Gaming Machines

By introducing dynamic control systems and diversified reward mechanisms into the game console, the problem of traditional game consoles being single-sized in special game states is solved, and player participation and game motivation are improved.

JP7622984B2Active Publication Date: 2025-01-28KITA DENSHI CORP

Patent Information

Application Number
JP2020207973
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2020-12-15
Publication Date
2025-01-28
Estimated Expiration
2040-12-15

AI Technical Summary

Technical Problem

Traditional gaming consoles lack dynamic control and reward mechanisms for game progress in special game states, resulting in a single player experience and a lack of incentives.

Method used

By introducing a dynamic control system based on game progress, allowing game state to be adjusted according to game results and player operations, providing a variety of reward mechanisms, including dynamic adjustments to the number of rewards with high probability.

Benefits of technology

It improves the diversity of the game and player participation, increases the motivation of the game, and enhances the player's gaming experience through dynamic control and reward mechanisms.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of improving taste in a specific game state.SOLUTION: A game machine includes game state control means capable of controlling a game into a specific game state being terminable on the basis of arrival of an update value varying according to game progresses to a termination value, counting means capable of counting the number of games in the specific game state, and determination means capable of determining whether to assign a privilege to a player on the basis of a counting result by the counting means. The determination means is configured to determine assignment of privilege at a higher probability in a case where a counting result by the counting means represents the number of second games representing that the player executes the games more than the number of first games than a case where the counting result represents the number of first games.SELECTED DRAWING: Figure 12
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Description

[Technical field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] 2. Description of the Related Art As a gaming machine, for example, a slot machine is known which has a special gaming state such as a bonus as a gaming state advantageous to a player. In some cases, the special game state ends when the number of medals paid out reaches a predetermined number (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-080928 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]

[0005] In order to solve the above problems, the gaming machine of the present invention comprises a game state control means capable of controlling to a specific game state which can be ended based on an update value which varies according to the progress of the game reaching an end value, a counting means capable of counting the number of games played in the specific game state, a determination means capable of determining whether or not to grant a bonus to a player based on a counting result by the counting means, and a notification means capable of notifying information related to the determination by the determination means, wherein the determination means is capable of determining that a bonus will be granted with a higher probability when the counting result by the counting means indicates a second number of games which indicates that a game has been played more than the first number of games, compared to when the counting result indicates a first number of games, and the notification means When the last game corresponding to the first game number is completed,When the counting result by the counting means is in a specific state indicating the second number of games, the determining means determines whether or not to give a bonus to the player. profit Number of times played Show The configuration is such that specific information can be notified. [Brief description of the drawings]

[0006] [Figure 1] 1 is a schematic front view showing the appearance of a slot machine which is a first embodiment of a gaming machine of the present invention. [Diagram 2] 1 is a schematic perspective view showing an internal configuration of a slot machine. [Diagram 3] FIG. 2 is a block diagram showing a control configuration of the slot machine. [Figure 4] 13 is a diagram showing a payout table according to the first embodiment. [Diagram 5] 13 is a diagram showing an internal lottery table according to the first embodiment. [Figure 6] This is a state transition diagram of the RT state, etc. [Figure 7] 1 is a diagram showing transition conditions for RT states, etc. [Figure 8] FIG. 13 is a state transition diagram of the game state. [Figure 9] (a) is a diagram showing the state transition lottery table (normal section), (b) is a diagram showing the AT transition lottery table (normal section), (c) is a diagram showing the state transition lottery table (normal low probability / favorable section), (d) is a diagram showing the AT transition lottery table (normal low probability / favorable section), (e) is a diagram showing the state transition lottery table (normal high probability / favorable section), and (f) is a diagram showing the AT transition lottery table (normal high probability / favorable section). [Figure 10] This is a chart showing the additional lottery table (21G and onwards). [Figure 11] This is a diagram showing the add-on lottery table (AT). [Figure 12] This is an image of the lottery for the additional bonus during the bonus in the first embodiment. [Figure 13] FIG. 13 is a diagram showing example 1 of presentation during a bonus according to the first embodiment. [Figure 14] FIG. 13 is a diagram showing example 2 of presentation during a bonus in the first embodiment. [Figure 15] This is a diagram showing an additional lottery table (before 20G) relating to a modified example. [Figure 16] 13 is a diagram showing a payout table according to the second embodiment. [Figure 17] 13 is a diagram showing an internal lottery table according to the second embodiment. [Figure 18] An explanatory diagram showing the role of the re-play role during a bonus in the second embodiment. [Figure 19] 11 is a diagram showing an additional lottery table according to the second embodiment. (a) is a diagram showing an additional lottery table (low probability), (b) is a diagram showing an additional lottery table (high probability), (c) is a diagram showing an additional lottery table (ultra-high probability), and (d) is a diagram showing an additional lottery table (determined). [Figure 20] This is an image of the additional lottery during the bonus in the second embodiment. [Figure 21] (a) is a daytime background image, (b) is an evening background image, (c) is a night background image, and (d) is a space background image. [Figure 22] FIG. 13 is a diagram showing an example of a presentation during a bonus according to the second embodiment. [Diagram 23] A diagram showing the behavior when a rock cherry is won. 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] [First embodiment] The overall configuration of a slot machine 1 according to a first embodiment of the present invention 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. In addition, below the display window 6, a step is formed that protrudes forward, and on the upper surface of this step are provided a medal insertion slot 2 for inserting medals, a bet button 2a that the player presses to set the number of bets when starting a game, and a performance button 2c which does not affect the progress of the game but is an operating means for performing operations related to the performance of the slot machine 1. In addition, below the stepped portion, there are provided a start lever 3 which the player operates when starting a game, and a stop button 5 which the player presses to stop the reel 41.

[0010] In addition, 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. In addition, 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.

[0011] A display 8, which is, for example, a liquid crystal display, is provided at the top of the front door 1a. On the left and right sides of this display 8, there are built-in speakers 9 for producing sound effects and notifications, and lamps 11 equipped with light-emitting means such as LEDs for producing light effects. Further, at the bottom of the front door 1a, there is provided a medal payout opening 7b through which medals are paid out.

[0012] The upper part of the cabinet 1b is provided with a main control unit 10 which performs overall control of the game, and a sub-control unit 20 which, under the control of the main control unit 10, controls the presentation and the like synchronized with the game on the slot machine 1. The center of the housing 1b is provided with a drum unit 4 that rotates the reel 41. The drum unit 4 is configured with reels 41a, 41b, and 41c arranged in a horizontal direction, and each of the reels 41a to 41c is configured to be rotatable by driving a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer periphery of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. 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 medals. The medals paid out from the medal payout device 7 are paid out to the player via a medal payout outlet 7b.

[0013] 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.

[0014] The main control unit 10 is equipped with a CPU (not shown) that performs various calculation processes, a ROM (not shown) in which control programs related to the game and lottery tables are stored, and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. The main control unit 10 is also connected to a bet button 2a, a medal selector 2b, 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. The main control unit 10 also performs processes such as starting a game based on a signal from the start lever 3 and sampling random numbers from a random number generator (not shown).The main control unit 10 then performs internal lottery processing based on the sampled random numbers.The main control unit 10 also performs various lottery processing, which will be described later, in accordance with a control program in the ROM.

[0015] In addition, the main control unit 10 is connected to the drum unit 4, the medal payout device 7, the advantageous zone lamp 13, and the 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, and turning on the advantageous zone lamp 13 when a gaming state advantageous to the player occurs.

[0016] The sub-control unit 20 is equipped with a ROM (not shown) that stores various information such as programs related to the performance, performance image data, 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. In addition, the sub-control unit 20 is connected to a performance button 2c and is configured to be able to input signals from sensors built into the equipment, 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. Specifically, in response to one-way commands (control information) from the main control unit 10, the sub-control unit 20 performs image processing for a specified effect on the display 8, audio output processing on the speaker 9 for various effects and notifications, and lighting processing of lamps 11 and navigation lamps 12 composed of LEDs, etc.

[0017] Such a slot machine 1 is configured to be able to execute the following slot machine games using 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.

[0018] In the method of setting the number of bets by inserting medals into the medal insertion slot 2, the inserted medals are detected by the medal selector 2b located on the back side of the front door 1a, and the number of bets corresponding to the number of medals inserted (however, the upper limit is "3", which corresponds to three medals) is set. The upper limit of the number of bets may be "1", "2", or "4" or more.

[0019] The bet button 2a is an example of an operating means capable of accepting a player's operation for setting the number of bets. When this button is pressed, a predetermined number of medals (e.g., 3 medals) is subtracted from the credit medals stored internally as data, and the subtracted amount is set as the number of bets. The bet button is not limited to the bet button 2a, but multiple bet buttons with different bet numbers can be provided. 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.

[0020] In this way, the number of bets set by directly inserting medals into the medal insertion slot 2 or by pressing the bet button 2a 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 predetermined number, the player is placed in a state in which the player has the right to play one game and is ready to start playing. Hereinafter, the slot machine 1 of this embodiment will be described as being in a state in which a right to play one game is held and a game can be started when the number of bets reaches "3". However, this is not limited to the above, and the player may be in a state in which a game can be started with the right to play one game when the number of bets becomes a predetermined number of "2" or less, or "4" or more.

[0021] 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, a game starts, the reels 41a to 41c on which a plurality of symbols are displayed start to move, and an internal lottery process (lottery means) is executed to determine the lottery result of the current game from among a plurality of winning combinations (including losing combinations) such as replay combinations, small combinations, and bonus combinations before the reels 41 stop. In the internal lottery process, a winning combination for a current game is determined by lottery from among a plurality of winning combinations based on a predetermined winning probability.

[0022] Each of the reels 41a to 41c is an example of a variable display means, and the peripheral surface of each of the reels 41a to 41c displays a plurality of (e.g., 20) symbols that serve as identification information, such as "replay," "bell," "cherry," "watermelon," "chance eye," "7," etc., and the rotation speed gradually increases from a stopped state, and then reaches a steady rotation where the reels rotate 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 available for depression.

[0023] The stop buttons 5a to 5c are an example of an operating means for stopping the reel 41. For example, the stop buttons 5a to 5c become operable when an illumination means such as an LED built into them lights up, and when each stop button 5 is pressed in this state, each reel 41a to 41c is controlled to stop with a combination of symbols that is allowed based on the timing of the operation and the lottery results of the internal lottery process.

[0024] After the third reel is stopped, the combination of symbols that have stopped on a predetermined winning line as a result of the game is determined. If the combination of symbols is a predetermined combination, it is determined to be a winning combination, and a game value according to the combination of symbols is awarded. That is, the main control unit 10, as a game value providing means, provides a game value according to the game result. The third reel refers to the reel that is stopped in the third and final operation when the three reels 41a to 41c are stopped once each for a total of three times. Also, "after the third reel has been stopped" refers to the time after the player releases his / her finger from the stop button 5 (also called the third stop button) that was used to stop the third reel.

