single advantageous period reaches the upper limit (for example, +2400 tokens). The advantageous period ends when any of the above-mentioned conditions for ending the advantageous period (such as a reset or the activation of a limiter) are met. In addition to the condition for the limiter to activate when the difference in the number of tokens reaches the upper limit, it is also possible to set the condition for the limiter to activate when the number of games in a single advantageous period (advantageous period games) reaches the upper limit (for example, 4000 games).
[0063] Furthermore, in addition to the limiter function described above, the medalless gaming machine 1 of this embodiment is also equipped with a so-called complete function (also simply called complete) that limits the number of gaming medals actually acquired by the player from the time the medalless gaming machine 1 is powered on until it is shut off. When the net increase in medals from the time the medalless gaming machine 1 is powered on until it is shut off reaches a predetermined number (the complete value of +19,000 medals), the machine is put into a game-stop state where the game cannot be played and subsequent games cannot be played. Therefore, the number of tokens a player can win during the operating hours of a gaming establishment will be limited. Furthermore, even if the net number of tokens won during a single advantageous period is extremely small during the operating hours of the amusement parlor, and a player is able to acquire a very large number of game tokens before the limiter function activates, the complete function will activate first. This prevents the amusement parlor from incurring significant losses, even if the net number of tokens won is extremely small.
[0064] [Game with special effects] Next, with reference to Figure 6, the presentation display game in the medalless gaming machine 1 of this embodiment will be described. In the medalless gaming machine 1 of this embodiment, the sub-controller 20 controls the main control unit 10 to execute a game (main game) that involves the display of reel 41 fluctuations, and the main display unit 8 executes a game that displays multiple identification information (display symbols).
[0065] As shown in Figure 6, the performance display game is executed by displaying performance symbols in a variable manner on the first performance display section 30a, the second performance display section 30b, and the third performance display section 30c, which are set up horizontally in the approximate center of the main performance display unit 8 screen. Furthermore, the display animations are controlled in response to the execution of the main game. The animations begin to move from top to bottom when the main game starts, and the animations end when the predetermined animation symbols stop in each animation section when the main game ends. The timing of the stopping of the fluctuation display in each display unit is as follows: the fluctuation display of the first display unit 30a stops in accordance with the stopping time of any of the first reels 41 that are stopped; the fluctuation display of the second display unit 30b stops in accordance with the stopping time of any of the second reels 41 that are stopped; and the fluctuation display of the third display unit 30c stops in accordance with the stopping time of any of the last reels 41 that are stopped. Furthermore, the timing of the stopping of the fluctuation display in each performance display unit may be other than those described above. For example, the fluctuation display of the first performance display unit 30a may stop in accordance with the stopping time of the left reel 41a, the fluctuation display of the second performance display unit 30b may stop in accordance with the stopping time of the middle reel 41b, and the fluctuation display of the third performance display unit 30c may stop in accordance with the stopping time of the right reel 41c.
[0066] Then, during normal gameplay, the right to transition to AT state is granted, and in the game immediately preceding the transition to AT state, the game is controlled so that the combination of symbols that stop on each display unit becomes a specific combination of symbols (for example, a sequence of odd-numbered symbols such as "3-3-3"), and the game state transitions to AT state from the game following the stopping of that specific combination of symbols. Furthermore, when the fluctuation displays of the first and second display units 30a and 30b stop, if there is a possibility that a specific combination of symbols will stop, a reach animation will be performed, an animation image that increases the player's anticipation will be displayed on the main display unit 8, and a corresponding sound effect will be output from the speaker 9.
[0067] Note that the performance display games are basically only executed during normal gameplay and the CZ state, and the performance display sections are erased during the AT state and are not executed for each game (main game). However, if a predetermined rare role is won during a game (main game) in the AT state, and the AT state transition lottery executed at that time is also won, the performance display sections will reappear for a predetermined number of games from the end of the game in which the predetermined rare role was won, and the performance display games will start even during the AT state. Then, in the final game of a predetermined number of games, a specific combination of symbols stops, and it is announced that the right to transition to a new AT state has been granted. Even if the AT state transition lottery is not won at this time, the same predetermined number of games of display games will be executed, and ultimately, a combination of symbols other than the specific combination of symbols stops, and it is announced that the right to transition to a new AT state was not granted.
[0068] The history display section 31 is displayed in the lower right corner of the main display unit 8 screen. The history display unit 31 is a display unit that is displayed by the control of the sub-control unit 20 based on control information from the main control unit 10, and notifies the game results (winning combination results) of the past predetermined number of games (for example, 5 games) in the game (main game). For example, if the player wins a replay in this game, an image indicating the win of the replay will be displayed as history information in the leftmost frame of the history display unit 31 in the next game. Then, if the player wins a bell in the next game, in the game after that, the image indicating the win of the replay that was displayed in the leftmost frame of the history display unit 31 will move to the rightmost frame, and an image indicating the win of the bell will be displayed in the leftmost frame. In other words, the player will be notified that they won a bell in the previous game and a replay in the game two games prior.
[0069] Furthermore, the main control unit 10 is capable of storing and managing the results of the past five games as valid history information under normal conditions, and performs execution control such as the history lottery described later based on this stored history information. Accordingly, the sub-control unit 20 displays the history display unit 31 in accordance with the range of this valid history information.
[0070] In this way, the result of the draw for each game is displayed on the history display unit 31, thereby displaying history information for a predetermined number of past games. If the draw for a winning combination is unsuccessful, no history information will be displayed on the corresponding slot (it will be blank). Furthermore, the display of history information in the history display unit 31 is performed not only during normal gameplay but also during CZ (Challenge Zone) and AT (Attack Time) states, and is used as a trigger for granting the benefits described later in each gameplay state. Furthermore, although the history display unit 31 is shown on the main performance display unit 8, it may also be shown on the sub-performance display unit 18.
[0071] [Rewards based on history information] Next, referring to Figure 7, the granting of rewards based on history information in the medalless gaming machine 1 of this embodiment will be explained. In the medalless gaming machine 1 of this embodiment, as described above, history information is displayed in the history display unit 31. The main control device 10, which serves as a history information management means and a specific benefit granting means, stores and manages the above history information and performs control to grant benefits based on this history information.
[0072] The awarding of rewards based on history information can be performed in each game state, and rewards are awarded in the following cases: when a weak rare role is won two or more times within the range of valid history information set at that time, the reward is awarded when the player wins the history lottery (rare role history lottery) which is performed when a replay role is won a predetermined number of times (for example, four times), and when a replay role is won in all cases within the range of valid history information set at that time, thus fulfilling the consecutive history condition. Furthermore, the benefits granted based on the history information will be the right to transition to the AT state during normal gameplay and during the CZ state, and the right to transition to a new AT state during the AT state. Furthermore, if a rare role is won, a special bonus will be granted at that point, so the rare role history lottery will not be conducted.
[0073] First, referring to Figure 7(a), we will explain the case where a weak rare role is won two or more times within the range of the valid history information (valid rare role history information) set at that time, and a history lottery (rare role history lottery) is executed. Figure 7(a) shows the history display unit 31 in the case where a weak rare role was won in the game one and four games prior, as an example of when the rare role history lottery is performed.
[0074] As shown in Figure 7(a), the history display unit 31 of the main performance display unit 8 is normally configured to display the results of the previous game: a first history display unit 31a that displays the result of the game one game ago, a second history display unit 31b that displays the result of the game two games ago, a third history display unit 31c that displays the result of the game three games ago, a fourth history display unit 31d that displays the result of the game four games ago, and a fifth history display unit 31e that displays the result of the game five games ago. The main control unit 10 is normally capable of storing and managing the results of the past five games as valid history information, and the sub-control unit 20 displays the history display unit 31 corresponding to the range of this valid history information. Furthermore, if a weak rare role is won in the game one round prior and four rounds prior, the main control device 10 stores the information of the weak rare role win as history information for the game one round prior and four rounds prior, and stores history information indicating that the lottery result was a loss in other games. Furthermore, under the control of the sub-control device 20, as shown in Figure 7(a), a weak rare role image 32 indicating that a weak rare role has been won is displayed on the first history display unit 31a and the fourth history display unit 31d, respectively. In addition, for the games two, three, and five games prior, the second history display unit 31b, the third history display unit 31c, and the fifth history display unit 31e are left blank, corresponding to the results of the losing draws.
[0075] Furthermore, the updating of history information in the main control unit 10 and the updating of the history display unit 31 in the sub-control unit 20 will be performed after the game ends (when the last reel 41 is stopped). Therefore, for example, if a weak rare role is won, the weak rare role image 32 will appear on the first history display unit 31a when the game ends, the display of the weak rare role image 32 on the first history display unit 31a will be maintained while the next game is being played, and when the next game ends, the weak rare role image 32 on the first history display unit 31a will move to the second history display unit 31b. Furthermore, even if you win either Chance Role A or B and miss out on the bonus, the weak rare role image 32 will still be displayed.
[0076] In the main control unit 10, under normal conditions, the past 5 games are set as the range of valid rare role history information for conducting rare role lotteries. Therefore, under normal conditions, the range of history information for the past 5 games, as shown in Figure 7(a), is set as the range of valid rare role history information. While the range of valid rare role history information is normally set to 5, as will be explained in detail later, the range of valid rare role history information can be expanded based on the fulfillment of certain conditions.
[0077] Then, as shown in Figure 7(a), if a weak rare role is won in the game one and four games prior, which are within the range of valid rare role history information, and the conditions for executing the rare role history lottery are met, the rare role history lottery will be conducted at the end of the game (the game in which the second weak rare role was won). In other words, a rare role lottery is held when there have been two weak rare role wins within the range of the rare role valid history information. Furthermore, if the conditions for executing the rare role history lottery are met, it is preferable to notify that the conditions for executing the rare role history lottery have been met by changing the color scheme and pattern of the frame of the history display unit 31 or the image of the entire history display unit 31 for a predetermined period of time. Furthermore, if a weak rare role is won again in the game immediately following the second weak rare role win, it will count as three weak rare roles won within the range of the valid rare role history information, and the rare role history lottery will be conducted again under more favorable conditions. Details regarding the probability of winning the rare role history lottery will be explained later.
[0078] As described above, in this embodiment, the main control device 10 normally stores history information for the past five games. If there are two or more instances of history information corresponding to the winning of a weak rare role as a specific role in this history information for the past five games, a rare role history lottery is held. If the rare role history lottery is won, the specific history condition (first specific history condition) is met and the right to transition to the AT state is granted. In other words, the main control device 10 includes a history information management means capable of managing the results of the lottery for roles between a specific number of games (normally 5 times), and a specific benefit granting means capable of granting a specific benefit (the right to transition to the AT state) when a specific history condition (first specific history condition) is met between a specific number of games, which is conditional on winning a specific role (for example, a weak rare role). Therefore, since benefits are awarded based on historical information, separate from the normal transition to the AT state, it becomes possible to improve the enjoyment of the game and increase the player's expectations.
[0079] Furthermore, the rare role history lottery may be performed once for every two wins of a weak rare role within the range of valid rare role history information, or it may be performed every game execution while there are two wins of a weak rare role within any of the ranges of valid rare role history information. In other words, in the case shown in Figure 7(a), the rare role history lottery may be performed only at the end of the game in which the second weak rare role is won, or even if a weak rare role is not won in the game following the end of the game in which the second weak rare role is won, the rare role history lottery may be performed in this game as well, since there are two wins of a weak rare role within the range of valid rare role history information.
[0080] Furthermore, in this embodiment, even if a chance role A or B is won and a miss occurs (for example, if "BAR·BAR·Replay" does not stop), the weak rare role image 32 is displayed to trigger a rare role history lottery. However, if a miss occurs, it may be decided not to trigger a rare role history lottery. In this case, the normal AT state transition lottery may be performed but it may not be decided to trigger a rare role history lottery, or both the normal AT state transition lottery and the trigger for the rare role history lottery may be invalidated. Furthermore, some of the weak rare roles (for example, chance role A) may be used as triggers for the rare role history lottery even if they are missed, just as they would be if they were not missed, while the remaining portion (for example, chance role B) may not be used as triggers for the rare role history lottery if they are missed. In this case, it is preferable not to display the weak rare role image 32 if they are missed.
[0081] Next, with reference to Figure 7(b), we will explain the history lottery (replay role history lottery) that is executed when the replay role is won a predetermined number of times (for example, 4 times) in a row. Figure 7(b) shows an example of when the replay role history lottery is performed, illustrating the history display unit 31 when a replay role was won in each of the games from 1st to 4th prior.
[0082] As shown in Figure 7(b), if a replay is won in each of the games from 1st to 4th prior, the main control unit 10 stores the information of the replay win as history information for each of the games from 1st to 4th prior, and stores history information indicating that the lottery result was a loss in other games. Furthermore, under the control of the sub-control device 20, as shown in Figure 7(b), a replay symbol image 33 indicating that a replay symbol has been won is displayed in each of the first history display units 31a to the fourth history display unit 31d, and in the game five games prior, the fifth history display unit 31e is left blank, corresponding to the result of a losing draw.
[0083] Then, if a replay is won in each of the games from 1st to 4th prior, that is, if the entire range of valid history information (valid replay history information) set at that time is one step away from a replay win, the conditions for executing the replay history lottery are met, and the replay history lottery is conducted at the end of the game (the last game in a series of four consecutive replay wins). The replay role history lottery is performed so that a winning result is derived with a predetermined probability (for example, 10%), and if the replay role history lottery is won, the right to transition to the AT state is granted.
[0084] As described above, in this embodiment, when the main control device 10 determines that all of the valid history information (valid history information for replay roles) set at that time are in a state just before a replay role is won, the conditions for executing the replay role history lottery are met, and the replay role history lottery is performed at the end of the game (the last game in a series of four consecutive games in which a replay role is won). If the replay role history lottery is won, the right to transition to the AT state is granted. Therefore, since benefits are awarded based on historical information, separate from the normal transition to the AT state, it becomes possible to improve the enjoyment of the game and increase the player's expectations.
[0085] Furthermore, if the conditions for executing the replay role history lottery are met, it is preferable to notify that the conditions for executing the replay role history lottery have been met by changing the color scheme and pattern of the frame of the history display unit 31 or the image of the entire history display unit 31 for a predetermined period of time. Furthermore, the probability of winning the replay role history lottery may be changed according to the setting value in the probability setting device 16. For example, the probability of winning may be increased as the setting value becomes more advantageous. Furthermore, the probability of winning the replay role history lottery may be changed according to the game state. For example, the probability of winning the replay role history lottery may be higher during AT state than during normal game state or CZ state.
[0086] Next, referring to Figure 7(c), we will explain the case where a replay role is won in all instances within the range of valid history information (valid replay role history information) set at that time, and the continuous history condition is met. Figure 7(c) shows the history display unit 31 when a replay win occurs in each of the games from 1st to 5th prior, as an example of when the continuous history condition is met.
[0087] As shown in Figure 7(c), if a replay win occurs in each of the games from 1st to 5th prior, the main control unit 10 stores the information of the replay win as history information for each of the games from 1st to 5th prior, and the sub-control unit 20 controls the display of a replay win image 33 in each of the first history display units 31a to 5th history display units 31e to notify that a replay win has occurred.
[0088] In the main control unit 10, under normal conditions, the past 5 games are set as the range of valid replay role history information necessary to satisfy the continuous history condition. Therefore, under normal conditions, the range of history information for the past 5 games, as shown in Figure 7(c), is set as the range of valid replay role history information. While the range of valid replay history information is normally set to 5 entries, as will be explained in detail later, the range of valid replay history information can be reduced based on the fulfillment of certain conditions. Therefore, under normal circumstances, the past 5 games are set as the range of valid history information for rare roles and valid history information for replay roles. However, if only the range of valid history information for replay roles is reduced, the range of valid history information related to the rare role history lottery remains the same, while only the range of valid history information related to the fulfillment of the consecutive history conditions for replay roles is reduced. Furthermore, if the range of valid replay history information is changed (reduced), the execution conditions for the aforementioned replay history lottery will also change. For example, if the range of valid replay history information is changed to 4, the replay history lottery will be conducted when three replays occur consecutively.
[0089] As shown in Figure 7(c), if a replay win occurs in each of the games from 1 to 5 games prior, which are within the range of valid replay win history information, the consecutive history condition is met. In other words, the condition for a continuous history is met when all entries within the range of valid replay role history information result in a replay role win. When the consecutive history condition is met, the right to transition to the AT state is granted. Therefore, if a replay is won in the game after the replay history lottery has been conducted due to the four consecutive wins of the replay role mentioned above, the right to transition to the AT state will be granted. Thus, if a replay is won in the game after the replay history lottery has been won, a total of two AT state transition rights will be granted. Furthermore, when the continuous history condition is met, it is preferable to notify that the continuous history condition has been met by changing the color scheme and pattern of the frame of the history display unit 31 or the image of the entire history display unit 31 for a predetermined period of time. Furthermore, even in games after the consecutive history condition has been met, the right to transition to the AT state will be granted each time the replay role is won consecutively.
[0090] As described above, in this embodiment, the main control device 10 normally stores history information for the past five games, and when all of this history information for the past five games corresponds to the winning of a replay role as a specific role, the continuous history condition as a specific history condition (second specific history condition) is met and the right to transition to the AT state is granted. In other words, the main control device 10 includes a history information management means capable of managing the results of the lottery for winning combinations between a specific number of games (normally 5 times), and a specific benefit granting means capable of granting a specific benefit (the right to transition to the AT state) when a specific history condition (second specific history condition) is met between a specific number of games, which is conditional on winning a specific combination (for example, a replay combination).
[0091] Therefore, since benefits are awarded based on historical information, separate from the normal transition to the AT state, it becomes possible to improve the enjoyment of the game and increase the player's expectations. Furthermore, since bonuses are awarded for winning the rare role history lottery, winning the replay role history lottery, and fulfilling the consecutive history conditions, the gameplay becomes more diverse, making it possible to further enhance the enjoyment of the game.
[0092] [Rare role history lottery] Next, with reference to Figures 8 and 9, the rare role history lottery in this embodiment will be explained. In the medalless gaming machine 1 of this embodiment, as described above, if a weak rare role is won two or more times within the range of valid rare role history information, a rare role history lottery is held, and if the rare role history lottery is won, the right to transition to the AT state is granted.
[0093] Furthermore, the rare role history lottery uses different lottery tables depending on whether a weak rare role is won twice or three or more times within the range of valid rare role history information. It also uses different lottery tables depending on whether the player is in a state other than AT (normal gameplay state, CZ state) or in AT state. The rare role history lottery is performed using random numbers (256 random numbers) extracted when a weak rare role is won two or more times within the range of valid rare role history information. Figures 8 and 9 show the number of winning random numbers among the extracted random numbers.
[0094] Figure 8 shows the rare role history lottery table used in the main control device 10 when rare role history is drawn outside of the AT state (during normal gameplay state, during CZ state). First, Figure 8(a) shows the rare role history lottery table used when a weak rare role is won twice within the range of valid rare role history information. As shown in Figure 8(a), if a weak rare role is won twice within the range of valid rare role history information when not in AT state, a lottery is held in which there is a 176 / 256 probability that the rare role history lottery will not be won and an 80 / 256 probability that the rare role history lottery will be won.
[0095] Next, Figure 8(b) shows the rare role history lottery table used when a weak rare role is won three or more times (e.g., the third, fourth time) within the range of valid rare role history information. As shown in Figure 8(b), if three or more weak rare roles are won within the range of valid rare role history information when not in AT state, a lottery is held in which there is a 0 / 256 probability that the rare role history lottery will not be won and a 256 / 256 probability that the rare role history lottery will be won.
[0096] As described above, since the rare role history lottery is conducted outside of the AT state, it becomes possible to reliably grant players the bonus when the rare role history lottery is conducted. Furthermore, within the range of valid rare role history information, the probability of winning is higher when a weak rare role is won three or more times than when a weak rare role is won twice. In fact, if a weak rare role is won three or more times within the range of valid rare role history information, the win is guaranteed. Therefore, the more times a weak rare role is won within the range of the rare role valid history information, the more it is possible to increase the player's sense of anticipation.
[0097] Furthermore, if a player has won two weak rare roles within the range of valid rare role history information, and then wins another weak rare role while those histories remain within the range of valid rare role history information, both the lottery for two weak rare role wins and the lottery for three or more wins will be conducted, which is advantageous for the player. The above lottery probabilities can be any combination where the probability of winning is higher when winning three or more times than when winning two times with a weak rare role. Alternatively, the lottery may be designed to be more advantageous when winning four or more times than when winning three times. Furthermore, winning a strong rare role may also be included in the rare role history lottery. In this case, a special bonus will be awarded for winning a strong rare role, and the rare role history lottery will also be conducted.
