Gaming Machines
The gaming machine allows players to select between automatic and pseudo games, addressing the discomfort of repetitive stopping operations in conventional machines, thereby improving player satisfaction.
Patent Information
- Application Number
- JP2021103583
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-22
- Publication Date
- 2024-12-23
- Estimated Expiration
- 2041-06-22
AI Technical Summary
Conventional gaming machines lack flexibility in allowing players to choose between automatic and pseudo games, leading to discomfort for those who find repetitive stopping operations tedious.
The gaming machine includes an identification information display with variable modes, allowing players to select between automatic stop and pseudo games based on operation mode, using stop operation means and game control mechanisms to determine game type.
Enables players to comfortably play games by choosing between automatic and pseudo modes, enhancing player satisfaction and engagement.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A gaming machine is known in which a pseudo game is executed when an AT starts (for example, see Patent Document 1). In the pseudo-game, the player can stop a specific combination of symbols (such as a line of sevens) by performing a stop operation, and when the specific combination of symbols stops, the pseudo-game ends and the AT begins. In such conventional gaming machines, after winning the AT, it is possible to derive a specific symbol combination regardless of the winning role in the internal lottery process, so that the period from winning the AT to the derivation of the specific symbol combination can be uniquely determined, preventing the period from dragging on. In addition, by making it possible to stop a combination of specific symbols during a simulated game, it is possible to give the player the satisfaction of wanting to transition to the AT by himself. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2015-217223 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in conventional gaming machines. [Means for solving the problem]
[0005] In order to solve the above problems, the gaming machine of the present invention comprises: identification information display means capable of variably displaying identification information when a predetermined variation start condition is established; stop operation means operable to stop the display of the identification information variably displayed on the identification information display means; game value granting means capable of granting a game value when the identification information variably displayed on the identification information display means is stopped and displayed in a predetermined manner by operating the stop operation means; game control means capable of executing a first game in which a game value can be granted by the game value granting means and a second game in which a game value cannot be granted by the game value granting means; operation means operable by an operator; and selection means for selecting, based on an operation manner on the operation means, whether the second game executed by the game control means at a specific timing is a pseudo game in which the identification information is stopped by operating the stop operation means, or an automatic stop in which the identification information is stopped without operating the stop operation means. The selection means is capable of selecting whether the second game is the pseudo game or the automatic stop based on an operation mode to the operation means at a special timing before the specific timing. It is composed of: [Brief description of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of an amusement machine according to one embodiment of the present invention. [Diagram 2] 1 is a schematic perspective view showing the internal configuration of the gaming machine; [Diagram 3] 2 is a block diagram showing the control configuration of the gaming machine. [Figure 4] 13 is a diagram showing a payout table. [Diagram 5] This is a state transition diagram of the RT state. [Figure 6] FIG. 13 is a state transition diagram of the game state. [Figure 7] (a) is a diagram showing the mode selection table when a common one-piece role is won, and (b) is a diagram showing the mode selection table when a rare role is won. [Figure 8] 1 is a chart showing specifications by mode. [Figure 9] 13A is a diagram showing the mode selection table when the ceiling has not been reached, and FIG. 13B is a diagram showing the mode selection table when the ceiling has been reached. [Figure 10] This is a chart showing the specifications for different ATs. [Figure 11] 13 is a chart showing the specifications for each reel effect. [Figure 12] (a) is a diagram showing a lottery table for the results when the ball is automatically stopped in BB, (b) is a lottery table for the results when the ball is automatically stopped in RB, (c) is a lottery table for the stop sound during pseudo play in BB, and (d) is a lottery table for the stop sound during pseudo play in RB. [Figure 13] (a) is a diagram showing a random-time stop mode table in BB (when the pseudo bonus number of times is an odd number), (b) is a random-time stop mode table in BB (when the pseudo bonus number of times is an even number), (c) is a random-time stop mode table in RB (when the pseudo bonus number of times is an odd number), and (d) is a diagram showing a random-time stop mode table in RB (when the pseudo bonus number of times is an even number). [Figure 14] This is a chart showing the 1G consecutive lottery table. [Figure 15] This figure shows that the time required for automatic stop is shorter than the time required for pseudo play (shortest). [Figure 16] This figure shows that the time required for a pseudo game (shortest) is shorter than the time required for an automatic stop. [Figure 17] This is a diagram showing that the time required for automatic stop is the same as the time required for pseudo play (shortest). [Figure 18] This is a diagram showing that the time required for automatic stop is the same as the time required for pseudo games 1 to 3. [Figure 19] FIG. 1 is a first diagram showing the transition of the display screen and the operation of the reels in the gaming machine of this embodiment. [Figure 20] FIG. 2 is a second diagram showing the transition of the display screen and the operation of the reels in the gaming machine of this embodiment. [Figure 21] FIG. 3 is a third diagram showing the transition of the display screen and the operation of the reels in the gaming machine of this embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings.
[0008] The overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is one embodiment of a gaming machine according to the present invention, and like a normal slot machine, has a cabinet 1b with an opening on the front, and a front door 1a that opens and closes to cover the opening.
[0009] A display window 6 through which the rear can be seen is formed in the center of the front door 1a, and symbols displayed on the reels 41 can be seen through this display window 6. Below the display window 6, a step is formed that protrudes forward, and on the upper surface of this step, there are provided a medal insertion slot 2 for inserting medals which act as an operating means, a bet button 2a and a MAX bet button 2e which are pressed by the player to set the number of bets when starting a game, and an effect button 2c which is operated by the player to change the effects displayed on the display 8. The front surface of the stepped portion is provided with a settlement button 2b which acts as an operating means and is pressed by the player when making a settlement, a start lever 3 which is operated by the player when starting a game, and a stop button 5 which is pressed by the player when stopping the reel 41.
[0010] A notification lamp 19 is provided on the lower left side of the display window 6. When a pseudo bonus is won in the internal lottery, the notification lamp 19 is lit during the period from the winning game to the end of the pseudo bonus. That is, the notification lamp 19 functions as a notification means for notifying a player that a pseudo bonus has been won or that a pseudo bonus is being played. Specifically, the notification lamp 19 is turned on by an LED (light emitting element) provided therein emitting light. The notification lamp 19 can be lit in a number of colors depending on the lighting state of the LED.
[0011] Above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop button 5. Also, below the display window 6, there is provided an advantageous zone lamp 13 that notifies the player that the player is in an advantageous state.
[0012] A display 8 that functions as a notification means is provided on the upper portion of the front door 1a. The display unit 8 is, for example, a liquid crystal display unit, and displays various effects using images and characters, various information regarding the game, and the like. The display 8 according to this embodiment is provided with a game number display area r in the lower right portion for displaying the number of games in the normal period and the number of remaining games in the pseudo bonus. The game number display area r can be displayed in a different color depending on the game status. As shown in Fig. 1, one display 8 is provided, but multiple displays may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side, so that the main display and the sub-display function as a single display unit. Also, a display may be provided on a lower panel display, which is a large display unit arranged below the slot machine 1. Also, instead of providing the display device 8, the game number display area r may be configured by, for example, a 7-segment LED or the like.
[0013] On both sides of the display 8, there are provided speakers 9 which act as notification means and produce sound effects and notifications, and lamps 11 which produce light effects and notifications in response to the winning of each role or the effects displayed on the display 8. Further, at the bottom of the front door 1a, there is provided a medal payout opening 7b through which medals are paid out.
[0014] The top of the cabinet 1b is equipped with a main control unit 10 that provides overall control of the game, and the top of the front door 1a is equipped with a sub-control unit 20 that controls aspects of the game, etc., under the control of the main control unit 10. Furthermore, the center of the housing 1b is provided with a drum unit 4 that rotates and drives the reel 41. The drum unit 4 is provided with reels 41a, 41b, and 41c that are arranged in parallel in the horizontal direction, and these reels 41a to 41c are each configured to be rotatable by driving a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is in a stopped state, three symbols on the upper, middle and lower rows of each of the reels 41a to 41c can be seen through the display window 6. In addition, the lower part of the cabinet 1b is equipped with a medal payout device 7 that pays out medals, and a hopper 7a that stores the medals, and the medals paid out from the medal payout device 7 are paid out to the player via a medal payout outlet 7b.
[0015] A power supply unit 14 is provided at the bottom of the housing 1b. The power supply unit 14 is a device for supplying power to each device including the main control unit 10 and the sub-control unit 20. It monitors the voltage or frequency of the power supply input from outside the slot machine 1, and outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped when the voltage or frequency drops below a predetermined value. Furthermore, when the power supply device 14 detects a supply of power indicating a voltage or frequency exceeding a predetermined value due to power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has started.
[0016] Fig. 3 shows the configuration of the control system of the slot machine 1. Note that the same reference numerals are used to designate components that are the same as or equivalent to those described in Figs. 1 and 2. The main control unit 10 is equipped with a CPU (not shown) that performs various calculation processes, a ROM (not shown) that stores control programs related to games and lottery tables for drawing lots for small prizes, etc., and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. In addition, the main control unit 10 is connected to a bet button 2a, a MAX bet button 2e, a settlement button 2b, a medal selector 2d, a start lever 3, and a stop button 5 (stop buttons 5a to 5c), and is configured to be able to input signals from sensors built into each device.