[0025] When the reels 41 are stopped, the three symbols displayed on each of the reels 41a to 41c are stopped so as to be visible from outside the machine (also called "stop display"). Whether or not a win has been won is determined based on the state of the stop display at this time. For example, in this embodiment, the presence or absence of a win is determined based on the combination of symbols that stop on any of the five winning lines, including the upper, middle, and lower lines, the line that slopes downward to the right, and the line that slopes upward to the right. Note that the number of winning lines that determine whether or not a win has been won is not limited to five lines, and can be changed as appropriate depending on the relationship between the arrangement of the symbols, the type of symbols, the combination of symbols corresponding to the winning combination, etc.

[0026] The combination of symbols to be determined corresponds to, for example, a small combination, a replay combination, a bonus combination, or the like. Small symbols include, for example, bell symbols, watermelon symbols, and chance symbols.

[0027] The bell role includes a "common bell" and a "push order bell" in which the corresponding symbol combination is displayed in the order of "left reel 41a, middle reel 41b, right reel 41c" (and so on) on the winning line, for example, "bell, bell, bell." The common bell stops a combination of corresponding symbols regardless of the operation sequence (hereinafter, also referred to as the push sequence) of the stop buttons 5a to 5c, and the push sequence bell stops a combination of corresponding symbols by following a specific push sequence.

[0028] Furthermore, the push-order bell has six push-order bells 1 to 6, in which the corresponding combination of symbols is stopped and displayed by operating the stop buttons 5a to 5c in one push order (a specific push order) out of six possible push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.).

[0029] During the AT described below, if you win any of the push order bells 1 to 6, the corresponding push order will be announced. As an example of the push order notification, for example, when push order bell 1 out of push order bells 1 to 6 is selected (when the stop button 5 is operated in the order of "5a→5b→5c" and the combination of symbols corresponding to push order bell 1 stops), the display 8 displays "1", "2", "3", etc. from left to right, the navigation lamps 12 light up in the order of 12a (left), 12b (middle), and 12c (right), and the speaker 9 outputs the respective sounds in the order of "left", "middle", and "right". Note that in this embodiment, the operation display displayed on the display 8 etc. is also referred to as "push order navigation". In this manner, the display 8, the navigation lamp 12, the speaker 9, and other notification means guide the operation of the stop button 5.

[0030] When the player operates the stop button 5 in accordance with this navigation, the combination of symbols corresponding to "Push Order Bell 1" ("Bell Bell Bell") is displayed statically, and a specified number of medals are paid out. On the other hand, if the user wins on push order bells 1 to 6, and instead of following the above navigation, operates stop button 5 in one of the other five push orders, the corresponding symbol combination ("Bell Bell Bell") will not be displayed as a static display, but a predetermined symbol combination such as "Bell Bell Replay" (hereinafter referred to as "Bell Spill") will be displayed as a static display, and the specified number of medals will not be paid out.

[0031] In addition, when the push order bell is won, regardless of which stop button 5 is operated second or third, as long as only the first stop button 5 is operated in a specific 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 types, and may be three types of push order bells 1 to 3.

[0032] The watermelon role is a minor role where the corresponding symbol combination is "watermelon, watermelon, watermelon". The watermelon role has two settings: "weak watermelon" where the combination of "watermelon, watermelon, watermelon" patterns stops on either a line sloping downward to the right or a line sloping upward to the right, and "strong watermelon" where the combination stops on either the top line, the middle line, or the bottom line. The watermelon role may win a minor role on its own ("watermelon"), or may win together with a bonus role (a double win) ("watermelon + bonus"). Chance Eye Roles are small roles where the corresponding symbol combination is "Bell, Watermelon, Watermelon."

[0033] There are three types of replay roles with different corresponding symbol combinations: "Replay (normal replay)" with the corresponding symbol combination of "Replay-Replay-Replay", "Left Replay", "Middle Replay", and "Right Replay" with the corresponding symbol combination of "Replay-Replay-Bell", and the Cherry role with the corresponding symbol combination of "Cherry-ANY-ANY". With "Normal Replay," the corresponding symbol combination "Replay Replay Replay" will stop regardless of the order in which you press the buttons.

[0034] "Left replay," "middle replay," and "right replay" are so-called push order replays, and there are three different push orders with corresponding replay roles. In "Left Replay," the corresponding symbol combination "Replay Replay Bell" (hereinafter referred to as "specific result") stops when the left stop button 5a is operated first, whereas if the middle stop button 5b or right stop button 5c is operated first, the same symbol combination as in "Normal Replay," "Replay Replay Replay," stops. In a "middle replay," a "specific result" is stopped by first operating the middle stop button 5b, whereas if the left stop button 5a or right stop button 5c is operated first, the same combination of symbols as in a "normal replay" is stopped. In "Right Replay," a "specific result" is stopped by first operating the right stop button 5c, whereas if the left stop button 5a or center stop button 5b is operated first, the same combination of symbols as in "Normal Replay" is stopped. If these push sequence replays are won during the AT, the push sequence corresponding to the winning push sequence replay (i.e., notification of the stop button 5 that should be operated to stop first) can be announced in a manner similar to that of the push sequence bell described above.

[0035] The cherry roles include "Cherry (normal cherry)", "Lock Cherry 1", and "Lock Cherry 2", all of which have the corresponding symbol combinations of "Cherry ANY ANY". In the "normal cherry", in response to a stop operation during the reel rotation (downward rotation) after the game start operation, a stop control is executed to stop the corresponding combination of symbols. In "Lock Cherry 1," in response to a game start operation, all reels 41 are moved upward by "one frame" while regulating the stop control, and then all reels 41 are rotated downward, and in response to a stop operation during the rotation, a stop control is executed to stop the same combination of symbols as "Normal Cherry." In "Lock Cherry 2," in response to a game start operation, the stop control is regulated and all reels 41 are moved upward by "two frames," then all reels 41 are rotated downward, and in response to a stop operation during the rotation, a stop control is executed to stop the same combination of symbols as "Normal Cherry." Therefore, the player can understand that he or she has won a lock cherry by seeing the behavior of all reels 41 moving upward after the game start operation (hereinafter referred to as the "lock effect"), and can further determine whether it is a lock cherry 1 or a lock cherry 2 by the number of reels that move upward.

[0036] The Cherry role may win the re-play role on its own ("Cherry"), or it may win together with the Bonus role (a double win) ("Cherry + Bonus", "Lock Cherry 1 + Bonus", "Lock Cherry 2 + Bonus"). In the following description, the watermelon role, the chance eye role, and the cherry role are collectively referred to as "rare roles." In addition, Rock Cherry 1 and Rock Cherry 2 are collectively referred to as "Rock Cherry." The stopping pattern of the "Rock Cherry" may be different from that of the "Normal Cherry".

[0037] The bonus combination is a combination of the corresponding symbols "7·7·7", which will generate a bonus advantageous to the player. The bonus role is a winning role that can be carried over as long as the corresponding symbol combination does not stop in the winning game and subsequent games. Therefore, the bonus winning state is maintained until the bonus role is won by stopping the corresponding symbol combination (bonus internal winning state).

[0038] In addition, inside the cabinet 1b of the slot machine 1, there is provided a probability setting means (setting button) that can change the winning probability of a bonus role or a rare role by an external operation (manual). For example, the probability of winning a bonus role, etc. is divided into six stages from low to high, and each stage corresponds to a setting 1 to 6 (game setting value), so that the probability of winning a bonus role, etc. can be changed to a winning probability corresponding to each of the settings 1 to 6. In this embodiment, the higher the setting value, the higher the probability of winning a single bonus role, and as a result, the slot machine game is controlled to proceed more advantageously when a high setting value is set. In addition, the bonus role is not limited to a bonus role with a setting difference, in which the winning probability varies depending on the game setting value, but may be a bonus role without a setting difference, in which the bonus role is always won with a uniform winning probability, regardless of the game setting value.

[0039] In addition to the bonus combination, the probability of winning a predetermined minor combination (for example, a minor combination other than a rare combination) may be changed in multiple stages (for example, six stages) according to the game setting value. Also, the probability of winning in various lottery processes described later may be configured to be changeable according to the game setting value.

[0040] Based on the symbol combinations as described above, the winning of the small role, replay role, and bonus role is determined, and when the result of the determination is a symbol combination corresponding to each winning role, a win is achieved and medals according to the achievement of each winning role are paid out. The payout table shown in FIG. 4 specifies each winning combination and the number of medals to be paid out when each winning combination is achieved. As shown in FIG. 4, when a symbol combination corresponding to the "common bell" is displayed, 10 medals are paid out. In addition, when "Push Order Bell 1 to 6" is won, if the corresponding combination of symbols stops by operating the stop buttons 5a to 5c in the correct push order (one push order), 10 medals will be paid out. On the other hand, when "Push Order Bell 1-6" is won, if the stop buttons 5a-5c are operated in an incorrect push order (five different push orders), the corresponding combination of symbols will not be stopped, and the bell spill ("Bell Bell Replay") will stop, and the specified number of medals will not be paid out, but for example, one medal will be paid out.

[0041] In addition, three medals are paid out when a symbol combination corresponding to a chance symbol is displayed, and three medals are paid out when a symbol combination corresponding to a watermelon symbol is displayed. Furthermore, by displaying a combination of symbols corresponding to a replay role (including a cherry role) in a stopped state, the player can play the next game without inserting a medal, that is, without spending a medal. The number of medals paid out when a combination of symbols corresponding to each winning role is stopped and displayed may be other than the above numbers.

[0042] In addition, the game transitions to a bonus when the combination of symbols corresponding to the bonus role stops (hereinafter, also referred to as "bonus symbol stop"). During the bonus, the common bell is highly likely to be won, but there is also a certain probability that a replay role may be won, and the game ends when a certain condition is met. The bonus ends when the number of medals paid out exceeds 199.

[0043] Next, the winning probability of each winning combination will be described with reference to FIG. FIG. 5 shows the winning probability of each role during the RT states (RT0 to RT3) and bonus described later, and shows the case where the game setting value is setting 1 and the number of bets is "3". Also, in FIG. 5, the range (number) of random numbers acquired in the internal lottery process by the main control unit 10 is 65536, and the number of winning values ​​(wins) among them is shown.

[0044] The winning probability of "Push Order Bell 1~6" is set at 3740 / 65536 in RT0~3. The probability of winning the "Common Bell" is set at 1760 / 65536 in RT0~3, and 56963 / 65536 during the bonus. The probability of winning the "Chance Eye" is set at 256 / 65536 for RT0~3. The probability of winning the "Watermelon" is set at 810 / 65536 for RT0~2 and 900 / 65536 for RT3. The probability of winning "Watermelon + Bonus" is set at 90 / 65536 for RT0~2.

