Gaming Machines
By introducing a variety of characters and operation methods into the game console, the game state is optimized, and the player's winning probability and game fun is improved, and the problem of uneven player's winning probability in different states of the existing game console is solved.
Patent Information
- Application Number
- JP2024021823
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-16
- Publication Date
- 2025-02-10
- Estimated Expiration
- 2042-12-08
AI Technical Summary
In the specific game state of the game, players sometimes are in a favorable situation when controlling the game state, and sometimes are in a disadvantageous situation, and lack effective improvement measures.
The game console is equipped with a variety of characters, including specific characters, players' operational stop operation means, decision means, variable display means, first game state control means, judgment means and means to execute specific performance. Through these means, the game state is optimized and the player's winning probability is improved.
By optimizing the game state, the player's chance of winning is improved, the game's fun and playability is increased, and monotony is avoided.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Gaming machines are known that, when a special result is stopped in a specified gaming state, control the gaming state to an advantageous state for the player, while, when a specific result is stopped in a specified gaming state, control the gaming state to an unfavorable state for the player (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2018-130502 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 determination means capable of determining a role among a plurality of roles including a specific role; a stop operation means operable by a player; a variable display means capable of stopping displaying the variable display of the identification information in a stopped display mode based on the role determined by the determination means and the operation mode of the stop operation means; a first control means capable of controlling to a gaming state among a plurality of gaming states including a first gaming state and a second gaming state which is more advantageous than the first gaming state; a determination means capable of determining whether to execute a specific performance when the determination means determines the specific role in the first gaming state; a performance means capable of executing the specific performance when the determination means determines that the specific performance should be executed; and a second control means capable of controlling to a plurality of states including the first state and the second state in the first gaming state. a transition determination means capable of determining whether to transition to the second gaming state when a special combination is determined by the determination means in the first gaming state; and a third control means capable of controlling the first gaming state to a plurality of specific states including a first specific state and a second specific state in which the transition determination means has a higher probability of determining that the first gaming state will transition to the second gaming state than the first specific state.The variable display means is capable of displaying the variable-displayed identification information in a stopped state in a first stopped display state when the operation mode of the stop operation means is a first operation mode when the specific role is determined by the determination means, and of displaying the variable-displayed identification information in a stopped state in a second stopped display state when the operation mode of the stop operation means is a second operation mode when the operation mode of the stop operation means is a second operation mode, the determination means is capable of determining that the specific performance will be executed with a higher probability in the second state than in the first state when the specific role is determined by the determination means, and the first control means is capable of maintaining the first game state when the identification information variable-displayed by the variable display means is displayed as stopped in the first stopped display mode when the specific performance is executed by the performance means, and of controlling to the second game state when the identification information variable-displayed by the variable display means is displayed as stopped in the second stopped display mode. [Brief description of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of the gaming machine. [Diagram 2] 1 is a schematic perspective view showing the internal configuration of the gaming machine; [Diagram 3] 2 is a block diagram showing the control configuration of the gaming machine. [Figure 4] 1 is a diagram showing the arrangement of reel symbols. [Diagram 5] 1 is a diagram showing a payout table. [Figure 6] 13 is a diagram showing an internal lottery table. [Figure 7] This is a state transition diagram of RT. [Figure 8] 1 is a chart showing the transition and termination triggers for each RT. [Figure 9] FIG. 13 is a state transition diagram of the game state. [Figure 10] (a) is a state transition diagram for the normal state, and (b) is a state transition diagram for CZCZ. [Figure 11] 1 is a chart showing triggers for transition and termination of each game state. [Figure 12] This is a timing chart showing the control of each state according to the stopped display of the fall RP results. [Figure 13] This is a chart showing a lottery table for the number of high-probability A games when a favorable zone is selected. [Figure 14] 13 is a diagram showing a normal state A fall lottery table. [Figure 15] This is a chart showing the high probability A transition lottery table. [Figure 16] This is a chart showing the ultra-high probability A transition lottery table. [Figure 17] 13 is a flowchart showing a control process in a normal state A. [Figure 18] 13 is a sub-flowchart showing a normal state A fall lottery process. [Figure 19] 13 is a sub-flowchart showing normal state A promotion lottery processing. [Figure 20] 13 is a diagram showing management data in a normal state B. [Figure 21] This is a chart showing the pattern lottery table (referenced when winning in the favorable zone). [Figure 22] 13 is a diagram showing a correspondence table in normal state B. [Figure 23] This is a diagram showing the management data when pattern 2 "01101001" (decimal value: 105) is first selected. [Figure 24] FIG. 13 is a diagram showing state transitions in normal state B. [Diagram 25] This is a chart showing the CZCZ / Normal CZ lottery table (low probability A). [Figure 26] This is a chart showing the CZCZ / Normal CZ lottery table (High Probability A). [Figure 27] This is a chart showing the CZCZ / Normal CZ lottery table (Super High Probability A). [Figure 28] This is a diagram showing the CZ lottery table at the start of the game. [Figure 29] This is a diagram showing the CZ lottery table at the end of a game. [Diagram 30] This is a chart showing CZ premonition game number lottery table 1. [Diagram 31] This is a chart showing CZ premonition game number lottery table 2. [Diagram 32] A flowchart showing the higher CZ promotion lottery processing. [Diagram 33] This is a chart showing the lottery table for promotion to the higher CZs. [Diagram 34] This is a chart showing the AT lottery table when a bonus is won. [Diagram 35] 1 is a diagram showing the CZC lottery table. [Diagram 36] A diagram showing the display screen of the three-choice game when CZC is won. [Figure 37] This is a chart showing the CZ breakthrough lottery table when White 7 is won. [Figure 38] This is a chart showing the CZ breakthrough lottery table (varied example) when White 7 is won. [Figure 39] This is a chart showing the CZ breakthrough lottery table when a rare role is won. [Diagram 40] This is a chart showing the AT continuation rate addition lottery table. [Diagram 41] This is a chart showing the AT game number addition lottery table. 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. First, the overall configuration of the slot machine 1 will be described. The slot machine 1 is one embodiment of a gaming machine according to the present invention, and is installed in an amusement arcade or the like. As shown in Figures 1 to 3, the slot machine 1 is equipped with a front door 1a, a cabinet 1b, a medal insertion slot 2, a bet button 2a, a medal selector 2b, a performance button 2c, a start lever 3, a drum unit 4, a reel 41, a stop button 5, a display window 6, a medal payout device 7, a hopper 7a, a medal payout outlet 7b, a display 8, a speaker 9, a lamp 11, a navigation lamp 12, an advantageous zone lamp 13, a power supply unit 14, a probability setting device 15, a main control unit 10, a sub-control unit 20, etc.
[0008] The main control unit 10 and the sub-control unit 20 each include a storage unit (storage means) and a control unit (control means) and are devices capable of various types of calculation processing and various types of control, and are included in the concept of a computer. Each storage unit includes a ROM for storing a control program related to a game, various lottery tables, etc., and a RAM having a storage area for temporarily storing various data and a working area for the CPU, etc. Each control unit includes a CPU, etc. Each control unit appropriately reads out and executes various control programs, etc., stored in the corresponding storage unit, to realize various functions of the present embodiment.
[0009] The slot machine 1, like a normal slot machine, is provided with a housing 1b having an opening on the front side, and a front door 1a that opens and closes to cover the opening. 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 the upper surface of this step is provided with a medal insertion slot 2 for inserting medals, a bet button 2a which the player presses to set the number of bets when starting a game, and an effect button 2c which the player operates to change the effects displayed on the display 8. In addition, on the front surface of 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] Additionally, above the display window 6, navigation lamps 12 (navigation lamps 12a, 12b, 12c) capable of informing the player of the operation sequence of the stop buttons 5 are disposed in correspondence with the reels 41a, 41b, 41c. Note that the navigation lamps 12 may be controlled to light up, for example, the "dot" portions of a 7-segment display (also called "7-seg") constituting a push order display section that displays the operation sequence of the stop buttons 5. Beneath the display window 6, for example, a favorable zone lamp 13 consisting of an LED is disposed. The favorable zone lamp 13 is controlled to light up during the favorable zone. Note that instead of the favorable zone lamp 13, for example, a 7-segment "dot" portion constituting a payout number display section that displays the number of medals paid out, etc., may be controlled to light up. In addition, it is not necessary to provide the favorable zone lamp 13, and instead of the favorable zone lamp 13, it is possible to provide an AT state lamp that lights up during the AT stage described below.
[0011] A display 8 that functions as a notification means and a display means is provided at the top of the front door 1a. The display 8 is, for example, a liquid crystal display capable of displaying a plurality of pieces of information, and performs various effects using images, displays various pieces of information in games, and the like. As shown in Fig. 1, one display 8 is provided, but multiple displays may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side to function as a single display unit. The sub-display may be disposed closer to the reel 41 than the main display, so that the displayed image can be easily viewed while watching the reel 41 rotate or stop. Moreover, the display may be provided on a lower panel display, which is a large display section disposed below the slot machine 1.
[0012] Above the display 8, there is a speaker 9 that acts as a notification means by providing sound effects and notifications, and a lamp 11 that emits light when each winning combination is achieved and provides light effects and notifications corresponding to the effects displayed on the display 8. Further, at the bottom of the front door 1a, there is provided a medal payout opening 7b through which medals are paid out.
[0013] The top of the cabinet 1b is equipped with a main control unit 10 that provides overall control of the game, and the top of the front door 1a is equipped with a sub-control unit 20 that controls aspects of the game, etc., under the control of the main control unit 10. Furthermore, the center of the housing 1b is provided with a drum unit 4 that rotates and drives the reel 41. The drum unit 4 is provided with reels 41a, 41b, and 41c that are arranged in parallel in the horizontal direction, and these reels 41a to 41c are each configured to be rotatable by driving a stepping motor (not shown).
[0014] The reels 41a to 41c shown in FIG. 4 are an example of a variable display means capable of stopping and displaying a variable displayed pattern (identification information) when a stop operation is received from the stop button 5, and a plurality of (e.g., 20) patterns such as "replay", "bell", "BAR", "cherry", "white 7", etc. are displayed on the periphery of the reels 41a to 41c. The configuration of the reels 41a to 41c is not limited to this, and for example, the number of symbols on the periphery may be other than 20. In addition, the lower part of the cabinet 1b is equipped with a medal payout device 7 that pays out medals, and a hopper 7a that stores the medals, and the medals paid out from the medal payout device 7 are paid out to the player via a medal payout outlet 7b.
[0015] A power supply unit 14 is provided at the bottom of the housing 1b. The power supply unit 14 is a device for supplying power to each device including the main control unit 10 and the sub-control unit 20. It monitors the voltage or frequency of the power supply input from outside the slot machine 1, and outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped when the voltage or frequency drops below a predetermined value. Furthermore, when the power supply device 14 detects a supply of power indicating a voltage or frequency exceeding a predetermined value due to power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has started.
[0016] Fig. 3 shows the configuration of the control system of the slot machine 1. Note that the same reference numerals are used to designate components that are the same as or equivalent to those described in Figs. 1 and 2. The main control unit 10 performs the drawing of winning roles and the control of the progress of the game, while the sub-control unit 20 performs various presentation controls based on the control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is limited to one direction only, from the main control unit 10 to the sub-control unit 20, to prevent input of unauthorized signals from the sub-control unit 20 to the main control unit 10. The main control unit 10 is connected to the bet button 2a, medal selector 2b, start lever 3, stop button 5, drum unit 4, medal payout device 7, advantageous zone lamp 13, probability setting device 15 (setting means), and sub-control unit 20 via communication cables, and is capable of controlling each device.
[0017] The probability setting device 15 can change the degree of advantage for the player in multiple stages by changing the winning probability of the pattern lottery that is referenced when the advantageous zone is won, into multiple stages (for example, six stages), and the main control unit 10 stores one of the setting values in the memory unit based on the probability setting operation in the probability setting device 15, and controls the probability of granting a bonus based on the stored setting value. Of the setting values (first setting value, second setting value) set by the probability setting device 15, setting 1 is the lowest probability value, the larger the number, the higher the probability value, and setting 6 is the highest probability value. Therefore, setting 1 is the setting that is most disadvantageous to the player, and the larger the number, the more advantageous it is to the player, with setting 6 being the most advantageous setting to the player.
[0018] In addition, by directly or indirectly changing the probability of transitioning to a game state (e.g., an AT stage) that is advantageous to the player, the degree of advantage of the player can be changed in multiple stages by using the setting value in the probability setting device 15. In addition to the game state, the probability of winning a predetermined small combination (for example, a replay combination or a bell combination) may be made variable in multiple stages (for example, six stages). Also, although the setting value can be set in six stages, it is not limited to this, and may be, for example, four stages (setting values 1, 2, 5, 6) or three stages (setting 1, setting 3, setting 6), or may be a fixed probability value.
[0019] The main control unit 10 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 an internal lottery process based on the sampled random numbers.The main control unit 10 also realizes various functions of the embodiments described below by appropriately reading and executing control programs and the like stored in the storage unit. That is, the main control unit 10 includes a lottery means for performing a lottery for a winning combination (a winning combination) associated with the identification information displayed in a stopped state on the variable display means (reel 41) in response to the execution of a game. In addition, the selection pattern using random numbers may be other than the patterns described above, and the selection of roles may be performed based on random numbers generated by software, and the selection of transitions to AT stages, etc. may be performed based on random numbers generated by a random number generator, or all selections may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0020] The main control unit 10 also controls the rotation of the reels 41 based on a signal from the start lever 3. The main control unit 10 detects the rotation position of each of the reels 41a-41c based on a signal from a sensor (not shown) provided on each of the reels 41a-41c, and is capable of grasping the rotation position of the symbols on each of the reels 41a-41c. Then, based on a signal from the stop button 5, the main control unit 10 performs control to stop a desired symbol within the display window 6.
[0021] Furthermore, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of the stop buttons 5a to 5c, transition of game states, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs a signal indicating that the start lever has been operated to the sub-control unit 20, and when each of the stop buttons 5a to 5c is operated, the main control unit 10 outputs a signal that enables identification of which stop buttons 5 were operated and in what order, and when each of the reels 41a to 41c is stopped by operation of the stop button 5, the main control unit 10 outputs information to the sub-control unit 20 that enables identification of which reels 41 have stopped and in what order, and the patterns on the upper, middle and lower rows, etc. Therefore, the sub-controller 20 can recognize the stopping mode of the symbols according to the operation mode of the stop buttons 5a to 5c by the player. Furthermore, when the game state is shifted, the main control unit 10 outputs to the sub-control unit 20 information that enables identification of which game state the game state has been shifted to.