[0098] Figure 9 shows the rare role history lottery table used in the main control device 10 when rare role history lottery is performed during AT state. First, Figure 9(a) shows the rare role history lottery table used when a weak rare role is won twice within the range of valid rare role history information. As shown in Figure 9(a), if a weak rare role is won twice within the range of valid rare role history information while in AT state, a lottery is held in which there is a 206 / 256 probability that the rare role history lottery will not be won and a 50 / 256 probability that the rare role history lottery will be won.
[0099] Next, Figure 9(b) shows the rare role history lottery table used when a weak rare role is won three or more times (e.g., the third time, fourth time) within the range of valid rare role history information during AT state. As shown in Figure 9(b), if three or more weak rare roles are won within the range of valid rare role history information during AT state, a lottery is held in which there is a 0 / 256 probability that the rare role history lottery will not be won and a 256 / 256 probability that the rare role history lottery will be won.
[0100] As described above, since the rare role history lottery is conducted during the AT state, it is possible to reliably grant players the bonus when the rare role history lottery is conducted, even during the AT state. Furthermore, similar to cases outside of AT mode, the lottery is conducted in such a way that the probability of winning is higher when weak rare roles are won three or more times within the range of valid rare role history information than when weak rare roles are won twice. Therefore, if weak rare roles are won three or more times within the range of valid rare role history information, the win is guaranteed. Therefore, even during AT mode, the more times weak rare roles are won within the range of the rare role valid history information, the more it is possible to increase the player's sense of anticipation. Furthermore, since the probability of winning the rare role history lottery when two weak rare roles are won is lower during AT mode than when not in AT mode, it is possible to prevent excessive benefits from being granted to the player.
[0101] In addition, during the rare role history lottery in AT state, a lottery is held to determine whether or not to grant the right to transition to AT state, but it is also possible to hold a lottery to determine whether or not to grant other benefits. For example, a lottery for adding games may be held based on the remaining number of games in AT state. In this case, it is preferable to offer multiple options for the number of games to add, and to make the probability of winning the game addition lottery lower for larger game additions than for smaller game additions. Furthermore, within the range of valid rare role history information, it is also possible to hold a lottery where the probability of winning the game addition lottery is higher when weak rare roles are won three or more times than when weak rare roles are won twice, and the number of games added is also higher. Furthermore, in this embodiment, the probability of winning the replay role history lottery, which is executed when the replay role is won a predetermined number of times (for example, 4 times), is always fixed. However, it may be made different between when the AT state is active and when it is not. For example, the probability of winning the replay role history lottery may be made higher when the AT state is not active than when the AT state is active.
[0102] [Expanded History Lottery] Next, with reference to Figure 10, the history expansion lottery in this embodiment will be described. In the medalless gaming machine 1 of this embodiment, as described above, a rare role history lottery is conducted when a weak rare role is won two or more times within the range of valid rare role history information. In this embodiment, under normal circumstances where the predetermined conditions are not met, the history information of the past five games is used as the valid history information for rare roles, and if a weak rare role is won two or more times within the range of this valid history information for rare roles, a rare role history lottery is conducted.
[0103] Furthermore, in this embodiment, the range of rare role valid history information can be expanded based on the fulfillment of predetermined conditions. That is, the normal range of 5 rare role valid history information entries can be increased to 6 or more. For example, under normal circumstances, a rare role history lottery is conducted if a weak rare role is won twice during the last five games played. However, if a predetermined condition is met and the range of valid rare role history information becomes six, the rare role history lottery will be conducted if a weak rare role is won twice during the last six games played. This lowers the difficulty of conducting the rare role history lottery, making it more advantageous for the player.
[0104] In this embodiment, the expansion of the range of valid rare role history information is performed when the history expansion lottery, which is executed based on the game's lottery result being a win for chance role A, is won. Furthermore, the history expansion lottery is also conducted when a chance role A is won while the range of valid rare role history information has already been expanded. Therefore, it is possible for the range of valid rare role history information to be seven or more. Furthermore, even if the conditions for expanding the range of valid history information for rare roles are met, it will not affect the range of valid history information for replay roles mentioned above. The history expansion lottery is performed using random numbers (256 random numbers) extracted when a game is played in which chance role A is won. Figure 10 shows the number of winning random numbers among the extracted random numbers.
[0105] Figure 10 shows the history expansion lottery table used in the main control device 10 when a chance role A is won during the history expansion lottery. First, Figure 10(a) shows the history expansion lottery table used when the history expansion lottery is conducted outside of the AT state (normal game state, CZ state). As shown in Figure 10(a), if a chance role A is won outside of AT state, a lottery is held in which there is a 176 / 256 probability that the history expansion lottery will not be won and an 80 / 256 probability that the history expansion lottery will be won.
[0106] Next, Figure 10(b) shows the history expansion lottery table used during the history expansion lottery in AT state. As shown in Figure 10(b), if a chance role A is won during AT state, a lottery is held in which there is a 206 / 256 probability that the history expansion lottery will not be won and a 50 / 256 probability that the history expansion lottery will be won. Furthermore, the expanded range of valid rare role history information is reduced (returned to the previous range) by a predetermined probability (for example, 30%) when a replay role is won during the expansion. In this case, the reduction lottery (return lottery) is performed in stages, and if the reduction lottery is won, the range will be reduced (returned) to one stage less (if it is 6, it will be 5). However, if the range of valid rare role history information becomes 5 (the normal range), the reduction lottery will not be performed.
[0107] As described above, in this embodiment, the range of valid rare role history information related to the execution of the rare role history lottery is changed by the control of the main control device 10. In other words, the main control device 10 is equipped with a specific number changing means that can change the specific number (normally 5) managed by the history information management means (main control device 10) based on the fulfillment of predetermined conditions. Furthermore, since a history expansion lottery is conducted, it becomes possible to expand the range of valid history information for rare roles that is involved in the execution of the rare role history lottery. In other words, the main control device 10, as a means for changing the specific number, can increase the specific number to a first specific number (for example, 6) which is greater than the normal number, and the main control device 10, as a means for granting specific benefits, can grant a specific benefit (the right to transition to the AT state) when a first specific history condition is met during games of the first specific number, which is conditional on multiple wins of the first specific role (weak rare role). Therefore, by expanding the range of valid rare role history information, it becomes possible to diversify the game content and improve the enjoyment of the game, as well as to increase the players' expectations. Furthermore, since the probability of the range of valid rare role history information expanding is lower during AT mode than during non-AT mode, it becomes possible to prevent excessive benefits from being granted to players.
[0108] Furthermore, if the range of valid rare role history information reaches a predetermined number (for example, 7 items), the expansion of the history expansion lottery may be prohibited to limit the expansion of the range of valid rare role history information. Furthermore, while the probability of expanding the range of valid rare role history information is lower during AT state than outside of AT state, it may also be possible to make the probability of expanding the range of valid rare role history information higher during AT state than outside of AT state. Furthermore, while the history expansion lottery is currently triggered by the winning of chance role A, the trigger for the history expansion lottery may be other; for example, it may be triggered by the winning of chance role B or chance replay, or it may be triggered when the number of games played during normal gameplay reaches a predetermined number. Furthermore, the reduction lottery (return lottery) that shrinks the range of the expanded rare role valid history information is currently triggered by the winning of a replay role, but it may also be triggered by the winning of other roles, or it may be set up so that the range is reduced (returned) to one level smaller when the number of games played during the expansion reaches a predetermined number.
[0109] [History Reduction Lottery] Next, with reference to Figure 11, the history reduction lottery in this embodiment will be described. In the medalless gaming machine 1 of this embodiment, as described above, a bonus is awarded when a replay role is won in all of the valid replay role history information and the consecutive history condition is met. In this embodiment, under normal circumstances where the predetermined conditions are not met, the history information of the past five games is included in the scope of the replay role valid history information. Therefore, under normal circumstances, if a replay role is won in all of the past five games, the right to transition to the AT state is granted as a bonus.
[0110] Furthermore, in this embodiment, the range of valid replay history information can be reduced based on the fulfillment of predetermined conditions. That is, the normally 5 valid replay history information entries can be reduced to 4 or fewer. For example, under normal circumstances, the consecutive history condition is met if the replay symbol is won in all of the past five games. However, if a predetermined condition is met and the range of valid replay symbol history information is reduced to four, the consecutive history condition will be met if the replay symbol is won in all of the past four games. This lowers the difficulty of meeting the consecutive history condition, making it more advantageous for the player. Furthermore, if the range of valid replay role history information is reduced, the execution conditions for the aforementioned replay role history lottery will also change. For example, if the range of valid replay role history information is reduced to four, the replay role history lottery will be conducted only if a replay role is won in all of the past three games.
[0111] In this embodiment, the reduction in the range of valid replay role history information is performed when the history reduction lottery, which is executed based on the game's lottery result being a win for chance role B, is won. Furthermore, the history reduction lottery is also performed when a chance role B is won while the range of valid history information for replay roles has already been reduced. Therefore, it is possible for the range of valid history information for replay roles to be four or fewer. Furthermore, even if the conditions for narrowing the range of valid replay role history information are met, it will not affect the range of valid rare role history information mentioned above. However, if the execution conditions for each overlap, the expansion of the range of valid rare role history information and the narrowing of the range of valid replay role history information will be executed in parallel. The history reduction lottery is performed using random numbers (256 random numbers) extracted when a game is played in which chance role B is won. Figure 11 shows the number of winning random numbers among the extracted random numbers.
[0112] Figure 11 shows the history reduction lottery table used in the main control device 10 when a chance role B is won during the history reduction lottery. First, Figure 11(a) shows the history reduction lottery table used when the history reduction lottery is conducted outside of the AT state (normal game state, CZ state). As shown in Figure 11(a), if a chance role B is won outside of the AT state, a lottery is held in which there is a 156 / 256 probability that the history reduction lottery will not be won and a 100 / 256 probability that the history reduction lottery will be won.
[0113] Next, Figure 11(b) shows the history reduction lottery table used during the history reduction lottery in AT state. As shown in Figure 11(b), if the chance role B is won during AT state, a lottery is held in which there is a 176 / 256 probability that the history reduction lottery will not be won and an 80 / 256 probability that the history reduction lottery will be won. Furthermore, the expansion of the range of the reduced replay role valid history information (returning to the previous range) occurs with a predetermined probability (for example, 10%) when a push-order bell role is won during the reduction. In this case, the expansion lottery (return lottery) is performed in stages, and if the expansion lottery is won, the range will be expanded (returned) to one stage larger (from 4 to 5). However, if the range of the replay role valid history information becomes 5 (the normal range), the expansion lottery (return lottery) will not be performed.
[0114] As described above, in this embodiment, the range of valid history information for replay roles related to the fulfillment of the continuous history condition is changed by the control of the main control device 10. In other words, the main control device 10 is equipped with a specific number changing means that can change the specific number (normally 5) managed by the history information management means (main control device 10) based on the fulfillment of predetermined conditions. Furthermore, since a history reduction lottery is conducted, the range of valid history information for replay roles related to the fulfillment of the consecutive history condition can be reduced.
[0115] In other words, the main control device 10, as a means for changing the specific number, can reduce the specific number to a second specific number (for example, 4) which is fewer than the normal number, and the main control device 10, as a means for granting specific benefits, can grant a specific benefit (the right to transition to the AT state) when a second specific history condition is met during games of the second specific number, which is conditional on consecutive wins of the second specific role (replay role). Therefore, by narrowing the range of valid replay history information, it becomes possible to diversify the game content and improve the enjoyment of the game, as well as to increase the player's sense of anticipation. Furthermore, since the probability of the range of valid replay role history information narrowing is lower during AT mode than during non-AT mode, it becomes possible to prevent excessive benefits from being granted to players.
[0116] Furthermore, the main control device 10 can simultaneously expand the range of valid history information for rare roles and reduce the range of valid history information for replay roles, thereby creating a state in which both the difficulty of executing the rare role history lottery and the difficulty of fulfilling the consecutive history conditions are reduced. Therefore, if both the difficulty of executing the rare role history lottery and the difficulty of fulfilling the consecutive history conditions are reduced, it becomes possible to greatly increase the player's sense of anticipation.
[0117] Furthermore, if the range of valid replay role history information reaches a predetermined number (for example, 3 items), the history reduction lottery may be canceled to limit the reduction of the range of valid replay role history information. Furthermore, while the probability of the range of valid replay role history information shrinking is lower during AT state than during non-AT state, it may also be possible to make the probability of the range of valid replay role history information shrinking higher during AT state than during non-AT state. Furthermore, while the history reduction lottery is currently triggered by the winning of chance role B, the trigger for the history reduction lottery may be other. For example, it may be triggered by the winning of chance role A or chance replay, or it may be triggered when the number of games played during normal gameplay reaches a predetermined number. Furthermore, the expansion lottery (recovery lottery) to expand the range of the reduced replay role valid history information is currently triggered by the winning of the push-order bell role, but it may also be triggered by the winning of other roles, or it may be expanded (recovered) to one level larger when the number of games played during the reduction reaches a predetermined number.
[0118] [Enlarged display of history section] Next, with reference to Figure 12, the enlarged notification of the history display unit 31 in this embodiment will be described. In the medalless gaming machine 1 of this embodiment, as described above, when the history expansion lottery is won and the history expansion conditions are met, the range of valid history information for rare roles is expanded. The main control unit 10 will perform control to expand the range of weak rare roles that are valid for the rare role history lottery, based on the expansion of the range of valid rare role history information. Furthermore, the sub-control device 20 controls the modification (expansion) of the history display section 31 on the main display unit 8 in response to the expansion of the range of valid history information for rare roles, based on the control information from the main control device 10.
[0119] Figure 12 shows the transition of the history display unit 31 when the range of valid rare role history information is expanded by the control of the sub-control device 20. First, Figure 12(a) shows the history display section 31 of the main performance display unit 8 during game execution, for example, when the condition for history expansion is met based on the winning of a chance role A in a game during normal gameplay. As shown in Figure 12(a), even in games in which the winning combination A is achieved, the history display unit 31 remains in its normal state and is not enlarged during the execution of the game. In Figure 12(a), a replay win is shown for the game four rounds prior. Therefore, the fourth history display unit 31d displays the replay win image 33 as history information for the game four rounds prior.
[0120] Then, as shown in Figure 12(b), after the game in which the chance role A is won ends, the history display unit 31 updates the history information. The first history display unit 31a displays a rare role image 32 indicating that the chance role A (weak rare role) was won as a result of the lottery for this game, and the replay role image 33 from the fourth history display unit 31d is moved and displayed in the fifth history display unit 31e. The first history display unit 31a is primarily a display unit that notifies the history information of the previous game. However, since the history information of the game appears and is displayed from the moment the game ends, the history information on the first history display unit 31a will notify the lottery result of the current game from the time the game ends until the next game starts.
[0121] Next, Figure 12(c) shows the history display unit 31 during game execution in the next game after winning a chance role A (the condition for history expansion is met). As shown in Figure 12(c), during the execution of the next game after winning the chance role A, an enlargement effect is performed to determine whether or not the first enlarged history display unit 35a is added to the left end of the normal history display unit 31 as an addition to the history display unit 31. The enlargement effect is a feature that increases the expectation of whether the new history display section 31 will be enlarged (the range of valid history information for rare roles will be expanded) by having a new display section appear at the left edge of the history display section 31, and by repeatedly expanding and contracting the width of the newly appeared display section at predetermined timings.
[0122] Then, when the game ends after a win of chance role A, as shown in Figure 12(d), the enlarged animation ends and the first enlarged history display unit 35a appears and is displayed as a new display unit. In other words, based on the fulfillment of the history expansion condition, the first expanded history display unit 35a is added to the history display unit 31, and it is notified that the history display unit 31 corresponding to the range of rare role valid history information has been expanded. Even if the conditions for history expansion are not met when a chance role A is won, the same expansion animation as described above will be performed during the next game after the chance role A was won. However, in this case, the expansion animation will be a fake expansion animation, and after the execution of the fake expansion animation, the history display section 31 will not be expanded and will return to its original state.
[0123] Next, Figure 12(e) shows the history display unit 31 after the end of the game in the next game in which a chance role A was won (the condition for history expansion was met). As shown in Figure 12(e), after the end of the game following a win of chance role A, that is, from the end of the current game to the start of the next game, the first enlarged history display unit 35a is added to the history display unit 31, and the history information for the current game (the game that has just finished) is displayed on the first enlarged history display unit 35a. In the example shown in Figure 12(e), the result of the lottery for this game is a win of the replay role, so the replay role image 33 will be displayed in the first enlarged history display unit 35a. Furthermore, as the history display unit 31 is enlarged, the history information of the last six games will be displayed, so the replay symbol image 33 on the fifth history display unit 31e will be retained even after the game ends.
[0124] Furthermore, even if the range of valid history information for rare roles is expanded, the range of valid history information for replay roles remains the same; that is, even if the range of valid history information for rare roles is 6, the range of valid history information for replay roles remains 5. Therefore, in order to clarify the range of these valid history information, only the display section indicating the range of valid history information for replay roles is changed to a different background from the other display sections. For example, while the background of the fifth history display unit 31e remains white, the backgrounds of the first enlarged history display unit 35a and the first to fourth history display units 31a to 31d are changed from white to blue, thereby clearly indicating that the range of the replay role valid history information is the history information of games up to five games ago, and the range of the rare role valid history information is the history information of games up to six games ago. In other words, the entire displayed history display section 31 represents the range of valid history information for rare roles, and the section of the history display section 31 with a blue background represents the range of valid history information for replay roles.
[0125] Furthermore, in the main control device 10, the history information of games up to five games prior is managed as replay role valid history information, and based on the fulfillment of the history expansion conditions, the history information of games up to six games prior is managed as rare role valid history information. Therefore, the range of valid replay role history information remains unchanged, covering the history of games up to the last 5 games. However, the range of valid rare role history information expands to cover the history of games up to the last 6 games. If a weak rare role is won two or more times within the last 6 games, a rare role history lottery will be held. This changes the difficulty of fulfilling the conditions for the rare role history lottery to a level more favorable to the player than usual. Furthermore, since the history expansion lottery is conducted even after the range of valid rare role history information has been expanded, the same control for expanding the range of valid rare role history information and the control for changing the history display unit 31 are performed even after the range of valid rare role history information has been expanded based on the history expansion lottery. Furthermore, if the expanded range of the rare role valid history information shrinks (returns to its original size), the identification notification of the range of the rare role valid history information and the range of the replay role valid history information will end, and the background of the history display unit 31 will change to a unified color scheme.
[0126] As described above, in this embodiment, as the range of valid rare role history information expands, the history display unit 31 is also enlarged. Therefore, the expanded range of valid rare role history information will be made recognizable to players, effectively increasing their sense of anticipation. Furthermore, it will be possible to provide a sense of security to players who are unfamiliar with the game, and to prevent disputes between the arcade and players regarding the game.
[0127] Furthermore, even if the history expansion condition is met, the history information of the last five games is managed as valid history information for replay roles, and only the history information of the last six games is managed as valid history information for rare roles. Therefore, the meeting of the consecutive history condition is determined based on the history information of the last five games, and the meeting of the execution condition for the rare role history lottery is determined based on the history information of the last six games. In other words, the main control device 10, as a history information management means, is capable of managing both the specific number before the change (for example, 5) and the specific number after the change (for example, 6) when the specific number is changed by the specific number changing means (main control device 10), and the main control device 10, as a specific benefit granting means, is capable of simultaneously determining whether the specific history conditions are met (the conditions for consecutive history are met, the conditions for executing the rare role history lottery are met) based on both the specific number before the change and the specific number after the change.
[0128] Therefore, when valid history information is changed, it becomes possible to efficiently and reliably control the granting of benefits, and to enhance the players' expectations. Furthermore, even if the range of valid rare role history information is expanded, the range of valid rare role history information and the range of valid replay role history information are clearly indicated, which prevents players from misunderstanding the conditions for granting bonuses and allows players to concentrate on playing the game.
[0129] Furthermore, the sub-control device 20 executes an expanded performance on the main performance display 8 in response to the expansion of the range of valid rare role history information. In other words, the sub-control device 20, as a display control means, enables the display control of information (images related to the enlarged effect) related to the change of a specific number by the specific number changing means (main control device 10). Therefore, it becomes possible to improve the entertainment value of the game and efficiently increase the players' expectations.