[0045] The probability of winning a cherry (regular cherry) is set at 970 / 65536 in RT0~2 and 10086 / 65536 in RT3. The probability of winning "Cherry + Bonus" is set at 30 / 65536 for RT0~2. The winning probability of "Rock Cherry 1" is set at 1310 / 65536 in RT0~2. The winning probability of "Rock Cherry 1 + Bonus" is set at 665 / 65536 for RT0~2. The winning probability of "Rock Cherry 2" is set at 655 / 65536 in RT0~2. The winning probability of the "Rock Cherry 2+ Bonus" is set at 655 / 65536 for RT0~2. The probability of winning the “bonus” is set at 6553 / 65536 for RT0~2. The probability of winning a "Replay" is set at 3170 / 65536 in RT0, 9170 / 65536 in RT1, 29170 / 65536 in RT2, 13170 / 65536 in RT3, and 8573 / 65536 during the bonus. The winning probability of "Left Replay", "Middle Replay" and "Right Replay" is set to 2000 / 65536 during RT0 and bonus, respectively. In addition, if a random number other than the winning numbers listed above is drawn, the lottery result will be a loss, and the winning probability is set to 20172 / 65536 for RT0~1, 172 / 65536 for RT2, and 10924 / 65536 for RT3. The winning probabilities for each role are determined by lottery. Note that the probability of winning each role when the game setting value is other than setting 1 will be omitted, but it is assumed that the higher the game setting value, the higher the probability of winning a single bonus role. Not limited to this, winning roles whose winning probability varies depending on the game setting value and winning roles whose winning probability does not vary depending on the game setting value can be set arbitrarily.

[0046] In addition to the above configuration, the slot machine 1 according to 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.

[0047] First, the RT state (hereinafter, simply referred to as "RT") of the slot machine 1 according to this embodiment will be described with reference to FIGS. FIG. 6 is a state transition diagram of the RT state (including bonus), and FIG. 7 is a table showing the transition conditions of the RT state, etc.

[0048] The slot machine 1 according to the present embodiment has RT0 to 3 with different winning probabilities of the "replay combination" in the internal lottery process.

[0049] RT0 is a low replay probability state (also called a low RT state), and is set so that the probability of winning a replay role is approximately 1 / 4.8 in the internal lottery process. RT0 transitions when the power is turned on or the game setting values ​​are changed (including when the same game setting values ​​are reset (re-entered)) involving the operation of a specified initialization switch, etc. (arrow a in Figure 6). In addition, RT0 can also be transitioned to when a push-order bell is won in RT1~2 and the "push-order bell" is missed and the "bell miss" stops (arrows c and g in Figure 6). RT0 ends when a bonus symbol is selected in the internal lottery process performed during RT0, and then RT0 transitions to RT3 (arrow d in FIG. 6). Specifically, if the bonus symbol does not stop during the bonus winning game during RT0, the game transitions to RT3, and if the bonus symbol stops, the game transitions to the bonus. RT0 also ends when a "specific result" corresponding to a "left replay," "middle replay," or "right replay" stops in RT0, and then RT0 transitions to RT2 (arrow b in Figure 6). In this way, RT0 is not a finite gaming state with a predetermined playing period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless a "specific result" stops or a bonus role is won.

[0050] RT1 is a low replay probability state, and is set so that the probability of winning a replay role is approximately 1 / 4.9 in the internal lottery process. RT1 transitions when the bonus ends (arrow f in Figure 6). RT1 ends when the "bell spill" stops when the push-order bell is won in RT1, and then transitions to RT0 (arrow g in Figure 6). RT1 ends when a bonus symbol is selected in the internal lottery process performed in RT1, and then RT1 transitions to RT3 (arrow d in FIG. 6). Specifically, if the bonus symbol does not stop in the bonus winning game during RT1, the game transitions to RT3, and if the bonus symbol stops, the game transitions to the bonus. In this way, RT1 is not a finite gaming state with a predetermined playing period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless the "bell spill" stops or a bonus role is won.

[0051] RT2 is a high replay probability state (also called a high RT state), and is set so that the replay role is won with a probability of about 1 / 1.9 in the internal lottery process. RT2 is triggered when a "specific result" corresponding to a "left replay," "middle replay," or "right replay" stops in RT0 (arrow b in Figure 6). RT2 ends when the "bell spill" stops when the push-order bell is won in RT2, and then transitions to RT0 (arrow c in Figure 6). RT2 also ends when a bonus symbol is won, and then RT2 transitions to RT3 (arrow d in Figure 6). Specifically, if the bonus symbol does not stop in the bonus winning game during RT2, the game transitions to RT3, and if the bonus symbol stops, the game transitions to the bonus. In this way, RT2 is not a finite gaming state with a predetermined playing period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless the "bell spill" stops or a bonus is won.

[0052] RT3 is a high replay probability state, a bonus internal winning state, and is set to win a replay role with a probability of about 1 / 2.2 in the internal lottery process. RT3 is triggered by winning a bonus role during RT0 to RT2 (arrow d in FIG. 6). Specifically, it transitions to RT3 when the bonus symbol does not stop in the bonus winning game during RT0 to RT2. RT3 ends when the bonus symbol combination stops, and then the game transitions to the bonus (arrow e in FIG. 6). In this way, RT3 is a bonus internal winning state, and is not a finite gaming state with a pre-determined gaming period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless the bonus pattern combination stops.

[0053] The bonus transition occurs when a combination of bonus symbols stops in RT3 (arrow e in FIG. 6). As mentioned above, the bonus transition also occurs when a combination of bonus symbols stops in a bonus winning game in RT0 to RT2. The bonus ends when the number of medals paid out exceeds 199, and then the game transitions to RT1 (arrow f in Figure 6).

[0054] In this way, the slot machine 1 of this embodiment is basically controlled to stay in one of RTs 0 to 3, except for bonuses. In addition, the slot machine 1 of this embodiment has multiple RTs with different winning probabilities for the replay role, and transitions from RT0, which has a low winning probability, to RT2, which has a high winning probability, and transitions to a bonus role when a bonus role is won in RT0 to RT2. In this type of game, it is preferable for the player to transition to RT2, and it is most preferable for the player to remain in RT2 without transitioning from RT2 to RT0.

[0055] Therefore, in RT0, it is preferable for the player to operate the stop button 5 so that a "specific result" which is a combination of patterns corresponding to a "left replay," "middle replay," and "right replay" stops, and in RT2, it is preferable for the player to operate the stop button 5 so that a "bell spill" does not stop. However, it is not possible to tell from the outside whether or not a "left replay," "middle replay," or "right replay" (push sequence replay) or push sequence bell has been won, and it is not possible to operate the stop button 5 so that the combination of symbols corresponding to these push sequence replays or push sequence bells stops.

[0056] Therefore, the slot machine 1 of this embodiment has a gaming state (AT) that assists in stopping combinations of symbols corresponding to push order replays and push order bells by informing (navigating) the order in which to press the stop buttons 5 and the symbols that serve as a guide for pressing the buttons by using an informing means such as a display 8. As a result, RT2, when combined with AT, becomes a gaming state (ART) in which the probability of winning a replay role is high and which assists in winning replay roles, push order bells, etc. In addition, in RT1, the frequency of the above navigation for button presses can be reduced. By doing this, it is easier to derive the "bell spill", which makes it easier to transition to RT0 and allows for a smooth transition to RT2.

[0057] FIG. 8 is a state transition diagram of the game state. As shown in Figure 8, the slot machine 1 of this embodiment has multiple game states, such as a normal state, a bonus state, an AT state, and an ending state (hereinafter referred to as "normal," "bonus," "AT," and "ending," respectively). The main control unit 10, as a game state control means, controls the transition between these game states (including game sections) based on the establishment of a predetermined transition condition. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel stop operation (after the third stop button is released) in the game in which the transition condition is established. However, this is not limited to this, and transition may occur from the next game after the transition condition is established.

[0058] (usually) "Normal" is the gaming state in which the player mainly stays, and is controlled to be in either the normal zone, normal low probability (advantageous zone), or normal high probability (advantageous zone). The "normal section" is a section in which push order navigation cannot be performed when a push order bell or push order replay is won, and the "advantageous section" is a section in which push order navigation can be performed when a push order bell or push order replay is won. During normal play, state transition lotteries and AT transition lotteries are held in the normal zone, normal low probability zone (favorable zone), and normal high probability zone (favorable zone). 9(a), (c), and (e) are tables referenced in the state transition lottery, and FIG. 9(b), (d), and (f) are tables referenced in the AT transition lottery. As shown in Figures 9(a), (c), and (e), the state transition lottery is executed when a rock cherry is won, and as shown in Figures 9(b), (d), and (f), the AT transition lottery is executed when a rare role is won. As shown in these figures, the expected probability of winning the AT in the AT transition lottery has the following relationship: normal zone < normal low probability (favorable zone) < normal high probability (favorable zone). Here, a rock cherry is both a cherry and a rare role. For this reason, if a lock cherry is won, not only a state transition lottery but also an AT transition lottery is executed, so there is a higher probability that the game will progress more favorably than if a normal cherry was won. In the slot machine 1 of this embodiment, when a rare role is won in RT0 to 2, a state transition lottery and an AT transition lottery are executed, and in RT3, even if a rare role is won, a state transition lottery and an AT transition lottery are not executed. Not limited to this, when winning a rare role in RT3, state transition lottery or AT transition lottery may be executed.

[0059] (Normal section) The normal section is a section where it stays when power is turned on with operations such as an initialization switch or when set values are changed. During the normal section, when winning a rare role, state transition lottery (normal section) or AT transition lottery (normal section) is executed.

[0060] <State transition lottery (normal section)> The state transition lottery (normal section) is a lottery executed when winning a locked cherry during the normal section (specifically, during RT0 to 2 and in the normal section). By referring to the state transition lottery table (normal section) shown in FIG. 9(a), "normal low probability (favorable section)" or "normal high probability (favorable section)" is determined, and then the determined game state is shifted to (arrows a and b in FIG. 8). As shown in FIG. 9(a), in the state transition lottery (normal section), when winning "locked cherry 1", "normal low probability (favorable section)" is determined with a probability of 192 / 256, and "normal high probability (favorable section)" is determined with a probability of 64 / 256. When winning "locked cherry 2", "normal low probability (favorable section)" is determined with a probability of 32 / 256, and "normal high probability (favorable section)" is determined with a probability of 224 / 256. That is, in the state transition lottery, a game state higher than the current game state is always determined as the transition destination. The same applies to the state transition lottery in normal low probability and normal high probability (see FIGS. 9(c, e)).

[0061] <AT transition lottery (normal section)> The AT transition lottery (normal section) is a lottery executed when winning a rare role (chance symbol, watermelon, cherry (including locked cherry)) during the normal section (specifically, during RT0 to 2 and in the normal section). By referring to the AT transition lottery table (normal section) shown in FIG. 9(b), any one of "losing", "normal low probability (favorable section)", "normal high probability (favorable section)", and "AT" is determined. If the AT transition lottery (normal section) determines a "miss," the normal section will be maintained, and if either "normal low probability (favorable section)," "normal high probability (favorable section)," or "AT" is determined, the normal section will end and then the game will transition to the determined game state (arrows a, b, and g in Figure 8). As shown in Figure 9(b), in the AT transition lottery (normal section), if a lucky number is won, there is a 192 / 256 probability of a miss and a 64 / 256 probability of an AT. If a watermelon is won, there is a 160 / 256 probability of a miss, a 64 / 256 probability of a normal low probability (favorable section), a 16 / 256 probability of a normal high probability (favorable section), and a 16 / 256 probability of an AT. If a cherry is won, there is a 90 / 256 probability of a miss, a 128 / 256 probability of a normal low probability (favorable section), a 32 / 256 probability of a normal high probability (favorable section), and a 6 / 256 probability of an AT.