[0022] The main control unit 10 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the power-off signal is input, the main control unit 10 executes a power-off process to store (save) the game information at the time of input. This game information includes, for example, the game state at that time, winning combinations, the stopping state of the reels 41, the number of bets, etc. In addition, when the main control unit 10 receives a power return signal, it executes a power return process to read out the stored (saved) game information and resume the game. That is, when the main control unit 10 receives a power return signal, it returns to the state immediately before the power was turned off based on the read game information. Furthermore, in the power recovery process, the main control unit 10 transmits game information to the sub-control unit 20. This allows the sub-control unit 20 to resume presentation based on the game state immediately before the power was cut off.
[0023] The sub-controller 20 is connected to and capable of communicating with the performance button 2c, the speaker 9, the display 8, the lamp 11, and the navigation lamp 12 via communication cables. The sub-controller 20 controls these devices in response to commands (control information) from the main controller 10.
[0024] The sub-controller 20 stores various information such as programs relating to performance, performance image data, audio data, etc. in the memory unit. The sub-controller 20 operates as a presentation control means, and performs processes such as presentations synchronized with the play of the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the display 8, the lamps 11, the speaker 9, etc. to output presentation images and sound effects that indicate the transition of the game state, and lamp presentations.
[0025] The sub-controller 20 is also configured to be able to input a power-off signal and a power-return signal from the power supply device 14. When the sub-controller 20 inputs a power-off signal, it stores (backs up) performance information that specifies the performance content being executed at the time of input. This performance information includes, for example, various information displayed on the display 8. Furthermore, when the sub-controller 20 receives a power return signal, it resumes the presentation based on the presentation information stored (saved) in the game information received from the main controller 10.
[0026] In such a slot machine 1, under the control of the main control unit 10, the following slot machine games can be executed. 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.
[0027] In the method of setting the number of bets by inserting medals into the medal insertion slot 2, the medal selector 2b provided on the back of the front door 1a detects the inserted medals and sets the number of bets corresponding to the number of medals inserted (however, the upper limit is 3 bets corresponding to 3 medals). If medals exceeding 3 bets are inserted, they are internally stored as data as credit medals. The upper limit of the number of bets may be "1", "2", "4" or more.
[0028] When the bet button 2a is pressed, a predetermined number (e.g., 3 medals) is subtracted from the credit medals stored internally as data as the number of medals to be used in one game, and the subtracted amount is set as a bet of 3 medals. In addition, by providing a 2 bet button for setting the number of medals corresponding to 2 medals as the bet button, 2 bets may be set by pressing the 2 bet button once. In addition, by providing a 1 bet button that sets the number of medals corresponding to one coin, a 2 bet may be set by pressing the 1 bet button twice, and a 3 bet may be set by pressing the 1 bet button three times. In the slot machine 1 of this embodiment, the number of bets that can be executed in one game is set to "3" (FIGS. 5 and 6), but it may be set to "1," "2," or "4" or more. Furthermore, credit medals are added by inserting medals into the medal insertion slot 2 or winning, and up to 50 medals can be credited (stored), for example.
[0029] In this way, the number of bets set by directly inserting coins into the coin insertion slot 2 or by pressing each bet button is stored in the memory section of the main control section 10, and when the number of bets reaches the number sufficient for one game, the game can be started. When the game can be started, the operation of the start lever 3 is valid, and when the start lever 3 is tilted, the game starts, the reels 41 start to move, and an internal lottery process is executed to determine the lottery result of the current game. In the internal lottery process, the winning combination for the current game is determined by lottery from among multiple winning combinations based on a predetermined winning probability. The reel 41 gradually increases its rotation speed from a stopped state, and then reaches a steady rotation at a constant speed. When the steady rotation is reached, the stop buttons 5a to 5c provided corresponding to each of the reels 41a to 41c become operable by pressing them.
[0030] The stop buttons 5a to 5c are an example of an operation means (stop operation means) that can accept a player's operation to stop the reel 41. When pressed in a state in which the stop buttons 5a to 5c can be pressed, each reel 41a to 41c is controlled to stop with a combination of patterns that is allowed based on the timing of the operation and the lottery results of the internal lottery process (stop control means). The stopping control of each reel 41a to 41c has a pull-in range set for each, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stopping operation is performed can be pulled in, and only any of the symbols within this pull-in range can be stopped on a winning line (hereinafter also referred to as a winning line).
[0031] After the third reel is stopped, the combination of symbols that stop (hereinafter also referred to as the "stop display") on the 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 (e.g., medals) according to the combination of symbols is awarded. The third reel refers to the reel that is stopped in the third and final operation when the three reels 41a to 41c are stopped once each for a total of three times. Furthermore, "after the third reel is stopped" refers to the time after the player releases his / her finger from the stop button 5 that was used to stop the third reel.
[0032] In this embodiment, winning is determined based on the combination of symbols that stop on the middle line out of a total of five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. Of these, only the middle line is considered to be a valid line. The number of winning lines for determining a win is not limited to one line, but 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, and the like. The slot machine game is executed in the above manner.
[0033] (Winning combination and corresponding symbols) Next, each winning combination and the corresponding symbol combination will be described with reference to the payout table of FIG. The winning combination includes, for example, a small combination, a replay combination, a bonus combination, and the like. The minor roles include, for example, a bell role, a watermelon role, a one-coin role, a cherry role, a chance role, and a miss role. There are two types of cherry roles: weak cherry roles and strong cherry roles. In the following description, the cherry role, the watermelon role, and the chance eye role are collectively referred to as "rare roles."
[0034] There are two types of bell roles: common bell role and push order bell role. For both of these winning combinations, the corresponding symbols will appear as "Bell, Bell, Bell" on the winning line in the order of "left reel 41a, middle reel 41b, right reel 41c" (and so on).
[0035] The common bell role is a minor role in which a combination of corresponding symbols stops regardless of the order in which the stop buttons 5a to 5c are operated (called the push order), and the push order bell role is a minor role in which a combination of corresponding symbols stops by following a specific push order.
[0036] The push-order bell role has six push-order bell roles 1 to 6, in which the corresponding symbol combination ("Bell Bell Bell") is stopped and displayed by operating the stop buttons 5a to 5c in one of six possible push orders (the correct push order). The correct press order for Push Order Bell 1 is left → center → right, the correct press order for Push Order Bell role 2 is left → right → center, the correct press order for Push Order Bell 3 is center → left → right, the correct press order for Push Order Bell 4 is center → right → left, the correct press order for Push Order Bell role 5 is right → left → center, and the correct press order for Push Order Bell 6 is right → center → left. In the case of such six-option push-order bell roles 1 to 6, if the stop buttons 5a to 5c are operated due to an incorrect push-order, the corresponding symbol combination is not displayed, and another symbol combination (push-order bell spill) is displayed instead. If the stop buttons 5a to 5c are operated in an incorrect push order, a "Push Order Bell Spill" ("Bell Bell Replay") is displayed in a stopped state, and one medal is awarded. If the stop buttons 5a to 5c cannot be operated due to an incorrect pressing sequence, a losing number is displayed in a stopped state so that no medals are awarded.
[0037] In addition, when the push order bell role is won, regardless of which stop button 5 is operated second or third, if only the first stop button 5 is operated in a specific push order, the reel 41 may be controlled to stop so that the combination of symbols corresponding to the push order bell role stops. In addition, the push order bell role is not limited to six types, and three types of push order bell roles 1 to 3 may be provided. In the following description, the push order bell roles 1 to 6 are collectively referred to simply as the push order bell role.
[0038] In addition, the slot machine 1 according to this embodiment can generate an AT (assist time) as a gaming state related to the push order bell roles 1 to 6. In the AT, when the push order bell role 1 to 6 is won through the internal lottery process, the sub-control unit 20 controls the display 8, etc. to notify the user of the order in which to press the stop buttons 5 and the patterns that serve as a guide for pressing the buttons at the correct time. That is, the main control unit 10 and the sub-control unit 20 execute control to notify information (specific information) regarding the stopping operation to derive the combination of symbols for the push-order bell role (Bell-Bell-Bell) as the result of the game. Therefore, during the AT, the ball output speed is faster than during non-AT. In this embodiment, the game state of the CZ stage and the AT stage, which will be described later, is controlled by the AT.
[0039] For example, when the push order bell role 1 is won, the push order consisting of the text information "1," "2," and "3" is displayed on the display 8 from left to right, the sounds "left," "middle," and "right" are output from the speaker 9, and the navigation lamps 12 are turned on in the order of 12a (left), 12b (middle), and 12c (right) to notify the order in which to press the stop buttons 5. In this embodiment, the navigation of the button press order by notification means such as the display 8, navigation lamp 12, speaker 9, etc. is also referred to as "push order navigation." In the non-AT state, even if the winning result of the internal lottery process is the push order bell role 1 to 6, the push order of the stop button 5 is not announced. Therefore, unless the operation order of the stop button 5 operated by the player coincidentally matches the push order corresponding to the winning push order bell role 1 to 6, the combination of symbols corresponding to the winning push order bell role 1 to 6 cannot be stopped and displayed. Therefore, the playability of the slot machine 1 is such that the player can increase the number of balls dispensed by staying in the AT state for a long period of time.
[0040] The watermelon role is when the combination of "watermelon, watermelon, watermelon" symbols can stop on the winning line. For the 1-coin role, the combination of "bell, watermelon and bell" symbols can be stopped on the winning line by stopping the middle reel 41b within the reel-in range of the watermelon symbol. When a stop operation is performed on the center reel 41b outside the reel-in range of the watermelon symbol, the combination of symbols is not displayed as a 1-coin combination, and another combination of symbols (a 1-coin combination spill) is displayed as a 1-coin combination. As a 1-coin winning combination, "Bell Replay Bell" is displayed. If a 1-coin winning combination stops, no medals will be awarded. For the weak cherry role, the combination of "Cherry Cherry Replay" symbols can stop on the winning line, and the cherry symbol stops on the bottom row of the left reel 41a. The Strong Cherry role allows the combination of "Cherry Cherry Cherry" symbols to stop on the winning line, and the cherry symbols will stop in the middle of the left reel 41a. The chance role is when the combination of "Replay Bell Replay" symbols stops on the winning line.
[0041] There are two types of replay roles: normal replay roles in which a combination of symbols is achieved regardless of the button press order, and special replay roles in which a combination of symbols is achieved by performing a specific button press order and keystroke operation. A normal replay role is when the combination of "Replay, Replay, Replay" symbols appears on the winning line.
[0042] The special replay roles are the fall replay role, the promotion replay role, the white 7 replay role, and the false white 7 replay role. When a Promotion Replay role is won, the Stop Button 5 can be operated in one (1 / 3) of the three possible pressing sequences (the correct pressing sequence) to stop and display the corresponding symbol combination "Replay Replay Bell." The correct order of buttons to press for promoted replay player 1 is to first operate the left stop button 5a, the correct order of buttons to press for promoted replay player 2 is to first operate the middle stop button 5b, and the correct order of buttons to press for promoted replay player 3 is to first operate the right stop button 5c. If the first operated stop button 5 is pressed in the correct order, the reel 41 is controlled to stop so that a combination of symbols corresponding to a promotion replay role is stopped. When the Fall Replay role is won, the stop button 5 is operated in one (1 / 3) of the three possible pressing sequences (the correct pressing sequence), and the corresponding symbol combination "Replay Replay Watermelon" (hereinafter also referred to as the Fall RP result) can be stopped and displayed. The correct order of buttons to be pressed for the fall replay player 1 is to first operate the left stop button 5a, the correct order of buttons to be pressed for the fall replay player 2 is to first operate the middle stop button 5b, and the correct order of buttons to be pressed for the fall replay player 3 is to first operate the right stop button 5c. If the first operation of the stop button 5 is performed in the correct pressing order, the reel 41 is controlled to stop so that a symbol (fall RP result) corresponding to the fall replay role is displayed. For the Promotion Replay and Fall Replay roles, if the first operation of Stop Button 5 is not performed in the correct order (incorrect order), the corresponding symbol combination "Replay Replay Replay" will be displayed. In addition, the fall replay role may display "Replay Replay Replay" as a combination of corresponding symbols when the button presses are correct, and may display the fall RP result as a combination of corresponding symbols when the button presses are incorrect.
[0043] The White 7 Replay role allows the combination of "White 7, White 7, White 7" to stop on the winning line. A false White 7 Replay role is when a combination of symbols such as "White 7 + White 7 + Replay" (a missing White 7 Tenpai) can stop on the winning line.
[0044] When the White 7 Replay role is won, the corresponding symbol combination can be stopped and displayed by operating the stop button 5 in one (1 / 6) of the six possible pressing sequences ("right → middle → left" (hereinafter referred to as "reverse pressing"). In addition, in order to stop the corresponding symbol combination, a timing operation for the "white 7" symbol is required, and if the timing operation is successful, the white 7 symbols will line up in a straight line on the active line (hereinafter, this stopping pattern will be referred to as "white 7 alignment"). The Fake White 7 Replay is a fake combination of the White 7 Replay, and when you win the Fake White 7 Replay, if you succeed in pressing the "White 7" symbol by pressing the reverse button, the corresponding symbol combination will stop. In this case, the "White 7" will not be displayed, and the player will not receive any special benefits.
[0045] In addition, in the case of a White 7 Replay role and a Fake White 7 Replay role, if the eye-pressing operation fails, the combination of "Replay Replay Replay" symbols may stop on a specified line.
[0046] The bonus symbol combination is achieved when blue 7 symbols line up in a straight line on the winning line. The right to win the bonus role can be carried over as long as the corresponding symbol combination does not stop in the game in which the bonus role was won or in subsequent games. Therefore, the bonus winning state is maintained until the corresponding symbol combination stops to win the bonus role (hereinafter, this state is called the "bonus winning state"). On the other hand, when a bonus role is won and the symbol combination corresponding to the bonus role is displayed (a prize is won), the player moves to a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state").
[0047] In addition to being won alone, the bonus role can also be won in combination with a rare role at a predetermined rate. Specifically, when a weak cherry role, a strong cherry role, a watermelon role, or a chance eye role is won, there is a predetermined ratio in which a bonus role is won in combination. In addition, the bonus role may overlap with a role other than the rare role.
[0048] When a bonus role overlaps with a rare role and is won, the main control unit 10 performs reel control to stop and display the combination of symbols corresponding to the minor role with priority, and performs reel control with the lowest priority for the combination of symbols corresponding to the bonus role. Therefore, in a game in which a bonus role is won by overlapping bonus roles, the combination of symbols corresponding to the bonus role cannot basically be stopped, but the combination of symbols corresponding to the rare role will be stopped, and the bonus winning state will continue in subsequent games.