[0130] In addition, while the leftmost display area is enlarged when the history display section 31 is enlarged, it may also be done by enlarging the rightmost display area. Furthermore, while the background color is changed to clearly indicate the range of valid history information for rare roles and the range of valid history information for replay roles, it may also be possible to change the color scheme of the frame image of the display unit.
[0131] [Reduced display of history section] Next, with reference to Figure 13, the reduction notification of the history display unit 31 in this embodiment will be described. In the medalless gaming machine 1 of this embodiment, as described above, when the history reduction lottery is won and the history reduction conditions are met, the range of valid history information for replay roles is reduced. The main control unit 10 will perform control to reduce the range of winning replay roles that are valid for replay role history lottery and the fulfillment of consecutive history conditions, based on the reduction of the range of valid replay role history information. Furthermore, the sub-control device 20 controls the modification (reduction) of the history display section 31 on the main display unit 8 in response to the reduction in the range of valid replay role history information, based on the control information from the main control device 10.
[0132] Figure 13 shows the transition of the history display unit 31 when the range of valid replay role history information is reduced by the control of the sub-control device 20. First, Figure 13(a) shows the history display section 31 of the main performance display unit 8 after the end of a game, for example, when the history reduction condition is met based on the winning of a chance role B in a game during normal gameplay. As shown in Figure 13(a), after the end of a game in which a chance role B is won, the history display unit 31 is not reduced in size and remains displayed in its normal state.
[0133] In this embodiment, even if the history reduction condition is met based on the winning of chance role B, the main control device 10 does not reduce the range of valid replay role history information after the end of the game, but reduces the range of valid replay role history information when a replay role is won in the next game or later. In other words, even if the condition for reducing the history is met based on the winning of chance role B, the range of valid history information for replay roles (for example, 5) is maintained until a replay role is won in a subsequent game, and the reduction of the range of valid history information for replay roles is delayed until a replay role is won in the next game or later. Therefore, the history display section 31 will remain in its normal background state until a replay is won. Furthermore, as part of the game's history information, the first history display unit 31a displays a rare role image 32 indicating that a chance role B (weak rare role) has been won. In this embodiment, the history information for winning chance role A and the history information for winning chance role B are displayed using the same image; however, different images may be used as long as the winning of a weak rare role can be displayed.
[0134] Next, Figure 13(b) shows the history display section 31 after the end of a game in which a common bell role is won in the game following a chance role B win (the condition for reducing the history is met). As shown in Figure 13(b), if a role other than a replay role (common bell role) is won in the next game after winning a chance role B (the condition for history reduction is met), the reduction delay in the range of valid history information for replay roles continues, so the history display unit 31 with the same background as normal is maintained and displayed. Furthermore, after a game in which a common bell role is won ends, the first history display unit 31a displays a bell role image 34 indicating that a common bell role was won as part of the game's history information, and the rare role image 32 that was displayed in the first history display unit 31a is moved to the second history display unit 31b.
[0135] Next, Figure 13(c) shows the history display unit 31 during gameplay when a replay role is won in a game two games after a chance role B is won (the history reduction condition is met). In other words, it shows the history display unit 31 during gameplay when a replay role is won after the history reduction condition has been met. As shown in Figure 13(c), during gameplay when a replay role is won after the history reduction condition has been met, a reduction animation is performed to determine whether or not the range of valid replay role history information is reduced. The shrinking effect involves changing the background of the first history display section 31a to the fourth history display section 31d and a portion of the background of the fifth history display section 31e to a blue background, and the width (right side) of the blue background area indicating the range of valid replay role history information repeatedly shrinks and expands at predetermined timings. This effect is intended to increase anticipation of whether or not the range of valid replay role history information will shrink.
[0136] Then, at the end of the game when a replay is won, the delay in reducing the range of valid replay history information ends, and as shown in Figure 13(d), the background of the first history display unit 31a to the fourth history display unit 31d changes to blue as the reduction effect ends, indicating that the range of valid replay history information has been reduced. In other words, upon termination of the control that delays the reduction of the range of valid replay role history information, only the background of the first history display unit 31a to the fourth history display unit 31d changes from white to blue, and it is clearly indicated that the range of valid replay role history information has been reduced to show the history information of the last four games, while the range of valid rare role history information remains unchanged, showing the history information of the last five games.
[0137] Then, after the history reduction condition is met and a replay is won in a game, the history information of that game will be added to the first history display unit 31a. In Figure 13(d), since the case where a replay role is won is shown, the replay role image 33 will be additionally displayed on the first history display unit 31a. Furthermore, the bell symbol image 34 that was displayed in the first history display unit 31a is moved to the second history display unit 31b, and the rare symbol image 32 that was displayed in the second history display unit 31b is moved to the third history display unit 31c. Therefore, the selection of a replay role in this game triggers a reduction in the range of valid replay role history information. This allows for more effective use of the finite period of reduction in the range of valid replay role history information to satisfy the continuous history condition. Even if the conditions for history reduction are not met despite winning chance role B, if a replay role is won in a subsequent game, the same reduction animation as described above will be performed during the execution of that game. However, in this case, the reduction animation will be a fake reduction animation, and after the execution of the fake reduction animation, the background of the history display section 31 will return to its original state.
[0138] Furthermore, in the main control device 10, the history information of games up to five games prior is managed as rare role valid history information, and based on the fulfillment of the history reduction condition, the history information of games up to four games prior is managed as replay role valid history information. Therefore, the range of valid rare role history information remains unchanged, covering the history of games up to the last 5 games. However, the range of valid replay role history information expands to cover the history of games up to the last 4 games. If all games up to the last 3 games result in a replay role win, a replay role history lottery will be held. Furthermore, if all games up to the last 4 games result in a replay role win, the consecutive history condition will be met. This changes the difficulty of meeting the conditions for the replay role history lottery and the consecutive history condition to the player's advantage compared to the normal state. Furthermore, since the history reduction lottery is performed even after the range of valid replay role history information has been reduced, the same range reduction control and change control of the history display unit 31 are performed even after the range of valid replay role history information has been reduced based on the history reduction lottery. Furthermore, if the range of the reduced replay role valid history information expands (restores), the identification notification of the range of the rare role valid history information and the range of the replay role valid history information will end, and the background of the history display unit 31 will change to a unified color scheme (white).
[0139] As described above, in this embodiment, the display mode of the history display unit 31 is changed as the range of valid replay role history information is reduced. Therefore, the player will be notified in a way that makes it clear that the range of valid replay information has been narrowed, which effectively enhances the player's sense of anticipation. Furthermore, it will be possible to provide a sense of security to players who are unfamiliar with the game, and to prevent disputes between the arcade and the player regarding the game.
[0140] Furthermore, even if the history reduction condition is met based on the winning of Chance Role B, the range of valid history information for replay roles (for example, 5) will remain the same until a second specific role, the replay role, is won in subsequent games, and the reduction of the range of valid history information for replay roles will be delayed until a replay role is won in the next game or later. In other words, the main control device 10, as a means for changing a specific number, can delay the reduction to a second specific number (for example, 4) even when the condition for reducing the specific number to a second specific number (history reduction condition) is met, until a second specific role (replay role) is won. Therefore, even if the history reduction condition is met, the reduction of the range of valid replay role history information is delayed, and the reduction of the range of valid replay role history information begins when a replay role is won in a subsequent game. This makes it possible to more effectively utilize the finite period of reduction in the range of valid replay role history information to meet the continuous history condition, thereby increasing the player's sense of anticipation.
[0141] Furthermore, even if the history reduction condition is met, the history information of the last five games is managed as valid history information for rare roles, and only the history information of the last four games is managed as valid history information for replay roles. Therefore, the fulfillment of the conditions for executing the rare role history lottery is determined based on the history information of the last five games, and only the fulfillment of the consecutive history condition is determined based on the history information of the last four games. In other words, the main control device 10, as a history information management means, is capable of managing both the specific number before the change (for example, 5) and the specific number after the change (for example, 4) when the specific number is changed by the specific number changing means (main control device 10), and the main control device 10, as a specific benefit granting means, is capable of simultaneously determining whether the specific history conditions are met (the conditions for consecutive history are met, the conditions for executing the rare role history lottery are met) based on both the specific number before the change and the specific number after the change.
[0142] Therefore, when valid history information is changed, it becomes possible to efficiently and reliably control the granting of benefits, and to enhance the players' expectations. Furthermore, even if the range of valid replay role history information is reduced, the range of valid rare role history information and the range of valid replay role history information are clearly indicated, which prevents players from misunderstanding the conditions for granting bonuses and allows players to concentrate on playing the game.
[0143] Furthermore, the sub-control device 20 executes a reduced performance on the main performance display 8 in response to the reduction in the range of valid replay role history information. In other words, the sub-control device 20, acting as a display control means, enables the display control of information (images related to the reduction effect) related to the change of a specific number by the specific number changing means (main control device 10). Therefore, it becomes possible to improve the entertainment value of the game and efficiently increase the players' expectations.
[0144] [Notification of zoom in / out of history display section] Next, with reference to Figure 14, the zoom in / out notification of the history display unit 31 in this embodiment will be described. As mentioned above, if the history expansion lottery is won and the history expansion conditions are met, the range of valid history information for rare roles is expanded, and if the history reduction lottery is won and the history reduction conditions are met, the range of valid history information for replay roles is reduced. However, in the medalless gaming machine 1 of this embodiment, the expansion of the range of valid history information for rare roles and the reduction of the range of valid history information for replay roles can be performed in parallel.
[0145] Figure 14 shows the case where the main control device 10 controls the expansion of the range of valid history information for rare roles and the reduction of the range of valid history information for replay roles in parallel, and the sub-control device 20 controls the history display section 31 on the main performance display 8 to change in response to the expansion of the range of valid history information for rare roles and the reduction of the range of valid history information for replay roles. Figure 14 shows the case where the range of valid history information for rare roles is expanded to 6 (6 frames), and the range of valid history information for replay roles is reduced to 4 (4 frames). Also, the history information in the history display unit 31 is omitted.
[0146] As shown in Figure 14, when the range of the rare role valid history information is expanded, a first expanded history display section 35a is added to the left end of the history display section 31, and the entire history display section 31 formed by the first expanded history display section 35a and the first to fifth history display sections 31a to 31e is notified that the range of the rare role valid history information has been set. Furthermore, if the range of valid history information for rare roles is expanded while the range of valid history information for replay roles is reduced, only the background of the first expanded history display unit 35a and the first to third history display units 31a to 31c will change to blue, indicating that the range has been set to the range of valid history information for replay roles. In other words, if the range of valid history information for rare roles is expanded and the range of valid history information for replay roles is narrowed simultaneously, the history information for the past four games will be reported as valid history information for replay roles, and the history information for the past six games will be reported as valid history information for rare roles. Furthermore, even if the range of valid history information for rare roles is expanded to 7 items (7 frames) and the range of valid history information for replay roles is reduced to 3 items (3 frames), the display mode of the history display unit 31 will be changed in the same way as described above.
[0147] As described above, in this embodiment, the main control device 10 is capable of simultaneously expanding the range of valid history information for rare roles and shrinking the range of valid history information for replay roles. In other words, the main control device 10, as a means for changing a specific number, is capable of simultaneously increasing and decreasing that specific number. Therefore, it becomes possible to increase the variety of gameplay and enhance the enjoyment of the game, as well as to increase the players' expectations.
[0148] Furthermore, the display mode of the history display unit 31 will be changed as the range of valid history information for rare roles expands and the range of valid history information for replay roles shrinks. Therefore, even if the range of valid history information for rare roles is expanded and the range of valid history information for replay roles is narrowed simultaneously, this will be communicated to the player in a recognizable manner, effectively increasing the player's sense of anticipation. Furthermore, it will be possible to provide a sense of security to players who are unfamiliar with the game, and to prevent disputes between the arcade and the player regarding the game. Furthermore, even if the range of valid history information for rare roles is expanded and the range of valid history information for replay roles is narrowed simultaneously, the ranges of valid history information for rare roles and valid history information for replay roles are clearly indicated, which prevents players from misunderstanding the conditions for granting bonuses and allows players to concentrate on playing the game. Furthermore, the range of each valid history information may be indicated by displaying images or text information around the history display unit 31, etc., to show the range of valid history information for rare roles and valid history information for replay roles.
[0149] Although the medalless gaming machine 1 of the first embodiment is configured as described above, the display method of the history display unit 31 and valid history information may be other than those described above. For example, when transitioning between the normal game state and the AT state, the changed history display unit 31 and valid history information may be continued as is, or they may be reset. Furthermore, when transitioning from AT state to normal game state, the history display unit 31 and valid history information may be maintained. In this case, in order to prevent the presence or absence of the end of the advantageous period from being recognized, it is preferable that the history display unit be returned to its original state when the AT state ends, regardless of whether the history display unit 31 and valid history information have been changed.
[0150] [Modification 1 of the First Embodiment] Next, with reference to Figure 15, a modified example 1 of the first embodiment will be described. In this modified example 1, the timing of reducing (returning to the original) range of the expanded rare role valid history information is made different from that of the first embodiment described above. In the first embodiment described above, the range of the expanded rare role valid history information is reduced (returned to the previous range) when a replay role is won during the expansion, and if this return condition is met, the range of the rare role valid history information is returned to its original state from the time the game ends. On the other hand, in this modified example 1, even if the recovery conditions are met, if there is history information of a weak rare role win within the expanded range of valid rare role history information, the timing of restoring the range of valid rare role history information to its original state is delayed. In this modified example 1, the only difference from the first embodiment described above is the timing of reducing (returning to) the expanded range of the rare role valid history information. Therefore, all other aspects are the same as the first embodiment described above, and only the differences will be explained.
[0151] Figure 15 shows the transition of the history display unit 31 when delaying the timing of returning the expanded range of rare role valid history information to its original state in this modified example 1. First, Figure 15(a) shows the history display unit 31 after the end of a game in which a replay role is won and the conditions for restoring the rare role valid history information are met. As shown in Figure 15(a), after the end of a game in which a replay role is won and the conditions for restoring the rare role valid history information are met, the first enlarged history display unit 35a will display the replay role image 33. Normally, after the end of a game in which a replay role is won and the conditions for restoring the rare role valid history information are met, the first enlarged history display unit 35a would be erased and the range of the rare role valid history information would return to its original state. However, since the rare role image 32 is present in the fourth history display unit 31d, the reduction (restoration) of the range of the rare role valid history information is delayed, and the first enlarged history display unit 35a remains as is. Furthermore, the main control unit 10 performs control to respond to the delay in narrowing (restoring) the range of valid rare role history information, by making the history information of weak rare role wins within the range valid as a target for fulfilling the execution conditions of the rare role history lottery.
[0152] Next, Figure 15(b) shows the history display unit 31 during game execution in the game following the game in which a replay role was won and the conditions for restoring the rare role valid history information were met. As shown in the diagram, when the next game starts, the replay symbol image 33 in the first enlarged history display unit 35a moves to the first history display unit 31a, and the rare symbol image 32 in the fourth history display unit 31d moves to the fifth history display unit 31e. Even in this state, the history information for weak rare role wins will move outside the range of the replay role valid history information (first enlarged history display section 35a to fourth history display section 31d), but it will remain within the range of the rare role valid history information (first enlarged history display section 35a to fifth history display section 31e). Therefore, the reduction (return) of the range of the rare role valid history information will be delayed, and the first enlarged history display section 35a will remain as is. Therefore, the main control device 10 makes the history information of weak rare role wins within the range of the first enlarged history display unit 35a to the fifth history display unit 31e valid as a target for fulfilling the execution conditions of the rare role history lottery. For example, if new history information of weak rare role wins is generated in the first enlarged history display unit 35a, it will be determined that the player has won two weak rare roles in the last six games, and the rare role history lottery will be executed.
[0153] Then, when the next game starts, as shown in Figure 15(c), the rare role image 32 that was displayed on the fifth history display unit 31e is erased, and the history information of the weak rare role win is removed from the range of valid rare role history information. Therefore, the delay control for the reduction (return) of the range of valid rare role history information is released, the range of valid rare role history information is changed back to its original range (from 6 to 5), and the advantageous state for the player ends. Also, along with the cancellation of the above delay, the identification notification of the range of the rare role valid history information and the range of the replay role valid history information ends, and the background of the history display unit 31 is changed to a unified color scheme. Further, along with the change of the range of the replay role valid history information from the first enlarged history display units 35a to the fourth history display unit 31d to the first history display unit 31a to the fifth history display unit 31e, the replay role image 33 moves from the first history display unit 31a to the third history display unit 31c. Note that the above delay control is performed in the same manner as above even when the range of the rare role valid history information is seven.
[0154] As described above, in this first modification example, even when the return condition of the expanded range of the rare role valid history information is satisfied, if the history information of the weak rare role winning exists within the range of the rare role valid history information, that is, if there is a possibility of winning the weak rare role two or more times (satisfaction of the first specific history condition) within the expanded range of the rare role valid history information, the reduction (return) of the range of the rare role valid history information is delayed. That is, the main control device 10 as the specific number changing means can delay the return to the original specific number even when the condition for returning the specific number from the first specific number (for example, six) to the original specific number (for example, five) is satisfied, in a state where there is a possibility of satisfying the first specific history condition based on the first specific number by the specific privilege granting means (main control device 10). Therefore, it is possible to prevent the player from being dissatisfied, such as the rare role history lottery not being performed even though the history information of the weak rare role winning exists within the range of the rare role valid history information.
[0155] [Second Modification Example of the First Embodiment] Next, referring to FIG. 16, the second modification example of the first embodiment will be described. In the above-described first embodiment, the history display unit 31 is enlarged based on the satisfaction of the history enlargement condition. However, in this second modification example, the history display unit 31 can be temporarily enlarged separately from the case where the history enlargement condition is satisfied. In this modified example 2, the only difference is that the history display unit 31 is temporarily enlarged, which is the same as in the first embodiment described above. Therefore, only the differences will be explained.
[0156] Figure 16 shows the transition of the history display unit 31 when the history display unit 31 is temporarily enlarged in this modified example 2. First, Figure 16(a) shows, for example, a situation where, during normal gameplay, the range of valid replay role history information is 5, and a replay role is won in all of the valid replay role history information ranges, that is, the result of the lottery for the past 5 games has all been a win of the replay role. As shown in Figure 16(a), if the results of the lottery for the past five games have all been wins for the replay role, the replay role image 33 will be displayed in all of the first history display units 31a to the fifth history display units 31e. Therefore, at this time, the continuous history condition is met and the right to transition to the AT state is granted.
[0157] Then, if the replay role is won in the next game, the continuous history condition will be met again. In this case, as shown in Figure 16(b), even if the history expansion condition is not met, the first expanded history display unit 35a will be added to the left end of the history display unit 31, and the history display unit 31 will be temporarily expanded. Furthermore, if the replay role is won in the next game, the continuous history condition will be met again. In this case, as shown in Figure 16(c), even if the history expansion condition is not met, the second expanded history display unit 35b will be added to the left of the first expanded history display unit 35a, and the history display unit 31 will be temporarily expanded even further. In other words, even after the replay symbol has been won five times in a row, as long as the replay symbol is won consecutively, the expansion of the history display section 31 will continue.
[0158] If the streak of consecutive wins for the replay symbol is broken, the temporarily enlarged history display unit 31 will return to its original state (5 items) after the end of the game, and the restored first history display unit 31a will display history information other than wins for the replay symbol. For example, in a game where the history display unit 31 is temporarily enlarged, if the player wins a chance role A and the conditions for history enlargement are met, the temporarily enlarged history display unit 31 will return to its original state (5 items) after the game ends, and the history display unit 31 will enlarge again in subsequent games.
[0159] Furthermore, even if the history display unit 31 is temporarily expanded due to consecutive wins of the replay role, the range of the rare role valid history information does not change. For example, as shown in Figure 16(c), even if the first expanded history display unit 35a and the second expanded history display unit 35b are added, the range of the rare role valid history information remains within the range of the first expanded history display unit 35a, the second expanded history display unit 35b, and the first to third history display units 31a to 31c, which are display units that show the history information of the past five games. In other words, the temporary expansion of the history display section 31 does not expand the range of valid history information for rare roles, but rather notifies of consecutive wins of replay roles. Furthermore, while the history display unit 31 is temporarily enlarged, the range of the rare role valid history information may be indicated by using a different background color or the like compared to other display units.