[0062] The normal period also ends if a bonus role is won, and then the period transitions to the bonus (advantageous period) (arrow e in Figure 8).

[0063] (Normally low probability (advantageous zone)) The normal low probability (favorable zone) is classified as a favorable zone, and you will transition from the normal zone you are currently in when the normal low probability (favorable zone) is determined by the state transition lottery (normal zone) or AT transition lottery (normal zone) executed during the normal zone. The normal low probability (advantageous zone) ends when the specified number of games (10 games) has been played, and then the normal zone begins (arrow c in Figure 8). During the normal low probability (favorable zone), if a rare role is won, a state transition lottery (normal low probability / favorable zone) or an AT transition lottery (normal low probability / favorable zone) will be executed.

[0064] <State transition lottery (normal low probability / advantageous zone)> The state transition lottery (normal low probability, favorable range) is a lottery executed when a locked cherry is won during the normal low probability (favorable range) (specifically, RT0 to 2, within the favorable range, and during the normal low probability). By referring to the state transition lottery table (normal low probability, favorable range) shown in FIG. 9(c), "normal high probability (favorable range)" or "AT" is determined. As a result, the normal low probability (favorable range) ends, and then the game state determined thereafter is entered (arrows b and g in FIG. 8). As shown in FIG. 9(c), in the state transition lottery (normal low probability, favorable range), when a locked cherry 1 is won, "normal high probability (favorable range)" is determined with a probability of 224 / 256, and "AT" is determined with a probability of 32 / 256. When a locked cherry 2 is won, "normal high probability (favorable range)" is determined with a probability of 192 / 256, and "AT" is determined with a probability of 64 / 256.

[0065] <AT Transition Lottery (Normal Low Probability, Favorable Range)> The AT transition lottery (normal low probability, favorable range) is a lottery executed when a rare combination (chance symbol, watermelon, cherry) is won during the normal low probability (favorable range) (specifically, RT0 to 2, within the favorable range, and during the normal low probability). By referring to the AT transition lottery table (normal low probability, favorable range) shown in FIG. 9(d), any one of "loss", "normal high probability (favorable range)", and "AT" is determined. When "loss" is determined by the AT transition lottery (normal low probability, favorable range), the "normal low probability (favorable range)" is maintained. When "normal high probability (favorable range)" or "AT" is determined, the "normal low probability (favorable range)" ends, and then the determined game state is entered (arrows d and g in FIG. 8). The AT transition lottery (normal low probability, favorable range) is also executed when "normal low probability (favorable range)" is determined by the state transition lottery (normal range) during the normal range. As shown in Figure 9(d), the AT transition lottery (normal low probability / favorable zone) is as follows: if the chance symbol is won, there is a 128 / 256 probability of a miss and a 128 / 256 probability of an AT; if the watermelon is won, there is a 128 / 256 probability of a miss, a 64 / 256 probability of a normal high probability (favorable zone) and a 64 / 256 probability of an AT; if the cherry is won, there is a 96 / 256 probability of a miss, a 128 / 256 probability of a normal high probability (favorable zone) and a 32 / 256 probability of an AT. In addition, if the state transition lottery (normal low probability / favorable zone) determines "normal high probability (favorable zone)", the "AT transition lottery (normal high probability / favorable zone)" described below will be executed, and if "AT" is determined by the lottery, then a transition to the AT will occur (arrow g in Figure 8). The low probability period (advantageous period) usually ends even if a bonus role is won, and then the game transitions to the bonus role (arrow e in Figure 8). In addition, the normal low probability (advantageous zone) also ends if the ending transition condition is met, and then transitions to the ending (arrow m in Figure 8). The conditions for transitioning to the ending will be explained in the "Ending" section below.

[0066] (Normally high probability (advantageous zone)) The normal high probability (favorable zone) is classified as a favorable zone, and the current game state is transitioned to when the normal high probability (favorable zone) is determined by a state transition lottery or an AT transition lottery executed during the normal zone or the normal low probability (favorable zone). The normal low probability (advantageous zone) ends when the specified number of games (10 games) has been played, and then the normal zone begins (arrow c in Figure 8). During the normal high probability (favorable zone), if a rare role is won, a state transition lottery (normal high probability / favorable zone) or an AT transition lottery (normal high probability / favorable zone) will be executed.

[0067] <State transition lottery (normal high probability / advantageous zone)> The state transition lottery (normal high probability · favorable range) is a lottery executed when a locked cherry is won during the normal high probability (favorable range) (specifically, during RT0 to 2 and within the favorable range and normal high probability). By referring to the state transition lottery table (normal high probability · favorable range) shown in Fig. 9(e), "AT" or "ending" is determined. As a result, the normal high probability (favorable range) ends, and then the game state determined thereafter is entered (arrows g and m in Fig. 8). As shown in Fig. 9(e), in the state transition lottery (normal high probability · favorable range), when a locked cherry 1 is won, AT is determined with a probability of 224 / 256, and an ending is determined with a probability of 32 / 256. When a locked cherry 2 is won, AT is determined with a probability of 192 / 256, and an ending is determined with a probability of 64 / 256.

[0068] <AT transition lottery (normal high probability · favorable range)> The AT transition lottery (normal high probability · favorable range) is a lottery executed when a rare combination (chance symbol, watermelon, cherry) is won during the normal high probability (favorable range) (specifically, during RT0 to 2 and within the favorable range and normal high probability). By referring to the AT transition lottery table (normal high probability · favorable range) shown in Fig. 9(f), "loss" or "AT" is determined. When "loss" is determined by the AT transition lottery (normal high probability · favorable range), "normal high probability (favorable range)" is maintained. When "AT" is determined, "normal high probability (favorable range)" ends, and then the game enters "AT" (arrow g in Fig. 8). The AT transition lottery (normal high probability · favorable range) is also executed when "normal high probability (favorable range)" is determined by the state transition lottery (normal range) or when "normal high probability (favorable range)" is determined by the state transition lottery (normal low probability · favorable range). As shown in Figure 9(f), in the AT transition lottery (normal high probability / favorable zone), if a chance symbol is won, there is a 32 / 256 probability of a miss and a 224 / 256 probability of an AT being entered; if a watermelon symbol is won, there is a 96 / 256 probability of a miss and a 160 / 256 probability of an AT being entered; and if a cherry symbol is won, there is a 128 / 256 probability of a miss and a 128 / 256 probability of an AT being entered.

[0069] The normal high probability (advantageous zone) also ends if a bonus role is won, and then the game transitions to the bonus (arrow e in Figure 8). In addition, the normal high probability (advantageous zone) also ends if the ending transition condition is met, and then transitions to the ending (arrow m in Figure 8).

[0070] When Rock Cherry 1 or 2 is won, as mentioned above, an AT transition lottery is also executed by referring to the AT transition lottery table, but if the result of the AT transition lottery is other than "AT", control is executed to consider all results as "losses". This is because just winning a rock cherry guarantees a transition to a higher state, and if a transition occurs during normal play, the rock cherry becomes a significantly more advantageous hand. However, this is not limited to the above, and when Rock Cherry 1 or 2 is won, the state may transition depending on the result of the AT transition lottery, regardless of whether the result of the AT transition lottery is other than "AT". In addition, if the "Ending" is selected through the state transition lottery, the AT transition lottery will not be executed. In addition, if the "AT" is won in the state transition lottery, and the "AT" is won in the AT transition lottery based on the winning result, the game may transition to the "ending" from the next game.

[0071] In addition, the probability of winning the state transition lottery and the AT transition lottery may be other than the above for some or all of the winning roles. In addition, the trigger role for the state transition lottery or AT transition lottery may be something other than a rare role, and the winning of another role (for example, a bell role) may trigger the winning of each game state with a predetermined probability. In addition, when a lock cherry is won, only the state transition lottery may be executed, or the AT transition lottery may be executed by referring to an AT transition lottery table corresponding to the game state at the time the state transition lottery is executed, regardless of the result of the state transition lottery. The number of games that can be played in normal low probability or normal high probability mode is not limited to 10 games, and any number of games can be set. The number of games may be fixed or may be variable (for example, 10 to 20 games may be determined by lottery).

[0072] (bonus) Bonuses are divided into advantageous zones, and when a bonus role is won during normal play or AT and the combination of bonus symbols stops (wins), the player transitions from the current gaming state (arrows e and r in Figure 8). During the bonus, you can win either a replay or a common bell (see Figure 4). For this reason, a bonus is a gaming state that is advantageous to the player, as it allows the player to reduce the consumption of medals while expecting an increase in medals. The bonus is a so-called big bonus, and ends when the number of medals paid out exceeds 199. In other words, the main control unit 10, as a game state control means, executes control to end a specific game state (bonus) based on the "update value" (the number of medals paid out), which changes according to the progress of the game, reaching the "end value" (more than 199 medals). As mentioned above, during the bonus, it is possible to win a replay or a common bell, and if the common bell is won, 10 medals will be paid out (see Figure 4). That is, the main control unit 10, as a game value granting means, is configured to grant a specific amount of game value (payout of 10 medals) for the game result of one game (winning of a common bell) in a specific game state (during a bonus). Therefore, if the common bell lands 20 times, the bonus will end when the number of coins paid out exceeds 199 (reaches 200). In other words, if the common bell is won in every game from the start of the game, the bonus game will end after 20 games. However, during the bonus, not only the common bell but also a replay that does not pay out medals can be won, so each time a replay is won, the number of bonus games is increased (extended) by one. For example, if the replay is won seven times during the bonus, the bonus game will be executed 27 times (=20+7) and the bonus will end. From this perspective, in terms of bonuses, games 1 to 20 are called the "basic games," and games 21 and beyond are called "extended games." When the bonus ends, the game state changes to another state. In the case of a bonus transition from normal, after the bonus ends, the transition will be to normal (normal section) (arrow f in Figure 8). However, if you win the "Additional Lottery (During Bonus)" described below during the bonus, you will move to the AT after the bonus ends (arrow p in Figure 8). In other words, the main control unit 10, as a gaming state control means, when a bonus (addition) is awarded during a specific gaming state (bonus), controls the state to a special gaming state (AT) that is advantageous to the player after the specific gaming state (bonus) ends. In addition, if a bonus is won during the AT, causing the AT to be interrupted and the player to transition to the bonus, the player will transition (return) to the AT in the interrupted state after the bonus ends (arrow p in Figure 8). The bonus also ends when an ending transition condition is met. In this case, the game transitions to the ending after the bonus ends (arrow k in FIG. 8).

[0073] <Additional lottery (bonus)> During the bonus, a transition to the AT and an additional lottery (during the bonus) may be held, with the number of games in the AT being bet. The add-on lottery (during a bonus) is conducted according to the number of times the bonus is played, and the number of add-ons determined by the add-on lottery can be awarded to the player as a bonus. The main control unit 10 counts the number of games played in a specific gaming state (bonus) (counting means), and determines whether or not to grant a bonus to the player based on the counting result (determination means). In other words, the "bonus" is an addition to the number of games in the AT (including transition to the AT), and the "decision as to whether or not to grant a bonus" is made by a lottery for the addition. In addition, the bonus is not limited to the number of games in the AT, but may also be an addition to the number of stocks, the difference in the number of coins, etc.