[0049] Based on the combination of symbols as described above, the presence or absence of a small win, a replay win, or a bonus win is determined. If it is determined that a win has been achieved, a game value is awarded (a medal is paid out). That is, the main control unit 10 includes a game value awarding means for awarding a game value (a medal) according to the stopping mode of the symbols. The slot machine 1 of this embodiment allows one game to be played with three bets, and the payouts for each stopped symbol of each winning combination are as shown in FIG. For example, in the case of a bell role (common bell role, push order bell role), when the corresponding symbol combination is stopped and displayed, six medals are paid out. On the other hand, when the push order bell role is won, if the stop buttons 5a to 5c are operated in an incorrect push order and the push order bell spill stops, one medal is paid out. In addition, when the symbol combination corresponding to the watermelon role is stopped, 8 medals are paid out, and when the symbol combination corresponding to each of the winning roles of the weak cherry role, strong cherry role, chance eye role and 1 coin role is stopped, 1 medal is paid out. Furthermore, by displaying a combination of symbols corresponding to a replay role, the player can play the next game again without inserting a medal. Furthermore, when a combination of symbols corresponding to a bonus role is stopped, no medals are paid out. Two or more types of bonuses may be provided. Also, a single bonus may be provided. Other spill numbers (the results when watermelon, cherry, or white 7 replay are incorrect) will be displayed as a combination of symbols different from the spill numbers mentioned above. The one-coin winning combination may be configured so that it will not stop unless a specific symbol is pressed exactly on one or more reels. The combinations of corresponding symbols for push order bell spill, 1-coin role spill, promotion replay, and fall replay are not limited to those described above, and may be other combinations of symbols.
[0050] The number of medals paid out when the combination of symbols corresponding to each winning role is displayed may be other than the above numbers. For example, the number of medals paid out for the push order bell may be 5 or less, or 7 or more. In addition, the symbol combinations corresponding to the respective winning roles may be other than those described above and can be set as appropriate. Furthermore, in this embodiment, it is assumed that the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets.
[0051] (Observations of each winning combination) Next, the probability of winning each winning combination will be described with reference to FIG. FIG. 6 shows an "internal lottery table" used to draw winning combinations in the non-bonus winning state (RT0-RT4), the bonus winning state (RT5), and the bonus state (RT6). The internal lottery table sets the acquisition range (number) of random numbers obtained in the internal lottery process by the main control unit 10 to 65,536, and shows the number of winning values (winning) among them respectively. In addition, the internal lottery table shown in FIG. 6 shows the winning probabilities of each winning combination in the 3 - bet game, and shows the case where the set values set by the probability setting device 15 are common for all set values in settings 1 to 6.
[0052] For example, the winning probabilities of each winning combination except the bonus combination are, in the non - bonus winning state (RT0 - RT4), in the relationship of draw - order bell combination > common bell combination, single - card combination > weak cherry combination > watermelon combination > chance - eye combination, replay combination > strong cherry combination. That is, the draw - order bell combination is the most likely to win, and the strong cherry combination is the least likely to win. In addition, for the replay combination, the winning combination to be the lottery target is different for each RT state described later. For example, the white 7 replay combination is the lottery target only during the stay in RT1 and RT2. Also, the winning probability of the white 7 replay combination is in the relationship of RT0, RT3, RT4 < RT1 < RT2. That is, it is most likely to win in RT2, then likely to win in RT1, and least likely to win in RT0, RT3, and RT4. That is, the probability of determining to shift to the AT stage is higher when controlled by RT2 than when controlled by RT1, and the probability of determining to shift to the AT stage is higher when controlled by RT2 than when controlled by RT3. In addition, when a random number value other than the winning value for each winning combination is extracted, the lottery result is set to be a losing combination.
[0053] Note that the relationship of the winning probabilities of each winning combination may be other than that shown in FIG. 6. In addition, although the winning probability assumes the case where it is common for all set values, it is not limited to this. Winning combinations whose winning probabilities vary according to the set value and winning combinations whose winning probabilities do not vary according to the set value may be provided. For example, it may be set such that the higher the setting for only some rare combinations, the higher the winning probability, or the lower the setting, the higher the winning probability of the rare combination. In addition, for winning roles other than rare roles, the higher the setting, the higher the winning probability may be set, or the lower the winning probability may be set. In other words, a setting difference may be set for one or more roles. Also, the push order bell is not limited to six options, but can be three or twelve options. Either or both of the promotion replay role and the fall replay role may be made into six choices. The push-order bell may be arranged to coexist with a push-order bell with a different payout number to produce a win. For example, there could be push order bells 1-6 with a payout of 3 coins and push order bells 1-6 with a payout of 6 coins, and in RT0-5 the push order bell has a probability of 2700 / 65536 each, and in RT6 the push order bell has a probability of 4550 / 65536 each. In addition, the probability of winning may be set lower for the correct pressing order for the first stop operation when the left bell is pressed (push order bells 1 and 2) than for the correct pressing order for the first stop operation when the middle or right bell is pressed (push order bells 3 to 6), and a penalty may be imposed if the left stop button 5a is not pressed first in the normal stage or CZCZ stage (for example, in a game where the left stop button 5a is not pressed first, the transition lottery for the CZ stage or AT stage may not be executed).
[0054] (Normal section, advantageous section) The main control unit 10 according to this embodiment is equipped with a zone control means capable of controlling the game zone to either a normal zone or an advantageous zone. The normal area is a game area (non-advantageous area) in which the push order navigation related to the push order bell role is not executed, and begins when the advantageous area end condition is met and ends when the advantageous area transition condition is met. In this embodiment, the conditions for transition to the advantageous zone are met when a "role other than a replay role (meaning a role other than a normal replay role and a special replay role; the same applies below)" is won as the role that triggers transition to the advantageous zone in the internal lottery, and after the third reel is stopped in the winning game, a transition from the normal zone to the advantageous zone occurs. In addition, in the initial state (when reset) of the main control unit 10, it is controlled to the normal zone, and in the normal zone, the advantageous zone lamp 13 is controlled to the off state.
[0055] Although the conditions for transition to the advantageous zone are met when a role other than a replay role is won, this is not limited to the above, and the transition may be made by, for example, the stopped display of a combination of symbols corresponding to a specified winning role or the stopped display of a combination of symbols not corresponding to a specified winning role (for example, a missing number or a push order bell spill). In addition, the player may be transitioned to an advantageous zone on the condition that the player has entered a gaming state that is advantageous to the player in terms of increasing the number of medals, and the advantageous zone may be continued if the advantageous gaming state continues.
[0056] The advantageous zone is a play zone in which push order navigation related to the push order bell role can be executed, and is a play zone that is more advantageous to the player than the normal zone because push order navigation is executed. In addition, the advantageous zone ends when a predetermined advantageous zone end condition is satisfied after the advantageous zone transition condition is satisfied in the normal zone. The condition for ending the advantageous zone is, for example, when the slot machine 1 (main control unit 10) is reset (including when the settings are changed), the advantageous zone ends and the normal zone is entered. In addition, the condition for the end of the advantageous zone is that a specified game state (e.g., AT stage, bonus, etc.) has ended, and the advantageous zone ends and transitions to the normal zone after the third reel of the winning game is stopped. In addition, if a predetermined number of games (for example, 300 games) is played in the normal stage, the advantageous period may end and the player may transition to the normal period.
[0057] As an end condition for the advantageous zone, if the advantageous zone limiter is reached, the advantageous zone ends and transitions to the normal zone. A favorable zone limiter is one that meets one of the following conditions: "The number of games during one favorable zone (number of favorable zone games) reaches the upper limit number of games (for example, 4,000 games)" or "The number of coins won during one favorable zone (the difference in number of coins (number of medals inserted - number of medals paid out)) reaches the upper limit number of coins (for example, 2,400 coins)." In addition, the advantageous zone limiter may omit either the maximum number of games or the maximum number of coins. The condition for the upper limit number of coins may be that "the number of coins won during one advantageous period (net increase in coins (so-called MY)) has reached the upper limit number of coins (for example, 2,400 coins)."
[0058] The above-mentioned conditions for ending the advantageous period are merely examples, and may include, for example, "at least one push-order bell has been announced," "a combination of symbols corresponding to a bonus role has been displayed," etc. In addition, when a predetermined winning role (a role that transitions to the normal zone) is won during the advantageous zone, the advantageous zone may end and the player may transition to the normal zone.
[0059] In the favorable zone, the favorable zone lamp 13 is controlled to be lit. However, without being limited to this, the advantageous zone lamp 13 may start lighting up when the game state becomes advantageous for the player after the transition to the advantageous zone, in which the number of medals increases. In addition, the favorable zone lamp 13 may not be turned on even when a transition to a favorable zone has occurred, or it may be turned on only when a transition to an AT state has occurred even when a transition to a favorable zone has occurred. In addition, it is not necessary to provide the favorable zone lamp 13, but instead it is preferable to provide an AT state lamp controlled by the main control unit 10 and turn on the AT state lamp during the AT state.
[0060] (Game-related counters) During the favorable zone, the main control unit 10 operates as a counting means and stores information regarding the counters shown below in the memory unit. Counter A: Count of the number of games played during the advantageous period Counter B: Count of the number of coins won (difference) during the favorable zone Counter A and Counter B are counters related to the favorable zone limiter (the maximum number of times a game can be played in the favorable zone). When the main control unit 10 transitions from the normal zone to the advantageous zone, it starts counting the number of games played during the advantageous zone (counter A) and the number of medals won during the advantageous zone (counter B), and when the value indicated by counter A reaches a limit value (4000 games) or when the value indicated by counter B reaches a limit value (2400 medals), it forcibly ends the advantageous zone. The values of counter A and counter B are erased (initialized) when the favorable period ends.
[0061] 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 state by the main control unit 10 operating as a control means.
[0062] (RT state) 7 and 8, the RT (replay time) state (hereinafter, simply referred to as RT) of the slot machine 1 according to this embodiment will be described. The slot machine 1 according to this embodiment has RT states RT0 to RT6.
[0063] The main control unit 10, as a second control means, is capable of controlling to any one of a plurality of RT states RT0 to RT6. Of these, RT3 is a finite state with a predetermined play period, and is a finite RT that transitions to another state when the play period ends, but the other RTs (RT0-2, 4-6) are not finite states with predetermined play periods, but are infinite states (infinite RTs) that do not transition to another state unless a specific trigger occurs. The number of RTs (RT types) is not limited to seven, RT0 to RT6, but may be eight or more or six or less. Also, although only RT3 is a finite RT, other RTs can be made finite RTs or new ones can be added.
[0064] RT0 is entered when the slot machine 1 (main control unit 10) is reset, when the setting value is changed (including when the same setting value is re-set (re-entering the same setting value)), or when RT3 ends (arrow a in Figure 7, a in Figure 8). In addition, when the set value is changed, the RT before the set value was changed may be entered. RT0 ends when the fall RP roll stops, and transitions to RT3 (arrow d in Figure 7, a in Figure 8). In other words, when the roll is controlled to RT0 and the fall RP result is displayed, the roll is controlled to RT3. In addition, RT0 ends when the push order bell spill symbol stops and transitions to RT1 (arrow a in Figure 7, a in Figure 8). In addition, RT0 ends when a one-coin winning combination is displayed and transitions to RT2 (arrow b in FIG. 7, arrow a in FIG. 8). In other words, when controlled to RT0, when a one-coin role spill is displayed, it is controlled to RT2. In addition, if a bonus role is won (if the bonus role is carried over), RT0 transitions to RT5 (arrow f in FIG. 7, arrow a in FIG. 8). In this way, RT0 is not a finite RT with a predetermined play period, but an infinite RT that does not transition to another state unless a specific trigger occurs. As shown in FIG. 6, RT0 is a state in which the White 7 replay role cannot be won. If you win the white 7 replay during the CZ stage, an AT lottery will be executed (CZ breakthrough lottery when white 7 is won).
[0065] RT1 starts when the push order bell spill is stopped and displayed at RT0, 2, or 4 (arrow a in Fig. 7, arrow b in Fig. 8). In other words, when the push order bell spill is stopped and displayed while controlled at RT0, control is made to RT1. RT1 ends when the combination of symbols corresponding to the promotion replay role stops, and transitions to RT2 (arrow c in Figure 7, arrow b in Figure 8). In addition, RT1 ends when a one-coin winning combination is displayed and transitions to RT2 (arrow b in FIG. 7, b in FIG. 8). In addition, RT1 ends when the fall RP results stop, and transitions to RT3 (arrow d in Figure 7, and b in Figure 8). In addition, if a bonus role is won, RT1 transitions to RT5 (arrow f in Figure 7, arrow b in Figure 8). In this way, RT1 is not a finite RT with a predetermined play period, but an infinite RT that does not transition to another state unless a specific trigger occurs. As shown in FIG. 6, RT1 is a state in which the White 7 Replay role can be won, but the probability of winning the White 7 Replay role is lower than that in RT2.
[0066] RT2 starts when a combination of symbols corresponding to a promotion replay role stops in RT1 (arrow c in Figure 7, c in Figure 8). In addition, RT2 is started when a 1-coin winning combination is displayed in RT0, 1, or 4 (arrow b in Figure 7, and arrow c in Figure 8). RT2 ends when the combination of symbols corresponding to the push-order bell role is displayed, and the player transitions to RT1 (arrow a in Figure 7, arrow c in Figure 8). In addition, if a bonus role is won, RT2 transitions to RT5 (arrow f in Figure 7, arrow c in Figure 8). In this way, RT2 is not a finite RT with a predetermined play period, but an infinite RT that does not transition to another state unless a specific trigger occurs. As shown in FIG. 6, RT2 is a state in which the White 7 Replay role can be won, and the probability of winning the White 7 Replay role is higher than in RT1. For this reason, RT2 is a more advantageous state for the player than RT0 or RT1. If the white 7 replay is won while in the CZ stage, an AT lottery will be held (a CZ breakthrough lottery will be held when the white 7 is won). Therefore, RT2 offers more opportunities for AT lotteries than RT0 or RT1, and therefore a higher probability of winning the AT, making it an advantageous state for the player.
[0067] RT3 is initiated when the fall RP result stops and is displayed in RT0 and RT1 (arrow d in Figure 7, d in Figure 8). RT3 ends when 32 games have been played (consumed), and transitions to RT0 (arrow e in FIG. 7, arrow d in FIG. 8). In other words, RT0 is a state that can be transitioned to when the condition of 32 games being played in RT3 is met. The number of games that RT3 can stay in is not limited to 32 games, but may be any number of games. In addition, if a bonus role is won, RT3 transitions to RT5 (arrow f in Figure 7, arrow d in Figure 8). In this way, RT3 is a finite RT that ends after a predetermined number of games (a finite number of games) have been played. As shown in FIG. 6, RT3 is a state in which the White 7 replay role cannot be won.
[0068] RT4 is entered when the bonus ends (arrow h in Figure 7, arrow e in Figure 8). RT4 ends when the push order bell drop symbol stops and transitions to RT1 (arrow a in Figure 7, e in Figure 8). In addition, RT4 ends when a 1-coin winning combination stops, and transitions to RT2 (arrow b in Figure 7, and e in Figure 8). In this way, RT4 is not a finite RT that ends when a predetermined number of games are played, but an infinite RT that does not transition to another state unless a specific trigger occurs. As shown in FIG. 6, RT4 is a state in which the White 7 replay role cannot be won.