[0160] As described above, in this modified version 2, the history display section 31 temporarily expands each time a replay symbol is won consecutively. This makes it possible to clearly recognize the number of consecutive replay symbol wins related to the awarding of bonuses to the player, thereby increasing their sense of anticipation. Furthermore, when temporarily enlarging the history display section 31, it is preferable to set an upper limit on the enlargement range. For example, it is preferable to temporarily enlarge the history display section 31 until the replay role is won seven times in a row, and when there are eight or more consecutive wins, display numerical information indicating the number of consecutive wins on the left side of the history display section 31 without enlarging it.
[0161] [Modification 3 of the First Embodiment] Next, with reference to Figure 17, a third modified example of the first embodiment will be described. In this modified version 3, it is possible to reactivate history information that has already become invalid for lotteries and other activities related to the awarding of benefits. In other words, in the first embodiment described above, under normal circumstances, game history information up to the last five games is considered valid for lotteries and other events related to the awarding of prizes, while game history information from six or more games ago is considered invalid for lotteries and other events related to the awarding of prizes. However, in this embodiment, game history information from six or more games ago is also considered valid. In this modified example 3, the only difference is that the game history information is enabled or disabled, which is the same as in the first embodiment described above. Therefore, only the differences will be explained.
[0162] Figure 17 shows the transition of the history display section when enabling invalid past history information in this modified example 3. First, Figure 17(a) shows the history display unit 31 in its normal state. As shown in Figure 17(a), under normal circumstances, the history information of games up to the last five games is displayed in the first history display unit 31a to the fifth history display unit 31e, and the history information of games prior to that is invalid for lotteries and other events related to the awarding of prizes. However, in this modified example 3, the main control device 10 stores in advance the history information of the sixth and seventh games that were invalid, and based on the fulfillment of predetermined conditions, the history information of the sixth and seventh games that were invalid is also made valid for lotteries and other events related to the awarding of prizes.
[0163] Therefore, when the predetermined conditions are met, as shown in Figure 17(b), the first activated history display unit 36a, which displays the history information of the game six games prior, and the second activated history display unit 36b, which displays the history information of the game seven games prior, will be added to the right end of the normal history display unit 31 for a predetermined period (for example, between two games). The main control device 10 then activates the game history information from 6 and 7 games prior, corresponding to the newly displayed first activation history display unit 36a and second activation history display unit 36b, for the purpose of drawing lots related to the awarding of benefits, and the range of the rare role activation history information is set to include the history information from the past 7 games, including the game history information from 6 and 7 games prior.
[0164] As a result, for example, if the history information for the game 1st and 7th games ago, as shown in the diagram, indicates that a weak rare role was won, the rare role image 32 will be displayed not only in the first history display unit 31a but also in the second activated history display unit 36b. This means that two or more weak rare role wins have occurred in the history information up to the 7th game ago, including the activated history information, and the rare role history lottery will be executed as described above. Therefore, by reactivating the history information that has been invalidated based on the fulfillment of predetermined conditions, a lottery for rare role history that is advantageous to the player will be conducted. In this modified example 3, the predetermined condition is set to be met with a predetermined probability (for example, 20%) when the game's lottery result is a predetermined role (for example, a chance replay role). However, other conditions may be met. For example, the condition may be met when the number of game executions during normal gameplay reaches a predetermined number (for example, 500 times), or when either of the above two conditions is met.
[0165] As described above, in this modified example 3, based on the fulfillment of predetermined conditions, the history information that has been invalidated for the lottery, etc. related to the granting of benefits will be made valid. Therefore, based on the fulfillment of predetermined conditions, the rare role history lottery will be conducted in a way that is advantageous to the player, making it possible to enhance the player's sense of anticipation. In particular, during a predetermined period of two games when the history information for a weak rare role falls outside the range of valid rare role history information, that history information may become valid, thus increasing the player's sense of anticipation during this period. In addition, in this Modification Example 3, although the history information of the games six times ago and seven times ago is made valid for the lottery etc. related to the granting of benefits, the history information of games even earlier than that may also be made valid. Also, although the period during which the history information is made valid is set to between two games, it may be made valid for a longer period. Also, the invalidated history information may be made valid during the normal game state and the AT state, or it may be made valid only during the normal game state or the AT state.
[0166] [Modification Example 4 of the First Embodiment] Next, referring to FIG. 18, Modification Example 4 of the First Embodiment will be described. In the above-described First Embodiment, when reducing the history display unit 31 based on the fulfillment of the history reduction condition, the oldest display unit is deleted to reduce the history display unit 31. However, in this Modification Example 2, display units other than the oldest display unit can be deleted. That is, in the above-described First Embodiment, in the normal state, the history information of the games up to five times ago is stored and displayed in the order of game execution. When the fulfillment of the history reduction condition is established, the history information stored and displayed in the order of game execution remains in its original state and the range of replay role valid history information is reduced. However, in this Modification Example 4, regardless of the order of game execution, predetermined history information is deleted to enable reduction of the range of replay role valid history information. Also, in the above-described First Embodiment, a history reduction lottery is performed based on the winning of the chance role B. However, in this Modification Example 4, a history reduction lottery is performed such that the range of replay role valid history information is reduced with a predetermined probability (for example, 3%) when winning the replay role. Note that in this Modification Example 4, only the control when reducing the range of replay role valid history information is different from that in the above-described First Embodiment. Therefore, only the points different from the above-described First Embodiment will be described.
[0167] Figure 18 shows the transition of the history display section when the range of valid replay role history information is reduced in this modified example 4. First, Figure 18(a) shows the history display unit 31 after the game has ended, specifically the history display unit 31 when a replay role was won in the current game, as well as in the games one, three, and four games prior. As shown in Figure 18(a), after the game ends if a replay is won in the current game, or in the game one, three, or four games prior, a replay image 33 is displayed in the first history display unit 31a, the second history display unit 31b, the fourth history display unit 31d, and the fifth history display unit 31e, respectively.
[0168] Furthermore, if the player wins the history reduction lottery based on the win of a replay role in this game, the range of valid replay role history information will be reduced. In this modified example 4, the main control device 10 reduces the range of valid replay role history information by selecting and deleting history information other than the win of a replay role from the history information at that time. Furthermore, when selecting and deleting history information other than replay wins, the system is designed to delete the history information in a manner that is most advantageous to the player. Therefore, as shown in Figure 18(a), if only the third history display unit 31c contains history information other than that corresponding to a winning replay (a blank space in the illustration corresponding to a loss), the history information corresponding to the third history display unit 31c is deleted. In addition, as shown in Figure 18(b), in response to the deletion of the history information in the third history display unit 31c, the replay image 33 that was displayed in the fourth history display unit 31d moves to the third history display unit 31c, and the replay image 33 that was displayed in the fifth history display unit 31e moves to the fourth history display unit 31d. Furthermore, the deletion of history information corresponding to the third history display unit 31c is performed after a predetermined time has elapsed since the end of the game.
[0169] As a result of the reduction in the range of the replay role valid history information, the range of the first history display unit 31a to the fourth history display unit 31d becomes the range of the replay role valid history information, and the replay role image 33 is displayed in all of the first history display unit 31a to the fourth history display unit 31d whose backgrounds have been changed, thus fulfilling the continuous history condition. In other words, in the current game, as well as the games one, three, and four games prior, if a replay role is won, the consecutive history condition would normally not be met after the game ends. However, due to the reduction in the range of valid replay role history information, the consecutive history condition becomes met. Furthermore, if there are two or more history entries within the original valid replay entry history information range that correspond to something other than a replay entry win, one of the history entries will be randomly deleted. Furthermore, the restoration of the reduced range of valid replay history information to its original state is performed in the same manner as in the first embodiment described above. Furthermore, when deleting history information, a visual effect may be implemented to select the history information to be deleted, for example, by moving an arrow image or the like to one of the blank display areas.
[0170] As described above, in this modified example 4, the history information other than the winning of the replay role is selected and deleted from the history information at that time. Therefore, the conditions for consecutive wins are met in a way that is advantageous to the player, making it possible to increase the player's sense of anticipation.
[0171] <Second Embodiment> Next, a second embodiment of the gaming machine according to the present invention will be described with reference to Figures 19 to 36.
[0172] In the second embodiment of the medalless gaming machine 1, the control of transitions between game states and the navigation methods differ from those of the first embodiment of the medalless gaming machine 1. Therefore, since aspects other than the control of transitions between game states and navigation patterns are the same as those of the first embodiment of the coinless gaming machine 1 described above, only the differences will be explained.
[0173] [Transition of game state] First, with reference to Figure 19, the transitions in the game state of the medalless gaming machine 1 of this embodiment will be explained. The gameplay of the medalless gaming machine 1 in this embodiment is performed in multiple game states: a normal game state, a pseudo-bonus state, and an AT state. The main control device 10 is capable of controlling the transition from one game state to another based on the fulfillment of predetermined transition conditions.
[0174] In the medalless gaming machine 1 of this embodiment, the reels 41 are provided with multiple symbols (for example, "bell", "replay", "cherry", "watermelon", "BAR", "7", and "blank"), and it is possible to form symbol combinations according to the result of the draw for winning combinations during gameplay. In the main control device 10, which serves as a lottery mechanism, the roles that are subject to lottery include minor roles (bell role, weak cherry role, strong cherry role, watermelon role, chance role), replay role, and special replay role, and each has a set combination of symbols that can be won and a set of benefits that can be awarded (such as the awarding of a predetermined number of game tokens).
[0175] Furthermore, the bell symbols include six types of sequential bell symbols that are awarded only when the stop button 5, which is used as a means of operation, is operated in a specific order, and a common bell symbol that is awarded regardless of the order in which the buttons are operated. There are six types of button-press bell combinations, each with a different sequence of operations (specific button press order) for pressing the stop button 5 to win the combination (for example, six types where the specific button press order is "left → middle → right", "left → right → middle", "middle → left → right", "middle → right → left", "right → left → middle", and "right → middle → left"). The watermelon combination is a minor win where the corresponding symbols are arranged as "watermelon, watermelon, watermelon". The Cherry combination is a minor role where the corresponding symbol combination is "Cherry-ANY-ANY". There is a weak Cherry combination where the "Cherry" stops in the upper or lower position of the left reel 4a, and a strong Cherry combination where the "Cherry" stops in the middle position of the left reel 4a. A "chance" role is a minor role where the corresponding symbol combination is "Replay-Replay-Bell". Furthermore, the replay and special replay combinations are those where the corresponding symbol combination is "replay, replay, replay". Details about the special replay combination will be explained later. Furthermore, the strong and weak cherry, watermelon, and chance symbols are so-called rare symbols with a lower probability of winning compared to other winning symbols. Among the rare symbols, those with a relatively high probability of winning are called weak rare symbols (weak cherry and watermelon symbols), and those with a relatively high probability of winning are called strong rare symbols (strong cherry and chance symbols).
[0176] Furthermore, when a bell symbol (common bell symbol, or ordered bell symbol) is won, if the corresponding combination of symbols stops and is displayed, 8 medals will be dispensed. Furthermore, when a specific button sequence bell is won, if the stop buttons 5a to 5c are operated in a sequence other than the designated sequence (one of five possible sequences), no medals will be dispensed. Furthermore, the probability of winning the bell symbol is set to increase the number of medals the player possesses during the pseudo-bonus state and AT state, which will be described later. Additionally, if a combination of symbols corresponding to the weak watermelon or strong watermelon combination stops and is displayed, two medals will be dispensed. Additionally, if a combination of symbols corresponding to a weak cherry or a strong cherry stops on the reels, one medal will be dispensed. Furthermore, when a winning combination is achieved, medals will not be paid out even if the corresponding symbol combination stops. Furthermore, if a combination of symbols corresponding to a replay or special replay is displayed, the next game can be played with the same bet amount as the previous game without inserting any more tokens (without setting a bet amount). Furthermore, the types of winning combinations, the corresponding symbol combinations, and the bonuses awarded when each winning combination is displayed (such as the number of medals paid out) may differ from those described above.
[0177] Of the symbols on reel 41, the "bell" and "replay" symbols are always placed within a number of frames (for example, 4 frames) within the range of the reel pull-in control, while the "cherry," "watermelon," "7," and "BAR" symbols are not necessarily placed within a number of frames (for example, 4 frames) within the range of the reel pull-in control.
[0178] Figure 19 shows the game states that can be controlled by the medalless gaming machine 1 of this embodiment. The normal game state is a disadvantageous state for the player and is basically a state used to trigger a pseudo-bonus state. In this embodiment, the number of games played during normal gameplay is counted, and when the counted number reaches a predetermined ceiling game count, the conditions for transitioning to a pseudo-bonus state are met, and the game state is transitioned to a pseudo-bonus state as a granting of a specific benefit (arrow f in Figure 19). The number of games to reach the ceiling is determined according to the probability setting value, for example, when the conditions for transitioning to the advantageous section (described later) are met, at the start of the next game after the pseudo-bonus state ends, or at the start of the next game after the AT state ends, and the number of games to reach the ceiling for the next pseudo-bonus state is determined.
[0179] Furthermore, the conditions for transitioning to the pseudo-bonus state during normal gameplay can be met even if the number of games reached the ceiling game count. For example, if the result of the draw for the winning combination during gameplay is a predetermined rare combination (such as a strong cherry combination or a chance combination as a special draw result), the conditions for transitioning to the pseudo-bonus state are met with a predetermined probability (for example, 20%). Furthermore, if a predetermined rare role is won during normal gameplay, for example, the main display unit 8 will be used to notify the player that a predetermined rare role has been won, or a winning animation or battle animation will be executed to increase the expectation of transitioning to a pseudo-bonus state. Winning animations are generally designed to be completed within a single game, while battle animations are designed to continue for a predetermined number of games (for example, 2 or 3 games).
[0180] Furthermore, if a predetermined rare role is won and the player wins the lottery for transitioning to the pseudo-bonus state, the player will not immediately transition to the pseudo-bonus state. Instead, a pre-announcement period (main pre-announcement period: 32 games) will be provided during which the transition to the pseudo-bonus state will be delayed for a predetermined period. During the first half of this main pre-announcement period (for example, 16 games), control will be implemented in each game to change the content of the effects, such as increasing the probability of a predetermined character appearing on the main display unit 8 or executing effects that only occur during this period. During the second half of this main pre-announcement period (for example, 16 games), effect control will be implemented to increase the expectation of entering the pseudo-bonus state by performing pre-announcement effects (main pre-announcement effects), such as the main character preparing for a battle on the main display unit 8. Finally, during a predetermined number of games at the end of the pre-announcement effects (main pre-announcement effects) (for example, 3 games), a battle scene between the main character and the enemy character will be performed, and in the final game, the player will be notified that the player has transitioned to the pseudo-bonus state when the main character wins the battle.
[0181] Furthermore, even if the player does not win the lottery for transitioning to the pseudo-bonus state when a certain rare role is won, a premonition period (fake premonition period) is set for a predetermined number of games (for example, 32 games), during which the same performance control as when the player wins the lottery for transitioning to the pseudo-bonus state is performed. However, in the fake premonition performance that is performed when the player does not win the lottery for transitioning to the pseudo-bonus state, a battle performance is performed that ultimately informs the player that the player will not transition to the pseudo-bonus state. Furthermore, in some cases when a specific rare role is won, the battle sequence may be executed immediately without performing the above-mentioned pre-announcement sequences (genuine pre-announcement sequences, fake pre-announcement sequences). In this case, after winning the specific rare role and executing the battle sequence for a predetermined number of games (for example, 3 games), the result of the lottery for transitioning to the pseudo-bonus state will be announced.
[0182] Furthermore, even when a game in normal gameplay mode is about to reach the ceiling game count (for example, 16 games before), the same pre-announcement period (main pre-announcement period) as described above is set and the same performance control is performed. Furthermore, even when a game is not in the state of normal gameplay and is not immediately about to reach the maximum number of games, a premonition period (fake premonition period) similar to the above is set at predetermined intervals, and the same performance control as described above is performed. Furthermore, the game may also generate game states other than those described above. For example, a CZ state (so-called Chance Zone) may be generated for a predetermined period of time, in which the conditions for transitioning to a pseudo-bonus state are more likely to be met than in a normal game state.
[0183] The pseudo-bonus state is a game state in which, during the game in the pseudo-bonus state, the player receives notification of an advantageous operation method that is not performed during normal gameplay. This notification is given by a push-order navigation (push-order notification) that informs the player of the operation order (specific order) of the stop button 5 as an operation method to win the winning push-order bell combination, making it easier to win the winning push-order bell combination and extremely easy to acquire game tokens. In other words, the main control device 10, as a lottery means, has the function of being able to draw lots for multiple specific roles (ordered bell roles) with different stopping patterns of the display means (reels 41) for awarding predetermined benefits, and the function of being able to perform control to notify operation information related to the operation of the operation means (stop button 5). If a push-order navigation is performed as operation information in a game in which a specific role (ordered bell role) is won, stopping the reels 41 according to the push-order navigation will result in the winning ordered bell role being awarded as a predetermined benefit.
[0184] Furthermore, in some cases of the pseudo-bonus state, the game will transition to the AT state after the pseudo-bonus state ends. The conditions for transitioning to the AT state are that the player wins the lottery when transitioning to the pseudo-bonus state, and that the player wins a predetermined rare role (for example, a strong cherry role or a chance role) during a game in the pseudo-bonus state, with a predetermined probability (for example, 20%). Furthermore, during games in the pseudo-bonus state, a reverse-press navigation will be performed in some cases when a predetermined role (for example, special replay role E) is won, and if a specific combination of symbols (for example, "7-7-7") stops as a result of this reverse-press navigation, the conditions for transitioning to the AT state will be met. Furthermore, the conditions for transitioning to the AT state may not be met by means other than those described above. For example, it may be met based on the results of a game draw during a predetermined period in the pseudo-bonus state (for example, the last three games). In this embodiment, the pseudo-bonus state is executed for a predetermined period (for example, 20 games).
[0185] Furthermore, when a push-order bell combination is won, if the reels 41 are stopped in the operation sequence corresponding to the won push-order bell combination (a specific push-order sequence), a predetermined number of game tokens (for example, 8 tokens) will be awarded. If the reels 41 are stopped in an operation sequence other than the specific push-order sequence, no game tokens will be awarded. However, even in the case of an operation sequence other than the specific push-order sequence, a number of game tokens less than the predetermined number (for example, 1 token) may be awarded. Therefore, while the awarding of a predetermined bonus by hitting the bell combination in a specific order indicates the awarding of a predetermined number of game tokens, if a relatively small number of game tokens (e.g., 1 token) are awarded even when a different button sequence is performed, then the awarding of the bell combination in a specific order indicates the awarding of a relatively large number of game tokens (e.g., 8 tokens), or the formation of a symbol combination corresponding to the bell combination in a specific order (e.g., a symbol combination in which "bell, bell, bell" appear on a predetermined line). Furthermore, in this embodiment, the winning probability for each push-order bell combination is set to be the same, but the winning probability for the push-order bell combination that results in a win when the left reel 41a is stopped first may be set lower than the winning probabilities for the other push-order bell combinations.
[0186] During the pseudo-bonus state, button-pressing instructions are provided, and the probability of winning the button-pressing bell symbol is such that the number of game tokens increases if the player follows the instructions. Therefore, if the conditions for transitioning to the AT state are met during the pseudo-bonus state, which allows for the acquisition of a large number of game tokens, the AT state will be triggered after the pseudo-bonus state ends. Thus, when the pseudo-bonus state is triggered, the player can acquire a certain number of game tokens while simultaneously playing the game required to trigger the AT state, resulting in a synergistically advantageous situation for the player. If the conditions for transitioning to the AT state are not met when the pseudo-bonus state ends, the game state will transition to the normal game state (arrow g in Figure 19).
[0187] On the other hand, if the conditions for transitioning to the AT state are met when the pseudo-bonus state ends, a special bonus will be granted, and the game state will transition to the AT state after the pseudo-bonus state ends (arrow h in Figure 19). Furthermore, the conditions for transitioning to the AT state can be any method that allows the player to transition to the AT state in some cases when a pseudo-bonus state occurs. For example, a lottery for transitioning to the AT state may be held at a fixed probability in each game, and the transition may be determined by the result. Alternatively, if a rare role is won, the lottery for transitioning to the AT state may be held at a higher probability than if a non-rare role is won. In addition, the right to transition to the AT state may be granted during normal gameplay.