[0074] Specifically, the additional lottery (during the bonus) is executed for every game from the game in which the counting result of the counting means reaches "21," that is, from the 21st game onwards, which corresponds to an "extra game." The main control unit 10, as a judgment means, does not judge whether or not to grant a bonus (does not execute an additional lottery) when the counting result by the counting means indicates a first number of games (the number of games in the bonus is 20 or less), and judges whether or not to grant a bonus (executes an additional lottery) when the counting result by the counting means indicates a second number of games (the number of games in the bonus is 21 or more), which indicates that games have been played more than the first number of games. The counting means may be an additive method that adds "1" to the number of games played for each game, such as "0 → 1 → 2 →... → 21," or a subtractive method that subtracts "1" for each game, such as "21 → 20 → 19 →... → 0." In the case of an additive type, the game in which the counting result reaches "21" can be the starting game for the additional lottery (in the case of a bonus). In the case of the subtraction type, the game in which the counting result reaches "0" is set as the start game of the additional lottery (in the case of a bonus). In other words, the consumption of the set number of games "21" can be the trigger for the start of the additional lottery (in the case of a bonus). In addition, in the subtraction formula, it is also possible to set the number of games that cannot be played. For example, the number of games can be set to "1500", and when it reaches "1479" (=1500-21), the additional lottery (during bonus) can start. In addition, the count value from the advantageous zone counter (the number of games played in the advantageous zone) can also be used. For example, if the count value in the first game of a bonus is "123," then if an additive system is used, the trigger for the additional draw (during a bonus) can be the count value reaching "144 (=123+21)," and if a subtraction system is used, the trigger for the additional draw (during a bonus) can be the count value reaching "102 (=123-21)."

[0075] When the additional lottery (during bonus) is executed in response to the winning of the common bell, by referring to the additional lottery table (from 21G onwards) shown in Figure 11, the number of additional games will be determined to be "0" (i.e. a miss) with a probability of 128 / 256, the number of additional games will be determined to be "10" with a probability of 64 / 256, the number of additional games will be determined to be "20" with a probability of 32 / 256, the number of additional games will be determined to be "30" with a probability of 8 / 256, the number of additional games will be determined to be "50" with a probability of 8 / 256, and the number of additional games will be determined to be "100". When the additional lottery (during a bonus) is executed in response to a winning replay, by referring to the additional lottery table (from 21G onwards) shown in Figure 11, the number of additional games "20" is determined with a probability of 128 / 256, the number of additional games "30" is determined with a probability of 64 / 256, the number of additional games "50" is determined with a probability of 32 / 256, and the number of additional games "100" is determined with a probability of 32 / 256. In addition, the winning probability of the additional lottery (during the bonus) may be other than the above for some or all of the winning roles. In addition, the trigger role for the additional lottery (during a bonus) may be something other than a rare role, and the winning of another role (for example, a bell role) may be the trigger for winning each game state with a predetermined probability.

[0076] In this manner, in the slot machine 1 of the present embodiment, in the bonus, an additional lottery (during the bonus) is executed for each game from the 21st game onwards, which corresponds to the "extended game". In this type of bonus, if a common bell is won or awarded in every game from the first game onwards, the number of medals paid out in the 20th game will exceed 199 (reach 200), and the bonus will end without the additional draw being executed. In other words, the update value (number of medals paid out) in the specific gaming state (during bonus) will reach the end value (more than 199 medals) before the counting result of the counting means (number of bonus games) reaches the second number of games (21 times) when a specific number of gaming values ​​is awarded by the gaming value awarding means for each game from the start of the specific gaming state (start of bonus) (when a common bell is won for each game and 10 medals are paid out for each game). In addition, in the bonus, the add-on lottery is not executed for games 1 to 20, but is executed from the 21st game onwards. Therefore, the probability of an add-on being awarded for games 1 to 20 is 0, but from games 21 onwards, an add-on can be awarded with a certain probability. For this reason, it is determined that there is a higher probability of granting a bonus when the counting result by the counting means indicates a second number of games (21 or more), which indicates that more games have been played than the first number of games (20 or less). The number of additions (cumulative number) determined by the addition lottery (during the bonus) is set as the initial number of games in the AT that is executed after the bonus ends.

[0077] (AT) AT transitions from normal or bonus. Specifically, if the state transition lottery or AT transition lottery held during normal play determines "AT," the transition occurs (arrow g in Figure 8), or if the additional lottery held during the bonus (during the bonus) is won, the transition occurs after the bonus ends (arrow p in Figure 8). AT is a game state in which the player is notified (navigates) of a combination of symbols corresponding to push order replays or push order bells in a stoppable manner. The AT is in an advantageous state for the player because by operating the stop button 5 in accordance with this notification, replay or the payment of medals can be reliably executed, and the AT is classified as an advantageous zone. The AT is a so-called game number managed AT, and ends when a specified number of games have been played (when the number of remaining games reaches 0). For example, when transitioning from normal to AT, the initial number of games is set to 30, so basically, once the initial number of games has been played (the number of remaining games reaches 0), the AT ends and then transitions to normal (normal section) (arrow h in Figure 8). However, if the "Additional Lottery (AT)" described below is won during the AT, the AT will end when the total number of games obtained by adding the won additional number (cumulative number) to the initial number of games mentioned above has been played. In the case of an AT which is entered after the end of a bonus due to winning an additional lottery (during a bonus), the number of additional games (cumulative number) won in the additional lottery (during a bonus) is set as the initial number of games, and basically ends when the initial number of games is consumed, and then transitions to normal (normal section) (arrow h in Figure 8). In this case, if the "Additional Lottery (AT)" described below is won during the AT, the AT will end when the total number of games obtained by adding the won additional number (cumulative number) to the initial number of games has been played. The AT also ends if the ending transition condition is met, and then transitions to the ending (arrow q in Figure 8). In addition, the AT is not limited to the game number management type, and can also adopt other management types such as difference in number of coins management type.

[0078] <Additional lottery (AT)> During the AT (more specifically, when RT0~2 and AT are in progress), if a rare role is won, an additional lottery (AT) will be held in which the number of games played in that AT will be increased. Specifically, as shown in FIG. 10, if the lucky number is won, the additional number "10" is determined with a probability of 128 / 256, the additional number "30" is determined with a probability of 104 / 256, the additional number "50" is determined with a probability of 16 / 256, and the additional number "100" is determined with a probability of 8 / 256. Also, if you win watermelon, there is a 160 / 256 chance that the additional number will be "0", a 64 / 256 chance that the additional number will be "30", a 16 / 256 chance that the additional number will be "50", and a 16 / 256 chance that the additional number will be "100". Also, if you win a cherry (regular cherry), there is a 96 / 256 chance that the additional number will be "0", a 128 / 256 chance that the additional number will be "10", and a 32 / 256 chance that the additional number will be "30". Also, if you win 1 Rock Cherry, there is a 128 / 256 chance that the additional number will be "30", a 96 / 256 chance that the additional number will be "50", and a 32 / 256 chance that the additional number will be "100". Also, if you win Rock Cherry 2, there is an 86 / 256 chance that the additional number will be "30", an 85 / 256 chance that the additional number will be "50", and an 85 / 256 chance that the additional number will be "100". In this embodiment, the additional lottery is executed when a rare combination is won in RT0 to RT2, but is not executed in RT3 even if a rare combination is won. Not limited to this, an additional lottery may be executed when a rare role is won in RT3. In addition, the probability of winning the additional lottery (AT) may be other than the above for some or all of the winning roles.

[0079] (ending) The ending is a game state controlled by the AT and is divided into an advantageous zone. The ending usually occurs when a state transition lottery during a high probability (advantageous zone) determines that the ending is to occur (arrow m in Figure 8). In addition, the ending transitions from the advantageous zone when the ending transition condition is met in the advantageous zone. The "ending transition condition" is determined to be met when the number of games played during the advantageous zone reaches a predetermined number, or the difference in number of coins (number of medals won) during the advantageous zone reaches a predetermined number. The number of games played and the difference in number of coins during the advantageous period are counted by the advantageous period counter. In this embodiment, it is determined that the ending transition condition is met when the number of games counted by the advantageous zone counter reaches 1,480 coins, or when the difference in number of coins reaches 2,300 coins. The number of games played and the difference in number of coins in the ending transition condition can be set to any number of games played or any difference in number of coins. For this reason, the ending can be transitioned to from all game states (advantageous zones) other than the normal zone (arrows k, m, q in FIG. 8). During the advantageous zone, the advantageous zone lamp 13 is lit, but in order to prevent a decrease in playability, it may be lit only during states in which an increase in medals is actually expected (AT, bonus, etc.).

[0080] The ending remains until the counting result of the advantageous zone counter reaches the advantageous zone limiter, and when the advantageous zone limiter is reached, the advantageous zone ends together with the ending, and then transitions to normal (normal zone) (arrow n in Figure 8). The "advantageous zone limiter" occurs when "the number of games played during the advantageous zone reaches the upper limit (1,500 times)" or "the difference in number of coins (number of medals won) during the advantageous zone reaches the upper limit (2,400 coins)." When either of these conditions is met, the main control unit 10 determines that "the advantageous zone limiter has been reached" and transitions the game state from the advantageous zone to the normal zone. In addition, the upper limit of the number of games played in the advantageous zone is not limited to the above number and can be set to any number, and the upper limit of the difference in the number of coins during the advantageous zone is not limited to the above number and can be set to any number. In addition, a transition from a favorable zone to a normal zone also occurs when a favorable zone during normal play (normal low probability, normal high probability) ends, when a bonus ends, or when an AT ends (arrows c, f, and h in Figure 8). During the ending, the ending performance is executed on the display device 8. If a bonus symbol is won during the ending and the bonus symbol stops, a bonus game similar to the above-mentioned bonus is played (not shown). However, unlike the bonuses mentioned above, no additional draws will be conducted.

[0081] FIG. 12 illustrates an image of the additional lottery (during bonus). FIG. 12 shows that the additional lottery is not executed in games 1 to 20 (basic games) ("None"), but the additional lottery (during bonus) is executed in games 21 to 27 (extension games) ("Lottery"). Specifically, the diagram shows that during the bonus, seven replays were won (the "Re"s in the 3rd, 4th, 6th, 8th, 9th, 19th, and 21st games), which extended the bonus by seven games, making the number of bonus games "27" (=20+7). In this manner, in the slot machine 1 of the present embodiment, it is preliminarily determined that the 21st and subsequent bonus games are subject to the additional lottery. As a result, there is no need for the lottery to determine the number of games and games that are eligible for the additional lottery, as well as the lottery table to be referenced when conducting the lottery, as was previously required, thereby reducing the processing load and data volume (data capacity). In addition, unlike conventional methods, winning a rare role gives players the hope of an increase in the number of special lottery games (the number of games for which an additional lottery can be executed), but this increase does not occur without any disappointment (there are no disappointments), providing a game that is visually easy to understand (see the soccer presentation below). Furthermore, in the case of conventional specifications in which the number of special lottery games is increased by a pseudo bonus, there is a risk that the number of medals won in the bonus increases, resulting in excessive gaming value being awarded; however, in the slot machine 1 of this embodiment, the number of medals won does not increase in proportion to the extension, so there is no such risk.