[0017] The main control unit 10 functions as a lottery means capable of executing a lottery relating to a game. Specifically, the main control unit 10 performs a process for starting a game based on a signal from the start lever 3, a process for sampling random numbers from a random number generator (not shown), etc. Then, the main control unit 10 performs an internal lottery process for determining a winning combination for the current game from among multiple winning combinations based on the sampled random number, and controls the reels 41 to stop with a combination of symbols according to the winning result of the internal lottery process. Moreover, the main control unit 10 realizes various functions of the embodiments described below by appropriately reading and executing control programs and the like stored in the ROM.
[0018] In addition, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of the stop buttons 5a to 5c, transition of game states, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs to the sub-control unit 20 a signal indicating that the start lever has been operated. Furthermore, when any of the stop buttons 5a to 5c is operated, the main control unit 10 outputs to the sub-control unit 20 a signal that enables identification of which stop buttons 5 were operated and in what order. In addition, when each of the reels 41a to 41c is stopped by operating the stop button 5, the main control unit 10 outputs to the sub-control unit 20 information that can identify which reels 41 have stopped, in what order, and the patterns on the upper, middle, and lower rows. Furthermore, when the gaming state of the slot machine 1 is changed, the main control unit 10 outputs to the sub-control unit 20 information that can identify which gaming state the slot machine 1 has changed to.
[0019] The main control unit 10 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the main control unit 10 receives the power-off signal, it executes a power-off process to store (save) the game information at the time of the input in the RAM. This game information includes, for example, the game state at that time, winning combinations, the stopping state of the reels 41, the number of bets, and the like. Furthermore, when the main control unit 10 receives a power return signal, it executes a power return process to load the game information stored (saved) in the RAM and resume the game. That is, when the main control unit 10 receives a power return signal, it returns to the state immediately before the power was turned off based on the loaded game information. Furthermore, in the power restoration process, the main control unit 10 transmits game information to the sub-control unit 20. This allows the sub-control unit 20 to resume presentation based on the game state immediately before the power was cut off.
[0020] In addition, the main control unit 10 is connected to the drum unit 4, medal payout device 7, advantageous zone lamp 13, notification lamp 19, display 8, and sub-control unit 20, and is configured to be able to output signals to each device. Specifically, based on signals from the start lever 3 and the stop button 5, the main control unit 10 performs processes such as driving the drum unit 4 to rotate and stop the reels 41a to 41c, driving the medal payout device 7 to pay out medals, turning on the advantageous zone lamp 13 when a gaming state advantageous to the player occurs, and turning on the notification lamp 19 when a pseudo bonus (RB, BB, special AT) is won in an internal lottery. The notification lamp 19 can change its illumination color depending on the type of pseudo bonus. For example, if you win RB or BB, the light will turn red, and if you win a special AT, the light will turn blue. The notification lamp 19 can also be turned on and off by the sub-controller 20 instead of the main controller 10.
[0021] The sub-control unit 20 is equipped with a ROM (not shown) that stores various information such as programs related to the performance, image data for the performance, audio data, etc., and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. The sub-controller 20 is also connected to a performance button 2c and is configured to be able to input signals from sensors built into the devices, and is also connected to a display 8, a speaker 9, a lamp 11, and a navigation lamp 12 and is configured to be able to output signals to each device. For example, the sub-controller 20 is capable of controlling the switching timing of each performance based on a signal from the performance button 2c. In addition, the sub-control unit 20 operates as a performance control means, and in response to one-way commands (control information) from the main control unit 10, performs image processing for a specified performance on the display 8, audio output processing for various performances and notifications on the speaker 9, and lighting processing for lamps 11 and navigation lamps 12 composed of LEDs, etc.
[0022] The sub-controller 20 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the sub-controller 20 receives the power interruption signal, it stores (saves) in RAM the performance information that specifies the performance content being executed at the time of the power interruption signal. This performance information includes, for example, various information displayed on the display 8. Furthermore, when the sub-controller 20 receives a power return signal, it resumes the presentation based on the game information received from the main controller 10 and the presentation information stored (saved) in the RAM.
[0023] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control unit 10. When starting a game, the number of bets is set using medals (including credit medals). The number of bets can be set either by inserting medals directly into the medal insertion slot 2 or by pressing the BET button 2a or the MAX BET button 2e.
[0024] In the method of setting the number of bets by inserting medals into the medal insertion slot 2, the inserted medals are detected by a medal selector 2d provided on the rear surface of the front door 1a, and the number of bets corresponding to the number of medals inserted (however, the upper limit is 3 bets corresponding to 3 medals) is set. The MAX BET button 2e allows players to bet the maximum number (3 medals) of medals stored as credits on a single game with one operation, while the 1 BET button 2a allows players to bet 1 medal with one operation.
[0025] When the BET button 2a or the MAX BET button 2e is pressed, a predetermined number (e.g., 3) of medals to be used in one game is subtracted from the credit medals stored internally as data, and the subtracted amount is set as a bet of 3. Furthermore, credit medals are added by inserting medals into the medal insertion slot 2 or winning, and up to 50 medals can be credited (stored), for example. The upper limit of the number of bets may be "1", "2", "4" or more.
[0026] In this manner, the number of bets set by inserting medals into the medal insertion slot 2 or by pressing the bet button 2a or the like is stored in a storage means such as a RAM provided in the main control unit 10. Then, when the number of bets reaches a number that allows one game to be played, the game becomes ready to start. In this state where a game can be started, the operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, the game starts, the reels 41a to 41c on which a plurality of symbols are displayed start to move, and an internal lottery process is executed to determine a winning combination for the current game before the reel 41 stops from among a plurality of winning combinations (including losing combinations) such as replay combinations and small combinations.
[0027] Each of the reels 41a to 41c is an example of a variable display means, and has a plurality of (for example, 20) symbols on the periphery of each of the reels 41a to 41c that serve as identification information. Symbols such as "Replay", "Bell", "Common 1-piece Role", "Cherry", "Watermelon", "BAR", and "7" are displayed, and the rotation speed gradually increases from a stopped state, and then the reels reach a steady rotation at a constant speed. When such steady rotation is reached, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become operable to be pressed. Furthermore, the configuration of the reels 41a to 41c is not limited to this, and for example, the number of symbols on the periphery may be other than 20. When the reels 41a to 41c spin, the symbols are displayed in a varying manner from top to bottom through the display window 6. That is, the reels 41a to 41c function as identification information display means for variably displaying symbols when a predetermined variation start condition, such as the setting of the bet amount or the operation of the start lever 3, is met.
[0028] The stop buttons 5a to 5c are stop operation means for stopping the reel 41, and for example, when light-emitting means such as LEDs built into the stop buttons 5a to 5c light up, they become capable of being pressed. When each stop button 5 is pressed in this state, each reel 41a to 41c is controlled to stop and display a combination of symbols (stop display mode) that is allowed based on the operation timing, etc. (stop operation mode) and the lottery result of the internal lottery process. That is, the stop button 5 functions as a stop operation means that is operated to stop the symbols displayed variably on the reels 41a to 41c that are the identification information display means.
[0029] The reel 41 is controlled to stop based on the operation timing of the stop button 5 so as to stop with a combination of symbols according to a winning result of the internal lottery process. In addition, if a pressing operation is performed before the symbol corresponding to the winning combination reaches an active line, the timing for stopping the reels 41a to 41c is delayed to stop the symbol on the active line, a so-called pull-in stop control is performed. Specifically, a determination is made as to whether or not there is a symbol corresponding to a winning role within the range of the number of slip frames (e.g., 0 to 4 symbols) that can cause the reel 41 to further rotate from the timing of operation, and if there is a symbol corresponding to a winning role within the range of the number of slip frames, control is performed to pull that symbol onto the winning line.
[0030] Then, after the third stopping operation, the combination of symbols that have stopped on the winning line is judged. If the combination is a predetermined combination of symbols, it is judged to be a winning combination, and a game value (medals) according to the combination of symbols is awarded. The third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the three reels 41a to 41c are each stopped once for a total of three times. In addition, after the third stop operation refers to the time after the player releases his / her finger from the stop button 5 that was operated to stop the third reel. Similarly, the first reel refers to the reel on which the stop operation (first stop operation) is performed in the first operation, and the second reel refers to the reel on which the stop operation (second stop operation) is performed in the second operation.
[0031] Moreover, the determination of whether or not a prize has been won is based on the state in which the three symbols displayed on each of the reels 41a to 41c stop (are displayed as stopped symbols) so as to be visible from outside the machine, and whether or not a prize has been won is determined based on the state in which the symbols stop. For example, in this embodiment, the winning judgment is based on the combination of symbols that stop only on the upward-right line (cross-up line) among the total of five lines, which are the upper, middle, and lower lines, the downward-right line, and the upward-right line. Note that the number of effective lines for judging the winning is not limited to one line, and can be changed appropriately depending on the relationship between the arrangement of the symbols, the type of the symbols, the combination of the symbols corresponding to the winning combination, etc.