[0188] The AT state is a game state in which, during the AT state, the player is notified of advantageous operation methods, and, similar to the pseudo-bonus state, the player is given push-order navigation for the winning push-order bell symbol, making it easier to acquire game tokens. Furthermore, in the AT state, a predetermined number of games (for example, 50 games) is assigned as the remaining game count at the initial stage of the transition (for example, when transitioning from a pseudo-bonus state). The remaining game count is reduced by the execution of games during the AT state, and the state continues until the remaining game count reaches "0" (a so-called game count management type). Furthermore, during AT mode, for example, based on the winning of a predetermined rare role (for example, a chance role), a lottery is held to add to the remaining number of games. If the lottery is won, a predetermined number of games (for example, 20 games) is added to the remaining number of games. Therefore, the duration of AT mode is extended by adding to the remaining number of games. The added number of remaining games may be notified to the player in its entirety or only a portion thereof. Furthermore, the AT state may be controlled to continue until the number of game tokens actually acquired by the player during the AT state (net increase in tokens) or the number of game tokens paid out during the AT state reaches a predetermined number (for example, 100 tokens). Furthermore, multiple types of AT states with different termination conditions may be provided, allowing the player to selectively enter any of the AT states when acquiring the right to transition to an AT state. If the remaining number of games becomes "0" while in AT mode, the conditions for ending AT mode are met, and the game state transitions to normal game state (arrow k in Figure 19).
[0189] Furthermore, the AT state is divided into a normal AT state and a special zone, as shown in the diagram. Basically, the player stays in the normal AT state where the remaining number of games is reduced, and if the conditions for transitioning to the special zone are met during a game in the normal AT state, the player will transition to the special zone (a so-called bonus special zone) for a predetermined period (for example, 10 games) (arrow i in Figure 19). The Special Zone is a state in which the countdown of remaining games is stopped, and the lottery for adding games to the remaining game count during the game played during that period is more favorable to the player than in the normal AT state. For example, if you win a strong cherry in the normal AT state, there is a 20% chance that 20 games will be added to the remaining game count, but if you win a strong cherry in the Special Zone, there is a 100% chance that 30 games will be added to the remaining game count. The conditions for transitioning to the special zone may be that it is triggered with a predetermined probability when a certain rare role is won, or that it is triggered when the number of games played during the AT state reaches a predetermined number. During the special zone, once a predetermined number of games (for example, 10 games) have been played, the game state will return to the normal AT state (arrow j in Figure 19). Furthermore, the main control device 10 of this embodiment, like the first embodiment described above, is capable of performing control of the game section, control related to the limiter, control related to completion, and so on.
[0190] [Special Replay Role] Next, with reference to Figures 20 to 22, the special replay roles in the medalless gaming machine 1 of this embodiment will be described.
[0191] In this embodiment, the medalless gaming machine 1 has a special replay role as one of the types of roles, which leads to a specific lottery result. The special replay symbol is basically the same as the regular replay symbol, but when it is hit, it allows the player to continue playing in the next game without consuming any game tokens. Furthermore, for the special replay role, a unique pressing sequence (special operation sequence) is set as a special pressing sequence (special operation sequence) among the six types of pressing sequences involved in the operation of the stop button 5. When the special replay role is won and the stop operation is performed using the special pressing sequence, the reel stop control by the main control device 10 will stop the reels with a special symbol combination as a specific display result ("Replay-Bell-Replay" or "7-7-7"). If the stop operation is performed using any other pressing sequence, the symbol combination will stop as with the normal replay role ("Replay-Replay-Replay"). In this embodiment, when a special replay role is won as a specific lottery result, if a special symbol combination stops as a specific display result, for example, a favorable bonus will be granted to the game or the game state will be changed, similar to when a chance role is won. If the symbol combination "Replay-Replay-Replay" stops, the same bonus as when a normal replay role is won will be granted. Note that any combination of symbols other than "Replay-Replay-Replay" is acceptable as a special symbol combination.
[0192] In this embodiment, five types of special replay symbols are provided, A through E, each with a different special button-pressing sequence. First, please refer to Figure 20(a) to explain the special replay roles A to D. As shown in Figure 20(a), special replay symbol A is set to have the special button press order (special operation sequence) set to "middle → left → right", special replay symbol B is set to have the special button press order (special operation sequence) set to "middle → right → left", special replay symbol C is set to have the special button press order (special operation sequence) set to "right → left → middle", and special replay symbol D is set to have the special button press order (special operation sequence) set to "right → middle → left". Therefore, in a game in which any of the special replay roles A to D is won, if the stop button 5 is pressed in the corresponding special order, "Replay-Bell-Replay" will stop on a predetermined line on the reel 41 (for example, the middle line) as the specific display result. If the stop button 5 is pressed in any other order, "Replay-Replay-Replay," which is different from the specific display result, will stop on a predetermined line on the reel 41 (for example, the middle line). Note that the line on which each symbol combination stops does not have to be the middle line.
[0193] In the main control unit 10, if "Replay-Bell-Replay" stops in a game in which one of the special replay roles A to D is won, the same benefits as when a chance role is won will be granted. However, even if "Replay-Bell-Replay" stops, if the main control unit 10 does not execute a push-button navigation that instructs a special operation sequence, the same benefits as when a chance role is won will not be granted. In this embodiment, when a special replay role A to D is won with a predetermined probability (for example, a total probability of 1 / 30), a push-button navigation is performed that instructs a special operation sequence based on the result of a navigation mode lottery. During normal gameplay, when a special replay role A to D is won, a push-button navigation instructing a special operation sequence is performed with a predetermined probability (for example, 30 / 256). Similarly, during AT mode, a push-button navigation instructing a special operation sequence is performed with a higher probability than during normal gameplay (for example, 76 / 256). Therefore, the probability of receiving the same benefits as when winning a chance role is higher in games played during AT mode than in games played during normal gameplay mode.
[0194] Furthermore, in this embodiment, in a game in which one of the special replay roles A to D is won, if the stop button 5 is pressed in the special order and "Replay-Bell-Replay" is displayed, even though the push-order navigation indicating the special operation order is not executed, the same benefits as when a chance role is won are not granted. Furthermore, if the main control device 10 decides not to announce a special operation sequence during the navigation mode lottery, it performs control to execute an avoidance button press navigation that announces a different button press sequence on the main display unit 8. For example, in a game where special replay role A is won, if it is decided during the navigation mode selection that the special operation sequence will not be announced, an avoidance button press navigation will be performed that announces a button press sequence other than "middle → left → right," such as "right → left → middle," thereby preventing the "replay-bell-replay" from stopping even though the special operation sequence is not announced. The type of avoidance button press sequence navigation is determined by the main control unit 10 randomly selecting an operation sequence other than the special operation sequence.
[0195] In this embodiment, the special operation sequences corresponding to special replay roles A to D are set as described above, but other operation sequences may also be designated as special operation sequences. For example, the sequence in which the left button 5a is stopped first (the left reel 41a is stopped first) may be designated as a special operation sequence, and two or more types of special operation sequences may be provided. Furthermore, when the button press sequence for a special operation is indicated and the symbols stop at "Replay-Bell-Replay," the same bonus as when a chance role is won is granted. However, other bonuses may be granted if the control is advantageous to the player. Furthermore, if a user mistakenly performs a stop operation other than the special operation sequence despite being given a push-button navigation prompt for the special operation sequence, it is preferable to grant the same benefits as when a chance role is won.
[0196] Next, with reference to Figure 20(b), we will explain the special replay role E that can derive a specific lottery result. As shown in Figure 20(b), the special replay role E has a special button press order (special operation sequence) set to "right → middle → left". Therefore, in a game in which the special replay role E is won, if the stop button 5 is pressed in the order of "right → middle → left", "7・7・7" will stop on a predetermined line on the reel 41 (for example, the middle line) as the specific display result, and if the stop button 5 is pressed in any other order, "Replay・Replay・Replay" will stop on a predetermined line on the reel 41 (for example, the middle line). Note that the line on which each symbol combination stops does not have to be the middle line.
[0197] In the main control unit 10, if a special replay role E is won during a game in the pseudo-bonus state and "7-7-7" stops, the right to transition to the AT state is granted. However, even if "7-7-7" stops, if the main control unit 10 does not execute a push-button navigation that instructs a special operation sequence, the right to transition to the AT state will not be granted. In this embodiment, during a game in a pseudo-bonus state, when a special replay role E is won with a predetermined probability (for example, 1 / 30), a push-button navigation is performed that instructs a special operation sequence based on the result of a navigation mode lottery. Specifically, when a special replay role E is won, a push-button navigation instructing a special operation sequence is performed with a predetermined probability (for example, 50 / 256). Therefore, during a game in a pseudo-bonus state, for example, there is a probability of approximately 1 / 150 that the right to transition to the AT state will be granted. Furthermore, during normal gameplay and AT (Attack Time) modes, even if you win the special replay symbol E, the push-button navigation indicating the special operation sequence will not be executed.
[0198] Furthermore, in this embodiment, in a game in which a special replay role E is won, if the stop button 5 is pressed in the special order and stops on "7-7-7" even though a push-button navigation indicating a special operation order is not executed, the right to transition to the AT state is not granted. Furthermore, the main control unit 10 performs control such that, if a special replay role E is won during normal gameplay, or if a special replay role E is won during a pseudo-bonus state and it is determined by the navigation mode lottery that the special operation sequence will not be announced, it will execute an avoidance push-button navigation that announces a different push-button sequence on the main display unit 8 than the special operation sequence. For example, if a special replay symbol E is won during normal gameplay or AT mode, or if a special replay symbol E is won during pseudo-bonus mode and it is determined by the navigation pattern lottery that a special operation sequence will not be announced, an avoidance push-button navigation will be randomly executed that announces a push-button sequence other than "right → middle → left," such as "middle → left → right," thereby preventing the "7・7・7" symbol combination from stopping even though the right to transition to AT mode is not granted.
[0199] In this embodiment, the special operation sequence corresponding to the special replay role E is set to "right → middle → left," but any other operation sequence may be designated as the special operation sequence. For example, the sequence in which the left button 5a is stopped first (the left reel 41a is stopped first) may be designated as the special operation sequence, and two or more types of special operation sequences may be provided for each. Furthermore, while the game currently grants the right to transition to AT (Automatic Trigger) mode if the "7-7-7" symbol combination stops during the special operation sequence navigation, other benefits may be granted if they result in control that is advantageous to the player. Furthermore, if a user mistakenly performs a stop operation other than the special operation sequence despite being given a button press sequence guide for the special operation sequence, it is preferable to grant the right to transition to the AT state. Additionally, if a special replay combination E is won and a special stop operation is performed using the specified button sequence, the symbols may be configured to stop on the "BAR·BAR·BAR" combination.
[0200] Next, referring to Figures 21 and 22, we will explain the lottery for navigation patterns when a special replay role is won as a specific lottery result. First, Figure 21 shows the navigation mode lottery table used in the main control device 10 when a special replay role A to D is won during normal gameplay and AT state, and when a navigation mode lottery is conducted. The navigation pattern lottery is performed using random values (256 random values) extracted when a game is played in which special replay roles A to D are won. Figures 21 and 22 show the number of random values extracted.
[0201] Furthermore, when special replay roles A to D are won, different lottery tables are used for determining the navigation pattern depending on whether the player is in normal game mode or AT mode. In addition, even in normal game mode, different lottery tables are used depending on whether the navigation is in a low probability state or a high probability state. During normal gameplay, such as when resetting or transitioning to a favorable section, the navigation probability is controlled to a low state. In games played in the low navigation probability state, there is a predetermined probability (for example, 1 / 20) of transitioning to a high navigation probability state when a predetermined rare role (for example, a watermelon role) is won. In games played in the high navigation probability state, there is a predetermined probability (for example, 1 / 10) of transitioning to a low navigation probability state when a predetermined small role (for example, a push-order bell role) is won.
[0202] As shown in Figure 21(a), when a special replay role A to D is won during a low-probability navigation state in normal gameplay, there is a 226 / 256 probability that a push-button navigation other than the special operation sequence (avoidance push-button navigation) will be selected, and a 30 / 256 probability that a push-button navigation with the special operation sequence will be selected.
[0203] Furthermore, as shown in Figure 21(b), if one of the special replay roles A to D is won during the high-probability navigation state in normal gameplay, there is a 206 / 256 probability that a push-button navigation other than the special operation sequence (avoidance push-button navigation) will be selected, and a 50 / 256 probability that a push-button navigation with the special operation sequence will be selected.
[0204] Furthermore, as shown in Figure 21(c), if any of the special replay roles A to D are won during AT mode, there is a 180 / 256 probability that a push-button navigation other than the special operation sequence (avoidance push-button navigation) will be selected, and a 76 / 256 probability that a push-button navigation of the special operation sequence will be selected. Furthermore, if a button press sequence other than the special operation sequence (avoidance button press sequence navigation) is selected, the main control unit 10 will randomly select one of the other operation sequences (button press sequences) with equal probability.
[0205] As a result of the lottery described above, if one of the special replay roles A to D is selected as the specific lottery result, a push-button navigation other than the special operation sequence will be selected with a predetermined probability. When a push-button navigation other than the special operation sequence (avoidance push-button navigation) is selected, the sub-controller 20 will control the main display unit 8 based on the control information from the main control unit 10, and a navigation image corresponding to the avoidance push-button navigation will be displayed on the main display unit 8. If the stop operation is performed according to the avoidance push-button navigation, the stopping of the symbol combination "Replay-Bell-Replay" as the specific display result will be avoided. In other words, the main control device 10 is equipped with a first notification control means that can execute a control to notify the display means (reels 41) of non-derivation operation information (avoidance push order navigation image 61 (see Figure 31)) in order to prevent the display means (reels 41) from deriving a specific display result ("Replay, Bell, Replay") corresponding to the specific lottery result when the lottery result of the lottery means (main control device 10) is a specific lottery result (winning one of special replay roles A to D). Furthermore, if the combination of "Replay-Replay-Replay" symbols stops on reel 41 due to a stop operation other than the special operation sequence, the same bonus as for a normal replay win will be awarded. Furthermore, non-derivable operation information can be any image displayed on the main performance display 8, or it can be displayed on a display other than the main performance display 8, as long as it is information that prevents the derivation of a specific display result ("Replay, Bell, Replay") corresponding to a specific lottery result.
[0206] On the other hand, if the winning result of the specific lottery is one of the special replay roles A to D and a special operation sequence navigation is selected, the sub-controller 20, based on the control information from the main control unit 10, will control the main display unit 8 to display a navigation image corresponding to the special operation sequence navigation. When the stopping operation is performed according to the navigation, the symbol combination "Replay-Bell-Replay" will be stopped as the specific display result. In other words, when the lottery result for a role by the lottery means (main control device 10) is a specific lottery result (winning one of the special replay roles A to D), the main control device 10 can execute control to notify the display means (reels 41) of derivation operation information (navigation image corresponding to the push order navigation) to derive a specific display result ("Replay-Bell-Replay") corresponding to the specific lottery result. Furthermore, if the combination of "Replay-Bell-Replay" symbols stops on reel 41 due to a special stop operation sequence, a lottery for transitioning to a pseudo-bonus state will be held, similar to when a chance role is won.
[0207] Furthermore, during normal gameplay, the probability of a special operation sequence being triggered is higher in a high-probability state than in a low-probability state. Furthermore, if you win one of the special replay roles A to D while in AT mode, there is a predetermined probability that a special operation sequence navigation will be selected. If the combination of symbols "Replay-Bell-Replay" stops on reel 41 by stopping the reels in the special operation sequence, a bonus draw will be held, similar to when a chance role is won. Furthermore, during AT mode, the probability of special operation sequence navigation being executed is higher than during normal gameplay.
[0208] Furthermore, the probability of executing the special operation sequence navigation when one of the special replay roles A to D is won does not have to be as specified above; any sequence in which the probability of winning increases in the order of normal gameplay state (low probability state) → normal gameplay state (high probability state) → AT state is acceptable. Furthermore, in a game during a pseudo-bonus state, if any of the special replay roles A to D is won, a predetermined probability will be set to execute a push-button navigation for a special operation sequence, and if the combination of symbols "Replay-Bell-Replay" stops on reel 41 due to the stopping operation according to the special operation sequence, a lottery for transitioning to the AT state may be performed.
[0209] Next, Figure 22 shows the navigation mode lottery table used in the main control device 10 when a special replay role E is won during a pseudo-bonus state, and the navigation mode lottery is performed. As shown in Figure 22, when a special replay role E is won in the pseudo-bonus state, there is a 206 / 256 probability that a push order navigation other than the special operation order (avoidance push order navigation) will be selected, and a 50 / 256 probability that a push order navigation with the special operation order will be selected. Furthermore, during gameplay states other than the pseudo-bonus state, the special button press navigation for the special operation sequence when winning special replay role E will not be executed, and all button press navigation other than the special operation sequence (avoidance button press navigation) will be executed. Furthermore, if a button press sequence other than the special operation sequence (avoidance button press sequence navigation) is selected, the main control unit 10 will randomly select one of the other operation sequences (button press sequences) with equal probability.
[0210] As a result of the lottery described above, in a game during the pseudo-bonus state, if the special replay role E is won as a specific lottery result, a push order navigation other than the special operation order will be selected with a predetermined probability. When a push order navigation other than the special operation order (avoidance push order navigation) is selected, the sub-controller 20 will control the main display unit 8 based on control information from the main control unit 10, and a navigation image corresponding to the avoidance push order navigation will be displayed on the main display unit 8. If the stop operation is performed according to the avoidance push order navigation, the stopping of the symbol combination "7-7-7" as a specific display result will be avoided. In other words, the main control device 10 is equipped with a first notification control means that can execute a control to notify non-derivation operation information (a navigation image corresponding to the avoidance push order navigation) so as not to cause the display means (reels 41) to derive a specific display result ("7·7·7") corresponding to the specific lottery result when the lottery result of the lottery means (main control device 10) is a specific lottery result (winning the special replay role E). Furthermore, in games played in states other than the pseudo-bonus state, if the special replay role E is won as a specific lottery result, a push-button navigation sequence other than the special operation sequence will be selected, and the sub-controller 20, based on the control information from the main control unit 10, will display a navigation image corresponding to the avoidance push-button navigation on the main display unit 8. Furthermore, if the combination of "Replay-Replay-Replay" symbols stops on reel 41 due to a stop operation other than the special operation sequence, the same bonus as for a normal replay win will be awarded.
[0211] On the other hand, in a game during a pseudo-bonus state, if a special replay role E is won as a specific lottery result and a special operation sequence push order navigation is selected, the sub-controller 20, based on control information from the main control unit 10, will display a navigation image corresponding to the special operation sequence push order navigation on the main display unit 8. When the stop operation is performed according to the push order navigation, the symbol combination "7-7-7" will be stopped as a specific display result. In other words, when the lottery result for a role by the lottery means (main control device 10) is a specific lottery result (winning the special replay role E), the main control device 10 can execute control to notify the display means (reels 41) of derivation operation information (navigation image corresponding to the push order navigation) to derive a specific display result ("7·7·7") corresponding to the specific lottery result. Furthermore, if the combination of "7-7-7" symbols stops on reel 41 due to a stop operation performed in a special sequence, the right to transition to the AT state is granted.
[0212] Furthermore, during the pseudo-bonus state, if a normal replay is won, the above-mentioned special operation sequence push order navigation may be executed at a predetermined probability. In this case, the special operation sequence push order navigation will be a fake push order navigation, and even if the stop operation corresponding to the special operation sequence navigation is performed, the "7-7-7" symbol combination will not stop on reel 41, but the "Replay-Replay-Replay" symbol combination will stop. In other words, in this case, even if the special operation sequence push order navigation is executed, the "7-7-7" symbol combination will not necessarily stop, but the frequency of execution of the special operation sequence push order navigation can be increased, making it possible to effectively increase the player's sense of anticipation. Furthermore, in a game during AT mode, if a special replay role E is won, a predetermined probability will be set to execute a push-button navigation for a special operation sequence, and if the combination of "7-7-7" symbols stops on reel 41 due to the stopping operation according to the special operation sequence, the right to transition to a special zone may be granted.
[0213] [Dummy Avoidance Button Press Order Navigation Lottery Control] Next, with reference to Figures 23 to 25, the lottery control for the dummy avoidance push-button navigation in the medalless gaming machine 1 of this embodiment will be described. First, referring to Figure 23, we will explain the lottery control for the dummy avoidance push-button navigation when a chance role (rare role) is won. As mentioned above, in this embodiment, when a chance role is won, the combination of symbols "Replay-Replay-Bell" will stop on a predetermined line (for example, the middle line) of the reel 41. For example, during normal gameplay, a lottery is held to determine the transition to a pseudo-bonus state, and if the lottery is won, the right to transition to a pseudo-bonus state is granted as a specific benefit.
