Slot Machines

The slot machine's lottery system ensures fair gameplay by guaranteeing small role wins during bonus games, addressing biased probabilities and maintaining high performance through adjusted winning odds and penalty mechanisms.

JP7628724B2Active Publication Date: 2025-02-12KONAMI AMUSEMENT CO LTD

Patent Information

Application Number
JP2023188216
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-11-02
Publication Date
2025-02-12
Estimated Expiration
2041-12-23

AI Technical Summary

Technical Problem

Existing slot machines with penalty specifications have biased probabilities for winning certain roles during bonus games, leading to reduced performance and unfairness for players, especially when using conventional reduced bo-specifications.

Method used

The slot machine introduces a lottery system that ensures players win at least one small role during bonus games, adjusts winning probabilities based on correct operation orders, and employs a penalty mechanism to discourage incorrect orders, while maintaining fair gameplay.

Benefits of technology

This approach enhances gameplay fairness and maintains high ball output performance during bonus games, ensuring players consistently win small roles and reducing the likelihood of bonus games becoming disadvantageous.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To attain improvement of gambling property in an AT machine with a penalty function which compels a player to perform reel stop operations in a specific operation order in normal time.SOLUTION: A specified number of medals during a bonus game is set to two, such that a small combination with an allotment of one medal wins a prize in every game. Thus, a bonus game in which a net increase number is -1 per game can be implemented and gambling property during AT can be improved just for a medal decrease in the bonus game.SELECTED DRAWING: Figure 10
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Description

[Technical field]

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

[0002] At present, AT machines, which are the mainstream slot machines, are basically always in a bonus internal state in which the bonus role has been won but the prize has not yet been awarded. For this reason, the specifications of the internal lottery process that draws the role that allows the prize to be awarded are always constant. The wave of balls is created by whether or not to activate the instruction function that instructs the stopping operation sequence (hereinafter referred to as the correct operation sequence) required to win the correct minor role with a large payout in a game in which the so-called push order minor role has been won as a result of the internal lottery process, and the period during which balls can be earned by activating the instruction function is called the AT (Assist Time) state.

[0003] The gambling aspect of an AT machine is determined by the balance between the ball output performance in AT mode and the suction performance in normal mode, and in order to improve the ball output performance, it is also necessary to improve the suction performance. In AT machines, a known method for improving suction performance under normal conditions is a penalty specification that imposes a penalty if the player plays in a specific stopping operation sequence (for example, pushing left → middle → right in that order) in order to force the player to play in that sequence (see, for example, Patent Document 1). In the internal lottery process of an AT machine with penalty specifications, the probability of winning a push order minor role in which the correct operation sequence is set to a sequence other than a specific stop operation sequence (hereinafter referred to as push order minor role A) is set to be higher than the probability of winning a push order minor role in which the correct operation sequence is set to the specific stop operation sequence (hereinafter referred to as push order minor role B). In the normal state, the player will play using the specific stop operation sequence so as not to be penalized, but if the player plays using the specific stop operation sequence in a game in which push order minor role B, which has a relatively high probability of winning, is won, the correct minor role with a large payout will not be awarded, and as a result, the number of balls paid out in the normal state can be kept low.

[0004] In addition, in AT machines, a bonus game starts when a bonus role is won, but since it is possible to increase the ball output performance in the AT state by suppressing the ball output performance during this bonus game, AT machines that adopt a specification that reduces medals in the bonus game are also known. Hereinafter, this specification is called a "reducing medal specification" (for example, see Patent Document 2). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] JP 2017-000263 A [Patent Document 2] JP 2015-120052 A Summary of the Invention [Problem to be solved by the invention]

[0006] By the way, in the case of a 3-reel slot machine, there are 6 different stop operation sequences, and the "reducing bo" specification described in Patent Document 2 is the most effective method when there is no bias in the winning probability of the 6 push order minor roles in which each of the 6 stop operation sequences is set to the correct operation sequence. However, in a penalty-specification AT machine, as described above, there is a bias in the winning probability of the 6 push order minor roles, so the "reducing bo" specification described in Patent Document 2 has a problem that the ball output performance during the bonus game cannot be sufficiently reduced.