[0069] RT5 is entered when a bonus role is won in RT0-4 (arrow f in Figure 7, and f in Figure 8). RT5 ends when a combination of symbols corresponding to a bonus role stops, and the reel transitions to RT6 (arrow g in FIG. 7, and arrow f in FIG. 8). RT5 continues from the game following the game in which the bonus role was won until the bonus role is won again, and the game proceeds in a state in which the bonus role has been internally won (bonus carryover state, bonus winning state). Thus, RT5 is a bonus winning state, and is not a finite RT with a predetermined game period, but an infinite RT that does not transition to another state unless a bonus role is won. As shown in FIG. 6, RT5 is a state in which the White 7 Replay role can be won.
[0070] The bonus (RT6) is started when a combination of symbols corresponding to a bonus role stops (wins) in RT5 (arrow g in Figure 7, g in Figure 8). Moreover, the bonus ends when a predetermined number of medals (for example, 200 medals) are paid out, and the game moves to RT4 (arrow h in FIG. 7, and arrow g in FIG. 8). In other words, the bonus ends when a predetermined number of medals are paid out.
[0071] As described above, RT2 is a state in which the probability of winning a replay role is higher than in other RTs, and is an advantageous state for the player. In particular, the White 7 Replay role does not win in RT0, 3, or 4, but wins in RT1 and RT2, with RT2 being set to have a higher probability of winning than RT1. While in the CZ stage, if the white 7 replay role is won, an AT lottery will be held to determine whether to move on to the AT stage (CZ breakthrough lottery when the white 7 is won). The probability of winning the AT in the AT lottery is proportional to the probability of winning the White 7 replay role, and has the following relationship: RT2>RT1>RT0,3,4.
[0072] In this way, the slot machine 1 of this embodiment has a game feature of providing a plurality of RT states with different degrees of advantage, and shifting from a RT that is relatively disadvantageous to the player to a RT that is relatively advantageous to the player. In this type of game, RT2 is an RT state in which it is easier to win the "white 7 replay role" than RT1, and RT1 is a state in which it is easier to win the "white 7 replay role" than RT0. In other words, the probability of determining that the stage should be shifted to the AT stage is higher when the stage is controlled at RT1 than when the stage is controlled at RT0. For this reason, during RT0, the player performs a stopping operation so that a combination of specific symbols is displayed in a stopped state to transition to RT1 or RT2, and during RT1, the player performs a stopping operation so that a combination of specific symbols is displayed in a stopped state to transition to RT2. For example, in RT0, a transition (promotion) to RT1 can be made by stopping a push order bell spill, and a transition (promotion) to RT2 can be made by stopping a 1-coin role spill, and in RT1, a transition (promotion) to RT2 can be made by stopping a combination of symbols corresponding to a 1-coin role spill or a promotion replay role. If the fall RP roll is stopped in RT0 or RT1, the player will transition to RT3 (fall). In this way, in the slot machine 1 of this embodiment, the winning probability of the AT lottery can be made different depending on the type of RT when controlled in the CZ stage. This makes it possible to prevent the CZ stage from becoming monotonous, and to increase the interest of the CZ stage. In other words, in RT0, when a 1-coin role is won, technical intervention (eye-pressing) can be used to derive a 1-coin role spill number, allowing the player to transition to RT2, which has a higher probability of winning the AT than RT0 or RT1, so that advanced eye-pressing players can quickly transition to an advantageous state in the CZ stage. Also, by transitioning to RT2 early, you can progress through the CZ stage with an advantage.
[0073] In addition, the CZ stage consists of a normal CZ and a higher CZ that is more advantageous to the player than the normal CZ, and the AT stage consists of a normal AT and a specialized AT that is more advantageous to the player than the normal AT.When the right to a normal CZ is held, a lottery (higher CZ promotion lottery) for promotion to a higher CZ can be held during 32 games (a finite number of games) in RT3, which is a finite RT. For this reason, even if a player falls to RT3 due to the stopping of a specific result (falling RP result) while holding the right to a normal CZ, if the player wins the promotion lottery to a higher CZ during that time and secures the right to a higher CZ, the player can play at a specialized AT that is preferred by the player (specialized AT1 or specialized AT2 described below). In this way, the stopping of a specific result may result in the execution of not only unfavorable control but also favorable control for the player, so that a positive image can be given to the specific result, and it is possible to prevent a decrease in interest due to the specific result. In addition, the control of whether a particular result is advantageous or disadvantageous when it stops is set to change depending on the current game state. For this reason, unless the current game state is clearly notified, it becomes impossible to clearly determine whether advantageous control or unfavorable control will be executed, which creates a sense of tension when a specific result is stopped.
[0074] (Details of each game state (stage)) Next, with reference to FIGS. 9 to 12, each gaming state of the slot machine 1 according to this embodiment, transitions between each gaming state, and game characteristics based on each gaming state will be described. FIG. 9 is a state transition diagram of the game state. FIG. 10(a) is a state transition diagram for the normal state, and FIG. 10(b) is a state transition diagram for CZCZ. FIG. 11 is a chart showing triggers for transition and termination of each game state. FIG. 12 is a timing chart showing control in response to the stopping of the fall RP results. In addition, the main control unit 10 can independently perform transition control between normal zones and advantageous zones, transition control of RT, and transition control between each game state (stage). Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel stop operation of the game in which the transition condition is established (or after the end of the medal payout). However, this is not limited to this, and transition may occur from the next game after the transition condition is established.
[0075] As shown in FIG. 9, the game of the slot machine 1 of this embodiment is executed in a plurality of game states (stages) including a normal stage, a CZCZ stage, a CZ stage, an AT stage, and a bonus stage. The main control unit 10, as a first control means, controls one of the multiple game states. The normal stage is controlled as a non-AT. Therefore, the longer a player stays in the normal stage, the longer the period during which the player's medals are difficult to increase, which is disadvantageous to the player. On the other hand, stages other than the normal stage are controlled as an AT. Therefore, the player plays the game with the aim of moving from the normal stage to the CZCZ stage, CZ stage, and AT stage, and in particular, staying in the AT stage for a long time. In addition, some stages other than the normal stages may be non-AT or partially AT (for example, 50% may be AT).
[0076] (Normal Stage) The normal stage is entered when the slot machine 1 is reset, when the setting value is changed (including re-entering the setting value), or when the advantageous zone ends. In the normal stage after reset or the end of the advantageous zone, the game is controlled to the normal zone. If the advantageous zone transition condition is met (a role other than the replay role is won) in the normal stage during the normal zone, the main control unit 10 controls the game from the normal zone to the advantageous zone. In the slot machine 1 of this embodiment, since it is easy to win a role other than the replay role, the period during which the player stays in the normal zone during the normal stage is extremely short, and the player immediately moves to the advantageous zone. The normal stage (normal game state) is entered after the CZCZ stage, CZ stage (normal CZ), AT stage (normal AT), and bonus end (arrows b, d, h, and f in Figure 9, and a in Figure 11). "End of CZCZ stage" refers to when the CZCZ stage ends without winning the CZ lottery, and "end of CZ stage" refers to when the CZ stage ends without winning the AT lottery. In addition, in the normal stage, it may be possible to make it difficult to recognize from the outside that the game is being controlled in the normal zone. For example, the display screen displayed on the display device 8 may have the same background image during the normal zone and during the advantageous zone. In this way, by sharing the display screen, it is possible to make it difficult to recognize that the game has moved from the normal zone to the advantageous zone. The normal stage ends when the CZCZ / normal CZ lottery (CZ lottery), which is executed based on the winning of a rare role, is won (a in Figure 11). In the CZCZ and regular CZ lottery, if you win CZCZ, you will move on to the CZCZ stage without any premonition game, and if you win regular CZ, you will move on to the CZ stage after playing the premonition game. The normal stage ends when a bonus is won, and the game shifts to a bonus game (a in FIG. 11). The slot machine 1 according to the present embodiment executes, as a first determination means, a CZCZ·normal CZ lottery for determining whether or not to grant a normal CZ right, which is a right for transitioning to a normal CZ. Furthermore, the storage means (first storage means) stores (holds) the right to the normal CZ when the first determination means determines that the normal CZ right is to be granted.
[0077] The normal stage has multiple game states: "normal state A," "normal state B," and "ultra-high probability after AT ends." The first control means performs control in the normal stage to one of a plurality of game states including normal state A, normal state B, and ultra-high probability state after the end of the AT. The main control unit 10 controls and manages the control of normal state A, normal state B, and ultra-high probability after AT ends independently and in parallel. Therefore, the main control unit 10 can execute different game controls depending on the game state, or execute different game controls depending on a combination of game states.
[0078] While in the normal stage (normal state A), a CZCZ / normal CZ lottery will be held, which will determine whether you will move to the CZCZ stage or CZ stage (normal CZ) based on the rare role you win. The CZCZ / regular CZ lottery will be described in detail later, but a lottery for the right to win either CZCZ or regular CZ is conducted by referring to the CZCZ / regular CZ lottery tables shown in Figures 25 to 27. CZCZ·Regular CZIf you win the regular CZ in the lottery, you will be granted the right to the regular CZ. For example, during the normal stage and RT3, if the right to the normal CZ is stored in the first storage means by winning the normal CZ in the CZCZ / normal CZ lottery, the first control means transitions to the normal CZ. In addition, while in the normal stage, if you hold the right to a normal CZ by winning a normal CZ in the CZCZ / normal CZ lottery, a lottery for promotion to a higher level CZ will be held by referring to the higher level CZ promotion lottery table shown in Figure 33 based on the rare role you have won, and if you win, you will be granted the right to a higher level CZ. In other words, the higher CZ transition lottery serves as a second judgment means, and determines whether or not to grant the right to transition to a higher CZ (higher CZ right) when the right to a normal CZ is held in the first memory means in the normal stage.
[0079] For example, if you hold the rights to a regular CZ and win a rare role while in RT3, a lottery for promotion to a higher CZ will be held, and if you win, you will be granted (retained) the rights to the higher CZ and your rights to the regular CZ will be discarded. In addition, if you hold the rights to a regular CZ and win a rare role with one or more premonition games while in RT0~2, a lottery for promotion to a higher CZ will be held, and if you win, you will be granted (held) the rights to the higher CZ and your rights to the regular CZ will be discarded.
[0080] The premonition game will be determined based on the results of CZ Premonition Game Number Draw 1. For example, if you win the regular CZ in the CZCZ / regular CZ lottery, CZ precursor game number lottery 1 will be executed. Specifically, by referring to CZ premonition game number lottery table 1 shown in Figure 30, CZ premonition game number lottery 1 is executed by multiplying the number of games from 0 to 3, and the number of premonition games is determined to be the number obtained by adding the initial value "4" to the number of games won in that lottery. The determined number of premonition games is stored in the storage means (second storage means). That is, in the slot machine 1 according to the present embodiment, the storage means (second storage means) stores the number of premonition games equal to or greater than 1 when the first determination means determines that the normal CZ right is to be granted. In addition, as a subtraction means, in the normal stage, when a premonition game number of 1 or more is stored in the second storage means (when there is a premonition game number), the premonition game number is subtracted on the condition that a game is played (a game is completed).
[0081] (Normal state A) Normal state A is a game state that affects the probability of winning the lottery that determines whether a player will transition to the CZCZ stage or CZ stage during the normal stage (CZCZ / normal CZ lottery in Figures 25 to 27) or whether a player will transition to the AT stage when a bonus is won (AT lottery when a bonus is won, as shown in Figure 34). Normal state A has multiple states, including "Low Probability A," which is a state in which the CZCZ / normal CZ lottery and the AT lottery when a bonus is won have a low probability; "High Probability A," which is a state in which the probability is higher than low probability A; and "Super High Probability A," which is a state in which the probability is higher than high probability A (a1 to a3 in Figure 11). The first control means controls, in a normal state A, a game state to one of a plurality of game states including a low probability A, a high probability A, and an ultra-high probability A. The main control unit 10 can execute different game controls for the cases of low probability A, high probability A, and ultra-high probability A. High probability A has a higher probability of being granted the right to the CZ stage (benefit) than low probability A, and super high probability A has a higher probability of being granted a benefit than high probability A. This is because the probability of winning the CZ lottery (CZCZ / normal CZ lottery) that is carried out while staying in the normal stage or CZCZ stage is set so that the relationship is Low Probability A < High Probability A < Ultra High Probability A. In the normal stage, when a bonus is won, a bonus-winning AT lottery is executed which determines whether or not a transition to the AT stage will occur based on the state of normal state A. Specifically, if a bonus is won during the normal stage, an AT lottery is executed by referring to the AT lottery table for when a bonus is won shown in FIG. As shown in FIG. 34, the probability of winning a bonus is set to have the relationship: Low probability A<High probability A<Super high probability A. In addition, multiple types of bonuses may be provided, and the probability of winning the AT may be different for each type. In addition, the lower the probability of winning a bonus, the higher the probability of winning the AT may be set, and conversely, the higher the probability of winning a bonus, the higher the probability of winning the AT. When a transition to a specific state occurs, the sub-controller 20 can control the display 8 to notify the user of that state. For example, a daytime background is displayed during low or high probability, and a night background is displayed during ultra-high probability. This allows the player to know that he or she is in ultra-high probability when, for example, a night background is displayed on the display 8.
[0082] (High Probability A) High probability A is a state in which the probability of winning the CZCZ / normal CZ lottery and the AT lottery when a bonus is won is higher than that of low probability A, and the probability of winning the CZCZ / normal CZ lottery and the AT lottery when a bonus is won is lower than that of ultra high probability A (Figures 25 to 27, Figure 34). High probability A is controlled when transitioning to a favorable zone. Specifically, when transitioning to a favorable zone, the number of high probability A games is determined by referring to the "High Probability A Game Number Lottery Table when Winning the Favorable Zone" shown in Figure 13. In the high probability A game number lottery, the probability of winning for game number: 10 is 230 / 256, and the probability of winning for game number: 20 is 26 / 256. If you win a role other than a replay role (a role that triggers a transition to a favorable zone) while staying in the normal zone, the number of games will be controlled to high probability A, which is 10 or 20 games. The number of games is not limited to 10 or 20, and may be any other number. In addition, instead of or in addition to high probability A, control may be made to ultra high probability A.