[0032] The winning combinations that are the subject of the internal lottery process include, for example, a small combination, a replay combination, and a bonus combination. Small roles include, for example, watermelon role, cherry role, bell role, and common one-piece role. In the following description, the cherry role and the watermelon role are collectively referred to as "rare roles", and the replay role, the bell role, and the common one-piece role other than the rare role are also referred to as "non-rare roles". Furthermore, the number of rare roles is not limited to two, but may be one or less, or three or more. The probability of winning each role is set in the following relationship: push order bell (combined value) > common one-piece role > replay > watermelon > cherry.
[0033] The Watermelon role ("Watermelon") is when the combination of "Bell, Watermelon and Bell" symbols stops on an active line. The Cherry role is when the combination of "Cherry · ANY · ANY" symbols stops on an active line. Replay role ("regular replay") is when the "Replay Replay Replay" symbol combination stops on an active line.
[0034] The bell role is the "Push Order Bell." The "push order bell" is a winning combination in which the combination of symbols is completed by following the operation sequence (push order) of the stop buttons 5a to 5c, and six "push order bells 1 to 6" are provided. In the following description, the "push order bells 1 to 6" are also simply referred to as "push order bells." In "Push Order Bells 1-6," when the stop buttons 5a-5c are operated in one (1 / 6) of the six possible push orders (correct push order), the corresponding combination of symbols is displayed in a frozen state. On the other hand, when the stop button 5 is operated in one of the other five (5 / 6) possible push orders (incorrect push orders), the corresponding combination of symbols is not displayed in a frozen state. For example, if you win "Push Order Bell 1", when the stop buttons 5a to 5c are operated in the push order of "left → middle → right" (the correct push order), "Bell Bell Bell" will be displayed on the active line, and when the stop buttons 5a to 5c are operated in any other push order (the incorrect push order), a different pattern combination (hereinafter referred to as "Push Order Bell Spill") will be displayed. For example, when "Push Order Bell 1" is won, if the stop buttons 5a to 5c are stopped in the order of "left → right → center", "Replay Bell Replay" will be displayed as a "Push Order Bell Spill".
[0035] However, if the stop buttons 5a to 5c are operated in a specified sequence among the incorrect pressing sequences, the same pattern as the "common one-piece role" described below will be stopped and displayed. For example, in the case where "Push Order Bell 1" is won, if the stop buttons 5a to 5c are stopped in the order of "right → center → left", "Bell Replay Replay" is displayed as stopped. The correct press order for "Push Order Bell 2" is "left → right → middle", the correct press order for "Push Order Bell 3" is "middle → left → right", the correct press order for "Push Order Bell 4" is "middle → right → left", the correct press order for "Push Order Bell 5" is "right → left → middle", and the correct press order for "Push Order Bell 6" is "right → middle → left", and the same stop display processing as for "Push Order Bell 1" above is executed for each.
[0036] In addition, when the "push order bell" is won, regardless of the stop button 5 operated as the second stop operation or the third stop operation, as long as only the stop button 5 operated as the first stop operation follows the correct push order, the reel 41 can be controlled to stop so that the combination of symbols corresponding to the "push order bell" stops. In this case, the "push order bell" is not limited to six patterns, and may be three patterns, "push order bell 1 to 3." In addition, the type of the symbol that stopped during the first stop operation may be added to the combinations, thereby making it possible to have 12 or more combinations.
[0037] A "Common Ichi-Ichi Role" is when the "Bell, Replay, Replay" symbol combination stops on an active line. In other words, if the push order bell is won, the same combination of symbols will be displayed as when the stopping operation is performed with a specified incorrect push order.
[0038] The bonus role is a "bonus" which corresponds to the symbol combination "7·7·7". A "bonus" is a winning combination that is drawn during RT0 in the RT state described below, and can only be won in games with 2 bets set (2 bet games).
[0039] In addition, the bonus role is a role that is subject to carry-over control by the main control unit 10, which allows the right to win a "bonus" to be carried over as long as the corresponding symbol combination does not stop in the winning game and in subsequent games. Therefore, during the period until the symbol combination corresponding to the "bonus" is stopped and displayed, the player is in a "carry-over state" in which the right to win the "bonus" is carried over. On the other hand, when a symbol combination corresponding to a "bonus" is displayed (a "bonus" is won), the player enters a "non-carry-over state" in which the right to win the "bonus" is not carried over. In other words, the "carry-over state" is a state in which a bonus role has been won but the combination of symbols corresponding to the bonus role has not yet stopped (hereinafter, this state will be referred to as the "bonus winning state"), and the "non-carry-over state" is a state in which a bonus role has not been won (hereinafter, this state will be referred to as the "bonus non-winning state").
[0040] The main control unit 10 judges whether or not each prize has been won depending on whether or not a combination of symbols corresponding to a small prize, a replay prize, or a bonus prize has been stopped and displayed, and if it judges that a prize has been won as a result of this judgment, it pays out medals as a game value corresponding to the winning prize. That is, the main control unit 10 functions as a game value providing means for providing a game value when the stop buttons 5a to 5c are operated to cause the symbols displayed variably on the reels 41a to 41c to be stopped and displayed in a predetermined manner. In the slot machine 1 of this embodiment, basically, in a bonus winning state after a bonus is won in a two-bet game, three bets are set and the game (three-bet game) proceeds. FIG. 4 is a payout table showing the correspondence between the stopped symbols and the number of medals paid out. For example, when the "Push Order Bell 1 to 6" is won, if the stop buttons 5a to 5c are operated in the correct push order, six medals are paid out. On the other hand, if the stop buttons 5a to 5c are operated in an incorrect push order when "Push Order Bells 1 to 6" are won, the corresponding symbol combination will not be stopped and the specified number of medals will not be paid out. Specifically, when the "Push Order Bell Spill" symbol appears, no medals are paid out (number of medals paid out: 0), but when the "Bell Replay Replay" symbol, which is the same as the "Common 1-Coin Role", appears as a result of a specified push order operation, one medal is paid out. When the combination of symbols corresponding to "cherry" appears, one medal is paid out. When the combination of symbols corresponding to "watermelon" appears, three medals are paid out. When a symbol combination corresponding to a "normal replay" is displayed, the player can play the next game again without inserting a medal. The number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.
[0041] The slot machine 1 is provided with a probability setting means that can change the winning probability of a specific role (e.g., a rare role) among the roles drawn by the main control unit 10 (lottery means) by external operation (manual) using a button or the like. For example, the probability of winning a rare role can be divided into six levels, from low to high, and each level can correspond to a setting 1 to 6, thereby changing the probability of winning a rare role to a winning probability corresponding to each setting value. In this case, the probability of winning a rare role is set higher when setting 6 is set than when setting 1 is set, and as a result, the slot machine game is controlled so that it progresses more advantageously when setting 6 is set than when setting 1 is set. When the set value is changed in the probability setting means, the main control unit 10 performs a process to initialize all stored information in the RAM (such as information on the winning status of the bonus role) in the same manner as when the system of the slot machine 1 is reset. Although the setting value can be set in six stages, the present invention is not limited to this, and may be set in four stages (settings 1, 3, 5, F) or three stages (setting 1, setting 3, setting 6), for example.
[0042] In addition to being configured to be able to execute such slot machine games, the slot machine 1 of this embodiment has a main control unit 10 that functions as a game control means capable of executing a "first game", which is a game for which game value can be awarded, and a "second game", which is a game for which game value cannot be awarded. The "second game" is an "automatic stop" or "pseudo game" described later, which is a presentation that makes the player feel as if the game is progressing by operating and stopping the reel 41 as in a normal game, even though the game is not actually progressing.
[0043] In the second game, the rotation of the reel 41 is started based on the operation of the start lever 3, and then, when the stop operation is performed by the stop button 5, the reel 41 is temporarily stopped, that is, temporarily stopped in a manner that allows it to be moved again. In the provisionally stopped state, the reel 41 is controlled to move (swing) up and down while remaining in the provisionally stopped state. By swinging the reel 41 in this manner, a player who sees the reel 41 can recognize that the game is a game (a second game) different from a normal game (a first game). The second game is a game in which no winning occurs regardless of the stopping state of the reel 41 in the provisional stop state. In other words, even if a combination of symbols corresponding to each winning combination described below is provisionally stopped and displayed in the provisional stop state, no winning occurs and no game value is given to the player (no medals are paid out).
[0044] The slot machine 1 of this embodiment has the following game states and characteristic game features based on these game states. Each game state is controlled (hereinafter also referred to as transition) to each game state by the main control unit 10 operating as a game state control means.
[0045] (RT state) First, with reference to FIG. 5, the RT state (hereinafter, simply referred to as RT) of the slot machine 1 according to this embodiment will be described. The slot machine 1 according to this embodiment has RT states RT0, RT1, and RT2. Although there are three RT states in this embodiment, there may be two or less or three or more.
[0046] RT0 is entered when the slot machine 1 is reset (immediately after initial shipment), when the setting value is changed (including when the same setting value is set again (re-entering the setting value)), or when RT2 ends (arrow c in Figure 5). Furthermore, RT0 ends when a bonus is won during the two-bet game, and transitions to RT1 (arrow a in Figure 5). In this way, RT0 is not a finite gaming state with a predetermined gaming period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless a bonus is won.