[0214] In this embodiment, when a chance role is won during normal gameplay, a predetermined sequence of button presses is executed on the main display 8 with a predetermined probability. Furthermore, the main control unit 10 is configured to stop the reels so that, when a winning combination is achieved, the combination of "Replay-Replay-Bell" symbols stops on the reels 41, regardless of the order in which the stop buttons 5 are pressed. Therefore, if a button-pressing navigation prompt is displayed during normal gameplay, there is a possibility that a winning combination has been achieved.
[0215] Furthermore, in normal gameplay, as mentioned above, when one of the special replay roles A to D is won, an avoidance button press navigation will be executed with a predetermined probability. However, when a button press navigation (avoidance button press navigation) is executed during normal gameplay, it does not affect the game's progress control in any way, so there is a risk that it will be a meaningless button press navigation for the player. On the other hand, in this embodiment, as described above, the push-button navigation will be executed in some cases when a chance role is won. However, the push-button navigation (navigation image) when a chance role is won and the avoidance push-button navigation (navigation image) when any of the special replay roles A to D are won are executed in a way that the player cannot distinguish between them. Therefore, it is impossible to distinguish which win has occurred until the reels 41 are stopped. In other words, in this embodiment, when a chance role is won where the symbol combination "Replay-Replay-Bell" stops regardless of the order in which the buttons are pressed, the button press navigation is deliberately executed. This makes it possible to maintain the expectation of winning a chance role, even if the button press navigation is an avoidance navigation, if it is executed at the beginning of the game. In this embodiment, the button press navigation when winning any of the special replay roles A to D is referred to as the avoidance button press navigation, while the button press navigation when winning a chance role, a strong cherry role, or a normal replay role is referred to as the dummy avoidance button press navigation.
[0216] Figure 23 shows the navigation mode lottery table used in the main control device 10 when a chance role is won during normal gameplay and a navigation mode lottery is performed. The above navigation type lottery is performed using random numbers (256 random numbers) extracted when a chance role is won during game execution, but the table shows the number of random numbers extracted.
[0217] First, Figure 23(a) shows the navigation mode lottery table used when the player fails to win the lottery for transitioning to a pseudo-bonus state, which is conducted when a chance role is won. As shown in Figure 23(a), if the lottery result for transitioning to the pseudo-bonus state when a chance role is won is unsuccessful, a lottery is held in which there is a 216 / 256 probability that the push-button navigation will not be performed (no push-button navigation), and a 240 / 256 probability that the push-button navigation will be performed, i.e., the dummy avoidance push-button navigation will be performed.
[0218] Next, Figure 23(b) shows the navigation mode lottery table used when the player wins the lottery for transitioning to a pseudo-bonus state, which is performed when a chance role is won. As shown in Figure 23(b), if the result of the lottery for transitioning to the pseudo-bonus state when a chance role is won is a win, a lottery is held in which there is a 196 / 256 probability that the push-button navigation will not be executed (no push-button navigation) and a 60 / 256 probability that the push-button navigation will be executed, i.e., the dummy avoidance push-button navigation will be executed.
[0219] As a result of this lottery, if a chance role is won during normal gameplay, a dummy avoidance button press navigation will be executed with a predetermined probability. Furthermore, if a chance role is won, a lottery will be held to determine whether the player will transition to a pseudo-bonus state. If the player wins the lottery to transition to the pseudo-bonus state, the dummy avoidance button press navigation will be executed with a higher probability than if the player had not won. Furthermore, after the main control unit 10 decides to execute the dummy avoidance button press order navigation, it will determine one of the six possible button press orders. In this case, the button press order will be determined randomly based on the extraction of a predetermined random number.
[0220] As described above, in this embodiment, when a chance role is won during normal gameplay, a dummy avoidance button press navigation is executed with a predetermined probability. Therefore, when a button press navigation is executed during gameplay, it is possible to enhance the player's sense of anticipation. Furthermore, in this embodiment, when a special replay role is won, an avoidance button press navigation may be executed. However, the execution of this button press navigation (avoidance button press navigation), which does not affect the progress of the game in any way, may cause distrust among players. However, since a chance role is won in some cases when the button press navigation is executed, it is possible to eliminate the players' distrust. Furthermore, by deliberately executing a button-press navigation when a winning combination of symbols is achieved, regardless of the button-press order, it becomes possible to maintain the expectation of winning a winning combination, even if the navigation is an avoidance navigation, if it is executed at the beginning of the game. Furthermore, if you win a chance role, the dummy avoidance push-button navigation will be executed with a higher probability if you win the lottery for transitioning to the pseudo-bonus state than if you do not. Therefore, when a dummy button-press navigation is executed, it becomes possible to increase the player's sense of anticipation.
[0221] Next, referring to Figure 24, we will explain the lottery control for the dummy avoidance push order navigation when a strong cherry role, which is a rare role, is won. As mentioned above, in this embodiment, when a strong cherry symbol is won, the combination of "cherry-ANY-ANY" symbols will stop on a predetermined line (for example, the middle line) of reel 41, and as a bonus, for example, during normal gameplay, a lottery will be held to determine whether the player will transition to a pseudo-bonus state.
[0222] Furthermore, in this embodiment, even when a strong cherry symbol is won during normal gameplay, a push-button navigation (dummy avoidance push-button navigation) is executed in some cases for the same reasons as when a chance symbol is won as described above. In other words, when a strong cherry combination is won, where the symbols stop in the "Cherry-ANY-ANY" combination regardless of the order in which the buttons are pressed, deliberately executing a button-press navigation allows the player to maintain the expectation of winning a strong cherry combination, even if the navigation is an avoidance navigation when it is executed at the start of the game. However, when a strong cherry combination is won, a so-called "eye-pressing" operation is required, where the player aims for the "Cherry" symbol on the left reel 41a. As mentioned earlier, when a strong cherry symbol is won, it is necessary to perform a so-called "eye-stop" operation by aiming for the "cherry" symbol on the left reel 41a. However, even if the "cherry" symbol does not stop on the left reel 41a and is missed, the lottery for transitioning to the pseudo-bonus state will still be held.
[0223] Figure 24 shows the navigation mode lottery table used in the main control device 10 when a strong cherry symbol is won during normal gameplay, and the navigation mode lottery is performed. The above navigation pattern lottery is performed using random values (256 random values) extracted during the game in which a strong cherry symbol is won, but the table shows the number of random values extracted.
[0224] First, Figure 24(a) shows the navigation pattern lottery table used when the transition lottery to the pseudo-bonus state, which is conducted when a strong cherry symbol is won, is unsuccessful. As shown in Figure 24(a), if the lottery result for transitioning to the pseudo-bonus state when a strong cherry symbol is won is unsuccessful, a lottery is held in which there is a 186 / 256 probability that the push-button navigation will not be performed (no push-button navigation), and a 70 / 256 probability that the push-button navigation will be performed, i.e., the dummy avoidance push-button navigation will be performed.
[0225] Next, Figure 24(b) shows the navigation pattern lottery table used when the player wins the lottery for transitioning to a pseudo-bonus state, which is performed when a strong cherry symbol is won. As shown in Figure 24(b), when a strong cherry symbol is won, if the result of the lottery for transitioning to the pseudo-bonus state is a win, a lottery is conducted in which there is a 166 / 256 probability that the push-button navigation will not be performed (no push-button navigation) and a 90 / 256 probability that the push-button navigation will be performed, i.e., the dummy avoidance push-button navigation will be performed. As a result of this lottery, if a strong cherry symbol is won during normal gameplay, a dummy avoidance button press navigation will be executed with a predetermined probability. Furthermore, if you win the strong cherry symbol, a lottery will be held to determine if you are in a pseudo-bonus state. If you win the lottery to transition to the pseudo-bonus state, the dummy avoidance push-button navigation will be executed with a higher probability than if you did not win. In addition, the main control unit 10 will determine one of the six possible button presses after deciding to execute the dummy avoidance button press navigation. However, if a strong cherry symbol is won, it will randomly determine one of the four possible button presses, excluding the button presses that start with stopping the left stop button 5a ("left → middle → right", "left → right → middle").
[0226] As described above, in this embodiment, when a strong cherry symbol is won during normal gameplay, a dummy avoidance button press navigation is executed with a predetermined probability. Therefore, when a button press navigation is executed during gameplay, it is possible to enhance the player's sense of anticipation. Furthermore, in this embodiment, when a special replay role is won, an avoidance button press navigation may be executed. However, the execution of this button press navigation (avoidance button press navigation), which does not affect the progress of the game in any way, may cause distrust among players. However, since a strong cherry role is won in some cases when the button press navigation is executed, it is possible to eliminate the players' distrust. Furthermore, by deliberately executing a button-press navigation when a strong cherry symbol is won, which will result in the corresponding symbol combination stopping regardless of the button-press order, it becomes possible to maintain the expectation of winning a strong cherry symbol, even if the button-press navigation is executed at the beginning of the game and it turns out to be an avoidance button-press navigation. Furthermore, if you win the strong cherry symbol, the dummy avoidance push-button navigation will be executed with a higher probability if you win the lottery for transitioning to the pseudo-bonus state than if you do not. Therefore, when a dummy button-press navigation is executed, it becomes possible to increase the player's sense of anticipation.
[0227] Next, referring to Figure 25, we will explain the lottery control for the dummy avoidance button press navigation when a replay role is won. As mentioned above, in this embodiment, when a replay is won, the combination of symbols "Replay-Replay-Replay" will stop on a predetermined line (for example, the middle line) of reel 41, and as a bonus, the player will be granted the right to play the game with the same number of bets as the number of bets set for this game. Furthermore, in this embodiment, when a replay is won, the symbol combination will stop at "Replay-Replay-Replay" regardless of the order in which the buttons are pressed. However, in some cases at this time, the button press order navigation is intentionally performed. Therefore, even in the case of a replay win, a dummy avoidance button press navigation will be executed, increasing the frequency of button press navigation (avoidance button press navigation and dummy avoidance button press navigation) during normal gameplay. As a result, if button press navigation is executed at the start of the game, it becomes possible to increase the expectation of winning a chance role or a strong cherry role.
[0228] Furthermore, in this embodiment, during normal gameplay, as described above, a pre-announcement period is set in the main performance display 8 to execute a pre-announcement performance, for example, before transitioning to the pseudo-bonus state. The probability of executing a dummy avoidance push-button navigation when a replay role is won is changed between the pre-announcement period and other periods.
[0229] Figure 25 shows the navigation mode lottery table used in the main control device 10 when a replay role is won during normal gameplay to determine the navigation mode. The above navigation pattern lottery is performed using random values (256 random values) extracted when a replay role is won during game execution, but the table shows the number of random values extracted.
[0230] First, Figure 25(a) shows the navigation pattern lottery table used when a replay role is won during a period other than the main premonition period. As shown in Figure 25(a), if a replay is won during a period other than the pre-announcement period, a lottery is held in which there is a 226 / 256 probability that the button press navigation will not be performed (no button press navigation), and a 30 / 256 probability that the button press navigation will be performed, i.e., the dummy avoidance button press navigation will be performed.
[0231] Next, Figure 25(b) shows the navigation pattern lottery table used when a replay role is won during the pre-announcement period. As shown in Figure 25(b), if a replay role is won during this pre-announcement period, a lottery is held in which there is a 206 / 256 probability that the button press navigation will not be performed (no button press navigation), and a 50 / 256 probability that the button press navigation will be performed, i.e., the dummy avoidance button press navigation will be performed. As a result of this lottery, if a replay is won during normal gameplay, a dummy avoidance button press navigation will be executed with a predetermined probability. Furthermore, if a replay is won, and that occurs during the pre-announcement period, the dummy avoidance button press navigation will be executed with a higher probability than if it were not during the pre-announcement period. Furthermore, when a replay is won, the main control unit 10 decides to execute a dummy avoidance button press navigation, and then determines one of the six possible button press sequences. In this case, the button press sequence is determined randomly based on the extraction of a predetermined random number.
[0232] As described above, in this embodiment, when a replay role is won during normal gameplay, a dummy avoidance push-button navigation similar to that when a chance role or strong cherry role is won is executed with a predetermined probability. Therefore, when a push-button navigation is executed during gameplay, even if it is based on a replay role win, it is possible to enhance the player's sense of anticipation. Furthermore, since the dummy avoidance button press navigation is executed based on the winning of a replay role, which has a relatively high probability of winning (for example, a probability of winning 1 / 7), it becomes possible to increase the frequency of button press navigation being executed during normal gameplay, thereby increasing the opportunities to enhance the player's sense of anticipation. Furthermore, since the probability of executing dummy avoidance push-button navigation based on winning a replay role is set to be higher during the pre-bonus period than outside of it, it is possible to increase the player's sense of anticipation even without dummy avoidance push-button navigation based on chance roles or strong cherry roles.
[0233] In this embodiment, the probability of executing the dummy avoidance push-button navigation when a replay role is won is changed between the pre-announcement period and other periods. However, the probability of executing the dummy avoidance push-button navigation may also be changed based on the state outside the pre-announcement period. For example, during a game in the normal game state, the probability of executing the dummy avoidance push-button navigation may be increased during a predetermined period after winning a predetermined rare role (strong cherry role, chance role) compared to other periods. Similarly, if a game in the normal game state reaches the ceiling game count before a predetermined period, the probability of executing the dummy avoidance push-button navigation may be increased compared to before reaching the ceiling.
[0234] [Image display during dummy avoidance button press order navigation] Next, with reference to Figures 26 to 30, the image display during the dummy avoidance button press navigation in the medalless gaming machine 1 of this embodiment will be specifically described. First, referring to Figure 26, we will explain the image display on the main display unit 8 when a dummy avoidance push-button navigation is executed based on the winning of a chance role as a rare role. As described above, in this embodiment, when a chance role is won during normal gameplay, a dummy avoidance push order navigation is executed on the main display unit 8 by the control of the sub-control unit 20 based on control information from the main control unit 10, with a predetermined probability.
[0235] As shown in Figure 26(a), during normal gameplay, the normal gameplay image A50a is displayed on the main part of the screen of the main display unit 8. The normal gameplay state image A50a consists of images that allow the player to recognize that they are in the normal gameplay state, and for example, it consists of a video of a predetermined character moving on a predetermined background (daytime background). Then, if a chance role is won during normal gameplay and the aforementioned navigation pattern lottery is won, a dummy avoidance push-button navigation image 51 is displayed at the bottom of the main display unit 8 screen as specific operation information consisting of a circular frame and numerical information inside it, as shown in the figure. The dummy avoidance button press navigation image 51 consists of a left dummy avoidance button press navigation image 51a that notifies the operation order of the left stop button 5a (the stopping order of the left reel 41a) with numerical information ("3"), a middle dummy avoidance button press navigation image 51b that notifies the operation order of the middle stop button 5b (the stopping order of the middle reel 41b) with numerical information ("1"), and a right dummy avoidance button press navigation image 51c that notifies the operation order of the right stop button 5c (the stopping order of the right reel 41c) with numerical information ("2"), all arranged in a left-right direction. As mentioned earlier, the order in which the buttons are pressed is determined randomly.
[0236] The display style (image shape) of the dummy avoidance push order navigation image 51 is almost the same as the image used when a push order bell role is won during a pseudo-bonus state or AT state, but the only difference is the color scheme of the numerical information. While the numerical information used during the push order navigation corresponding to the push order bell role during a pseudo-bonus state or AT state is yellow, the numerical information used in the dummy avoidance push order navigation image 51 is white. Although not shown in the diagram, when an avoidance button press navigation is performed based on the winning of any of the special replay roles A to E, the sub-control device 20 controls the main performance display 8 to display a navigation image (the avoidance button press navigation image 61 in Figure 31) consisting of a circular frame and white numerical information inside, similar to the dummy avoidance button press navigation image 51. In other words, the display pattern (image shape) of the dummy avoidance push-button navigation image 51 is the same as the image used when the avoidance push-button navigation is executed when one of the special replay roles A to E is won during normal gameplay. Therefore, when the push-button navigation is executed during normal gameplay, it is impossible to determine whether one of the special replay roles A to E has been won, or any other role (chance role, strong cherry role, replay role), until the game ends.
[0237] Next, in the game, if the player stops the stop button 5 according to the instructions ("3-1-2") of the dummy avoidance push order navigation image 51 to stop all of the reels 41 and end the game, a combination of symbols corresponding to a chance role will stop on the active lines of the reels 41. At the same time, as shown in Figure 26(b), the dummy avoidance push order navigation image 51 that was displayed at the bottom of the main performance display 8 screen will be erased, and instead a chance-up image 52 consisting of the word "Chance" will be displayed. Furthermore, when a chance role is won, the symbol combination corresponding to the chance role will stop regardless of the stopping order, so even if you do not stop button 5 as instructed in dummy avoidance push order navigation image 51 ("3-1-2"), the symbol combination corresponding to the chance role will stop. Furthermore, the chance-up image 52 may not only display the text "Chance," but may also display the text "Super Hot," which is more likely to heighten the player's anticipation than "Chance." Alternatively, the image may be configured to display either "Chance" or "Super Hot" based on the result of a lottery to transition to a pseudo-bonus state based on the winning of a chance role.
[0238] As described above, in this embodiment, if a chance role is won as a result of a special lottery in which a transition lottery to a pseudo-bonus state is conducted during normal gameplay, even if a special replay role is not won, a push-button navigation (dummy avoidance push-button navigation) is executed with a predetermined probability, and the dummy avoidance push-button navigation image 51 is displayed on the main display unit 8. In other words, the main control device 10 includes a second notification control means capable of executing a control to notify specific operation information (dummy avoidance push order navigation image 51) in a predetermined game related to the granting of a specific benefit (pseudo-bonus state) when the result of the lottery for a role by the lottery means (main control device 10) is not a specific lottery result (winning a special replay role).
[0239] Furthermore, the dummy avoidance button press navigation image 51 is the same image as the navigation image displayed when a special replay combination is won and the player is unable to recognize them. In other words, the main control device 10, as the second notification control means, is capable of executing control that notifies specific operation information (dummy avoidance button press navigation image 51) in a manner that is difficult to distinguish from non-derived operation information (navigation images displayed during avoidance button press navigation). Furthermore, the role of executing the dummy avoidance button press navigation is set as a chance role in which a lottery for transitioning to a pseudo-bonus state takes place. In other words, the main control device 10, as the second notification control means, is capable of executing a control that notifies specific operation information (dummy avoidance push order navigation image 51) when the result of the lottery for the role by the lottery means (main control device 10) is a special lottery result (chance role).
[0240] Therefore, when button press order guidance is provided during gameplay, it is possible to reliably increase the player's sense of anticipation. Furthermore, it becomes possible to execute button-press sequence navigation during normal gameplay, which could potentially cause distrust among players, without any problems. Furthermore, by deliberately executing a button-press navigation when a winning combination of symbols is achieved, regardless of the button-press order, it becomes possible to maintain the expectation of winning a winning combination, even if the navigation is an avoidance navigation, if it is executed at the beginning of the game.
[0241] Furthermore, as shown in Figure 23, when a chance role is won, the dummy avoidance push order navigation is executed with a higher probability when a win is made than when a win is not made in the pseudo-bonus state transition lottery. Therefore, when a win is made in the pseudo-bonus state transition lottery, the probability of the dummy avoidance push order navigation image 51 being displayed is higher. In other words, the main control device 10 (the second notification control means described later) can change the probability of notifying specific operation information (dummy avoidance button press navigation image 51) in relation to the granting of a specific benefit (pseudo-bonus state). Therefore, the probability of executing the dummy avoidance push-button navigation changes depending on the result of the pseudo-bonus state transition lottery, which can improve the enjoyment of the game. Furthermore, if the dummy avoidance push-button navigation is executed based on the winning of a chance role, it can further enhance the player's sense of anticipation.
[0242] Next, referring to Figure 27, we will explain the image display on the main display unit 8 when a dummy avoidance push-button navigation is executed based on the winning of a strong cherry role as a rare role. As described above, in this embodiment, when a strong cherry symbol is won during normal gameplay, a dummy avoidance push-button navigation is executed on the main display unit 8 at a predetermined probability by the control of the sub-control unit 20 based on control information from the main control unit 10.
[0243] As shown in Figure 27(a), during normal gameplay, the normal gameplay image A50a is displayed on the main part of the screen of the main display unit 8, similar to the above. Then, if a strong cherry symbol is won during normal gameplay and the aforementioned navigation pattern lottery is won, the dummy avoidance push order navigation image 51 is displayed at the bottom of the main display unit 8 screen as specific operation information consisting of the left dummy avoidance push order navigation image 51a, the middle dummy avoidance push order navigation image 51b, and the right dummy avoidance push order navigation image 51c, similar to when a chance symbol is won. The button press order at this time is randomly determined from one of the four possible press orders, excluding the order in which the left stop button 5a is pressed first ("left → middle → right" or "left → right → middle").