[0082] (Performance during bonus) The effects during the bonus will be described with reference to FIG. 13 and FIG. 13 and 14 show some of the presentation modes in the bonus exemplified in FIG. As shown in these figures, in the slot machine 1 of this embodiment, the sub-controller 20 displays an effect image relating to soccer (soccer effect) on the display 8 as an effect during the bonus. For example, in the upper left corner of the screen of the display device 8, information on the progress of the game, "number of games played / number of bonus games", is displayed in imitation of the progress of a soccer game ("elapsed time / match time"). Therefore, when the "elapsed time" reaches the "match time", the "number of games played" reaches the "number of bonus games" and the bonus ends. In addition, the upper right portion of the screen of the display 8 displays information regarding the payout of medals ("number of medals paid out / number of medals paid out at end"). Therefore, the bonus ends when the "number of coins paid out" exceeds the "ending number of coins paid out."

[0083] 13(a)-(b) show examples of the presentation of the first game. These figures show that there are 20 bonus games (the number of basic games) and that the first of these games is currently being played ("1st Game!", "1 / 20th of a minute"). FIG. 13(a) shows that no medals have been paid out yet ("0 / 199 medals") because this is the start game (first game) of the bonus. Figure 13(b) shows that the common bell was won (prize-winning) in the first game ("Bell!"), and that 10 coins were paid out as a result of winning the common bell ("+10 coins", "10 / 199 coins").

[0084] Figures 13(c)-(d) show examples of the third game. Figure 13(c) shows that the number of bonus games remains at 20 (the number of basic games remains the same because replays were not won in games 1 and 2), and that the third of these is currently being played ("Third Game!", "3 / 20 minutes"). Figure 13(d) shows that a replay was won (awarded) in the third game ("Replay!"), and that winning the replay has added (extended) the number of bonus games by "1" ("Additional Time +1 minute", "3 / 21 minutes"). In addition, Figure 13(c) shows that 20 coins were paid out before the third game was played ("20 / 199 coins"), and Figure 13(d) shows that no payout was made in the third game because a replay was won ("20 / 199 coins").

[0085] Figures 13(e) to (f) show examples of the presentation of the 20th game. FIG. 13(e) shows that 130 coins were paid out before the 20th game was played ("130 / 199 coins"), and FIG. 13(f) shows that 10 coins were paid out because the common bell was won / prize-winning in the 20th game ("Bell!", "+10 coins", "140 / 199 coins"). Also, FIG. 13(e) shows that the number of bonus games at this stage is "26." This is because the number of bonus games has been increased (extended) by "6" due to six replay wins between games 1 to 20 (see FIG. 12).

[0086] FIG. 13(g) is an example of the presentation after 20 games have been completed. FIG. 13(g) shows that the number of bonus games has been increased by "6" (Additional Time +6 minutes) as a result of six replay wins during the basic game. FIG. 13(g) also suggests that the base game has ended and that an overtime game of at least six games will begin. In this way, if the player is informed that an additional lottery will be held in the extended game after the "Additional Time" is displayed, the player can be provided with visually easy-to-understand gameplay in which the player will only be awarded a bonus in the extended game.

[0087] FIG. 13(h) and FIGS. 14(a)-(b) show examples of the presentation of the 21st game. FIG. 13(h) shows that there are 26 bonus games, and that the 21st of those games is currently being played ("21st game!", "21 / 26 minutes"). FIG. 13(h) also shows that 140 coins have been paid out before the execution of the 21st game ("140 / 199 coins"). Figure 14(a) shows that a replay was won (awarded) in the 21st game ("Replay!"), and that winning the replay has added (extended) the number of bonus games by "1" ("Additional Time +1 minute", "21 / 27 minutes"). FIG. 14(b) shows that the additional amount "100" has been determined (won) through an additional lottery (during a bonus) ("GOAL!+100G" and a video showing the goal being scored). In addition to notifying the user of the additional charge, the device may also notify the user that the transition to AT has been confirmed.

[0088] Figures 14(c) to (f) show examples of the presentation of the 27th game. FIG. 14(c) shows that there are 27 bonus games, and that the 27th game of the 27 games is currently being played ("27th game!", "27 / 27 minutes"). FIG. 14(c) also shows that 190 coins have been paid out ("190 / 199 coins") before the 27th game is executed. FIG. 14(d) shows that 10 coins were paid out because the common bell was won / prized in the 21st game ("Bell!", "+10 coins", "200 / 199 coins"). In other words, "200 / 199 coins" in FIG. 14(d) indicates that the "number of coins paid out" has exceeded the "final number of coins paid out", and therefore the game in question is the final game. FIG. 14(e) suggests that the additional lottery (bonus) was not won (image showing no goal was scored). It is not necessary to indicate that you did not win the additional lottery. FIG. 14(f) is the bonus end screen. Figure 14(f) shows that the bonus has ended ("Game End"), that an additional 150 games have been awarded through a bonus draw (at bonus time) ("+150G!"), that the number of bonus games has been extended by "7" ("Additional Time: 7 minutes"), and that this brings the total number of bonus games to "27" ("Game Time: 27 minutes"). After the bonus ends, the game will transition (enter) into the AT, which has an initial number of 150 games.

[0089] In the above-described embodiment, the additional lottery is not executed in the 1st to 20th games, but the additional lottery (before 20G) may be executed in the 1st to 20th games. For example, when a common bell or a replay is won, an additional lottery is executed by referring to the additional lottery table (before 20G) shown in FIG. 15. According to this add-on lottery table (before 20G), if an add-on lottery is executed in response to winning a common bell, there is a 3 / 256 chance that an add-on number of "10" will be awarded, and if an add-on lottery is executed in response to winning a replay, there is a 16 / 256 chance that an add-on number of "10" will be awarded. In addition, the winning probability of the additional lottery (before 20G) may be other than the above for some or all of each winning role.

[0090] [Second embodiment] The slot machine 1 according to the second embodiment of the present invention will be described. FIG. 16 is a diagram showing a payout table according to the second embodiment. As shown in FIG. 16, the payout table according to the second embodiment is the same as the payout table according to the first embodiment (FIG. 4). In the slot machine 1 of the second embodiment, the bonus ends when the number of payout coins exceeds 199 coins, similarly to the slot machine 1 of the first embodiment. FIG. 17 is a diagram showing an internal lottery table according to the second embodiment. As shown in FIG. 17, in the slot machine 1 according to the second embodiment, the winning combinations that can be won during the bonus are different from those in the slot machine 1 according to the first embodiment (see FIG. 5). Specifically, in the slot machine 1 of the second embodiment, during the bonus, not only the common bell and replay but also the cherry role (cherry, lock cherry 1, lock cherry 2) can be won. For this reason, if you do not win any of the re-play roles out of Replay, Cherry, Lock Cherry 1, or Lock Cherry 2 during the bonus, the bonus will end after playing 20 bonus games. However, if you win any of these re-play roles during the bonus, the number of bonus games will be increased (extended) by the number of times that re-play role has been won in addition to 20 games. In addition, both the slot machine 1 of the first embodiment and the slot machine 1 of the second embodiment execute an additional lottery in which an additional AT game number is bet during the bonus, but while the slot machine 1 of the first embodiment executes an additional lottery after the 21st game, the slot machine 1 of the second embodiment executes an additional lottery for each game according to the state. Basically, the "state" is "low probability" from games 1 to 20, and "high probability" from game 21 onwards, but the "state" can move to a higher state depending on whether a replay role is won.

[0091] In the slot machine 1 of the second embodiment, when the re-play role is won during the bonus, different roles are set according to the type of the re-play role. FIG. 18 is an explanatory diagram showing the role of the replay role during a bonus. As shown in FIG. 18, "Replay" essentially serves to add to the number of high probability games when a win occurs during a bonus. In the second embodiment, the basic bonus state is "low probability" for games 1 to 20, and "high probability" for games 21 and onwards, and each time a "replay" is won, "high probability" games from game 21 onwards are added (added on). In addition, since Cherry and Lock Cherry 1 and 2 are also re-play symbols, they have the same role as "Replay" (adding to the number of high probability games). "Low probability" indicates that the probability of winning the additional lottery is relatively low. "High probability" indicates that the probability of winning the additional lottery is relatively high. In addition to "low probability" and "high probability," there are also "ultra high probability" and "certain." "Ultra-high probability" indicates that the probability of winning the additional lottery is ultra-high (higher than high probability). "Confirmed" indicates that the amount of the add-on is 100% determined in the add-on lottery (i.e., the add-on is confirmed). For this reason, the probability of winning the additional lottery has the following relationship: "guaranteed" > "ultra high probability" > "high probability" > "low probability", with the higher the state, the higher the probability of winning. Specifically, the additional lottery according to each state is carried out by referring to each additional lottery table shown in FIG. For example, in a high probability game, an additional lottery (high probability) is executed by referring to an additional lottery table (high probability).

[0092] As shown in FIG. 18, when a "cherry" (usually referred to as a cherry) is won during a bonus, it plays a role of transitioning to the next higher state after the game in which the cherry was won ends. For example, if you win "Cherry" in the third game, after the end of those three games, the state will change from "low probability" to "high probability" (the basic state of "low probability" will change to the next higher state of "high probability"), and in the next game, the fourth game, an additional lottery (high probability) based on "high probability" will be executed.

[0093] As shown in FIG. 18, when a "Lock Cherry 1" is won during a bonus, it plays a role in transitioning to a higher state in the game in which the win has been won. For example, if "Rock Cherry 1" is won in the sixth game, the state will change from "low probability" to "high probability" during those six games (before the additional draw is performed), and an additional draw (high probability) based on "high probability" will be performed during those six games. After the additional draw is executed, the state will change from "high probability" to "low probability" during those 6 games.

[0094] As shown in FIG. 18, when a "Rock Cherry 2" is won during a bonus, it plays a role in transitioning to a higher state in the game in which the win has been won. For example, if "Rock Cherry 2" is won in the 23rd game, during those 23 games (before the additional draw is drawn), the state will change from "High Probability" to "Confirmed" (the basic state "High Probability" will change to "Confirmed", which is two states higher), and an additional draw (Confirmed) based on "Confirmed" will be executed during those 23 games. After the additional draw is executed, the status will change from "definite" to "low probability" during those 23 games. In addition, if you win Rock Cherry 2 in a game that is in a "super high probability" or "certain" state, the game will not be controlled to a state higher than "certain," but in this case, it is possible to control the game to transition to the ending after the bonus ends.