[0047] RT1 ends when the symbol combination corresponding to the bonus is displayed (a bonus is won), and transitions to RT2 (arrow b in Figure 5). That is, RT1 continues from when a bonus is won until the bonus is awarded, and in RT1, the game proceeds in a bonus winning state. In this way, RT1 is not a finite gaming state with a predetermined gaming period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless a bonus combination is won. RT2 is a bonus state. RT2 ends when the number of medals paid out reaches a predetermined number (for example, 60 medals), and the game transitions to RT0.
[0048] In addition, in the RT state of this embodiment, control is basically performed so that there is no transition from RT1 to RT2. This is for the following reasons. When a "bonus" is won in RT0, the player can win the bonus only in this bonus winning game, but since the fact that the "bonus" has been won is notified, it is basically difficult for the player to stop displaying the combination of symbols corresponding to the bonus. Therefore, from the game following the bonus winning game, the player will transition to RT1 (bonus winning state) with the right to win the "bonus" carried over. Also, during RT1, you will not win the "miss" timing, which is the timing when a bonus can be won, so you will not win the bonus. For this reason, the slot machine 1 of this embodiment does not basically transition from RT1 to RT2, and once it transitions from RT0 to RT1, the game will proceed under control of RT1 unless a system reset of the slot machine 1 is performed.
[0049] In addition, the slot machine 1 of this embodiment can be controlled to an AT (assist time) as a gaming state related to "push order bells 1 to 6." AT is a gaming state (AT state) in which, when "Push Order Bells 1 to 6" are selected through the internal lottery process, the sub-control unit 20 controls the display 8, etc. to notify specific information (such as the order in which to press the stop button 5 and the patterns that serve as a guide for pressing the buttons), thereby notifying the player that the corresponding combination of patterns can be stopped.
[0050] For example, when "Push Order Bell 1" is won, the push order consisting of the text information "1," "2," and "3" is displayed on the display 8 from left to right, the sounds "left," "middle," and "right" are output from the speaker 9, and the navigation lamps light up in the order 12a (left), 12b (middle), and 12c (right) to notify the order in which to press the stop button 5. In this embodiment, the navigation of the button press order by notification means such as the display 8, navigation lamp 12, speaker 9, etc. is also referred to as "push order navigation." In other words, the "push order navigation" is operation information for stopping and displaying the symbols in a predetermined manner, and is notified by a notification means such as the display 8. In the non-AT state (excluding the premonition stage), even if the winning result of the internal lottery process is "Push Order Bell 1 to 6", the pressing order of the stop buttons 5 is not announced. Therefore, unless the operation order of the stop buttons 5 operated by the player coincidentally matches the pressing order corresponding to the winning "Push Order Bell 1 to 6", the combination of symbols corresponding to the winning "Push Order Bell 1 to 6" cannot be stopped and displayed. Therefore, the playability of the slot machine 1 is such that the player can increase the number of balls dispensed by staying in the AT state for a long time.
[0051] (Play area) As shown in FIG. 6, the slot machine 1 according to this embodiment has a normal zone and an advantageous zone as game zones. Specifically, the normal area is a game area in which the push order navigation cannot be notified by the notification means even if the push order bell is won, and the advantageous area is a game area in which the push order navigation can be notified. The main control unit 10 operates as a section control means, thereby controlling the game section to one of the game sections including a normal section in which the notification means cannot notify push order navigation, and an advantageous section in which the notification means can notify the push order navigation.
[0052] The normal section is entered when a system reset is performed on the slot machine 1 or when a setting value is changed (including re-entering a setting value). The normal section is always controlled to the normal state, which is a non-AT state. In order to distinguish between the normal state in the normal zone and the normal state in the advantageous zone, the former will be referred to as the "normal state (normal zone)" and the latter will be referred to as the "normal state (advantageous zone)."
[0053] The normal zone continues until a common one-piece role or a rare role (hereinafter, these are also referred to as advantageous zone transition roles) is won by the internal lottery process, and if an advantageous zone transition role is won during the normal zone, the player will transition to the advantageous zone after the third stop operation of the winning game (arrow a in Figure 6). In addition, the advantageous zone transition role may be a winning role other than the common one-piece role and the rare role. In addition, the transition from the normal zone to the advantageous zone may be triggered by the establishment of other conditions (the stopped display of a combination of symbols corresponding to a specified winning role, the stopped display of a combination of symbols not corresponding to a specified winning role (such as a push order bell spill)). In other words, when a specific role is won in the normal period, the main control unit 10 can control the period to the advantageous period.
[0054] The advantageous zone is divided into AT state and non-AT state. The AT state in the advantageous zone is also called the "AT state (advantageous zone)" or simply the "AT state", and the non-AT state in the advantageous zone is also called the "normal state (advantageous zone)". In the "normal state (favorable zone)", the game proceeds in the mode determined at the time of transition to the favorable zone. The modes include normal A mode, normal B mode, heaven mode, secret mode, and end mode. Each mode (except for the end mode) has a ceiling game number set, and when the ceiling game number is reached (end of the final game) or the AT lottery is won, the player transitions to the "AT state (favorable zone)" (arrow b in Figure 6). The end mode has a ceiling game number, and when that ceiling game number is reached (end of the final game), it transitions to the "normal state (normal area)" (arrow d in Figure 6), and if the AT lottery is won, it transitions to the "AT state (favorable area)" (arrow b in Figure 6).
[0055] AT states include "RB", "BB", and "special AT". If the AT lottery is won, the game control means executes a pattern stopping game called "automatic stop" or "pseudo game" as the second game, and then executes the AT (main game) as a pseudo bonus as the first game. The "pseudo game" is a game in which the symbols of the pseudo bonus that have been won are temporarily stopped by operating the stop button 5. The "automatic stop" is a game in which the symbols of the pseudo bonus that have been won are temporarily stopped without the need to operate the stop button 5. The AT is a game number-managed AT and ends when a specified number of games have been played. The RB and BB transition to the "normal state (favorable zone)" after the specified number of games have been played (arrow c in Figure 6), and the special AT transitions to the "normal state (normal zone)" after the specified number of games have been played (arrow e in Figure 6). In addition, the gaming machine of the present invention may be not limited to a game number management type AT machine, but may also be a difference number management type AT machine, a win number management type AT machine for specific minor roles (push order bell, etc.) and a payout number management type AT machine. In addition, slot machines and ART machines of the type that increase the number of balls by using so-called real bonuses, such as first type special features and second type special features, may be applied to the gaming machine of the present invention.
[0056] If the "favorable zone limiter" is reached during the favorable zone, the favorable zone ends and the game transitions to the normal zone (arrows d and e in Figure 6). During the favorable zone, the main control unit 10 operates as a counting means and stores information regarding the counter related to the favorable zone limiter shown below in the RAM. Counter A: Count of the number of games played during the favorable zone Counter B: Count of the number of coins won (difference in number of coins) during the favorable zone Specifically, when the main control unit 10 transitions from the normal zone to the advantageous zone, it starts counting the number of games played during the advantageous zone (counter A) and the number of medals won during the advantageous zone (counter B), and when the value indicated by counter A reaches a limit value (1500 games) or when the value indicated by counter B reaches a limit value (2400 medals), it forcibly ends the advantageous zone. The limiter value is not limited to the above, and may be set to any value (any value) other than the above.
[0057] In addition, when a predetermined winning combination (a normal zone transition combination) is won during the advantageous zone, the zone may be shifted to the normal zone. For example, a "push order replay" is provided, which is a winning combination of symbols that are stopped and displayed according to the push order, and when the stop buttons 5a to 5c are operated according to the correct push order upon winning the push order replay, the advantageous zone may end and the zone may be shifted to the normal zone.
[0058] In addition, when transitioning to the advantageous zone, the advantageous zone lamp 13 is turned on, and the light remains on until the advantageous zone ends. However, in order to prevent a decline in interest, it may be configured to light only during a state in which an increase in medals is actually expected. For example, during a normal state, the advantageous zone lamp 13 may not be lit, or may not be lit until the push order navigation is executed for the first time.
[0059] (Each game state) Next, each game state of the slot machine 1 according to this embodiment, transitions between each game state, and game characteristics based on each game state will be described. The main control unit 10 can independently control the transition between the normal zone and the advantageous zone, the transition between RT0 and RT2, and the transition between each game state. However, as described above, the game in this embodiment is basically played in RT1, so the game in each game state is basically played while staying in RT1. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third stop operation of the game in which the transition condition is established (or after the end of the medal payout). However, this is not limited to this, and transition may occur from the next game after the transition condition is established.
[0060] The slot machine 1 of this embodiment has multiple game states including a normal state (normal area), a normal state (advantageous area), and an AT state (advantageous area), and the main control unit 10 controls the transition between game states based on the establishment of predetermined transition conditions.
[0061] Normal state (normal section) The normal state (normal section) is classified as a normal section, and stays in the normal state when a system reset is executed in the slot machine 1 or when a setting value is changed (including re-entering a setting value). Also, as mentioned above, if the "favorable zone limiter" is reached during the favorable zone, the favorable zone ends and the game transitions to the normal zone (arrows d and e in Figure 6). Also, if the number of remaining games in the special AT during the AT state becomes 0, the AT state will end and the game will transition from the advantageous zone to the normal zone. The normal state (normal zone) ends when the player wins a favorable zone transition role through the internal lottery process (the favorable zone transition condition is met) and transitions to the normal state (favorable zone) (arrow a in Figure 6). Since the advantageous zone transition roles are the common one-piece role and the rare role, the period of stay in the normal state (normal zone) is extremely short, and during play the player will almost always stay in a game state other than the normal state (normal zone).