[0244] The display pattern (image shape) of the dummy avoidance push order navigation image 51 when a strong cherry role is won is the same as when a chance role is won, but the only difference is the color scheme of the numerical information, which is white, compared to the numerical information during push order navigation in pseudo-bonus state or AT state. Therefore, the display pattern (image shape) of the dummy avoidance push order navigation image 51 when a strong cherry role is won is the same as the image used when an avoidance push order navigation is performed when one of the special replay roles A to E is won during normal gameplay. As a result, when a push order navigation is performed during normal gameplay, it becomes impossible to determine whether one of the special replay roles A to E has been won, or any other role (chance role, strong cherry role, or replay role), until the game ends.
[0245] Next, in the game, if the player stops the middle reel 41b first by pressing the middle stop button 5b as instructed by the dummy avoidance push order navigation image 51 ("3-1-2"), the dummy avoidance push order navigation image 51 that was displayed at the bottom of the main display unit 8 screen will be erased, and instead an instruction image 53a consisting of the text information "Aim for the cherry on the left" and an arrow image 53b located directly above the left reel 41a indicating the direction of the left reel 41a (downward) will be displayed. In other words, after the dummy avoidance button press navigation is executed, excluding the button press sequence in which the left stop button 5a is pressed first, when the first reel 41 stops, a stop instruction is given to aim for the "cherry" symbol on the left reel 41a, and it is announced that a strong cherry combination has been won. Therefore, it becomes possible to prevent the missed opportunity to acquire a strong cherry symbol due to the execution of a dummy button-press navigation prompt. Note that the instruction image 53a and the arrow image 53b are erased when the second reel 41 stops.
[0246] Then, after stopping the left reel 41a with the aim of landing on the "cherry" symbol, if all of the reels 41 are stopped to end the game, a combination of symbols corresponding to the strong cherry symbol will stop on the active lines of the reels 41, and as shown in Figure 27(c), the words "Super Hot" will be displayed as a chance-up image 52 at the bottom of the main display unit 8 screen. Even if the "cherry" symbol cannot be stopped on the left reel 41a at this time, the chance-up image 52 may be displayed. Furthermore, the chance-up image 52 does not necessarily have to display text other than "Super Hot." For example, it may display text such as "Chance," which would create a lower sense of anticipation for the player than "Super Hot." Alternatively, it may be possible to select and display either "Chance" or "Super Hot" based on the result of the pseudo-bonus state transition lottery based on the winning of a strong cherry symbol.
[0247] As described above, in this embodiment, if a strong cherry symbol is won as a special lottery result during a game in normal gameplay, even if a special replay symbol is not won, a push-button navigation (dummy avoidance push-button navigation) is executed with a predetermined probability, and the dummy avoidance push-button navigation image 51 is displayed on the main display unit 8. In other words, the main control device 10 includes a second notification control means capable of executing a control to notify specific operation information (dummy avoidance push order navigation image 51) in a predetermined game related to the granting of a specific benefit (pseudo-bonus state) when the result of the lottery for a role by the lottery means (main control device 10) is not a specific lottery result (winning a special replay role).
[0248] Furthermore, just as with the win of a chance role, the dummy avoidance push order navigation image 51 displayed when a strong cherry role is won is the same image as the navigation image displayed when a special replay role is won, making it impossible for the player to recognize them. In other words, the main control device 10, as the second notification control means, is capable of executing control that notifies specific operation information (dummy avoidance button press navigation image 51) in a manner that is difficult to distinguish from non-derived operation information (navigation images displayed during avoidance button press navigation). Furthermore, the strong cherry symbol, which is used to execute the dummy avoidance button press navigation, is set to trigger a lottery for transitioning to a pseudo-bonus state. In other words, the main control device 10, as the second notification control means, is capable of executing a control that notifies specific operation information (dummy avoidance push order navigation image 51) when the result of the lottery for the role by the lottery means (main control device 10) is a special lottery result (strong cherry role).
[0249] Therefore, when button press order guidance is provided during gameplay, it is possible to reliably increase the player's sense of anticipation. Furthermore, it becomes possible to execute button-press sequence navigation during normal gameplay, which could potentially cause distrust among players, without any problems. Furthermore, when a strong cherry symbol is won, where the corresponding symbol combination stops regardless of the button press order, deliberately executing a button press order navigation ensures that, if a button press order navigation is executed at the start of the game, even if it is an avoidance button press navigation, the expectation of winning a strong cherry symbol is reliably maintained. Furthermore, when a push-button navigation is executed, the player may stop the reels without aiming for any symbols according to the announced push-button sequence. However, in this embodiment, even when the dummy avoidance push-button navigation image 51 is displayed, when the first reel 41 stops, an instruction is given to aim for the "cherry" symbol on the left reel 41a. Thus, the display of the dummy avoidance push-button navigation image 51 enhances the player's sense of anticipation, and it becomes possible to reliably stop the reels with a symbol combination corresponding to a strong cherry win.
[0250] Furthermore, as shown in Figure 24, when a strong cherry symbol is won, the dummy avoidance push order navigation is executed with a higher probability when the lottery for transitioning to the pseudo-bonus state is won than when the lottery for transitioning to the pseudo-bonus state is not won. Therefore, when the lottery for transitioning to the pseudo-bonus state is won, the probability of the dummy avoidance push order navigation image 51 being displayed is higher. In other words, the main control device 10 (the second notification control means described later) can change the probability of notifying specific operation information (dummy avoidance button press navigation image 51) in relation to the granting of a specific benefit (pseudo-bonus state). Therefore, the probability of executing the dummy avoidance push-button navigation changes depending on the result of the pseudo-bonus state transition lottery, which can improve the enjoyment of the game. Furthermore, if the dummy avoidance push-button navigation is executed based on the winning of a strong cherry symbol, it can further enhance the player's sense of anticipation.
[0251] In this embodiment, the dummy avoidance push order navigation is executed based on the winning of a strong cherry symbol. However, the dummy avoidance push order navigation may also be executed when a weak cherry symbol is won. In this case, it is preferable to display the instruction image 53a and the arrow image 53b when the first reel 41 stops. However, in this case, even if the stopping operation is performed with the aim of stopping the "cherry" symbol on the left reel 41a, the symbol combination corresponding to the strong cherry symbol will not stop.
[0252] Next, referring to Figure 28, we will explain the image display on the main display unit 8 when a dummy avoidance button press navigation is executed based on the winning of a normal replay role. As described above, in this embodiment, when a replay role is won during normal gameplay, a dummy avoidance push order navigation is executed on the main display unit 8 by the control of the sub-control unit 20 based on control information from the main control unit 10, with a predetermined probability.
[0253] As shown in Figure 28(a), during normal gameplay, the normal gameplay image A50a is displayed on the main part of the screen of the main display unit 8, similar to the above. Then, in a game played in normal gameplay mode, if a replay role is won and the aforementioned navigation pattern lottery is won, a dummy avoidance push order navigation image 51 consisting of a left dummy avoidance push order navigation image 51a, a middle dummy avoidance push order navigation image 51b, and a right dummy avoidance push order navigation image 51c will be displayed at the bottom of the main display unit 8 screen, just as when a chance role or a strong cherry role is won.
[0254] Here, we will explain how to control the changes to the images displayed on the main display unit 8 during normal gameplay. In this embodiment, the main display unit 8 displays a normal game state image A50a, which consists of a daytime background, as the image of the normal state during normal gameplay. Furthermore, in this embodiment, the sub-control device 20 controls the display of the normal game state on the main display 8 to change the normal game state image based on the number of times the dummy avoidance push order navigation is executed per unit number of games during normal gameplay exceeding a predetermined number.
[0255] For example, initially, the background of the normal gameplay image is displayed as daytime, but if the number of times the dummy avoidance button press navigation is executed exceeds 5 times within 30 games, the background of the normal gameplay image changes from daytime to evening, and then, if the number of times the dummy avoidance button press navigation is executed exceeds 5 times within 30 games, as a final step, the background of the normal gameplay image changes from evening to night. Therefore, each time the number of times the dummy avoidance button press navigation is executed per unit game during normal gameplay exceeds a predetermined number, the background of the normal gameplay image will change in the order of daytime background → evening background → nighttime background. The change from a night background to an evening background, and from an evening background to a daytime background, will occur if the number of dummy avoidance button press navigations executed within 30 games after each background change is 1 or less. Furthermore, the control for changing the background of the normal gameplay image does not have to be the one described above, as long as it changes in the order of daytime background → evening background → nighttime background when the frequency of dummy avoidance button press navigation increases. For example, it may change from the daytime background to the evening background when the dummy avoidance button press navigation is executed twice in a row, and from the evening background to the nighttime background when it is executed three times in a row.
[0256] Because the background change control is performed in the normal gameplay image in this manner, when the normal gameplay image A50a, which has a daytime background as shown in Figure 28(a), is displayed, if the number of executions of the dummy avoidance push order navigation per unit game exceeds a predetermined number, the image will change to the normal gameplay image B50b, which has an evening background, as shown in Figure 28(b). Furthermore, if the number of times the dummy avoidance button press navigation is executed per unit of game exceeds a predetermined number, the image will change to the normal game state image C50c, which has a night background, as shown in Figure 28(c).
[0257] As described above, in this embodiment, when a replay role is won during normal gameplay, a dummy avoidance push-button navigation similar to that when a chance role or strong cherry role is won is executed with a predetermined probability, and the dummy avoidance push-button navigation image 51 is displayed on the main display unit 8. Therefore, when a push-button navigation is executed during gameplay, it is possible to reliably increase the player's sense of anticipation. Furthermore, since the dummy avoidance button press navigation is executed based on the win of a replay role, which has a relatively high probability of winning, it becomes possible to increase the frequency of button press navigation being executed during normal gameplay, thereby increasing opportunities to enhance the player's sense of anticipation.
[0258] Furthermore, each time the number of times the dummy avoidance button press navigation is executed per predetermined number of games exceeds a predetermined number, the background of the normal gameplay image on the main display unit 8 will change, making it possible to make the player aware of the frequency of the dummy avoidance button press navigation execution at that time. Furthermore, as mentioned above, the probability of executing the dummy avoidance button press navigation when a replay role is won is controlled to be higher than at other times while the right to transition to the pseudo-bonus state is granted. Therefore, by changing the background of the normal game state image, it is possible to enhance the player's sense of anticipation.
[0259] Furthermore, when controlling the background change of the normal gameplay image, the total number of times the dummy avoidance push-button navigation is executed may be counted, or the number of times the dummy avoidance push-button navigation is executed when a replay role is won may be counted.
[0260] Next, referring to Figure 29, we will explain the image display on the main display unit when a battle sequence is executed upon winning a chance role during normal gameplay. As mentioned above, in this embodiment, in a game during normal gameplay, if a chance role that triggers a lottery for transitioning to a pseudo-bonus state is won, in some cases (for example, with a probability of 20%) a battle sequence is executed without any pre-announcement sequence. Therefore, a battle sequence is executed for a predetermined number of games (for example, 3 games) starting from the game following the game in which the chance role was won, and the result of the lottery for transitioning to a pseudo-bonus state is announced at the end of the battle sequence. In this embodiment, the main control device 10 determines, with a predetermined probability, whether to execute a battle sequence without a premonition sequence when a chance role that triggers a transition to a pseudo-bonus state is won and a dummy avoidance push order navigation is executed, and the sub-control device 20 executes the battle sequence on the main sequence display 8 based on the control information from the main control device 10. Therefore, if a chance role is won and the dummy avoidance button press navigation is executed, there is a possibility that the battle sequence will be executed after the dummy avoidance button press navigation is executed.
[0261] Figure 29 shows the image display on the main performance display 8 when a chance role is won, a dummy avoidance button press navigation is executed, and a battle performance is executed after the execution of the dummy avoidance button press navigation. First, as shown in Figure 29(a), during normal gameplay, the normal gameplay image A50a is displayed on the main part of the screen of the main display unit 8. Then, if a chance role that triggers a transition to a pseudo-bonus state is won during normal gameplay, and the aforementioned navigation pattern lottery is won, a dummy avoidance push order navigation image 51 consisting of a left dummy avoidance push order navigation image 51a, a middle dummy avoidance push order navigation image 51b, and a right dummy avoidance push order navigation image 51c will be displayed at the bottom of the main display unit 8 screen.
[0262] Then, following the button press sequence indicated by the dummy avoidance button press navigation image 51 (shown as "middle → right → left" in the diagram), the player will stop the stop button 5 (stopping the reels 41). However, as soon as the first reel 41 stops, the sub-control device 20 will execute a preliminary sequence, which is a sequence that precedes the execution of the battle sequence. The preliminary animation is an animation designed to heighten anticipation for the battle animation, and as shown in Figure 29(b), it consists of images of the background and battle characters during the battle animation. Two preliminary animation images 55, identical to the image at the start of the battle animation, appear from the left and right when the first reel 41 stops, and then each image moves towards the center and disappears after a predetermined amount of time has elapsed. Therefore, the movement and deletion of the two preliminary animation images 55 are controlled in accordance with the timing when the navigation image is updated, when the first reel 41 stops and the middle dummy avoidance push order navigation image 51b is erased. Furthermore, during the preliminary performance, a predetermined sound effect is output from speaker 9, and lamp 11 illuminates in a predetermined manner. Furthermore, since the start of the battle sequence is announced at the end of the game in which a predetermined rare role is won, the preliminary sequence image 55 will always be deleted when the first reel 41 or the second reel 41 stops.
[0263] Additionally, when the second reel, 41, stops, which is the time when the navigation image is updated, a preliminary animation for the battle sequence is performed, similar to the above. Therefore, as shown in Figure 29(c), when the second reel 41 stops, the right dummy avoidance button press navigation image 51c is erased, and two preliminary animation images 55 appear from the left and right directions, move towards the center, and are erased after a predetermined time has elapsed.
[0264] Furthermore, when the last reel, 41, stops, which is when the navigation image is updated, a preliminary animation for the battle sequence will be performed, similar to the above. Then, when the last reel 41 stops, the left dummy avoidance push order navigation image 51a is erased as described above, and two preliminary performance images 55 appear from the left and right and move towards the center. When the two preliminary performance images 55 reach the center, the preliminary performance ends, and as shown in Figure 29(d), the battle performance image 56 is displayed in the main part of the screen of the main performance display 8. In other words, when the last reel 41 stops, a preliminary game is played using two preliminary animation images 55, and then, after a predetermined amount of time has elapsed, the two preliminary animation images 55 merge to display the battle animation image 56. The battle animation image 56 is an image of the start of a battle animation, showing an ally character and an enemy character facing each other on a predetermined background. After the preliminary game ends, the battle animation between the ally character and the enemy character will be executed for a predetermined number of games (for example, 3 games).
[0265] Furthermore, in the sub-control device 20, in some cases (for example, with a probability of 10%) when the avoidance button press navigation is executed based on the winning of a special replay role, the same preliminary animation as described above will be executed. However, in this case, the preliminary animation will be a fake preliminary animation, and when the fake preliminary animation ends, the two preliminary animation images 55 will be deleted, the battle animation image 56 will not be displayed, and the battle animation will not be executed. Therefore, even when an avoidance button press sequence navigation is executed, it is possible to enhance the sense of anticipation for the battle sequence to be performed. Furthermore, when executing the above battle sequence, it is also possible to perform a preliminary sequence for part of it, or to perform a preliminary sequence for all of it.
[0266] As described above, if a dummy avoidance button press navigation is executed based on the winning of a chance role, there is a possibility that a battle sequence will be performed. However, a preliminary sequence will be performed before the battle sequence is performed, so if a dummy avoidance button press navigation is executed, it is possible to increase the expectation that the battle sequence will be performed. Furthermore, the preliminary animations will be executed in conjunction with the timing of the operation of each stop button 5, which coincides with the time when the dummy avoidance button press order navigation image 51 is updated. In other words, the medalless gaming machine 1 is equipped with a performance control means that can execute the control of a predetermined performance (preliminary performance) in accordance with the timing of notification updates of specific operation information (dummy avoidance push order navigation image 51). Therefore, it becomes possible to efficiently increase the players' expectations.
[0267] Furthermore, since a preliminary animation is also performed in some cases where an avoidance button press navigation is executed based on the winning of a special replay role, it is possible to enhance the player's sense of anticipation even if the button press navigation performed during normal gameplay is an avoidance button press navigation. Furthermore, the preliminary effects do not have to be those mentioned above, as long as they are effects that increase the player's anticipation before the battle sequence. For example, a predetermined character image may gradually enlarge in the center of the screen. Furthermore, when a replay is won during normal gameplay, a fake preliminary animation may be performed in all or part of the timeline navigation for avoiding the dummy button press.
[0268] Next, referring to Figure 30, we will explain the image display on the main display unit when a winning animation is executed upon winning a chance role during normal gameplay. In this embodiment, during normal gameplay, if a chance role that triggers a lottery for transitioning to a pseudo-bonus state is won, the winning animation is executed on the main animation display 8. A winning animation is an animation that is completed between the start of a game in which a chance role is won and the start of the next game. For example, it is an animation that informs the player that a chance role has been won or that there is a possibility of transitioning to a pseudo-bonus state. In this embodiment, when a chance role is won and a dummy avoidance button press navigation is executed, the main control device 10 decides to execute the winning animation if the aforementioned battle animation is not executed, and the sub-control device 20 executes the winning animation on the main animation display 8 based on the control information from the main control device 10. In other words, when the battle sequence is executed, the preliminary sequence is also executed, so the winning sequence is not executed.
[0269] Figure 30 shows the image display on the main display unit 8 when a dummy avoidance button press navigation is executed based on the winning of a chance role, and a winning animation is performed during and after the game. First, as shown in Figure 30(a), during normal gameplay, the normal gameplay image A50a is displayed on the main part of the screen of the main display unit 8. Then, if a chance role that triggers a transition to a pseudo-bonus state is won during normal gameplay, and the aforementioned navigation pattern lottery is won, a dummy avoidance push order navigation image 51 consisting of a left dummy avoidance push order navigation image 51a, a middle dummy avoidance push order navigation image 51b, and a right dummy avoidance push order navigation image 51c will be displayed at the bottom of the main display unit 8 screen.
[0270] In this embodiment, when the sub-control device 20 executes a winning animation during a game in which a dummy avoidance button press navigation is performed, it selectively determines the start time of the winning animation to be one of the three reel 41 stopping times (three stopping times of the stop button 5). Therefore, if it is decided to start the winning animation when the first reel 41 stops (when the first stop button 5 is pressed), as shown in Figure 30(b), the middle dummy avoidance push order navigation image 51b is erased in response to the stopping of the first reel 41, and the winning animation image 57 is displayed in the main part of the screen of the main animation display 8. In other words, the winning animation image 57 is displayed at the time when the navigation image is updated, corresponding to the time when the first reel 41 stops and the middle dummy avoidance push order navigation image 51b is erased.
[0271] Furthermore, if it is decided that the winning animation will start when the second reel 41 stops (when the second stop button 5 is pressed), as shown in Figure 30(c), the winning animation will not start when the first reel 41 stops. Instead, as shown in Figure 30(d), in response to the stopping of the second reel 41, the right dummy avoidance push order navigation image 51c will be erased, and the winning animation image 57 will be displayed in the main part of the screen of the main animation display 8. In other words, the winning animation image 57 is displayed at the time when the navigation image is updated, corresponding to the time when the second reel 41 stops and the right dummy avoidance push order navigation image 51c is erased.
[0272] Although not shown in the diagram, if it is decided that the winning animation will start when the last reel 41 stops (when the last stop button 5 is pressed), the winning animation will start when the last reel 41 stops, i.e., at the end of the game. The winning animation image 57 consists of videos or still images, for example, in which a predetermined item image is displayed to notify that a chance role has been won, or text information such as "Chance" is displayed. Furthermore, during the winning animation, a predetermined sound effect will be output from speaker 9, and lamp 11 will light up in a predetermined manner.
[0273] As described above, if a dummy avoidance push-button navigation is executed based on the winning of a chance role, there is a possibility that a winning animation will be performed. However, since the winning animation will start in accordance with the stopping of reel 41, it is possible to efficiently increase the player's sense of anticipation. In other words, if a button-pressing sequence navigation is performed at the start of the game, the player cannot recognize whether it is an avoidance sequence navigation or a dummy avoidance sequence navigation, thus making it possible to increase the player's sense of anticipation throughout the game.