[0083] In addition, high probability A is entered based on the occurrence of the end trigger of low probability A (arrow a in Figure 10(a), a2 in Figure 11). Specifically, the trigger for the end of low probability A is when the player wins the lottery for transition to high probability A, which is executed when the player wins the common bell, weak cherry, or watermelon in the internal lottery while in low probability A. Specifically, the high probability A transition lottery is executed by referring to the "high probability A transition lottery table" shown in Figure 15, and if 10 or 20 games are won, the lottery is controlled to high probability A with the number of games won. If the player wins either the common bell, weak cherry, or watermelon while in high probability A and low probability B, a high probability A transition lottery (additional lottery) is executed by referring to the "high probability A transition lottery table" shown in Figure 15, and if the player wins 10 or 20 games, the number of games won is added to the number of high probability A games. In addition, a lottery may be held to promote the player to Ultra High Probability A and add to the number of games played based on winning some or all of the common bell, weak cherry, and watermelon roles. In addition, High Probability A is entered based on winning the drop-out lottery held in the final game of Super High Probability A (arrow b in Figure 10(a), a2 in Figure 11). Specifically, in the final game of the ultra-high probability A, a normal state A fall lottery is executed by referring to the "normal state A fall lottery table" shown in FIG. As shown in Figure 14, if you win a role other than a rare role, the probability of winning is 64 / 256, and if you win a rare role (including bonus roles for this lottery only), the probability of winning is 0 / 256 (i.e., you will not win 100%). If the player wins the drop lottery, control is executed to move (drop) from Super High Probability A to High Probability A, one rank lower. If you do not win the dropout lottery, you will continue to win the dropout lottery until you win. In addition, when a rare symbol is won, it is possible to choose not to execute the drop lottery.
[0084] High Probability A ends when the player wins the lottery for transition to Ultra High Probability A, and after the lottery ends, the player transitions to Ultra High Probability A (arrow b in Figure 10(a), a2 in Figure 11). Specifically, if a common bell, weak cherry, or watermelon is won while the player is in High Probability A and High Probability B, a Super High Probability A transition lottery is held, with the chance of promotion to Super High Probability A for 10 or 20 games, by referring to the "Super High Probability A Lottery Table" shown in Figure 16. If the Super High Probability A transition lottery is won, control is executed to transition from High Probability A to Super High Probability A, which is one rank higher. In other words, if you win the ultra-high probability A lottery while you are in both high probability A and high probability B, you will be controlled to ultra-high probability A. If a common bell, weak cherry, or watermelon is won while in both High Probability A and High Probability B, a High Probability A lottery is executed with an additional 10 or 20 games added in High Probability A, by referring to the "High Probability A Lottery Table" shown in Figure 15. In addition, a lottery may be held in which the number of games in high probability A is increased based on winning some or all of the common bell, weak cherry, and watermelon roles. Furthermore, the number of games is not limited to 10 or 20 games, and may be any other number of games. In addition, a lottery may be held when a winning symbol other than the common bell, weak cherry, or watermelon is selected. During the High Probability A period, if a rare role is won, a CZCZ / Regular CZ lottery will be held. Specifically, by referring to the CZCZ / normal CZ lottery table (high probability) shown in Figure 26, a CZCZ / normal CZ lottery (high probability) is executed that involves transition to the CZCZ stage or normal stage. High probability A has a higher probability of winning the CZCZ and regular CZ lotteries than low probability A (Figures 25 to 27, Figure 34). For this reason, High Probability A is a gaming state in which the rights (benefits) of the CZ stage are more likely to be granted than Low Probability A, and therefore the probability of winning the CZ breakthrough lottery when White 7 is won, that is, the AT lottery, which can be executed while staying in the CZ stage, is also higher than that of Low Probability A.
[0085] (Low certainty A) Low probability A is a game state in which the probability of winning the CZCZ / normal CZ lottery and the AT lottery when a bonus is won is lower than in high probability A (Figures 25 to 27, Figure 34). Low probability A is entered when the player wins the drop-out lottery held in the final game of high probability A (arrow a in Figure 10(a), a1 in Figure 11). Low probability A ends when the lottery for transition to high probability A is won (a1 in Figure 11). Specifically, if the player wins any of the common bell, weak cherry, or watermelon while remaining in low probability A, the "high probability A transition lottery table" shown in Figure 15 is referenced, and if 10 or 20 games are won, the player is controlled to high probability A (arrow a in Figure 10(a)). In addition, low probability A ends in response to the display of the falling RP result stopping while in RT3 and high probability B, and after the end, it is controlled to high probability A (arrow a in Figure 10(a), a1 in Figure 11, b in Figure 12). In other words, if the falling RP result is displayed while in low probability A and RT3, it will be controlled to high probability A. In addition, a lottery may be held to promote the player to Ultra High Probability A and add to the number of games played based on winning some or all of the common bell, weak cherry, and watermelon roles. While in low probability A, if a rare role is won, a CZCZ / regular CZ lottery will be held. Specifically, by referring to the CZCZ / normal CZ lottery table (low probability) shown in Figure 25, a CZCZ / normal CZ lottery (low probability) is executed that involves transition to the CZCZ stage or normal stage. Low probability A is a state in which the probability of winning the CZCZ and regular CZ lotteries is lower than that of high probability A (Figures 25 to 27, Figure 34). For this reason, low probability A is a gaming state in which the rights (benefits) of the CZ stage are less likely to be granted than high probability A, and therefore the probability of winning the CZ breakthrough lottery when white 7 is won, that is, the AT lottery, which can be executed while staying in the CZ stage, is also lower than high probability A.
[0086] (Super High Probability A) Super High Probability A is a state in which the probability of winning the CZCZ / Normal CZ lottery and the AT lottery when a bonus is won is higher than in High Probability A (Figures 25 to 27, Figure 34). For this reason, Super High Probability A is a gaming state in which the rights (benefits) of the CZ stage are more likely to be granted than in High Probability A, and therefore the probability of winning the CZ breakthrough lottery when White 7 is won, that is, the AT lottery, which can be executed while staying in the CZ stage, is also higher than in High Probability A. Super High Probability A is entered when the player wins the Super High Probability A transition lottery while in High Probability A (arrow b in Figure 10(a), a3 in Figure 11). If a common bell, weak cherry, or watermelon is won while in Super High Probability A, a Super High Probability A lottery is executed with reference to the "Super High Probability A Transition Lottery Table" shown in Figure 16, with an additional 10 or 20 games in Super High Probability A added, and if won, the number of games according to the winning result is added to the number of games in Super High Probability A. The number of games is not limited to 10 or 20, and may be any other number. In addition, a lottery may be held when a winning symbol other than the common bell, weak cherry, or watermelon is selected. Super High Probability A ends if the drop lottery is won (a3 in Figure 11). Specifically, in the final game of ultra-high probability A, a normal state A fall lottery is executed by referring to the "normal state A fall lottery table" shown in FIG. As shown in Figure 14, if you win a role other than a rare role, the probability of winning is 64 / 256, and if you win a rare role (including bonus roles for this lottery only), the probability of winning is 0 / 256 (i.e., you will not win 100%). If the player wins the drop lottery, control is executed to move (drop) from Super High Probability A to High Probability A, one rank lower. If you do not win the dropout lottery, you will continue to win the dropout lottery until you win. A drop lottery may be executed in which the player drops from ultra-high probability A to low probability A with a predetermined probability (for example, 1 / 256). During the Super High Probability A period, if a rare role is won, a CZCZ / Regular CZ lottery will be held. Specifically, by referring to the CZCZ / normal CZ lottery table (super high probability A) shown in Figure 27, a CZCZ / normal CZ lottery (super high probability) is executed that involves transition to the CZCZ stage or normal stage. Super High Probability A has a higher probability of winning the CZCZ and regular CZ lotteries than High Probability A (Figures 25 to 27, Figure 34). For this reason, Super High Probability A is a gaming state in which the rights (benefits) of the CZ stage are more likely to be granted than in High Probability A, and therefore the probability of winning the CZ breakthrough lottery when White 7 is won, that is, the AT lottery, which can be executed while staying in the CZ stage, is also higher than in High Probability A.
[0087] (Control procedure for normal state A) The control procedure in the normal state A executed by the main control unit 10 will be described with reference to FIGS. As shown in FIG. 17, the control of the normal state A has a normal state A fall lottery process (S1) and a normal state A promotion lottery process (S2). The normal state A fall lottery process and the normal state A promotion lottery process will be described below with reference to FIG. 18 and FIG.
[0088] (Normal state A fall lottery processing) FIG. 18 is a sub-flowchart showing the procedure of the normal state A fall lottery process. As shown in the figure, first, it is determined whether or not the result is ultra-high probability A (S101). The main control unit 10 monitors the current game state and the state of the RT. If it is not ultra-high probability A (S101-NO), proceed to S107. If it is ultra-high probability A (S101-YES), it is determined whether the number of ultra-high probability A games is 1 or more (S102). The main control unit 10 monitors the number of games awarded and the number of games remaining. If the number of ultra-high probability A games is 1 or more (S102-YES), "1" is subtracted from the number of ultra-high probability A games (S103). When the number of super-high probability A games is not 1 or more (S102-NO), a normal state A fall lottery process is executed (S104). Specifically, in the final game of the super-high probability A, a fall lottery is executed by referring to the normal state A fall lottery table (FIG. 14). It is determined whether the result of the drop lottery is a win (drop) or not (S105). The main control unit 10 executes various lotteries and stores the lottery results. If the winning combination is determined (S105-YES), high probability A control processing is executed (S106). In other words, in this case, control is executed to transition (fall) from ultra-high probability A to high probability A. If the winner is not a winner (S105-NO), this subflow ends. In S107, it is determined whether or not the result is high probability A. If it is high probability A (S107-YES), it is determined whether the number of high probability A games is 1 or more (S108). If the number of high-probability A games is 1 or more (S108-YES), "1" is subtracted from the number of high-probability A games (S109). If the number of high-probability A games is not 1 or more (S108-NO), a normal state A fall lottery process is executed (S110). Specifically, in the end game of high probability A, a fall lottery is executed by referring to the normal state A fall lottery table (FIG. 14). It is determined whether the result of the drop lottery is a win (drop) or not (S111). If the winning ticket is selected (S111-YES), low probability A control processing is executed (S112). In other words, in this case, control is executed to transition (fall) from high probability A to low probability A. If the winner is not a winner (S111-NO), this subflow ends.
[0089] (Normal state A promotion lottery process) FIG. 19 is a sub-flowchart showing the procedure of the normal state A promotion lottery process. As shown in the figure, first, it is determined whether or not a target combination has been won (S201). Specifically, in an internal lottery executed while the player is in normal state A, it is determined whether or not the player has won a common bell, weak cherry, or watermelon. When the target role is won (S201-YES), it is determined whether the state of the normal stage is "high probability A and high probability B" (S202). If the result is high probability A and high probability B (S202-YES), the super high probability A lottery process is executed (S203). Specifically, the super-high probability A transition lottery is executed by referring to the super-high probability A lottery table (FIG. 16) (S203). It is determined whether the result of the super high probability A transition lottery is a win or not (S204). In the case of a win (S204-YES), the super-high probability A control process is executed (S205), and the super-high probability A game number addition process is executed (S206). Specifically, in S205, control is executed to transition (promote) from high probability A to ultra-high probability A, and in S206, processing is executed to add the number of games corresponding to the lottery result of the ultra-high probability A lottery. If the winner is not a winner (S204-NO), this subflow ends. In S207, it is determined whether or not it is a super high probability A. If it is the super high probability A (S207-YES), the super high probability A lottery process is executed (S208). Specifically, the super-high probability A transition lottery table (Figure 16) is referenced to execute the super-high probability A lottery. It is determined whether the result of the super high probability A lottery is a win or not (S209). If a win occurs (S209-YES), the ultra-high probability A game number addition process is executed (S210). Specifically, a process is executed to add the number of games corresponding to the result of the ultra-high probability A lottery. If it is not super high probability A (S207-NO), the high probability A lottery process is executed (S211). Specifically, the high probability A transition lottery is executed by referring to the high probability A transition lottery table (FIG. 15). It is determined whether the result of the high probability A transition lottery is a win or not (S212). If a win occurs (S212-YES), it is determined whether the win is low probability A or not (S213). If the lottery result in S212 is a win (S212-NO) and if the judgment result in S213 is low probability A (S213-YES), high probability A control processing is executed (S214), and high probability A game number addition processing is executed (S215). Specifically, in S214, control is executed to transition (promote) from low probability A to high probability A, and in S215, processing is executed to add the number of games corresponding to the lottery result of the high probability A transition lottery. If it is not determined to be low-probability A in S213 (S213-NO), a high-probability A game number addition process is executed (S215). Specifically, a process is executed to add the number of games corresponding to the result of the high probability A lottery. If no winner is selected in S212 (S212-NO), this subflow ends.
[0090] (Ultra-high probability after normal state B and AT ends) Normal state B and super high probability after the end of AT are game states that affect CZC (CZ entry challenge) in the normal stage (Figure 35). As shown in Figure 35, there are "Low Probability B" which has a low probability of winning CZC, "High Probability B" which has a higher probability of winning CZC than low probability B, and "Super High Probability B" which has a higher probability of winning CZC than high probability B. The main control unit 10 can execute different game controls in the case of low probability B, high probability B, and ultra-high probability after the end of the AT. The first control means controls, in a normal state B, a game state to one of a plurality of game states including a low probability B and a high probability B. After the AT ends, the super high probability is controlled and managed independently of and in parallel with normal state A and normal state B. For example, the main control unit 10 can execute different game control in the case of low probability B and the case of high probability B, or execute game control according to a combination of one or both of each state of normal state A and each state of normal state B with ultra-high probability after the end of the AT. When a transition to a specific state occurs, the sub-controller 20 can control the display 8 to notify the user of that state.
[0091] (CZC lottery) In the normal stage, a CZC lottery is performed according to the state of normal state B. Specifically, when a promotion replay role is won during the normal stage and RT1, a CZC lottery is executed by referring to the CZC lottery table shown in FIG. As shown in Figure 35, the probability of winning CZC has the relationship: Low probability B < High probability B < Ultra high probability B, and the probability of winning ultra high probability B is set to 100%. For this reason, there is a higher probability of receiving the special bonus CZC with a high probability B than with a low probability B. If the CZC lottery is won, the sub-control unit 20 executes a push order guessing effect. The push order guessing effect is an effect in which the player can correctly guess the push order for the push order bell role on his or her own. For example, as shown in Figure 36, a predetermined effect image (3-choice challenge!) and a push order navigation "?" are displayed on the display 8.
[0092] In the push order guessing performance, if the push order is correct, the main control unit 10 executes control to stop and display the Replay Replay Bell and transition to the CZ stage. On the other hand, if the push order is not correct in the push order guessing presentation, the main control unit 10 executes control to stop and display replay-replay-replay and maintain the current game state (normal stage). In Figure 36, three "?"s are displayed to make it unclear which of the three stop buttons 5 to stop first (making it a three-choice question), but it can also be made into a two-choice question by changing one of the "?"s to an "X" (indicating an incorrect answer). In addition, the background image and navigation display may be different depending on whether the probability is low A, high A, or very high A.