[0062] In the normal state (normal area), a "mode lottery" is executed when a favorable area transition role (common one-piece role or rare role) is won. FIG. 7 is a mode selection table to be referred to in the mode selection executed when an advantageous zone transition role is won in the normal state (normal zone). FIG. 7(a) is a mode selection table which is referenced when a common one-piece role is won as a favorable zone transition role, and FIG. 7(b) is a mode selection table which is referenced when a rare role is won as a favorable zone transition role. The mode lottery determines the mode in which the player will stay during the normal state (advantageous zone) from among "normal A mode," "normal B mode," "heaven mode," "secret mode," and "end mode." In the mode lottery, the probability of winning each mode is set for each advantageous zone transition role and for each setting related to the probability setting means.
[0063] For example, in the case of setting 1, if a common one-dollar role is won, there is a relatively high probability that normal A mode will be selected, such as a probability of 128 / 256 (Figure 7(a)). In addition, in the case of setting 1, if a rare role is won, the probability of Heaven mode being determined is 192 / 256, so there is a relatively high probability that Heaven mode will be determined (Figure 7(b)). In addition, if you win a common one-piece role, there is a relatively high probability that you will enter normal A mode or normal B mode (Figure 7(a)), and if you win a rare role, there is a relatively high probability that you will enter heaven mode (Figure 7(b)). As shown in FIG. 7, only in the case of setting 6, there is a possibility of transitioning to "Exit Mode." As described below, the "end mode" differs from other modes in that if the ceiling number of games is played without winning the AT lottery, the end mode ends and the player transitions to the normal mode. For this reason, only in the case of setting 6, it is possible that the advantageous period will end without transitioning to the AT state. In other words, if the advantageous zone ends without transitioning to the AT state, it indicates that the gaming machine is set to 6.
[0064] Normal state (favorable zone) The normal state (advantageous zone) is a game state which is entered after the end of the normal state (normal zone) (arrow a in Figure 6), and is controlled to be a non-AT state. During the normal state (advantageous zone), the game proceeds in the mode determined by mode lottery. Specifically, when a common single coin role or a rare role is won in the internal lottery process, the main control unit 10 determines by lottery one of "normal A mode," "normal B mode," "heaven mode," "reverse mode," and "end mode" by referring to the "mode lottery table" shown in Figure 7.
[0065] FIG. 8 is a chart showing the specifications by mode. If "Normal A Mode" is selected, the lottery process with a bonus winning probability of 1 / 384 per game and a bonus ratio of 6:4 between BB and RB will continue until the ceiling game number of "512" is played. When "Normal B Mode" is selected, the lottery process with a bonus winning probability of 1 / 256 per game and a bonus ratio of BB to RB of 4:6 will continue until the ceiling game number of "384" is played. When the "Heaven Mode" is selected, the lottery process with a bonus winning probability of 1 / 32 per game and a bonus ratio of 5:5 between BB and RB will continue until the ceiling game number of "32" is played. When the "secret mode" is selected, the bonus winning probability is 1 / 512 per game, and the game will continue until the ceiling number of games, "777", is played. When the "end mode" is selected, the bonus will continue with a 1 / 1024 chance of winning per game until the ceiling number of games, "32", is reached. Although not shown in Figure 8, if a rare role is won, four additional AT draws will be performed based on the winning probability of the AT draw corresponding to the current mode. In other words, if a rare role is won, 1 + 4 = 5 AT lotteries will be performed, increasing the probability of entering the AT state in the rare role winning game. In addition, in the "end mode," if the AT lottery is won before the ceiling number of games is played, the player will move to the special AT (arrow b in Figure 6), but if the ceiling number of games is played without winning the AT lottery, the player will move to the normal section (arrow d in Figure 6).
[0066] In other words, in "Normal A Mode," "Normal B Mode," "Heaven Mode," and "Reverse Mode," the player will transition to the AT state (favorable zone) when the specified ceiling number of games has been played, or when the AT lottery is won before that number is played (arrow b in Figure 6). In the advantageous zone, the sub-control unit 20 displays the number of games in the advantageous zone in the game number display area r of the display 8. In this embodiment, an addition method is used in which one is added as the game progresses, such as "0" → "1" → "2", but a subtraction method in which a subtraction is made from the ceiling number of games can also be used. In addition, the sub-control unit 20 displays the game number display area r in red display color during the advantageous zone entered by winning a rare role, and displays the game number display area r in blue display color during the advantageous zone entered by winning a one-piece common role.
[0067] FIG. 9 is a mode selection table for selecting a mode after the pseudo bonus ends when the pseudo bonus is won in the normal state. Figure 9(a) is a mode lottery table which is referenced when a pseudo bonus is won before the ceiling number of games specified for each mode is reached (when the AT lottery which is executed every game is won), and Figure 9(b) is a mode lottery table which is referenced when a pseudo bonus is won when the ceiling number of games specified for each mode is reached. As shown in Figure 9(a), if the player wins the AT lottery that is executed every game and moves to the pseudo bonus, after the pseudo bonus ends, the player moves to heaven mode or end mode, and it is set up so that the probability of moving to heaven mode is relatively high. For example, settings 1, 3, and 5 have a 192 / 256 chance of winning Heaven Mode, while settings 2 and 4 have a 160 / 256 chance of winning Heaven Mode.
[0068] As shown in Figure 9(b), if a pseudo bonus is won in a game when the ceiling game number is reached and the player transitions to the pseudo bonus, after the pseudo bonus ends the player transitions to either heaven mode or end mode, with the probability of transitioning to end mode being relatively high. For example, setting 1 has a 192 / 256 chance of winning the end mode, while settings 2 and 4 have a 208 / 256 chance of winning the end mode. In setting 6, whether the ceiling number of games has not been reached or has been reached, the probability of winning is 128 / 256 for both Heaven Mode and End Mode. Therefore, if the heaven mode and the end mode appear with equal frequency, it suggests that the gaming machine may be set to 6. In addition, if a pseudo bonus is won in the above-mentioned "AT lottery executed every game" at the ceiling game number, the mode after the pseudo bonus ends is selected by referring to the mode lottery table in Figure 9(a). However, the mode after the pseudo bonus ends may also be selected by referring to the mode lottery table in Figure 9(b). It is also possible to always transition to a specific mode (heaven mode, etc.) without referring to these tables.
[0069] AT state (advantageous zone) There are three types of AT: "RB", "BB" and "Special AT" (see Figure 10). "RB" is a pseudo bonus of 20 games per set, with the provisional stopping result in automatic stopping or pseudo play being "7·7·BAR." That is, the RB first displays the "7·7·BAR" provisionally during the symbol stop game, and then starts the AT as a pseudo bonus of 20 games. If a rare role is won during RB, a 1G consecutive draw will be performed. "BB" is a pseudo bonus of 60 games / 1 set, in which the provisional stopping result in automatic stopping or pseudo play is "7·7·7" (7s in a row). If a rare role is won during BB, a 1G consecutive lottery will be held. That is, the BB first displays "7·7·7" provisionally during symbol stop play, and then starts the AT as a pseudo bonus of 60 games. The "Special AT" is an AT in which the automatic stop or provisional stopping result during simulated play is "BAR·BAR·BAR" (BAR line-up), and the number of games is 10 per set. That is, the special AT first starts by temporarily displaying "BAR·BAR·BAR" during symbol stop play, and then starts the AT as a pseudo bonus of 10 games. The special AT will hold a continuation lottery at the start of each set, which has a 90% chance of winning, and the special AT will continue as long as the continuation lottery continues to be won. If a rare role is won during a set, continuation is confirmed, and if a rare role is won when continuation is confirmed, the number of games in one set will be extended by 10 games. For this reason, the special AT is a loop lottery type AT.
[0070] The number of games remaining in the AT is displayed in the game number display area r of the display 8. In this embodiment, for example, in the case of RB, a subtraction method is adopted in which one is subtracted from the ceiling game number as the game progresses, such as "19" → "18" → "17", but an addition method can also be adopted. In addition, the game number display area r is displayed in purple during the pseudo bonus. In addition, the display color of the game number display area r can also be changed depending on the type of pseudo bonus. For example, RB can be displayed in purple, BB in silver, and special AT in gold.
[0071] FIG. 11 is a chart showing the specifications for each reel effect. As shown in the figure, there are three reel presentation modes: "automatic operation mode," "simulated play mode," and "random mode." The reel effect to be executed can be selected by operating the stop button 5. The "automatic stop mode" is a mode that is selected when the first stop operation in a winning game that transitions to an advantageous zone (the final game of the normal zone) is performed on the left reel 41a using the stop button 5a, and in a pattern stop game, the reels 41a to 41c automatically temporarily stop on various bonus patterns and then a pseudo bonus begins. As an exception, when transitioning to a special AT, a pseudo game is executed in which each of the reels 41a to 41c is temporarily stopped on the bonus symbol of the special AT. In the automatic stop mode, the setting is suggested by the provisional stop display mode of the pseudo bonus symbol.