[0274] Furthermore, the winning animation will begin in conjunction with the timing of the operation of each stop button 5, which coincides with the time when the dummy avoidance button press order navigation image 51 is updated. In other words, the medalless gaming machine 1 is equipped with a performance control means (sub-control device 20) that can execute the control of a predetermined performance (winning performance) in accordance with the timing of notification updates of specific operation information (dummy avoidance push order navigation image 51). Therefore, it becomes possible to efficiently increase the players' expectations. Furthermore, since the start timing of the winning animation will vary depending on when reel 41 stops, it is possible to improve the enjoyment of the game.
[0275] [Warning display during evasion button press navigation and dummy evasion button press navigation] Next, with reference to Figures 31 and 32, the avoidance button press navigation and the warning display during dummy avoidance button press navigation in the medalless gaming machine 1 of this embodiment will be described. In this embodiment, if an avoidance button press navigation or a dummy avoidance button press navigation is performed in a predetermined game, the stopping sequence of the stop button 5 in that game (the stopping sequence of the reels 41) will be indicated. In this case, if the user does not stop the reel 41 by pressing the stop button 5 as instructed by the avoidance button press navigation or the dummy avoidance button press navigation, the sub-controller 20 will issue a predetermined warning based on the control information from the main control unit 10.
[0276] First, please refer to Figure 31 to explain the warning notification that occurs when the avoidance button press sequence navigation is executed. As shown in Figure 31(a), if a special replay combination is won during normal gameplay, a circular frame and numerical information inside it, forming an avoidance button press navigation image 61, are displayed below the normal gameplay image A50a on the main display unit 8, and the avoidance button press navigation is executed. The avoidance button press navigation image 61 is the same image as the aforementioned dummy avoidance button press navigation image 51, and is configured with the left avoidance button press navigation image 61a which notifies the operation order of the left stop button 5a (the stopping order of the left reel 41a) by numerical information (white "3"), the middle avoidance button press navigation image 61b which notifies the operation order of the middle stop button 5b (the stopping order of the middle reel 41b) by numerical information (white "1"), and the right avoidance button press navigation image 61c which notifies the operation order of the right stop button 5c (the stopping order of the right reel 41c) by numerical information (white "2"), all arranged in a left-right direction.
[0277] In this case, if the stop button 5 is operated according to the avoidance button press sequence navigation, no warning notification will be issued. However, as shown in Figure 31(b), if the left stop button 5a is pressed in response to the instruction to operate the middle stop button 5b, without following the avoidance button press sequence navigation, the left avoidance button press sequence navigation image 61a will be erased, and the sub-controller 20, based on control information from the main control unit 10, will control the upper part of the main display unit 8 screen, displaying a first warning image 58 consisting of the text "This is not the recommended button press sequence" as first warning information, and a warning notification will be issued. Furthermore, the warning notification will include the output of a predetermined warning sound from speaker 9 and the illumination of lamp 11 in a predetermined manner. In other words, if an avoidance button press order navigation is executed during normal gameplay, and the player does not follow the navigation, the first warning image 58 will be displayed when the first stop button 5 is pressed (when the first reel 41 is stopped). The first warning image 58 may be displayed continuously until the game ends, or it may be dismissed when the second stop button 5 is pressed.
[0278] As described above, if an avoidance button press order navigation is executed during normal gameplay, and the player does not follow the navigation, a warning notification (such as the display of the first warning image 58) will be issued when the first stop button 5 is pressed (when the first reel 41 is stopped). In other words, the main control device 10 includes a first warning notification control means that can execute control to notify a first warning information (first warning image 58) when an operation means (stop button 5) is performed that does not follow the notification of non-derivable operation information (avoidance button order navigation image 61) by the first notification control means (main control device 10). Therefore, since the player is notified that they did not follow the avoidance button press order navigation, in subsequent games the player will follow the avoidance button press order navigation, and it becomes possible to prevent special symbol combinations ("Replay-Bell-Replay" or "7-7-7") from stopping even though the button press order navigation instructing the special operation sequence has not been executed. Furthermore, a warning notification (such as the display of the first warning image 58) is issued when the first stop button 5 is pressed (when the first reel 41 is stopped), making it possible to quickly inform the player that the stop operation has not been performed in accordance with the button press order navigation. In this embodiment, if a special symbol combination ("Replay-Bell-Replay" or "7-7-7") stops even though a push-button navigation indicating a special operation sequence has not been executed, no bonus will be awarded. However, if a stop operation is performed that does not follow the avoidance push-button navigation, penalty control may be implemented, for example, by invalidating the lottery for transitioning to a pseudo-bonus state for a predetermined period of time. Furthermore, when executing a fake preliminary animation during the execution of an avoidance button press navigation based on the winning of a special replay role, it is preferable to stop the fake preliminary animation as soon as the stop operation is performed according to the button press navigation.
[0279] Next, referring to Figure 32, we will explain the warning retention that occurs when a dummy avoidance button press sequence navigation is executed. As shown in Figure 32(a), in a game during normal gameplay, for example, if a replay is won and the navigation pattern is selected, as described above, a dummy avoidance push-button navigation image 51 is displayed below the normal gameplay image A50a on the main display unit 8, and the dummy avoidance push-button navigation is executed.
[0280] At this time, if you operate stop button 5 according to the dummy avoidance button press sequence navigation, no warning will be issued. However, even if you operate stop button 5 without following the dummy avoidance button press sequence navigation, no warning will be issued until the game ends. Therefore, as shown in Figure 32(b), even if the left stop button 5a is pressed in response to the instruction to press the middle stop button 5b, without following the dummy avoidance button press order navigation, no warning notification will be issued. However, if the game continues and ends, as shown in Figure 32(c), when the game ends, the sub-controller 20, based on control information from the main control unit 10, will control a second warning image 59 consisting of the text "Press Order Caution" in the lower left corner of the main display unit 8 screen, and a warning notification will be issued. At the same time, a predetermined warning sound is emitted from the speaker 9, and the lamp 11 flashes a warning light in a predetermined manner. In other words, if a dummy avoidance button press sequence navigation is executed during normal gameplay, and the player does not follow the navigation, no warning notification will be issued during the game. The second warning image 59 will only be displayed when the final stop button 5 is pressed and the game ends. Furthermore, when a dummy avoidance button press order navigation is executed, if a preliminary or winning animation is performed, the preliminary or winning animation will proceed even if a stop operation is performed that does not follow the dummy avoidance button press order navigation.
[0281] As described above, if a dummy avoidance button press order navigation is executed during normal gameplay, and the player does not follow the navigation, a warning notification (such as the display of the second warning image 59) will be issued when the last stop button 5 is pressed (when the last reel 41 is stopped). In other words, the main control device 10 includes a second warning notification control means capable of executing control to notify a second warning information (second warning image 59) that is different from the first warning information (first warning image 58) when the operation of the operation means is performed in a manner that does not comply with the notification of specific operation information (dummy avoidance button press navigation image 51) by the second notification control means (main control device 10). Therefore, since the player is informed that they did not follow the dummy avoidance button press sequence guidance, in subsequent games the player will properly execute the game by following the dummy avoidance button press sequence guidance. Furthermore, by making the second warning image 59 and the first warning image 58 different, it becomes possible to provide efficient warning notifications for different types of operation information. Furthermore, since a warning notification (such as the display of the second warning image 59) is executed when the last stop button 5 is pressed (when the last reel 41 is stopped), if a winning animation or preliminary animation is being performed, the warning notification during the game will not reduce the visibility of the animation, and the warning notification can be executed efficiently. In addition, since the second warning image 59 is displayed in the corner of the screen, it is also possible to reduce the visibility of the animations that are performed after the game ends. Furthermore, if a stop operation is performed that does not follow the dummy avoidance button press order navigation, penalty control may be implemented, for example, by invalidating the lottery for transitioning to a pseudo-bonus state for a predetermined period of time.
[0282] [Modification 1 of the second embodiment] Next, with reference to Figure 33, a modified example 1 of the second embodiment will be described. In this modified example 1, the display method of the image on the main display unit 8 when executing the dummy avoidance button press order navigation is made different from that of the second embodiment described above. In other words, in the second embodiment described above, when the dummy avoidance button press order navigation is performed, the main display unit 8 is made aware of the entire sequence of pressing each stop button 5. However, in this modified example 1, when the dummy avoidance button press order navigation is performed, only a portion of the sequence is made aware of, rather than the entire sequence. In this modified example 1, the only difference from the second embodiment is the way the main display unit 8 notifies the order in which each stop button 5 is pressed when executing the dummy avoidance button press order navigation. Everything else is the same as in the second embodiment described above, so only the differences will be explained.
[0283] Figure 33 shows an image of the main display unit 8 when a partial dummy avoidance button press navigation is executed, in which only a portion of the button press sequence in this modified example 1 is performed. Furthermore, the main control unit 10 decides to execute a partial dummy avoidance button press navigation at a predetermined probability (for example, a 10% probability) when it decides to execute a dummy avoidance button press navigation when a chance role is won, or when it decides to execute a dummy avoidance button press navigation when a replay role is won. The sub-control unit 20 displays a navigation image corresponding to the partial dummy avoidance button press navigation based on the control information from the main control unit 10.
[0284] As shown in Figure 33, in a game during normal gameplay, if a chance role or replay role is won and the navigation pattern is selected, and it is determined that a partial dummy avoidance push order navigation will be executed with a predetermined probability, a dummy avoidance push order navigation image 51 that instructs only the stop button 5 to be pressed first will be displayed at the bottom of the main display unit 8 screen, and the partial dummy avoidance push order navigation will be executed. In other words, as shown in the diagram, for example, if the first stop button 5 to be pressed is the middle stop button 5b, then the symbol "?" is displayed instead of the numerical information corresponding to the second and third (last) stop buttons 5a and 5c, respectively, so that only the first stop button 5 is indicated.
[0285] Then, if a dummy avoidance button press navigation is executed, the player can arbitrarily select stop button 5 to stop the reels second and third (last). If a chance role is won at this time, the symbol combination corresponding to the chance role will stop at the end of the game. On the other hand, if a replay combination is won at this time, the symbol combination corresponding to the replay combination will stop at the end of the game. In other words, for both the chance role and the replay role, the corresponding symbol combination will stop regardless of the order in which the buttons are pressed. However, if the player wins the chance role, it can be created as if the symbol combination corresponding to the chance role stopped because the player's choice of button press order was correct, and if the player wins the replay role, it can be created as if the symbol combination corresponding to the chance role did not stop because the player's choice of button press order was incorrect.
[0286] As described above, in this modified example 1, if a partial dummy avoidance button press navigation is performed, there is a possibility of winning a chance role. Therefore, if a partial dummy avoidance button press navigation is performed, it is possible to increase the player's sense of anticipation. Furthermore, when a dummy button-press navigation is executed, if a chance role is won, the symbol combination corresponding to the chance role will stop as if the player's chosen button-press sequence was correct, thus improving the player's satisfaction. In addition, when some dummy avoidance button press order navigation is executed, only the stop button 5, which is to be pressed first, is announced. However, it is also possible to announce only the stop button 5, which is to be pressed second, or only the stop button 5, which is to be pressed last.
[0287] [Modification 2 of the second embodiment] Next, with reference to Figure 34, a modified example 2 of the second embodiment will be described. In this modified version 2, when a dummy button-press navigation is executed upon winning a strong cherry symbol, the method of determining the button-press order at that time is different from that of the second embodiment. In other words, in the second embodiment described above, one of the button presses other than the one that stops the left reel 41a first is determined equally, but in this modified example 2, the button presses other than the one that stops the left reel 41a first are determined according to the result of the lottery for transitioning to the pseudo-bonus state. In this modified example 2, the only difference from the second embodiment is the method of determining the button press order when executing the dummy avoidance button press order navigation upon winning a strong cherry symbol. Everything else is the same as in the second embodiment described above, so only the differences will be explained.
[0288] Figure 34 shows the selection rate of each push-button navigation performed by the main control device 10 when a dummy avoidance push-button navigation is performed when a strong cherry symbol is won in this modified example 2. In this modified example 2, the button press sequence that instructs the left reel 41a to stop first is not selected when the dummy avoidance button press sequence navigation is active. As shown in Figure 34, if the result of the pseudo-bonus state transition lottery, which is performed when a strong cherry symbol is won, is not a win, the button press order "middle → right → left" is selected with a 45% probability, "middle → left → right" is selected with a 35% probability, "right → middle → left" is selected with a 15% probability, and "right → left → middle" is selected with a 5% probability. Furthermore, if the result of the pseudo-bonus state transition lottery, which is performed when a strong cherry symbol is won, is a win, the button press order "middle → right → left" is selected with a 5% probability, "middle → left → right" is selected with a 15% probability, "right → middle → left" is selected with a 35% probability, and "right → left → middle" is selected with a 45% probability. Because of this selection of button press order, when a strong cherry symbol is won and the lottery for transitioning to a pseudo-bonus state is won, the probability of selecting a button press order that instructs the right stop button 5c to be stopped first is higher than when the lottery is not won.
[0289] As described above, in this modified version 2, the probability of selecting the correct button press order when executing the dummy avoidance button press order navigation upon winning a strong cherry symbol can be changed according to the result of the pseudo-bonus state transition lottery. In other words, the main control device 10, as a second notification control means, can change the selection rate of the notification pattern for specific operation information (dummy avoidance button press navigation image 51) based on whether or not a specific benefit (pseudo-bonus state) is granted. Therefore, it is possible to enhance the player's sense of anticipation by adjusting the button press order during the dummy avoidance button press navigation. Furthermore, when executing a dummy button-press navigation to avoid a chance role, the probability of selecting the correct button press order may be changed according to the result of the pseudo-bonus state transition lottery.
[0290] [Modification 3 of the second embodiment] Next, with reference to Figure 35, a third modified example of the second embodiment will be described. In this modified example 3, the control mode of the dummy avoidance button press sequence navigation is made different from that of the second embodiment. In other words, in the second embodiment described above, the control related to the avoidance button press navigation (for example, the decision to execute, the selection of the button press order at that time, etc.) is performed by the main control device 10, and the control related to the dummy avoidance button press navigation (for example, the decision to execute, the selection of the button press order at that time, etc.) is also performed by the main control device 10. However, in this modified example 2, the control related to the dummy avoidance button press navigation is performed by the sub-control device 20. In this modified example 3, the only difference from the second embodiment is that the control related to the dummy avoidance button press order navigation is performed by the sub-control device 20. All other aspects are the same as the second embodiment described above, so only the differences will be explained.
[0291] Figure 35 shows the control configuration related to the control of the button press sequence navigation in this modified example 3. As shown in Figure 35, in this modified example 3, the control related to the avoidance button press navigation (control by the avoidance button press navigation control means), such as the decision to execute the avoidance button press navigation and the selection of the button press order in the avoidance button press navigation, is managed by the main control device 10, as in the second embodiment described above, while the control related to the dummy avoidance button press navigation (control by the dummy avoidance button press navigation control means), such as the decision to execute the dummy avoidance button press navigation and the selection of the button press order in the dummy avoidance button press navigation, is managed by the sub-control device 20. In other words, the sub-control device 20 receives control information from the main control device 10 related to the lottery results for roles (winning information for replay roles, chance roles, and strong cherry roles), as well as information related to the lottery results for transitioning to a pseudo-bonus state. Based on this control information, it executes controls related to dummy avoidance push-button navigation, such as the lottery for the navigation pattern when a chance role is won as shown in Figure 23, the lottery for the navigation pattern when a strong cherry role is won as shown in Figure 24, and the lottery for the navigation pattern when a replay role is won as shown in Figure 25.
[0292] Furthermore, in this modified example 3, a means for changing the presentation content related to the dummy avoidance button press order navigation is provided based on the player's operation, and the operation signal from this means for changing the presentation is input to the sub-control device 20. The means for changing the presentation may consist of, for example, a touch panel type sub-presentation display 18, which displays an image on which the presentation content can be changed, and the player may change the presentation content by touching the image. Alternatively, it may consist of a first presentation button 2g and a sub-presentation display 18, which displays an image on which the presentation content can be changed, and the player may change the presentation content by operating the first presentation button 2g. Furthermore, by operating the means to change the presentation, the probability of executing the dummy avoidance push-button navigation when a chance role or strong cherry role is won can be changed for each result of the pseudo-bonus state transition lottery, and the probability of executing the dummy avoidance push-button navigation when a replay role is won can be changed depending on whether or not there is a pre-bonus period. This makes it possible to change the expected value (reliability) of transitioning to a pseudo-bonus state when a dummy avoidance push-button navigation is executed when a chance role or strong cherry role is won, or to change the expected value (reliability) of the pre-bonus period when a dummy avoidance push-button navigation is executed when a replay role is won.
[0293] As described above, in this modified example 3, the main control device 10, which is a main control means capable of controlling the progress of the game, manages the control related to the dummy evasion button press order navigation, and the sub-control device 20, which is a sub-control means capable of executing control of the performance based on the control information from the main control means (main control device 10), manages the control related to the dummy evasion button press order navigation. In other words, the main control device 10, which serves as the main control means, is equipped with a first notification control means, and the sub-control device 20, which serves as the sub-control means, is equipped with a second notification control means. Therefore, the control related to the button press sequence navigation can be decentralized, making it possible to perform control related to the button press sequence navigation efficiently and reliably. Furthermore, the sub-control device 20 allows the player to change the content of the dummy avoidance push-button navigation by operating the player's performance change operation means, so the player can change the execution probability of the dummy avoidance push-button navigation, and thus change the expected value of the pseudo-bonus state according to the player's preference. Furthermore, the content of the effects that can be changed by operating the effect change operation means is not limited to those described above. For example, it may be possible to change the selection rate of the button press order during the dummy avoidance button press order navigation.
[0294] [Modification 4 of the second embodiment] Next, with reference to Figure 36, a modified example 4 of the second embodiment will be described. In this modified example 4, the control related to the push-order navigation when a push-order bell combination is won during normal gameplay is made different from that of the second embodiment. In the second embodiment described above, the push-button navigation when a push-button bell combination is won is executed only when the game transitions to a pseudo-bonus state or AT state. Therefore, in games played during normal gameplay, the push-button navigation when a push-button bell combination is won is not executed. On the other hand, in this modified example 4, a push-order navigation is performed in some cases when a push-order bell combination is won during normal gameplay. In this modified example 4, the only difference from the second embodiment is that a push-order navigation is performed in some cases when a push-order bell symbol is won during normal gameplay. Otherwise, it is the same as the second embodiment described above, so only the differences will be explained.
[0295] Figure 36 shows the navigation pattern lottery table used in the main control device 10 when a push-order bell combination is won during normal gameplay, and the navigation pattern lottery is performed. The above navigation pattern lottery is performed using random values (256 random values) extracted when a game is played in which the ordered bell symbol is won. The table shows the number of random values extracted.
[0296] Here, we will explain the control of the stochastic state in this modified example 4. In this modified example 4, the main control device 10 can control the transition lottery to a pseudo-bonus state, which is performed when a predetermined rare role is won during normal gameplay, to either a low...
Claims
1. In a gaming machine equipped with a display means capable of displaying multiple pieces of information in a variable manner, and capable of executing a game with variable displays on the display means based on the player's operation, A lottery means capable of performing a lottery for roles in connection with the execution of the aforementioned game, An operating means that can be operated by the player and that can be used to derive a display result in the display means as a result of the game, A notification control means capable of performing control to notify operation information related to the operation of the aforementioned operating means, Equipped with, The notification control means is, A first notification control means capable of executing control to notify non-derivation operation information to prevent the display means from deriving a specific display result corresponding to the first lottery result when the lottery result of the lottery means becomes the first lottery result, When the result of the lottery for the role by the lottery means becomes the second lottery result and predetermined conditions are met, a second notification control means capable of executing control to notify specific operation information, Equipped with, The second notification control means is: This enables control to be executed that notifies the specific operation information in a manner that is difficult to distinguish from the non-derived operation information. A gaming machine characterized by the following features.
2. The game is provided with control means capable of executing specific controls that are advantageous to the player in relation to the execution of the game, The control means is If the result of the lottery by the lottery means becomes the first lottery result, and the non-derived operation information has not been notified by the first notification control means, and the specific display result is derived by performing an operation on the operation means, then the specific control can be executed. If the result of the lottery by the lottery means becomes the first lottery result, and the non-derivable operation information is notified by the first notification control means, and the specific display result is derived by performing an operation on the operation means that does not conform to the said non-derivable operation information, then the specific control is not executed. The gaming machine described in feature 1.