[0095] In this way, cherries have the role of promoting the state of the next game, and rock cherries have the role of promoting the state of the current game. In other words, when a cherry is won, control is exercised in the following order: additional draw lottery → state promotion, whereas when a locked cherry is won, control is exercised in the following order: state transition → additional draw lottery, so there is a higher chance that the additional draw lottery will be executed in a more favorable situation for a locked cherry than for a cherry. In addition, the transition is not limited to the above-mentioned manner, and for example, when a cherry is won, the state transition may occur during the winning game (before the additional draw), and when a lock cherry is won, the state transition may occur after the winning game ends. In addition, depending on the current state, there may be a case where the state transition occurs during a winning game, and a case where the state transition occurs after the winning game ends. For example, in a game in the "ultra-high probability" state, the state transition may occur after the game ends.

[0096] FIG. 19 is a diagram showing an additional lottery table to be referenced in the additional lottery during the bonus.

[0097] In a low probability game, if a bell, replay, or cherry role (hereinafter referred to as normal cherry, lock cherry 1, or 2) is won, an additional lottery (low probability) is executed by referring to the additional lottery table (low probability) shown in Figure 19(a). In the additional lottery (low probability), if you win the bell, the number of additional games will be determined to be "10" with a probability of 3 / 256. If you win a replay, the number of additional games will be determined to be 10 with a probability of 16 / 256. If you win the Cherry role, there is a 128 / 256 chance that you will get 10 additional games, a 96 / 256 chance that you will get 20 additional games, and a 32 / 256 chance that you will get 30 additional games.

[0098] In a high probability game, when a bell, replay, or cherry role is won, an additional lottery (high probability) is executed by referring to the additional lottery table (high probability) shown in FIG. 19(b). In the add-on lottery (high probability), if you win the bell, there is a 64 / 256 probability of 10 additional games, a 32 / 256 probability of 20 additional games, a 16 / 256 probability of 30 additional games, an 8 / 256 probability of 50 additional games, and an 8 / 256 probability of 100 additional games. If you win a replay, there is a 128 / 256 chance that the number of additional games will be 20, a 64 / 256 chance that the number of additional games will be 30, a 32 / 256 chance that the number of additional games will be 50, and a 32 / 256 chance that the number of additional games will be 100. If you win the Cherry role, there is a 128 / 256 chance that the number of additional games will be 30, a 64 / 256 chance that the number of additional games will be 50, and a 64 / 256 chance that the number of additional games will be 100.

[0099] In the ultra-high probability game, when the bell, replay, or cherry role is won, an additional lottery (ultra-high probability) is executed by referring to the additional lottery table (ultra-high probability) shown in FIG. 19(c). In the additional lottery (ultra-high probability), if you win the bell, there is a 128 / 256 probability that the number of additional games will be 10, a 64 / 256 probability that the number of additional games will be 20, a 48 / 256 probability that the number of additional games will be 30, an 8 / 256 probability that the number of additional games will be 50, and an 8 / 256 probability that the number of additional games will be 100. If you win a replay, there is a 128 / 256 chance that the number of additional games will be 30, a 96 / 256 chance that the number of additional games will be 50, and a 32 / 256 chance that the number of additional games will be 100. If you win the Cherry role, there is a 128 / 256 chance that you will get an additional 50 games, and a 128 / 256 chance that you will get an additional 100 games.

[0100] In a fixed game, if a bell, replay, or cherry role is won, an additional lottery (fixed) is executed by referring to the additional lottery table (fixed). In the additional lottery (confirmed), if you win the bell, there is a 128 / 256 chance that the number of additional games will be 30, a 64 / 256 chance that the number of additional games will be 50, and a 64 / 256 chance that the number of additional games will be 100. If you win a replay, there is a 128 / 256 chance that you will receive an additional 50 games, and a 128 / 256 chance that you will receive an additional 100 games. If you win the Cherry role, the number of additional games will be determined to be 100 with a probability of 256 / 256.

[0101] In this way, depending on each additional lottery table, the probability of winning the additional lottery has the following relationship: "guaranteed" > "ultra high probability" > "high probability" > "low probability" (see Figures 19(a) to (d)).

[0102] FIG. 20 is a drawing image of an additional drawing during a bonus in the second embodiment. FIG. 20 shows that the replay role was won eight times during the bonus (3rd, 4th, 6th, 8th, 9th, 19th, 20th, and 23rd games), which extended the bonus by eight games, making the number of bonus games "28" (=20+8). In addition, it is shown that in each game, the winning combination is controlled into one of four states ("low probability," "high probability," "ultra high probability," and "certain"), and an additional lottery is executed for each game according to the corresponding state. Of these, games 1 to 20 are controlled to “low probability” unless the Cherry role is won (see games 12 to 20 in Figure 20), and games 21 and onwards are controlled to “high probability” unless the Cherry role is won (see games 25 to 28 in Figure 20). Furthermore, the sub-controller 20 performs an effect of displaying a background image (day, evening, night, space) according to the state of each game on the display 8 (see "display background" in FIG. 20).

[0103] FIG. 21 is a diagram showing an example of a background image used for a display background, where (a) is a “daytime” background image 8a used in low probability games, (b) is an “evening” background image 8b used in high probability games, (c) is a “night” background image 8c used in ultra-high probability games, and (d) is a “space” background image 8d used in fixed probability games. In this way, the "state" and the content of the background image displayed on the display 8 are made to match. This allows the player to distinguish the "state" of each game from the background image. For example, when a night background image 8c is displayed, the player can play the game with high hopes of winning, and when a space background image 8d is displayed, the player can play the game with confidence that he or she will win.

[0104] FIG. 22 shows an example of a bonus presentation in the second embodiment. The bonus effect in the second embodiment is basically the same as the bonus effect in the first embodiment, but differs from the first embodiment in that a background image according to the state is displayed. FIG. 22 shows an example of the presentation in some games of the bonus shown in FIG.

[0105] 22(a) to (d) show examples of the presentation of the third game. In the background images of FIGS. 22(a) to (c), since the third game is in a "low probability" state, a "daytime background image 8a" corresponding to "low probability" is displayed. This suggests that the third game will be a low probability game. It also shows that the player won a "Cherry" in the third game ("Cherry!"), which increased the number of bonus games to 21 ("2 / 20 minutes -> 3 / 21 minutes"), and that an additional 10 games were awarded through an additional draw (low probability) ("GOAL!+10G"). Figures 22(c) to (d) show that state transition control (from "low probability" to "high probability") is executed after the game ends (after the additional lottery) due to winning "Cherry", and as a result, the background image changes from a daytime background image 8a to an evening background image 8b. The state transition or background image change may occur at the start of the next game (in this case the fourth game) (when the game start operation is performed), or immediately before the start of the next game (in this case at the end of the third game or between the third and fourth games).

[0106] 22(e) to (h) are examples of the presentation of the sixth game. Figures 22(e) to (g) show that the player won "Rock Cherry 1" in the sixth game ("Rock Cherry 1!"), which increased the number of bonus games to 21 ("6 / 22 minutes → 6 / 23 minutes"). In addition, Figures 22(e) to (g) show that as a result of winning "Lock Cherry 1", state transition control (from "low probability" to "high probability") is executed during the game (before the additional drawing), and as a result, the background image changes from a daytime background image 8a to an evening background image 8b. FIG. 22(h) also shows that an additional 30 games have been awarded through an additional lottery (high probability) ("GOAL!+30G").

[0107] In this way, when a lock cherry is won, the state is shifted to a higher level during the winning game, and an additional lottery is executed according to the state after the shift, and the background image is switched in synchronization with the lock effect. FIG. 23 is a diagram showing the display state on the display device 8 and the movement state of the reel 41 in the sixth game. As shown in FIG. 23, in response to the start operation of the 6th game, the main control unit 10 performs a lock effect in which all the reels 41 are moved upward by one frame (FIG. 23(a)-(b)), and then spins all the reels 41 downward (FIG. 23(c)). The sub-controller 20 switches the background image from the daytime background image 8a to the evening background image 8b during the lock effect (see the dotted arrow in FIG. 23(b)). As a result, an evening background image 8b is displayed as the background image for the sixth game (FIG. 23(c)). Therefore, it is possible to suggest to the player that there is a high probability that an additional amount will be awarded in the additional lottery for the sixth game.

[0108] In this way, when a state transition is triggered by a win other than a lock cherry, the presentation stage is shifted after the winning game ends, whereas when a state transition is triggered by a lock cherry win, the presentation stage is shifted during the lock presentation in the winning game, thereby controlling the state transition to be accurately shown.

[0109] In the slot machine 1 of the second embodiment, it is predetermined that the 21st and subsequent bonus games are subject to a high probability additional bonus lottery. As a result, there is no need for the lottery to determine the number of games and games that are eligible for the additional lottery, as was previously required, and the lottery table to be referenced when the lottery is conducted, thereby reducing the processing load and data volume (data capacity). In addition, unlike in the past, while players can expect an increase in the number of special lottery games (the number of games in which a highly likely additional lottery can be executed) when they win a rare role, there are no cases where this increase does not occur (there is no disappointment). In addition, it is possible to provide a game that is visually easy to understand, such as by using background images. Furthermore, in the case of conventional specifications in which the number of special lottery games is increased by a pseudo bonus, there is a risk that the number of medals won in the bonus increases, resulting in excessive gaming value being awarded; however, in the slot machine 1 of the second embodiment, the number of medals won does not increase by the amount of extension, so there is no such risk.

[0110] (Modification) The re-play role that is won during the bonus may be designated as a push order role, and by operating in a specific push order (reverse push), the symbols may be controlled to stop in a specific pattern (for example, a line of sevens), and the specific push order may be announced only in games in which the additional lottery is won. In addition, a pseudo game may be generated when an additional lottery is won, and a specific push order may be announced while controlling the symbols to temporarily stop in a specific pattern (for example, a line of sevens). In this way, the stopping pattern (specific pattern) of the pattern can notify the award of an additional bonus.