[0072] The "pseudo game mode" is a mode that is selected when the first stop operation in the advantageous zone transition winning game (the final game of the normal zone) is performed on the middle reel 41b using the stop button 5b, and in the pattern stop game, the pseudo bonus begins after the reels 41a to 41c are temporarily stopped on various bonus patterns by the player's stop operation. As an exception, when a transition occurs to a special AT, each of the reels 41a to 41c automatically stops on the bonus symbol of the special AT. In the simulated game mode, the setting is suggested by the stop operation sound during the simulated game.
[0073] The "random mode" is a mode that is selected when the first stop operation in a winning game that transitions to an advantageous zone (the final game of the normal zone) is performed on the right reel 41c using the stop button 5c, and during pattern stop play, the reels 41a to 41c automatically stop on a pseudo bonus pattern, or the reels 41a to 41c stop on a pseudo bonus pattern by a stop operation, and then the pseudo bonus begins. When transitioning to the special AT, if an odd number is set, the reels 41a to 41c automatically temporarily stop on the bonus symbol, and if an even number is set, the reels 41a to 41c are temporarily stopped on the bonus symbol by the player's stopping operation. Therefore, during a simulated game, an odd number setting can be suggested by automatically temporarily stopping the reels 41a to 41c, and an even number setting can be suggested by temporarily stopping the reels 41a to 41c by a stopping operation.
[0074] Selection can be made not only by the stop button 5 but also by using any other operation means that can be operated by the player, such as the bet button 2a, the settlement button 2b, or the performance button 2c. For example, a mode can be selected according to the number of times the bet button 2a is pressed, or the bet button 2a can be associated with an automatic stop mode, the settlement button 2b with a pseudo game mode, and the performance button 2c with a random mode, thereby allowing a mode to be selected according to the operation of the operating means. In this way, the main control unit 10 functions as a selection means which selects, based on the operation mode of the operation means, whether the second game executed by the game control means at a specific timing is a pseudo game in which the bonus symbol is stopped by operating the stop operation means, or an automatic game in which the bonus symbol is stopped without operating the stop operation means. In addition, when a specific role (a role that transitions to an advantageous zone) is won in the normal zone, the selection means can select either a pseudo game or an automatic stop based on the manner in which the operation means is operated. In addition, the main control unit 10 functions as a game state control means that can control a specific game state (pseudo bonus) that is advantageous to the player, and makes it possible to display the patterns in a specific manner (such as a line of sevens) at a specific timing when the specific game state begins.
[0075] In the above example, when the special AT is activated, the reels 41a to 41c are controlled in a temporary stop mode that does not correspond to the selected reel presentation (in the automatic stop mode, the reels 41a to 41c are controlled by pseudo play, and in the pseudo play mode, the reels 41a to 41c are controlled by automatic stop), but as when the pseudo bonus is activated, the reels 41a to 41c may be controlled in a temporary stop mode that corresponds to the reel presentation (in the automatic stop mode, the reels 41a to 41c are controlled by automatic stop, and in the pseudo play mode, the reels 41a to 41c are controlled by a stop operation). In addition, in the slot machine 1 of this embodiment, the common one-coin role and rare role as advantageous zone transition roles are controlled so that the number of medals paid out is the same (1 coin) regardless of the stopping operation performed, but roles in which the number of medals paid out varies depending on the stopping operation (roles that result in missed wins) can also be used as advantageous zone transition roles.
[0076] The AT state is a game state to which a player enters when the AT lottery is won or the ceiling number of games is consumed in the normal state (advantageous zone), except in the end mode (arrow b in Figure 6). The AT state is a game state in which the sub-control unit 20 executes the correct push order of the winning "push order bells 1 to 6" (push order navigation) with a high probability (ratio), and is an advantageous game state for the player in that the number of medals held by the player increases by a certain amount as the player performs the stop operation according to the push order navigation. Therefore, the player plays the game while hoping to stay in the AT state for as long as possible.
[0077] The AT state is a game number management type AT (special AT is a loop lottery type), and ends when the number of games played in the AT state reaches the ceiling game number for each mode (see Figure 8) (when the number of remaining games becomes 0) and the advantageous zone ends.
[0078] (Various tables) Figures 12(a) and (b) are tables for determining on which activated line the bonus symbol will be temporarily displayed when the bonus symbol is temporarily stopped at the start of the AT when the reel presentation is in the automatic stop mode. FIG. 12(a) is a table to be referenced when the bonus pattern that temporarily stops at the start of the AT is a BB pattern, and FIG. 12(b) is a table to be referenced when the bonus pattern that temporarily stops at the start of the AT is an RB pattern. From Figure 12(a), it can be seen that when the reel performance stops automatically, the BB pattern that temporarily stops when the AT starts tends to line up in the top row (bonus patterns line up in the top row of the display window 6) relatively often when the odd number setting is selected, and tends to line up in the middle row relatively often when the even number setting is selected. In this way, when the BB symbols are automatically aligned in the upper row, it is possible to suggest that the machine is an odd number setting, and when the BB symbols are automatically aligned in the middle row, it is possible to suggest that the machine is an even number setting. Also, it can be seen that the BB pattern that temporarily stops when the AT begins is more likely to line up in the bottom row at high settings than at low settings. This means that when the BB symbols line up in the bottom row, it can indicate the possibility that the machine is a high setting machine. From FIG. 12(b), it can be seen that when the reel performance stops automatically, the RB pattern that temporarily stops when the AT starts will be aligned in the bottom row only in the case of a high setting. This means that the RB symbols will automatically line up in the bottom row, indicating the possibility that the machine is a high setting machine.
[0079] 12(c) and (d) show tables for determining which stop sound is to be output when the bonus symbols temporarily stop in the case where the reel presentation is in the pseudo game mode. FIG. 12(c) is a table to be referenced when the bonus symbol that stops at the start of the AT is a BB symbol, and FIG. 12(d) is a table to be referenced when the bonus symbol that stops at the start of the AT is an RB symbol. From FIG. 12(c), it can be seen that when the BB symbol is temporarily stopped, the sound output is relatively often "normal sound A" when the odd number setting is selected, and relatively often "normal sound B" when the even number setting is selected. As a result, in a simulated game, the output of normal sound A indicates the possibility that the machine is an odd number setting, and the output of normal sound B indicates the possibility that the machine is an even number setting. It can also be seen that the output sound contains more special sound A at high settings than at low settings. This allows the special sound A to be output, indicating the possibility that the machine is a high setting machine. From FIG. 12(d), it can be seen that the sounds output when the RB symbol is temporarily stopped are "normal sound C", "normal sound D" and "special sound B". In addition, it can be seen that the sound output when the RB pattern temporarily stops is special sound B only when the reel is set to high. As a result, in the simulated game, the special sound B is output, thereby indicating that the machine is a high setting machine.
[0080] FIG. 13 is a table for determining whether to play a pseudo game or automatically stop when the bonus symbol temporarily stops at the start of the AT when the reel presentation is in random mode. FIG. 13(a) is a table to be referenced when the AT type is BB and the number of consecutive wins is an odd number (including 1), and FIG. 13(b) is a table to be referenced when the AT type is BB and the number of consecutive wins is an even number. Figure 13(c) is a table to be referenced when the AT type is RB and the number of consecutive wins is an odd number (including 1), and Figure 13(d) is a table to be referenced when the AT type is RB and the number of consecutive wins is an even number. From Figure 13(a), it can be seen that when the number of consecutive wins in BB is an odd number, and when it is set to an odd number, an automatic stop is determined relatively frequently; from Figure 13(b), it can be seen that when the number of consecutive wins in BB is an even number, and when it is set to an even number, a pseudo game is determined relatively frequently; from Figure 13(c), it can be seen that when the number of consecutive wins in RB is an odd number, and when it is set to an odd number, from Figure 13(d), it can be seen that when the number of consecutive wins in RB is an even number, and when it is set to an even number, a pseudo game is determined relatively frequently. For this reason, for example, if the number of consecutive wins is odd, such as when the first hit is BB or RB, and the BB symbol stops automatically or the RB symbol stops by the stop operation, it can be suggested that the machine is set to odd numbers (Figures 13(a) and (c)). In addition, when the number of consecutive wins of BB or RB is even, if the BB symbol stops automatically or the RB symbol stops by the stop operation, it can be suggested that the machine is set to an even number (Figure 13 (b) and (d)).
[0081] FIG. 14 is a chart showing an example of a 1G consecutive lottery table. When the game shifts to BB or RB, if a rare combination is won during the pseudo bonus to which the game shifts, the 1G consecutive lottery table is referenced to determine whether or not to add one game of BB or RB. If you win the 1G consecutive lottery, one game will be added as a pseudo bonus. For example, in FIG. 14, in the odd number setting, BB wins more often than RB. For this reason, if 1G consecutive wins are executed more frequently than RB in a BB game, it can indicate that the machine is set to an odd number.
[0082] (Time required for automatic stop and simulated play) FIG. 15 is a comparison diagram between "the time required for automatic stop" and "the time required for simulated play." Specifically, for automatic stop and pseudo game, the time from the start of operation of the start lever to the start of the actual game (AT) is shown side by side for comparison. In addition, the "time from when the lever is operated until acceptance of the stop operation is enabled" in pseudo play and the "time from when the lever is operated until automatic stopping begins" in automatic stopping both take the same time T1.