[0093] (Low certainty B) Low probability B is a state in which the probability of winning CZC is lower than high probability B (Figure 35). Low probability B is controlled when the value indicated by the management data is low probability at the time of transition to the favorable zone and at the time of transition to RT3 (b1 in Figure 11). Low probability B ends when the falling RP result is displayed as stopped during the transition to RT3, and after the end, it transitions to high probability B (arrow c in Figure 10(a), b1 in Figure 11, and a in Figure 12). In addition, low probability B ends when the value indicated by the management data is high probability at the time of transition to RT3, and after the end, it transitions to high probability B (arrow c in Figure 10(a), b1 in Figure 11). The control based on the management data (normal mode B control) will be described in detail later.
[0094] (High probability B) High probability B is a state in which the probability of winning the CZC lottery is higher than that of low probability B, and is a state in which the probability of winning the CZC lottery is lower than that of ultra high probability B (Figure 35). High probability B is controlled when the value indicated by the management data is high probability when transitioning to a favorable zone or transitioning to RT3 (b2 in Figure 11). In addition, when transitioning to RT3, the high probability B will occur when the falling RP result is displayed. High probability B ends when the value indicated by the management data is low probability at the time of transition to RT3, and after the end, it is controlled to low probability B (arrow c in Figure 10(a), b2 in Figure 11). The control based on the management data (normal mode B control) will be described in detail later.
[0095] (Super high probability B (Super high probability after AT ends)) Super High Probability B is a state in which the probability of winning CZC is higher than that of High Probability B (Figure 35). Super high probability B is controlled when the player is in RT2 and plays the first game in the favorable zone (b3 in Figure 11). Although the player is controlled to the normal zone immediately after the AT stage ends, if a role other than a replay role is won, the player will be controlled to the favorable zone early on, so if the player remains in RT2, the player will be controlled to super high probability B in the first game of the favorable zone. RT2 is a state in which there is a high probability of winning the White 7 replay, which is the trigger for the AT lottery (CZ breakthrough lottery when White 7 is won). Since winning this lottery controls the player to the AT stage, there is a high probability that the player will remain in RT2 during the AT stage, and there is also a high probability that the player will remain in RT2 immediately after the AT stage ends. For this reason, there is a high probability that the first game in the advantageous zone controlled immediately after the end of the AT will be played in RT2, and therefore it can be expected that it will be controlled at ultra-high probability B. "After AT ends, ultra-high probability (ultra-high probability B)" is managed independently of low probability B and high probability B, so it may coexist with low probability B and high probability B. In addition, ultra-high probability B may be managed as part of normal state B. In such a coexisting state, when a CZC lottery is executed, the lottery is executed with priority given to Super High Probability B. Specifically, in the case of super high probability B and low probability B, or super high probability B and high probability B, the CZC lottery is executed by referring to super high probability B in the CZC lottery table (FIG. 35). In addition, Super High Probability B ends when the transition to RT3 occurs (b3 in Figure 11).
[0096] (Normal state B control) The normal state B control will be described. Normal state B control controls normal state B to either high probability B or low probability B based on management data. 20, the management data is 1 byte of data, and is managed by the main control unit 10. The rightmost bit (first digit) of the management data is referred to as 0 bit, and the leftmost bit (eighth digit) is referred to as 7 bit. The 0th bit of the management data indicates normal state B in the current (first) RT cycle. As described below, the management data shifts by one bit at the start of RT3, so that the first bit indicates normal state B in the next (second cycle) RT cycle, the second bit indicates normal state B in the RT cycle after that (third cycle), and the third bit indicates normal state B in the RT cycle after that (fourth cycle). Bits 4 to 6 are referenced to update the management data at the start of the fifth RT cycle (when the decimal value of the management data is less than 8, as described below). The 7th bit is always set to "0" under all circumstances. An "RT cycle" is basically the period from the start of an RT3 to the start of the next RT3. Therefore, the 0th bit of the management data indicates the state to be controlled during the period from the start of the current RT3 to the start of the next RT3 (the current RT cycle). When the 0th bit of the management data is "1", the main control unit 10 controls the state during the current RT cycle to high probability B, and when it is "0", the main control unit 10 controls the state during the current RT cycle to low probability B. The management data is (1) determined when the game moves to the favorable zone, (2) updated when RT3 begins during the normal stage, (3) when the fall RP results stop during the normal stage and RT3, and (4) when the game moves to RT2 during the normal stage. Each of the above steps (1) to (4) will now be described.
[0097] (1) When moving to a favorable zone When the advantageous zone transition occurs, i.e., when the advantageous zone trigger role is won, the main control unit 10 determines the management data by referring to the pattern lottery table shown in FIG. 21 (see when the advantageous period is won) and the correspondence table shown in FIG. For example, when setting 1 is set in the probability setting device 15, pattern 0 has a winning probability of 128 / 256. If pattern 0 is selected, the management data will be set to "01001000" (decimal number: 72). As shown in FIG. 21, the probability of winning for each pattern is set so that pattern 0 is more likely to win at a low setting, and patterns 1 to 3 are more likely to win at a higher setting. Based on the determined management data, control of the normal state B in the first RT period is executed.
[0098] (2) At the start of RT3 during the normal stage At the start of RT3 during the normal stage, the main control unit 10 shifts the data of bits 1 to 7 of the management data to bits 0 to 6, and sets bit 7 to "0", thereby updating the management data. However, when the game transitions to RT3 for the first time after the start of the favorable zone, the management data is not updated, and the management data determined at the time of transition to the favorable zone is referenced as is. As a result, the normal state B in the first RT cycle is controlled based on the management data determined at the start of the advantageous zone.
[0099] (3) When the falling RP result stops during normal stage and RT3 When the falling RP result is stopped and displayed during RT3 in the normal stage, the main control unit 10 sets the 0 bit of the management data to "1". In other words, this set controls normal state B to high probability B. The fall RP result is a negative result that transitions to RT3 if it stops in RT0 or RT1, but if it stops during RT3 like this, it is controlled to high probability B, so the result also becomes a positive factor. In this regard, since the RT cannot be determined precisely within the range that the player can see, such as the display on the display device 8, it is possible to prevent "fall RP result = negative result." In addition, if the fall RP result can be stopped and displayed while staying in RT3 and normal state B (high probability B), if normal state A is low probability A, the low probability A can be transitioned to high probability A, so the fall replay role can further increase interest.
[0100] (4) During normal stage and transition to RT2 When the main control unit 10 transitions to the normal stage and RT2, it sets 1 bit of the management data to "1". As a result, at the start of the next RT3, the 0 bit of the management data becomes "1", so that the normal state B of that RT cycle can be forcibly controlled to high probability B. In this way, a special benefit of transitioning to RT2 (not only preventing a decrease in the amount of gaming value consumed by simply improving the probability of winning the replay role, but also other benefits) can be given.
[0101] A series of basic operations in the normal state B control (control via the above processes (1) and (2)) will be described with reference to Figs. 23 and 24. As shown in these figures, it is assumed that the initial management data is determined to be "01101001" (decimal value: 105, pattern 2) by pattern lottery when the advantageous zone is selected. The determined management data is referred to for normal state B control in the first RT period. In this case, since the 0 bit of the management data is "1", the main control unit 10 controls the normal state B in this (first cycle) RT cycle (the period from the start of the first RT3 to the start of the second RT3 after the start of the advantageous zone) to high probability B. Based on the start of the second RT3, the control data is updated to "00110100" (decimal value: 52) by shifting each bit one position to the right. In this case, since the 0 bit of the management data is "0", the main control unit 10 controls the normal state B to low probability B in the next (second cycle) RT cycle (the period from the start of the second RT3 to the start of the third RT3). Based on the start of the third RT3, the control data is updated to "00011010" (decimal value: 26) by shifting each bit one position to the right. In this case, since the 0 bit of the management data is "0", the main control unit 10 controls the normal state B in the next (third cycle) RT period (the period from the start of the third RT3 to the start of the fourth RT3) to low probability B. Based on the fourth RT3 start, the control data is updated to "00001101" (decimal value: 13) by shifting each bit one position to the right. In this case, since the 0 bit of the management data is "1", the main control unit 10 controls the normal state B in the next-next (4th cycle) RT cycle (the period from the start of the 4th RT3 to the start of the 5th RT3) to high probability B. Based on the start of the fifth RT3, the control data is updated to "00000110" (decimal value: 6) by shifting each bit one position to the right. In other words, at this point, the decimal value of the management data is updated to be less than 8. In this case, the main control unit 10 refers to the correspondence table (FIG. 22) and updates the management data to pattern 6, which corresponds to the decimal value: 6. The decimal value: 6 corresponds to the 4th to 7th bits of the initial management data, "110" (decimal value: 6). As a result, the management data is updated from "00000110" (decimal value: 6) to "01101010" (decimal value: 106). In this case, since the 0 bit of the management data is "0", the main control unit 10 controls the normal state B in the fifth RT period to low probability B.
[0102] From the sixth cycle onwards, the same processing as that in the second to fifth cycles described above is carried out. Specifically, since the management data is updated to "00110101" (decimal value: 53) at the start of the sixth cycle, the main control unit 10 controls the normal state B to high probability B in the sixth RT cycle. At the start of the seventh cycle, the management data is updated to "00011010" (decimal value: 26), so the main control unit 10 controls the normal state B to low probability B in the seventh RT cycle. At the start of the 8th cycle, the management data is updated to "00001101" (decimal value: 13), so the main control unit 10 controls the normal state B of the 8th RT cycle to high probability B. At the start of the 9th cycle, the management data is updated to "00000110" (decimal value: 6), and since the decimal value of the management data is less than 8, the main control unit 10 refers to the correspondence table (Figure 22) and updates the management data of pattern 6, which corresponds to decimal value: 6, to "01101010" (decimal value: 106). In this case, since the 0 bit of the management data is "0", the main control unit 10 controls the normal state B in the 9th RT period to low probability B. At the start of the 10th cycle, the management data is updated to "00110101" (decimal value: 53), so the main control unit 10 controls the normal state B of the 10th RT cycle to high probability B.
[0103] As described above, according to the normal state B control, two types of processing (high probability B and low probability B) can be executed at the start of the finite RT (RT3) period in the normal stage based on the update of the management data. Therefore, the game state B can be managed and controlled without having an individual variable to indicate which cycle it is currently in. In particular, in the case of (4), in the processing of "when transitioning to RT2 in the normal stage," a reservation can be made to upgrade normal state B to high probability B in the RT cycle following the current RT cycle. In addition, since normal state B control is not executed during the period from the start of the favorable zone to entering the first RT period, normal state B during this period may be controlled, for example, by fixing it to a specific state (e.g., low probability B), or may be controlled by referring to management data (0 bit) determined at the start of the favorable zone, or no control may be executed. In this case, the CZC lottery may be performed based on a specific state (e.g., low probability B), or it may be performed based on the normal state B identified from the management data (0 bit) determined at the start of the favorable zone, or it may not be performed at all.
[0104] (CZCZ Stage) As shown in FIG. 9, the CZCZ stage is a stage disposed between the normal stage and the CZ stage. As shown in FIG. 10(b), in the CZCZ stage, normal state B and high probability after AT end are managed as game states. In the normal state B, there are low probability B and high probability B, and control is executed by a method using management data (Fig. 20) in the same way as the normal state B in the normal stage. The specific processing is the same as the normal state B control described above, so the explanation is omitted. The CZCZ stage is entered when the CZCZ transition lottery based on winning a rare role while in the normal stage is won (Figure 9a, Figure 11b). Specifically, if the player is in low probability A, the CZCZ / normal CZ lottery is executed by referring to the CZCZ / normal CZ lottery table (low probability A) shown in Figure 25; if the player is in high probability A, the CZCZ / normal CZ lottery is executed by referring to the CZCZ / normal CZ lottery table (high probability A) shown in Figure 26; if the player is in super high probability A, the CZCZ / normal CZ lottery is executed by referring to the CZCZ / normal CZ lottery table (super high probability A) shown in Figure 27; and if the player wins the CZCZ in each lottery, the player enters the CZCZ stage. The CZCZ stage ends with the transition to RT3, after which the system transitions to the normal stage (arrow b in Figure 9, and b in Figure 11). The CZCZ stage ends based on the winning of a bonus, and after it ends, the game transitions to a bonus (arrow e in Figure 9, arrow b in Figure 11). In addition, the CZCZ stage ends when the ending condition is met, such as winning the CZ lottery, and after ending, the player transitions to the CZ stage (arrow c in Figure 9). There are two types of CZ lotteries in the CZCZ stage: a CZ lottery at the start of play and a CZ lottery at the end of play. The CZ lottery at the start of play is carried out at the start of each game during the CZCZ stage (when start lever 3 is operated) if a rare role is won, by referring to the CZ lottery table at the start of play shown in Figure 28, and is a lottery with a chance of winning either a normal CZ or a higher CZ. As shown in Figure 28, if you win a chance symbol or a strong cherry (strong rare symbol), the probability of winning is 0 and you will definitely win a normal CZ or a higher CZ, so you will definitely move on to the CZ stage.
[0105] The CZ lottery at the end of play is a lottery that determines whether you will win a regular CZ if you win the push-order bell or common bell at the end of each game during the CZCZ stage (when the third stop button operation is completed), by referring to the CZ lottery table at the end of play shown in Figure 29. Since the condition is "if a prize is won," the CZ lottery at the end of the game will only be held for the push order bell if the push order is correct (if no prizes are missed). If you win the normal CZ or higher CZ in the CZ lottery at the start of play and the CZ lottery at the end of play, you will move on to the normal CZ or higher CZ after a specified number of premonition games. In the CZ lottery at the start of play and the CZ lottery at the end of play, if you win the CZCZ, you will move to the CZCZ stage without any premonition games.If you win the normal CZ, you will move to the CZ stage after playing the premonition game.
[0106] The number of premonition games is determined by executing CZ premonition game number lottery 1 with reference to CZ premonition game number lottery table 1 shown in Figure 30 when a normal CZ or higher CZ is won in the CZ lottery at the start of play based on a winning role other than a strong rare role, or when the CZ lottery at the end of play is won. Specifically, by referring to CZ premonition game number lottery table 1 shown in Figure 30, CZ premonition game number lottery 1 is executed by multiplying the number of games from 0 to 3, and the number of premonition games is determined to be the number obtained by adding the initial value "4" to the number of games won in that lottery. In the CZ lottery at the start of play based on winning a strong rare role, if a normal CZ or a higher CZ is won, a CZ premonition game number lottery 2 is executed by multiplying the number of games from 1 to 4 by referring to CZ premonition game number lottery table 2 shown in Figure 31, and the number of games won in that lottery is determined as the premonition game number. In addition, as with CZ Premonition Game Number Lottery 1, the number of premonition games for CZ Premonition Game Number Lottery 2 can be determined by adding an initial value to the number of games determined by lottery. In addition, CZ premonition game number lottery 1 may be executed to award the premonition game number when a normal CZ is won based on a winning role other than a strong cherry, and CZ premonition game number lottery 2 may be executed to award the premonition game number when a higher CZ is won based on a winning role other than a strong cherry. This is because, in the CZ lottery at the start of play, a player will almost always win a higher CZ only if he or she wins a strong cherry, so if the player wins a normal CZ based on a winning role other than a strong cherry, the number of premonition games will be greater, and it is preferable for the player to extend the period of the lottery for promotion to a higher CZ by moving to RT3 before the number of premonition games is exhausted; on the other hand, if the player wins a higher CZ based on a winning strong cherry, the right to the higher CZ has already been secured, so there is no need to unnecessarily extend the period of the lottery for promotion to a higher CZ in such cases.