[0111] In addition to controlling the execution / non-execution and low / high probability of the additional lottery depending on the number of times a game is played, as in the embodiment described above, it is also possible to control the execution / non-execution and low / high probability of the additional lottery depending on the number of small winning combinations and the difference in number of coins. For example, after winning the common bell 20 times or after the difference in the number of coins exceeds 139, an additional lottery can be executed or the game can be controlled to a high probability state. In addition, in the present invention, a big bonus (BB) is adopted as the bonus, but the present invention can also be applied to a regular bonus (RB) other than the BB. The present invention can also be applied to AT such as pseudo bonuses. Specifically, pseudo bonuses (AT) of difference number management type, small winning number management type, number of plays management type, and payout number management type can also be applied as specific game states of the present invention. For example, when a difference-in-number-managed pseudo-bonus (AT) that ends when the difference in number of coins reaches 140 coins is applied to the specific game state of the present invention, if a push-order bell with a net increase of 7 coins (for example, a push-order bell that pays out 10 coins with 3 bets) is won 20 times in a row, 140 coins will be reached in 20 games, and the pseudo-bonus will end after 20 games. However, if a replay or a winning role with a net increase in number of coins less than the push-order bell is won during the pseudo-bonus, the difference in number of coins will not reach 140 coins in 20 games, and the number of games for the pseudo-bonus will be extended, and an additional lottery or a high-probability additional lottery will be executed in the extended games. In other words, as the update value of the present invention, the cumulative value (difference in number of medals) obtained by subtracting the game value (number of medals paid out) used in the game from the game value (number of medals bet) granted by the game value granting means in a specific game state (pseudo bonus) can be applied. In addition, for example, a pseudo bonus (AT) of the small winning number management type that ends when the push order bell is won 20 times can be applied to the specific game state of the present invention. In other words, as the update value of the present invention, the cumulative value of the number of times a specific game result occurs in a specific game state (pseudo bonus) (the number of times the push order bell is won) can be applied. In addition, when a pseudo bonus (AT) that is managed by the number of plays and ends when it is executed 20 times is applied to the specific game state of the present invention, if 20 consecutive plays that do not win a replay occur, the pseudo bonus will end after 20 plays. However, if a replay is won, the pseudo bonus will not end after 20 plays, and so the number of games of the pseudo bonus will be extended, and an additional lottery will be executed in the extended game, or a high-probability additional lottery will be executed. That is, as the update value of the present invention, in a specific gaming state (pseudo bonus), a cumulative value (number of games without winning a replay) excluding some game results can be applied. In addition, when a payout number-managed pseudo bonus (AT) that ends when the payout number reaches 200 coins is applied to the specific game state of the present invention, if a push-order bell with a payout number of 10 coins is won 20 times in a row, 200 coins will be reached in 20 games, and the pseudo bonus will end after 20 games. However, if a replay or a winning role with a payout number less than the push-order bell is won during the pseudo bonus, the payout number will not reach 200 coins in 20 games, and the number of games for the pseudo bonus will be extended, so that an additional lottery or a high-probability additional lottery will be executed in the extended game. That is, as the update value of the present invention, the cumulative value (number of medals paid out) of the game value (number of medals paid out) granted by the game value granting means in a specific game state (pseudo bonus) can be applied. During the pseudo bonus described above, an additional lottery may or may not be conducted for the game before the extension. In addition, in the above-described embodiment, the number of games in the AT is increased based on winning the additional lottery, but the number of stocks or the difference in number of coins may also be increased (granted as a bonus). Furthermore, in the second embodiment, before 20 games, except for low probability, the state is basically controlled so that it stays (continues) for only one game, but it may stay for a plurality of games.

[0112] As described above, the slot machine 1 of this embodiment is equipped with a game state control means capable of controlling the game to a specific game state (bonus) that can be ended when an update value (e.g., the number of medals paid out) that changes according to the progress of the game reaches an end value (more than 199 medals), a counting means capable of counting the number of games played in the specific game state (bonus), and a judgment means (additional lottery) capable of determining whether or not to grant a bonus to a player based on the counting result by the counting means, and the judgment means (additional lottery) is configured to judge that a bonus will be granted with a higher probability when the counting result by the counting means indicates a second number of games (21 or more), which indicates that more games have been played than the first number of games (20 or less), than when the counting result by the counting means indicates a first number of games (20 or less) (see Figures 19 and 10). In addition, the determination means (additional lottery) is configured to not determine whether or not to grant a bonus (not execute an additional lottery) when the counting result by the counting means indicates the first number of games (20 or less), and to determine whether or not to grant a bonus (execute an additional lottery) when the counting result by the counting means indicates the second number of games (21 or more), which indicates that games have been played more than the first number of games (see Figure 10, etc.). In other words, in the gaming machine of the present invention, for specific gaming states (bonuses, difference-in-number-managed ATs, etc.) that end based on the number of coins paid out, the probability of awarding a bonus (number of games in the AT, number of stocks, etc.) is set to be high in games after a specific number of games (20 games) have been played. This allows a lottery (additional lottery) to be held in the specific gaming state regarding the awarding of benefits other than gaming value such as medals, thereby preventing the game in the specific gaming state from becoming monotonous. In addition, since the extension of the specific game state is advantageous to the player, the longer the specific game state is extended, the more advantageous the player becomes, creating a unique gameplay characteristic, which is expected to increase interest. In addition, since there is no need for lotteries to determine the games and number of games that are subject to the additional lottery, lotteries to determine the games and number of games with high probability, and lottery tables to be referenced when conducting these lotteries, the processing load and data volume (data capacity) can be reduced. In addition, the probability of receiving a bonus becomes higher only in the extended game, so that an easy-to-understand game can be provided. Furthermore, since the amount of game value awarded does not increase by the amount of extension, it is possible to prevent excessive game value from being awarded.

[0113] On the other hand, Patent Document 1 discloses a conventional gaming machine having a specific gaming state (bonus, etc.) that ends when the number of medals paid out reaches a predetermined number. However, in this type of conventional gaming machine, since gaming value (medals, etc.) is simply awarded in the specific gaming state, it is not possible to expect an increase in interest in the specific gaming state. In this way, according to the slot machine 1 of the present embodiment, it is possible to solve all or part of the problems that need to be improved in conventional gaming machines.

[0114] 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, in this embodiment, the main control unit 10 performs operations as various means such as a game state control means, but the sub-control unit 20 may perform some or all of these operations and operate as the various means. Conversely, while the sub-control unit 20 operates as various means such as a performance execution means that executes performance on the display device 8, etc., the main control unit 10 can perform some or all of these functions and operate as various means.

[0115] Furthermore, although the present invention has been applied to a slot machine, it can also be applied to other gaming machines such as pachinko machines. The present invention can also be applied to so-called enclosed gaming machines that can execute games using pseudo gaming media in data format, without using actual gaming media such as medals or gaming balls.

[0116] In addition, in this embodiment, a reel driven and controlled by a motor is used as the variable display means, but instead of or in addition to this, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image of a changing pattern of a reel or the like on the display 8. In this embodiment, it is assumed that the bonus role will be won in two ways: when the bonus role is won simultaneously with watermelon, cherry, and rock cherry (duplicate win), or when the bonus role is won alone (single win). However, the present invention is not limited to this, and it is also possible to only have cases where there are duplicate wins, or only cases where there is a single win. [Explanation of symbols]

[0117] 1. Slot Machines 41 Reel 8 Display

Claims

1. A game state control means for controlling the game state to a specific game state that can be ended based on the fact that an update value that varies according to the progress of the game has reached an end value; A counting means capable of counting the number of games in the specific gaming state; a determination means for determining whether or not to grant a bonus to a player based on a counting result by the counting means; a notification means capable of notifying information related to the determination by the determination means; Equipped with The determination means is It is possible to determine that the bonus will be awarded with a higher probability when the counting result by the counting means indicates a second number of games, which indicates that a game has been played more than the first number of games, than when the counting result indicates a first number of games; The notification means includes: When the final game corresponding to the first number of games is completed, the counting means is capable of notifying specific information indicating the number of games for which it can be determined whether or not to grant a bonus to a player by the determining means in a specific state in which the counting result by the counting means indicates the second number of games. A gaming machine characterized by:

2. A game state control means for controlling the game state to a specific game state that can be ended based on the fact that an update value that varies according to the progress of the game has reached an end value; A counting means capable of counting the number of games in the specific gaming state; a determination means for determining whether or not to grant a bonus to a player based on a counting result by the counting means; a notification means capable of notifying information related to the determination by the determination means; Equipped with The determination means is When the counting result by the counting means indicates the first number of games, it is not determined whether or not to award a bonus; When the counting result by the counting means indicates a second number of games, which indicates that a game has been played more than the first number of games, it is possible to determine whether or not to award a bonus; The notification means includes: When the final game corresponding to the first number of games is completed, the counting means is capable of notifying specific information indicating the number of games for which it can be determined whether or not to grant a bonus to a player by the determining means in a specific state in which the counting result by the counting means indicates the second number of games. A gaming machine characterized by:

3. A game state control means capable of controlling a specific game state that can be ended based on an update value that varies according to the progress of a game reaching an end value; A counting means capable of counting the number of games in the specific gaming state; a determination means for determining whether or not to grant a bonus to a player based on a counting result by the counting means; a notification means capable of notifying information related to the determination by the determination means; Equipped with The determination means is It is possible to determine that the bonus will be awarded with a higher probability when the counting result by the counting means indicates a second number of games, which indicates that a game has been played more than the first number of games, than when the counting result indicates a first number of games; The notification means includes: When the specific game state is ended, specific information indicating the number of games for which the determination means has determined whether or not to grant a bonus to the player in the specific state in which the counting result by the counting means indicates the second number of games can be notified. A gaming machine characterized by:

4. A game state control means capable of controlling a specific game state that can be ended based on an update value that varies according to the progress of a game reaching an end value; A counting means capable of counting the number of games in the specific gaming state; a determination means for determining whether or not to grant a bonus to a player based on a counting result by the counting means; a notification means capable of notifying information related to the determination by the determination means; Equipped with The determination means is When the counting result by the counting means indicates the first number of games, it is not determined whether or not to award a bonus; When the counting result by the counting means indicates a second number of games, which indicates that a game has been played more than the first number of games, it is possible to determine whether or not to award a bonus; The notification means includes: When the specific game state is ended, specific information indicating the number of games for which the determination means has determined whether or not to grant a bonus to the player in the specific state in which the counting result by the counting means indicates the second number of games can be notified. A gaming machine characterized by:

5. A game state control means capable of controlling a specific game state that can be ended based on an update value that varies according to the progress of a game reaching an end value; A counting means capable of counting the number of games in the specific gaming state; a determination means for determining whether or not to grant a bonus to a player based on a counting result by the counting means; a notification means capable of notifying information related to the determination by the determination means; A selection means capable of selecting a winning combination; A control means for executing a control for increasing the number of times of play of the specific game state when the lottery result by the lottery means in the specific game state is a re-play role; Equipped with The determination means is It is possible to determine that the bonus will be awarded with a higher probability when the counting result by the counting means indicates a second number of games, which indicates that a game has been played more than the first number of games, than when the counting result indicates a first number of games; The control means A control for increasing the number of games in the specific game state from the first number of games to the second number of games is executable; The notification means includes: When the counting result by the counting means is in a specific state indicating the second number of games, the determining means can notify specific information regarding the number of games for which it is determined whether or not to give a bonus to the player. A gaming machine characterized by:

6. A game state control means capable of controlling a specific game state that can be ended based on an update value that varies according to the progress of a game reaching an end value; A counting means capable of counting the number of games in the specific gaming state; a determination means for determining whether or not to grant a bonus to a player based on a counting result by the counting means; a notification means capable of notifying information related to the determination by the determination means; A selection means capable of selecting a winning combination; A control means for executing a control for increasing the number of times of play of the specific game state when the lottery result by the lottery means in the specific game state is a re-play role; Equipped with The determination means is When the counting result by the counting means indicates the first number of games, it is not determined whether or not to award a bonus; When the counting result by the counting means indicates a second number of games, which indicates that a game has been played more than the first number of games, it is possible to determine whether or not to award a bonus; The control means A control for increasing the number of games in the specific game state from the first number of games to the second number of games is executable; The notification means includes: When the counting result by the counting means is in a specific state indicating the second number of games, the determining means can notify specific information regarding the number of games for which it is determined whether or not to give a bonus to the player. A gaming machine characterized by:

Citation Information

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Cited By

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