[0083] In "automatic stop," the "time T1" includes "the time from when automatic stop begins until all reels temporarily stop (all reels stop simultaneously)" and "the time from when all reels temporarily stop until the actual game starts," so by setting both of these as "time T1," "time T1" + "time T1" + "time T1" (= 3T) becomes the "time required for automatic stop." On the other hand, in the "simulated game", the "time T1" is multiplied by "time T2 until one reel is temporarily stopped", which is the time from when the acceptance of the stop operation is enabled to when all reels are temporarily stopped, and "time T3 from when all reels are temporarily stopped to when the actual game begins", so "time T1" + "time T2" x 3 + "time T3" is the "time required for the simulated game". In this case, by making T1 shorter than T3 and longer than T2 (i.e., by setting each time so that the relationship is T3>T1>T2), the "time required for automatic stop" can be made shorter than the "time required for simulated play (shortest)". In addition, by setting various times, for example, T1=3×T2 and making T3 longer than T1, the “time required for automatic stop” can be made shorter than the “time required for simulated play (shortest)”. For this reason, the automatic stop mode allows the player to play more quickly than the simulated game mode.
[0084] However, the relationship between the "time required for automatic stop" and the "time required for simulated play" can also be adjusted. 16 to 18 are comparative diagrams relating to other examples of "time required for automatic stop" and "time required for pseudo game." FIG. 16 is a diagram showing that the "time required for a pseudo game" is shorter than the "time required for an automatic stop." In this case, in the case of "automatic stop," the "time T1" is taken up by "the time T4 from when the automatic stop is initiated until all reels are temporarily stopped (all reels stop simultaneously)" and "the time T3 from when all reels are temporarily stopped until the start of the actual game," so "time T1" + "time T4" + "time T3" is the "time required for automatic stop." On the other hand, in the "pseudo game", the "time T1" is multiplied by "time T2 until one reel is temporarily stopped", which is the time from when the acceptance of the stop operation is enabled to when all reels are stopped, and "time T3 from when all reels are temporarily stopped to when the actual game begins", so "time T1" + "time T2" x 3 + "time T3" is the "time required for pseudo game". In this case, by making T3 shorter than T4 and longer than T1, and by making T1 shorter than T3 and longer than T2 (i.e., by setting each time so that the relationship is T4>T3>T1>T2), the "time required for simulated play (shortest)" can be made shorter than the "time required for automatic stop." As shown in FIG. 16, by setting T4=3×T2 and making T3 longer than T1, the "time required for simulated play (shortest)" can be made shorter than the "time required for automatic stop." For this reason, for example, the time relationships shown in FIG. 15 and the time relationships shown in FIG. 16 may be made to appear at equal rates by lottery, thereby ensuring fairness.
[0085] 17 and 18 are diagrams showing a case where the "time required for automatic stop" and the "time required for pseudo game" are set to be the same. In Figure 17, for each time setting shown in Figure 16, the "time T3 from the provisional stop of all reels to the start of actual game" in the "time required for pseudo game" and the "time T1 from the provisional stop of all reels to the start of actual game" in the "time required for automatic stop" are set to the same time (T3), so that both take "time T1" + "time T2" x 3 (= T4) + "time T3". In other words, by setting the time in this way, the "time required for automatic stop" and the "time required for simulated play" can be made the same time.
[0086] In FIG. 18(a), the "time required for automatic stop" is the same as in the upper diagrams of FIG. 16 and FIG. 17, so a description thereof will be omitted. FIGS. 18(b) to (d) show an example in which the "time required for pseudo play" is adjusted to be the same as the "time required for automatic stop." In Figure 18(b), the "time from when acceptance of the stop operation is enabled to when all reels are temporarily stopped" is set to a time (2 x T2 + T5) consisting of "the time required for the first and second stops T2" and "the time required for the third stop T5", and "the time from when all reels 41a to 41c are temporarily stopped to when the actual game starts T6", while making T5 shorter than T1 and longer than T2, and T6 shorter than T3 and longer than T1 (for example, by setting each time so that the relationship is T8>T4>T3>T6>T1>T5>T2), thereby making the "time required for automatic stop" and the "time required for pseudo game 1" the same time.
[0087] In Figure 18(c), the "time from when acceptance of the stop operation is enabled to when all reels are stopped (after one reel is temporarily stopped, the other reels are temporarily stopped simultaneously)" is set as "time T4 until one reel stops" + "time T1 until the other reels stop," and the "time T7 from when all reels temporarily stop to when the actual game starts" is set as T3-T1 (for example, each time is set so that the relationship is T4>T3>T6>T1>T5>T2>T7), thereby making the "time required for automatic stop" and the "time required for pseudo game 2" the same time. Figure 18(d) shows that the "time from when acceptance of the stop operation is enabled until all reels are stopped (all reels temporarily stopped simultaneously)" is set to T8 (=T4+T1), and the "time T7 from when all reels are temporarily stopped until the actual game starts" is set to T4+T3-T8 (for example, each time is set so that the relationship is T8>T4>T3>T6>T1>T5>T2>T7), thereby making the "time required for automatic stop" and the "time required for pseudo game 3" the same time. In this way, by adjusting the "time required for the pseudo games 1 to 3", it is possible to make the time the "time required for automatic stop" the same. That is, as shown in FIG. 17 and FIG. 18, by making the "time required for automatic stop" and the "time required for pseudo game" the same, it is possible to avoid ranking one over the other.
[0088] (The process of pseudo-play and automatic stop) The flow of simulated gaming and automatic stopping will be explained. Specifically, the transition of the screen on the display 8 and the operation of the reels 41a to 41c will be described with reference to FIGS. FIG. 19(1) is a diagram showing one state in the normal state (normal section). Specifically, the state immediately after initial shipment is shown. Since this is a normal interval, the game number display area r of the display 8 shows "-". FIG. 19(2) shows the state in which the start lever has been operated after FIG. 19(1). Here, it is assumed that a common one-piece role (a role that transitions to a favorable zone) has been won, and before the reels 41a to 41c start to rotate, a mini-freeze is executed, and the display 8 displays a message informing the user that the type of reel presentation can be selected ("Select the type of reel presentation with the first stopping operation!"). Figure 19 (3) shows that, after Figure 19 (2), the reels 41a to 41c start to rotate, and the display 8 displays "AUTO STOP MODE" in the area corresponding to the left reel 41a, "PSW MODE" in the area corresponding to the middle reel 41b, and "RANDOM MODE" in the area corresponding to the right reel 41c. Figure 19(4) shows that in Figure 19(3), the center stop button 5b corresponding to the center reel 41b is operated first (first stop operation), thereby indicating on the display 8 that the "pseudo game mode" has been selected, and "REPLAY" is displayed in a stopped state in the center row of the center reel 41b. FIG. 19(5) shows that, after FIG. 19(4), the left stop button 5a is operated as the second stop operation, and the right stop button 5c is being operated (depressed) as the third stop operation. This indicates that the common one-piece pattern "Bell Replay Replay" is lined up in the middle row. FIG. 19(6) shows the state after the operation of the right stop button 5c is released (that is, the pressing is stopped and the finger is taken off the right stop button 5c) following FIG. 19(5). As a result, the game number display area r of the display 8 is turned blue to transition into the advantageous zone, and the number "0" is displayed to indicate the number of games in the advantageous zone. In other words, the number "0" indicates the start game of the advantageous zone, and one game is added at a time as the game progresses, such as "1" → "2" → ... In the upper left area of the display 8, a display is displayed indicating that the player is in the "pseudo game mode". FIG. 19(7) shows the state in which 3 bets have been set in FIG. 19(6). The slot machine 1 of this embodiment sets the playable bet number, and adds and displays the number of games in the game number display area r before the start of a game. Therefore, the number of times for the next game can be known before the game starts. FIG. 19(8) shows the state where the settlement button 2b is pressed and the number of bets is reset to 0 after FIG. 19(7). When the number of bets is set to 0, the number of games played in the game number display area r is controlled to be decreased. As a result, even if you repeat the process of "bet setting" and then "settlement" before starting play, the number of games in the game number display area r will not increase by more than one.