[0107] In the CZCZ stage, as with the regular stage, if you hold the rights to a regular CZ, a higher CZ promotion lottery will be held, with the chance of promotion to a higher CZ based on winning a rare role. The lottery for promotion to higher CZs is the same as the process in the normal stage, so we will not explain it here.
[0108] In the CZCZ stage, a CZC lottery is held, just like in the normal stage. The CZC lottery is the same as the process in the normal stage, so we will not explain it here.
[0109] While in the CZCZ stage, a CZ lottery may be held at the start of play and at the end of play, and if a regular CZ or a higher CZ is won in the lottery, the rights to the regular CZ or the higher CZ will be granted. As with the regular stage, if you win a rare role while holding the rights to a regular CZ, a lottery will be held to promote you to a higher CZ. If you win the lottery based on a role other than a strong rare role and gain the right to a regular CZ or a higher CZ, the premonition game will be determined based on the results of CZ Premonition Game Number Lottery 1 (Figure 30). The lottery method is the same as that in the normal stage, so explanation will be omitted. In addition, if you win the lottery based on winning a strong rare role and acquire the right to a regular CZ or a higher CZ, CZ precursor game number lottery 2 will be held. Specifically, by referring to CZ premonition game number lottery table 2 shown in Figure 31, CZ premonition game number lottery 2 is executed by multiplying the premonition game numbers from 1 to 4, and the number of games won in this lottery is determined as the premonition game number.
[0110] (Higher CZ promotion lottery processing) The higher CZ promotion lottery processing will be explained with reference to the flowchart shown in Figure 32. The upper CZ promotion lottery may be held during stays in the regular stage or CZCZ stage. As shown in Fig. 32, first, it is determined whether or not the right to the normal CZ is held (S301). When the right to the normal CZ is granted, the first storage means stores information indicating that the right is held. This allows the main control unit 10 to determine whether or not the right to the normal CZ is held by referring to the contents stored in the first storage means. If the normal CZ right is held (S301-YES), it is determined whether the RT is not RT3 (S302). If the normal CZ right is not held (S301-NO), this flow is terminated. If RT is not RT3 (S302-YES), it is determined whether RT is RT0 to 2 (S303). If RT is RT3 (S302-NO), the process proceeds to S305. If the RT is RT0 to RT2 (S303-YES), it is determined whether the premonition game count is 1 or more (S304). Note that the premonition game count is decremented by "1" for each game. If the number of premonition games is 1 or more (S304-YES) and if the RT is not RT3 (S302-NO), it is determined whether or not a rare role has been won (S305). If a rare role is won (S305-YES), the lottery process for promotion to a higher CZ is executed (S306). Specifically, a higher CZ promotion lottery with promotion to a higher CZ as a prize is conducted by referring to the higher CZ promotion lottery table shown in FIG. As shown in the figure, the probability of winning a strong rare role is set relatively high. It is determined whether or not the player has won the lottery for promotion to a higher CZ (S307). If the winner is selected (S307-YES), the right to the higher CZ will be granted (S308). When a higher CZ right is granted, the normal CZ right is revoked. This ends the flow. Note that this flow also ends if the determinations in S303, S304, S305, and S307 are "NO."
[0111] In this way, the lottery process for promotion to a higher CZ is executed when a rare role is won when the right to a normal CZ is held and at least one of the following conditions is met: "when staying in RT3" or "when staying in RT0-2 and the number of premonition games is 1 or more." In addition, the CZ stage is controlled when, in the normal stage or CZC stage, the player holds the right to a normal CZ or a higher CZ, is in RT0-2, and the number of premonition games is "0", so if the player holds the right to a CZ and the number of premonition games has not reached "0" (for example, when the number of premonition games is "2"), the player will not be controlled to the CZ stage. In this situation, if a fall replay role can be derived, the game will transition to RT3, which lasts for 32 games, and the period for the promotion lottery to a higher CZ can be lengthened (extended). In other words, the first control means can control to the normal stage when, in the normal stage and RT3, a normal CZ right is stored in the first storage means and the number of premonition games stored in the second storage means reaches 0, and can control to the normal CZ when, in the normal stage and RT0, a normal CZ right is stored in the first storage means and the number of premonition games stored in the second storage means reaches 0, and the second control means can control to RT3 in which a higher CZ promotion lottery can be executed when a fall RP result is stopped and displayed in RT0. In addition, in the normal stage or CZC stage, if the player holds the right to a normal CZ or a higher CZ, is in RT0-2, and the number of premonition games reaches "0", the CZ stage is controlled.However, if the player is in RT3, the player will not be controlled to the CZ stage even if the number of premonition games reaches "0", and in this case, the player will be controlled to the current stage.
[0112] By the way, if you win the normal CZ in the CZ lottery (CZCZ / normal CZ lottery, CZ lottery at the start of play, CZ lottery at the end of play), the number of premonition games is determined by referring to the CZ premonition game number lottery table (Figures 30 and 31).However, as an exception, between the end of the CZ stage and the fall to RT3, the game is controlled to the CZ stage without referring to the CZ premonition game number lottery table (in other words, the number of premonition games is set to 0 and the game is controlled to the CZ stage). This is because if a number of premonition games are awarded between the end of the CZ stage and the fall to RT3, the probability of moving to RT3 before the number of premonition games is used up increases, which makes it easier for the period of the lottery for promotion to a higher CZ to be longer.
[0113] (CZ Stage) The CZ stage is a fixed stage of 25 games, and an AT lottery (CZ breakthrough lottery when white 7 is won) can be held to determine whether to move on to the AT stage (break through the CZ stage). In the CZ stage, an AT lottery may be held, whereas in the normal stage, an AT lottery is not held. Therefore, the probability of transitioning to the AT stage is higher in the CZ stage than in the normal stage, making it a more advantageous gaming state for the player than the normal stage. As shown in FIG. 9, the CZ stage is controlled when a termination condition is met, such as when a CZ lottery is won in the normal stage or CZCZ stage (arrow c in FIG. 9). The CZ stage consists of a normal CZ and an upper CZ. As will be described later, the upper CZ has higher initial and additional judge LV values than the normal CZ, and is therefore a more advantageous gaming state for the player than the normal CZ.
[0114] (usually CZ) The normal CZ is entered when the player is in RT0~2, has the right to the normal CZ by winning the CZ lottery, and the number of premonition games reaches 0 (arrow c in Figure 9, c in Figure 11). For this reason, the most common case in which the transition to the CZ stage occurs is when RT3 ends when the number of premonition games is 0, and then the CZ stage begins when it transitions to RT0. The right to a regular CZ is granted when a player wins a regular CZ in the CZCZ / regular CZ lottery (Figures 25 to 27) held while in the regular stage, when a player wins a regular CZ in the CZ lottery at the start of play held while in the CZCZ stage (Figure 28), or when a player wins the CZ lottery at the end of play held while in the CZCZ stage (Figure 29). The number of premonition games is determined by CZ Premonition Game Number Lottery 1, 2 (Figures 30, 31) which is performed while staying in the normal stage (normal state A) or CZCZ stage. Normally, the CZ ends after 25 games have been played (c in Figure 11). Specifically, if the AT lottery is won during the 25 games (CZ breakthrough lottery when white 7 is won) then the player will move to the AT stage after the 25th game is played (arrow g in Figure 9), and if the AT lottery is not won during the 25 games, the player will move to the normal stage after the 25th game is played (arrow d in Figure 9). In other words, when controlled to the normal stage, if the player is in RT0-RT1 and the number of premonition games is 0, the player is controlled to the CZ stage until the game in the CZ stage is executed a predetermined number of times (25 times). Normally, the CZ ends when a bonus is won, and then the bonus begins (e in Figure 11).
[0115] (Higher CZ) The higher CZ is entered when the player is in RT0-2, has the right to the higher CZ, and has 0 premonition games (d in Figure 11). The right to a higher CZ is granted when a player wins a higher CZ in the CZ lottery (Figure 28) that is conducted at the start of play based on the winning of a rare role during the CZCZ. The number of premonition games is determined by CZ premonition game number lottery 1, 2 (Figures 30, 31) which is performed while staying in the normal stage (normal state A) or CZCZ stage. The upper CZ ends after 25 games have been played (d in Figure 11). Specifically, after the 25th game is played, the game moves to the AT stage (arrow g in FIG. 9). The higher CZ ends when a bonus is won, and after that it transitions to a bonus (d in Figure 11).
[0116] As mentioned above, the number of premonition games is determined through CZ premonition game number lotteries 1 and 2 (Figures 30 and 31) if the CZ lottery is won, but between the end of the CZ stage and the fall into RT3, the number of premonition games will be "0" even if the CZ lottery is won. This is because, if a number of premonition games were awarded between the end of the CZ game and the fall to RT3, the probability of moving to RT3 before the number of premonition games is used up would increase, which would tend to lengthen the period for the promotion lottery to a higher CZ, and the player would be awarded too much profit, and this is to prevent this.
[0117] While in the CZ stage, an AT lottery (CZ breakthrough lottery when white 7 is won) is conducted as a means of determining whether or not to move to the AT stage. Specifically, if the White 7 replay role is won while in the CZ stage, a White 7 CZ breakthrough lottery, which functions as an AT lottery, is executed by referring to the White 7 winning CZ breakthrough lottery table shown in Figure 37. If you win the CZ breakthrough lottery when you win the white 7, you will be allowed to make the ``white 7s line up'' stop by pressing the ``white 7'' symbol, and your judge level will be increased. The Judge LV is increased by "1" for each win of a regular CZ, and "2" for the first win of a higher CZ, and "1" for each win from the second time onwards. The initial value of Judge LV is "0" for normal CZs and "1" for higher CZs. For example, if in a normal CZ the Judge LV is at its initial value of "0" and you win the CZ breakthrough lottery when you get White 7, the Judge LV will be updated to "1", and you will be able to transition to the AT stage because the AT transition condition of "Judge LV is 1 or higher" is met. Therefore, when the white 7 is elected, the CZ breakthrough lottery functions as an AT lottery (specific lottery means), which is also a specific lottery regarding the transition to the AT stage. The judge LV is referred to when transitioning to the AT stage, and a privilege (specialized AT) corresponding to the judge LV is granted. Details of the privilege (specialized AT) will be described in the "AT stage" below. As shown in FIG. 37, the winning probability of the CZ breakthrough lottery when the white 7 is elected differs between the case where the judge LV is 1 or less and the case where it is 2 or more, and it is set such that the winning probability is higher when the judge LV is 1 or less than when the judge LV is 2 or more. Note that the winning probability of the CZ breakthrough lottery when the white 7 is elected may be the same regardless of the judge LV.
[0118] In this way, the CZ stage is fixed at 25 games, and the winning probabilities of the white 7 replay roles have the relationship of RT0 < RT1 < RT2. During the CZ stage, although a navi (navigating the incorrect answer pressing order when a single role is elected) that assists the transition to RT2 is executed, since the number of games in the CZ stage is consumed from the 25 games at the time of transition, the player will play the game while wanting to transition to RT2 quickly. Therefore, in the present invention, instead of simply playing the game while wanting to win the AT during the CZ stage as in the prior art, the player plays the game while wanting to transition to an RT with a high winning probability of the AT. Therefore, various things can be considered during the CZ stage, and the game can be played, so the interest of the game can be improved.
[0119] Note that the AT lottery can also be executed with reference to the CZ breakthrough lottery table (modification example) when the white 7 is elected shown in FIG. 38. As shown in the same figure, by referring to the CZ breakthrough lottery table (modification example) when the white 7 is elected, in addition to the judge LV, a "derived LV" regarding the ease of obtaining "white 7 replay" is managed (referred to), and based on the judge LV and the derived LV, a lottery is executed by multiplying the addition of the judge LV. As shown in the figure, for each case where the judge LV is 1 or less or 2 or more, the winning probability in the case of the derived LV0 and the winning probability in the case of the derived LV1 or more are set individually. That is, the probability of improving the judge LV is varied according to the combination of the judge LV and the derived LV. The derived LV can be controlled to increase when a predetermined condition (for example, winning a predetermined role, completing a predetermined number of games, etc.) is satisfied.
[0120] During the stay in the CZ stage, a CZ breakthrough lottery at the time of winning a rare role is executed based on the winning of a rare role. Specifically, when winning a rare role during the CZ stage, a lottery is executed by referring to the CZ breakthrough lottery table at the time of winning a rare role shown in FIG. 39 and multiplying by the addition of the judge LV. When winning the CZ breakthrough lottery at the time of winning a rare role, add "1" to the judge LV. As shown in FIG. 39, winning a strong rare role is easy to win, and in particular, winning is certain when winning a strong cherry.
[0121] In this way, when the first control means is controlled to one of the states of RT0 and RT1 during the stay in the normal stage, it can be controlled to the CZ stage until 25 games in the CZ stage are executed. When it is determined by the determination means to shift to the AT stage during the stay in the CZ stage (when winning the AT lottery, that is, when winning the CZ breakthrough lottery at the time of winning the white 7), it can be controlled to the AT stage. The second control means can be controlled to RT1 when the push order bell spill mark stops during the stay in RT0. The determination means (AT lottery) has a higher probability of determining to shift to the AT stage because the winning probability of the white 7 replay role is RT0 < RT1 and the lottery opportunity of the CZ breakthrough lottery at the time of winning the white 7 is higher when controlled to RT1 than when controlled to RT0. In addition, when the second control means is controlled by RT0 and the one-sided winning combination roll stops, it can be controlled by RT2. The determination means increases the probability of determining to shift to the AT stage because the winning probability of the white 7 replay combination is RT1 < RT2 when controlled by RT2 compared to when controlled by RT1. In addition, when the second control means is controlled by RT0 and the falling RP roll stops, it can be controlled by RT3. The determination means increases the probability of determining to shift to the AT stage because the winning probability of the white 7 replay combination is RT3 < RT2 when controlled by RT2 compared to when controlled by RT3.
[0122] (AT stage) The AT stage is a gaming state that enters from the CZ stage and in which it is extremely easy to obtain medals. Therefore, the AT stage is a gaming state more advantageous to the player than the normal stage. Basically, 38 game counts are given to the AT stage. The AT stage is provided with a normal AT, a specialized AT1, and a specialized AT2, and is controlled to one of them according to the judge level at the time of entry.