[0089] FIG. 20(1) shows the state after FIG. 19(8) where the final game of normal A mode has been reached and the player is urged to aim for the bonus symbol in the final game ("Aim for the bonus symbol!!" on the display 8). The fact that this is the final game of normal A mode is indicated by the game number "512" being displayed in the game number display area r. In addition, in Fig. 20(1) to (4), the upper left side of the display 8 indicates that a "pseudo game" is being performed. In addition, the notification lamp 19 is also displayed. When the pseudo bonus is won, the notification lamp 19 is lit (in red) during the period from the winning game to the end of the pseudo bonus. Figure 20(2) shows a state in which the left reel 41a is temporarily stopped by operating the stop button 5a after Figure 20(1). Here, a "7" is temporarily stopped and displayed at the top of the left reel 41a. Fig. 20(3) shows a state in which the center reel 41b is temporarily stopped by operating the stop button 5b after Fig. 20(2). Here, a "7" is temporarily stopped and displayed at the top of the center reel 41b. Figure 20(4) shows a state in which the right reel 41c is temporarily stopped by operating the stop button 5c after Figure 20(3). Here, "BAR" is temporarily stopped and displayed at the top of the right reel 41c. In other words, this result shows that the RB symbol (7·7·BAR) is aligned at the top. FIG. 20(5) shows the state where RB, which is the main game, has started after FIG. 20(4). As a result, the game number display area r of the display 8 is displayed in blue, and the number of remaining games in the RB, "19", is displayed. At this time, the number of medals acquired during the pseudo bonus is displayed on the lower left of the display 8. FIG. 20(6) shows the state after the end of the final game of RB after FIG. 20(5). At this time, the number of medals acquired in the lower left corner of the display 8 shows "60 medals," and the number of games played display area r shows "0." In addition, the notification lamp 19 goes out. FIG. 20(7) shows that after FIG. 20(6), a 3-bet has been placed. The display color of the game number display area r will continue to be purple. FIG. 20(8) shows the state after FIG. 20(7), that is, the state in which the 32nd game (the ceiling game number of the end mode) has started after the end of the RB.
[0090] FIG. 21(1) shows the state after FIG. 20(8) where the final game of the end mode has ended and the advantageous period has ended. Upon the end of the advantageous period, a "- " is displayed in the game number display area r. FIG. 21(2) shows that in the game following FIG. 21(1), a rare role that transitions to a favorable zone has been won. Specifically, similar to FIG. 19(2), when a beneficial zone transition role is won, a mini freeze is executed before the reels 41a to 41c start to rotate, and the display 8 displays a message informing the player that the type of reel effect can be selected ("Select the type of reel effect with the first stopping operation!"). Figure 21 (3) shows a state in which, in response to operation of the start lever in Figure 21 (2), the reels 41a to 41c begin to rotate, and the display 8 displays "Automatic Stop Mode" in the area corresponding to the left reel 41a, "Simulated Game Mode" in the area corresponding to the center reel 41b, and "Random Mode" in the area corresponding to the right reel 41c. In Figure 21 (4), when the left stop button 5a corresponding to the left reel 41a in Figure 21 (3) is operated for the first time (first stop operation), the display 8 indicates that the "automatic stop mode" has been selected, and a "cherry" is displayed in the lower row of the left reel 41a. FIG. 21(5) shows a state after the second stop operation and the third stop operation are performed after FIG. 21(4). This also indicates that the rare cherry symbol "Cherry ANY ANY" has been completed. In addition, because a rare role that transitions to the advantageous zone has been won and the advantageous zone has begun, the game number display area r is displayed in red and the number of games "0" is displayed. FIG. 21(6) shows a state after FIG. 21(5) where the final game of the heaven mode reaches the ceiling game number and a bonus is won in the final game ("Bonus Won!!" on the display 8). Furthermore, in the upper left area of the display 8, a display is displayed indicating that the device is in the "automatic stop mode". The final number of games in Heaven mode, "32," is displayed in the game number display area r. In addition, the notification lamp 19 is also displayed. When the pseudo bonus is won, the notification lamp 19 is lit (in red) during the period from the winning game to the end of the pseudo bonus. Figure 21(7) shows the state after Figure 21(6) in which all the reels automatically stop at the same time and the BB symbols (7·7·7) are displayed all along the bottom row. FIG. 21(8) shows a state where BB, which is the main game, has started after FIG. 21(7). The game number display area r is displayed in purple, and the number of remaining games in BB, "59", is displayed. From this point on, the number of medals acquired during the pseudo bonus is displayed at the bottom left of the display 8.
[0091] (Variations regarding reel effects) In the above embodiment, the reel presentation mode is selected based on the operation of the first stop button 5. However, the reel presentation mode may be selected based on the operation of the second or third stop button 5. In the above embodiment, the reel presentation mode is selected when the advantageous zone is entered, but the reel presentation mode may be selected at other times. Specifically, the reel presentation mode may be selectable when a rare role is won during a favorable zone or after a predetermined number of games have been played. -It may be possible to change the reel presentation mode midway through a single advantageous zone. -It is also possible to set up advantageous zones where reel presentation modes cannot be selected. -You can also switch reel presentation modes by pressing and holding the MAX BET button 2e. For example, when not playing, the MAX BET button 2e may be pressed and held for a predetermined number of seconds (e.g., 5 seconds) to switch the reel presentation mode (e.g., press and hold for 5 seconds in the current automatic stop mode → switch to pseudo-game mode → press and hold for 5 seconds in pseudo-game mode → switch to random mode → press and hold for 5 seconds in random mode → switch to automatic stop mode →...). That is, as an operation means, a game value setting operation means (MAX bet button 2e) is provided which is operated to set the game value (bet) for executing the first game (main game), and the selection means makes it possible to select whether the second game is a pseudo game or automatically stopped depending on the operation time of the game value setting operation means. Since the operation of the MAX BET button 2e is a button operation managed by the main program in the main control unit 10, the main control unit 10 can recognize the automatic stop mode, the pseudo game mode, and the random mode.
[0092] As explained above, in the gaming machine of the present invention, when a specific pattern (such as a line of sevens) is stopped at the start of an AT (pseudo bonus, etc.), the player can select whether to have it automatically stopped or to have it be a pseudo game. This meets the needs of players who view pseudo games favorably, while also allowing players who find pseudo games bothersome to play comfortably.
[0093] On the other hand, as a conventional gaming machine, a patent document (JP Patent Publication 2015-217223) discloses a gaming machine in which a pseudo game is executed when the AT starts. However, this gaming machine has a problem in that players who find it bothersome to perform a stopping operation each time a specific symbol combination is stopped in the pseudo game cannot play comfortably.
[0094] According to the slot machine 1 of this embodiment, when the AT (pseudo bonus, etc.) starts, the player can select whether to have the specific pattern (7s, etc.) stop automatically or in a pseudo game, so that it is possible to solve all or part of the above-mentioned problems that conventional gaming machines need to improve.
[0095] The above describes a preferred embodiment of the gaming machine of the present invention. However, it goes without saying that the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, the tables and the like referred to in various processes are merely examples and are not limited to the above-mentioned tables and the like. For settings where the allocation rate differs for each setting value (probability of winning a role, mode selection table, etc.), these can be made common to all settings.
[0096] In addition, in this embodiment, the main control unit 10 performs operations as various means such as game control means, but the sub-control unit 20 can perform some or all of these operations and operate as the various means. Conversely, while the sub-controller 20 operates as a means for executing a presentation on the display device 8 etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.
[0097] In addition, in the present embodiment, the gaming machine is a slot machine, but the present invention is not limited to this example, and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may be a so-called medal-less gaming machine that can execute a game using pseudo gaming media in data format without using actual gaming media such as medals. Furthermore, the gaming machine may be a so-called enclosed gaming machine that can execute a game by circulating gaming media such as gaming balls internally without dispensing them to the outside. [Explanation of symbols]
[0098] 1. Slot Machines 41 reels (41a: left reel, 41b: middle reel, 41c: right reel) 5 Stop button 8 Display r Game number display area 10 Main control unit 19 Notification lamp
Claims
1. an identification information display means capable of variably displaying the identification information when a predetermined variation start condition is satisfied; a stop operation means operable to stop the display of the identification information variably displayed on the identification information display means; a game value providing means for providing a game value when the indicator displayed by the indicator display means is stopped in a predetermined manner by operating the stop operation means; a game control means capable of executing a first game in which a game value can be awarded by the game value awarding means and a second game in which a game value cannot be awarded by the game value awarding means; An operation means operable by an operator; a selection means for selecting, based on an operation mode of the operation means, whether the second game executed by the game control means at a specific timing is a pseudo game in which identification information is stopped by operating the stop operation means, or an automatic stop in which identification information is stopped without operating the stop operation means; Equipped with The selection means is It is possible to select whether the second game is the pseudo game or the automatic stop based on an operation mode to the operation means at a special timing before the specific timing. A gaming machine characterized by:
2. The operation means includes: The stop operation means, The selection means is Based on the operation mode of the stop operation means, it is possible to select whether the second game is the pseudo game or the automatic stop.
2. The gaming machine according to claim 1 .
3. a notification means capable of notifying operation information for statically displaying the identification information in the predetermined manner; The notification means is provided with a section control means capable of controlling the notification means to any one of a game section including a normal section in which the operation information cannot be notified and an advantageous section in which the operation information can be notified, The section control means When a specific role is won in the normal period, it is possible to control it to the advantageous period, The selection means is When a specific combination is won in the normal period, it is possible to select whether the second game is the pseudo game or the automatic stop based on the operation mode of the operation means.
3. The gaming machine according to claim 1 or 2.
4. A game state control means capable of controlling a game state to a specific game state advantageous to a player; The specific timing is The timing at which the specific gaming state starts, The identification information display means includes: The identification information can be displayed in a stopped state in a specific manner at the specific timing.
4. The gaming machine according to claim 1, wherein the first and second pieces of the game data are arranged in a first and second rows.
5. The operation means includes: a game value setting operation means for setting a game value for executing the first game, The selection means is Depending on the operation time of the game value setting operation means, it is possible to select whether the second game is the pseudo game or the automatic stop.
2. The gaming machine according to claim 1 .
Citation Information
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