[0123] (Normal AT) When the judge level at the end of the CZ stage (start of the AT stage) is "2", it enters the specialized AT1 after the end of the CZ stage (arrow g in Fig. 9, e in Fig. 11). That is, when controlled by the CZ stage and winning the AT lottery, it is controlled to the AT stage. The normal AT is composed of this AT consisting of 30 games from the first game to the 30th game and a continuous judge consisting of 8 games from the 31st game to the 38th game. In this AT, a normal AT game in which the push-order bell is likely to win based on the push-order navigation is executed. In the continuous judge, a lottery (continuous lottery) multiplied by the addition of the judge level is executed. The continuous lottery is executed every game, and the lottery result of the AT continuous lottery in the specialized AT1 described later is reflected. If you win the Judge LV addition lottery, your Judge LV will be increased by "1", and the addition result will be reflected during the next AT control. The normal AT ends if the continuation lottery is not won, and after it ends, control returns to the normal stage (h in Figure 9, e in Figure 11).
[0124] (Specialized AT) There are two types of specialized ATs, Specialized AT1 and Specialized AT2, and since there is a high probability of adding to the AT continuation rate and the number of AT games, they are positioned as "specialized zones" that specialize in adding to them. Entry into specialized AT1 or specialized AT2 is possible, for example, when a bonus lottery is won in CZ stage B (arrow g2 in Figure 6), or when a line of white 7s stops and is displayed in AT stage B (arrow m in Figure 6).
[0125] Specialized AT1 and specialized AT2 can each remain for a specified number of games (10 games + α). Specifically, after 10 games have been played, the specialized AT will continue until the promotion replay role is won. In other words, the promotion replay role is the role that triggers the end of the specialized AT, and the number of games "α" from the time 10 games are consumed until the promotion replay role is won is added to 10 games, resulting in control of the specialized AT for 10 games + α. After the specialized AT ends, the main control unit 10 controls to transition to the normal AT. In the normal AT after the transition, the number of games is reset to 38 games.
[0126] (Specialized AT1) If the Judge LV is "2" at the end of the CZ stage (start of the AT stage), specialized AT1 will begin after the end of the CZ stage (arrow g in Figure 9, f in Figure 11). Specialized AT1 is a gaming state in which the continuation rate (addition rate) in the continuation lottery is highly likely to be achieved. In the specialized AT1, an AT continuation rate addition lottery is executed by referring to the "AT continuation rate addition lottery table" shown in Figure 40 based on the current winning role. For example, as shown in FIG. 40, if the push order bell role or rare role is won, the win is confirmed, and if other winning roles (other than the push order bell role and rare role) are won, the probability of winning is 128 / 256. If the lottery is won, one of the add-on rates of 1, 2, 5, 10, 20, 30, or 50% is selected, and if a rare role is won, a larger add-on rate is selected. Specialized AT1 ends after 10 games are played, when the promotion replay role is won (f in Figure 11).
[0127] (Specialized AT2) If the Judge LV is "3" or higher at the end of the CZ stage (start of the AT stage), specialized AT2 will begin after the end of the CZ stage (arrow g in Figure 9, g in Figure 11). Specialized AT2 is a gaming state in which the number of AT games is likely to be increased with a high probability. In specialized AT2, an AT game number addition lottery is executed by referring to the "AT game number addition lottery table" shown in Figure 41. For example, as shown in FIG. 41, it is set up so that an additional number of games is added regardless of which winning role is won, and in particular, when a rare role is won, a large number of additional games is selected. If the lottery is won, the number of additional games will be selected from 1, 2, 5, 10, 20, or 30 games. Specialized AT2 ends after 10 games are played, when the promotion replay role is won (g in Figure 11).
[0128] (bonus) The bonus is a game state that is advantageous to the player as it is expected that the amount of gaming media will increase. It is entered when a combination of symbols corresponding to a bonus role stops at each stage (bonus win) (arrow e in Figure 9, h in Figure 11), and ends when the specified number of payout coins (200 coins) is exceeded (arrow f in Figure 9). The bonus is controlled so that the bell role is won with a high probability, and if the push-order bell role is won, it is guaranteed to be won, just like the common bell role.
[0129] During the bonus, various lotteries will be held depending on the stage you were on when the bonus began. For example, if you enter from a normal stage, a lottery will be held to transition to the AT stage during the bonus. Also, if you enter from the AT stage, a lottery will be held to determine the number of AT games to be added during the bonus. In addition, if you enter from Specialized AT1, a lottery will be held to add to the AT continuation rate, and if you enter from Specialized AT2, a lottery will be held to add to the number of AT games. After the bonus ends, if the game state transition lottery is not won, the game state transition (return) will occur to the stage before the bonus state was entered (arrow f in FIG. 9).
[0130] (Control based on the stop display of the fall RP result) Including the above-mentioned control, the gaming machine of this embodiment executes unique game control based on a plurality of states including normal state A and normal state B, the RP state, and the stopping of the falling RP results. As shown in Fig. 12A, when the falling RP result stops during RT3 and during the low probability B state, the main control unit 10 controls the state to high probability B. That is, in this case, the control is executed to upgrade the state from low probability B to high probability B. As shown in Fig. 12b, when the falling RP result stops during RT3, low probability A, and high probability B, the main control unit 10 executes a lottery to transition to high probability A (Fig. 15), and if it is won, controls to high probability A. In other words, in this case, it executes control to upgrade from low probability A to high probability A. As shown in Fig. 12c, when the falling RP result stops while staying at high probability A and high probability B, the main control unit 10 executes the lottery for transition to ultra-high probability A (Fig. 16), and if it is won, controls to ultra-high probability A. That is, in this case, the control for upgrading from high probability A to ultra-high probability A is executed. As shown in d of Fig. 12, when the falling RP result stops while staying in RT1, the main control unit 10 controls to RT3. That is, in this case, the control to fall from RT1 to RT3 is executed.
[0131] In this way, in the slot machine 1 of this embodiment, the first control means is capable of controlling to high probability A when the falling RP output is displayed stopped at low probability A, low probability B and RT3, and the second control means is capable of controlling to RT3 when the falling RP output is displayed stopped at RT0. In addition, the slot machine 1 of this embodiment is equipped with a third control means that can control the slot machine 1 to any of the specific gaming states (normal state B) including low probability B and high probability B, which has a higher probability of being awarded a specific bonus (CZC lottery) than low probability B, and the first control means can control the slot machine 1 to any of the specific gaming states including low probability B and high probability B, and when the super high probability A lottery is won in high probability A and high probability B, the first control means can control the slot machine 1 to super high probability A, which has a higher probability of being awarded a bonus (right to the CZ stage) than high probability A.
[0132] As described above, in the present invention, there are provided a stop operation means (stop button 5) capable of receiving a stop operation by a player, a variable display means (reel 41) capable of displaying a variable display of the identifier information when a stop operation to the stop operation means is received, a first control means capable of controlling the game state to any one of a plurality of game states including a first game state (low probability) and a second game state (high probability) in which the player is more likely to be granted a privilege (right to the CZ stage) than in the first game state, and a first state (RT3) and a second state which is more advantageous to the player than the first state. and a second control means capable of controlling the state to any one of a plurality of states including (RT0), and (RT1), wherein the first control means is capable of controlling the state to the second game state (high probability A) when identifying information (a falling RP result) is displayed stationary in a specific manner on the variable display means in the first game state (low probability A and low probability B) and the first state (RT3), and the second control means is capable of controlling the state to the first state (RT3) when identifying information (a falling RP result) is displayed stationary in a specific manner on the variable display means in the second state (RT0).
[0133] Furthermore, the present invention includes a lottery means capable of executing a lottery for a role including a replay role, and the second state (RT0) is a state in which the probability of winning the replay role is higher than in the first state (RT3). The present invention also includes a third control means capable of controlling the specific game state to any one of the specific game states (normal state B), which include a first specific game state (low probability B) and a second specific game state (high probability B) in which the probability of a specific benefit (CZC lottery) different from the benefit is higher than in the first specific game state (low probability B), and the first control means is capable of controlling the specific game state to a third game state (ultra high probability A) in which the probability of the benefit (right to the CZ stage) is higher than in the second game state (high probability A) when a predetermined condition is met (winning the ultra high probability A lottery) in the second specific game state (high probability A) and the second specific game state (high probability B).
[0134] In this way, in the present invention, the game state can be controlled to a first game state (finite RT3) and a second game state (infinite RT0) to which a transition can be made from the first game state, and when a specific result (falling RP result) stops in the first game state, control that is advantageous to the player (such as transitioning to normal state B with high probability) is executed, while when a specific result stops in the second game state, control that is disadvantageous to the player (such as transitioning to finite RT3) is executed. According to the slot machine 1 of the present invention having such a configuration, since control advantageous to the player may be executed by stopping a specific result (fall RP result), the stopping of the specific result can give a positive impression, and it is possible to prevent a decrease in interest due to the specific result. In addition, because the control when a specific number pops up changes whether it is advantageous or disadvantageous depending on the current game state, if the current game state is not clearly notified, it becomes impossible to clearly determine whether advantageous or disadvantageous control has been executed, which creates a sense of tension when a specific number pops up.
[0135] In response to this, Patent Document 1 discloses a gaming machine that controls the gaming state to be advantageous to the player when a special result is stopped in a specified gaming state, and controls the gaming state to be disadvantageous to the player when a specific result is stopped in a specified gaming state. In such conventional gaming machines, the specific results only put the player in a disadvantageous situation, and therefore only give the player a negative impression, which reduces the player's interest. According to the slot machine 1 of this embodiment, the control when a specific result is stopped changes whether it is advantageous or disadvantageous depending on the current game state, so that it is possible to solve all or part of such problems that need to be improved in conventional gaming machines.
[0136] 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 the above-described embodiment, it is assumed that the push sequence avoidance navigation is notified using the display 8 and the speaker 9, but instead of or in addition to this, the notification may be made by turning on the navigation lamp 12. In the above description, the navigation lamp 12 is controlled by the sub-control unit 20. However, the present invention is not limited to this and the navigation lamp 12 may be controlled by the main control unit 10.
[0137] In addition, in the above-described embodiment, the number of games is used as a value that can manage the AT, but this is not limited to this, and it may be managed using at least one of, for example, the difference in number of coins, the number of times that push order navigation occurs, the number of times that small winnings are won, the number of medals won, the number of medals paid out, etc. In addition, in the above-described embodiment, a game number subtraction method is applied during the AT stage, but this is not limited to this, and a game number addition method in which the AT state ends when the number of games added for each game reaches an upper limit number may also be used.
[0138] In addition, in the above-mentioned embodiment, it is assumed that the normal stage is controlled to a normal zone or an advantageous zone, and the CZ stage, CZCZ stage, AT stage, and bonus are controlled to an advantageous zone, but this is not limited to the above, and each game state may be controlled to either or both of the normal zone and the advantageous zone.
[0139] In addition, in the above embodiment, the tables referred to in the various processes are only examples, and are not limited to the above tables. Furthermore, the winning probability related to each table is not limited to the above values, and can be changed as appropriate.
[0140] In addition, the front door 1a may be provided with a vibration means for vibrating the front door 1a by activating a motor, speaker, etc., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation. In addition, a ventilation means may be provided on the front door 1a to blow air toward the player, so that when a relatively highly anticipated performance is performed, the ventilation means may be activated to increase the player's sense of anticipation.
[0141] In addition, in the above-described embodiment, the main control unit 10 performed 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-controller 20 operates as a means for executing a presentation on the display device 8 etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.
[0142] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may be a so-called medal-less gaming machine that can execute a game using a pseudo gaming medium in the form of data, without using actual gaming media such as medals. Furthermore, the gaming machine may be a so-called sealed gaming machine that can execute a game by circulating gaming media such as gaming balls internally, without dispensing them to the outside. Note that such medal-less gaming machines may have different upper limits for the number of coins difference and the number of games in the advantageous zone from the upper limits of gaming machines that use actual objects such as medals.
[0143] In addition, in the above-described embodiment, the reel 41 driven and controlled by a motor is used as the variable display means. However, instead of or in addition to this, it is also possible to use the display 8 such as a liquid crystal display as the variable display means for the identification information by displaying an image in which the patterns of the reel or the like change. [Explanation of symbols]
[0144] 1. Slot machines (amusement machines) 41 Reel 5 Stop button 10 Main control unit
Claims
1. A determination means capable of determining any one of a plurality of roles including a specific role; A stop operation means operable by a player; A variable display means capable of displaying the variable display of the symbol information in a stop display mode based on the role determined by the determination means and the operation mode to the stop operation means; A first control means capable of controlling a game state to any one of a plurality of game states including a first game state and a second game state that is more advantageous than the first game state; A determination means for determining whether to execute a specific performance when the specific role is determined by the determination means in the first gaming state; a performance means capable of executing the specific performance when the determination means determines that the specific performance is to be executed; A second control means capable of controlling the first gaming state to a plurality of states including a first state and a second state; A transition determination means for determining whether to transition to the second gaming state when a special combination is determined by the determination means in the first gaming state; a third control means capable of controlling the first gaming state to a plurality of specific states including a first specific state and a second specific state in which the transition determination means determines that the game state will be transitioned to the second gaming state at a higher probability than the first specific state; Equipped with When the specific role is determined by the determination means, the variable display means When the operation mode of the stop operation means is a first operation mode, the variably displayed identification information can be displayed in a first stop display mode, When the operation mode of the stop operation means is a second operation mode, the variably displayed identification information can be displayed in a second stop display mode, The determination means is When the specific role is determined by the determination means, it is possible to determine that the specific performance is executed with a higher probability in the second state than in the first state; The first control means, when the specific performance is executed by the performance means, When the symbol displayed by the variable display means is displayed in the first static display mode, the first gaming state can be maintained. When the identification information variably displayed by the variably display means is displayed in the second static display mode, the game can be controlled to the second gaming state. A gaming machine characterized by:
2. A specific transition determination means for determining whether to transition to a third specific state when a predetermined condition is satisfied in a state in which the control is controlled to the second state and the second specific state, The third control means is When the specific transition determination means determines that the control should be made to the third specific state in the second specific state, the control can be made to the third specific state, The transition determination means It is possible to determine that the game state will be transitioned to the second game state with a higher probability when the game state is controlled to the third specific state than when the game state is controlled to the second specific state.
2. The gaming machine according to claim 1 .
3. The first control means The game state can be controlled to a third game state that is more advantageous to a player than the first game state, When the third gaming state is ended, the game machine can be controlled to the first gaming state; The second control means is When the third gaming state is ended, the game machine can be controlled to a third state; The determination means is When the specific role is determined by the determination means, it is possible to determine that the specific performance is executed with a higher probability in the third state than in the second state.
3. The gaming machine according to claim 1 or 2.
Citation Information
Patent Citations
Slot machine
JP2016189919A
Game machine
JP2018130502A