[0007] Therefore, an object of the present invention is to provide a slot machine in which the ball payout performance during a bonus game can be suppressed in a penalty-type AT machine more than in the case where the above-mentioned decreasing ball specification is used. [Means for solving the problem]

[0008] The present invention will be described below. In order to facilitate understanding of the invention, reference numerals and the like in the accompanying drawings are given in parentheses, but the present invention is not limited to the form of the drawings.

[0009] The slot machine (1) of the present invention comprises: a lottery means for drawing a winning combination that allows a player to win a prize from among a plurality of combinations in response to a game start operation in a state where a specified number of game media necessary for executing one game has been bet; a reel start means for starting rotation of a plurality of reels (R1, R2, R3) each having a plurality of types of symbols arranged on its outer peripheral surface in response to the game start operation; a reel control means for performing control to stop the reel (R1, R2, R3) corresponding to a stop instruction operation within a predetermined maximum reel-in range based on a result of the lottery by the lottery means and a stop instruction operation for the reels (R1, R2, R3) after the rotation of the reels (R1, R2, R3) is started; The game is provided with a bonus game starting means for starting a bonus game (RT2) in response to a bonus role (RB role) being won as a result of a lottery by the lottery means and the bonus role (RB role) being won in a bonus internal state (RT1) in which the bonus role (RB role) has not yet been won.

[0010] In addition, in the slot machine (1) of the present invention, as a result of the lottery by the lottery means in the bonus internal state, a plurality of types of minor roles with different payouts are determined as the winning roles, and the combinations of the plurality of types of minor roles determined as the winning roles include a plurality of types of instruction target winning modes (push order bells G2 to G7) that are different from each other, In the instruction target game in which the result of the lottery by the lottery means in the bonus internal state (RT1) is one of the multiple instruction target winning patterns (push order bell G2 to G7), an instruction means for instructing a correct operation sequence, which is a stop instruction operation sequence for the multiple reels (R1, R2, R3) required to win a small role with the maximum payout among the multiple types of small roles determined as winning roles; and a penalty means for executing a control that is disadvantageous to a player when the stop command operation sequence for the plurality of reels (R1, R2, R3) is not a specific operation sequence (first left) in a non-operation game in which the command means is not operated, compared with a case in which the specific operation sequence (first left) is performed, In the lottery by the lottery means in the bonus internal state (RT1), among the multiple types of instruction target winning patterns (push order G2 to G7), the winning probability of a first instruction target winning pattern (push order bell G2 to G3) in which the correct operation sequence is set to the specific operation sequence (left 1st) is set to be smaller than the winning probability of a second instruction target winning pattern (push order bell G4 to G7) in which the correct operation sequence is set to a sequence other than the specific operation sequence (left 1st); a prescribed number setting means for setting the prescribed number in the bonus internal state (RT1) to 3 and the prescribed number in the bonus game (RT2) to 2; and a small prize payout change means for changing the payouts of all small prizes to be selected by the selection means to either 2 or 1 when the specified number is set to 2 by the specified number setting means. During the bonus game (RT2), the lottery means performs a lottery in which the probability of winning each minor role is equal to or higher than the probability of winning during the bonus internal state (RT1), and at least one of the minor roles is guaranteed to be won. Effect of the Invention

[0011] According to the present invention, it is possible to provide a slot machine that can suppress the ball output performance during a bonus game in a penalty-type AT machine compared to the case where the above-mentioned decreasing ball specification is used. [Brief description of the drawings]

[0012] [Figure 1] 1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. [Diagram 2] 2 is an enlarged view of a combination display of the slot machine 1. FIG. [Diagram 3] 2 is a block diagram showing the electrical configuration of the slot machine 1. FIG. [Figure 4] 1 is a diagram showing the arrangement of symbols on the left reel, center reel, and right reel of a slot machine 1. FIG. [Diagram 5] 1 is a diagram for explaining symbol stop positions and pay lines of the slot machine 1. FIG. [Figure 6]RT state transition diagram of the slot machine 1. [Figure 7] 13 is a table explaining multiple types of winning combinations that can be selected in the internal lottery process of the slot machine 1. [Figure 8] 13 is a table for explaining a plurality of types of lottery categories to be selected in the internal lottery process of the slot machine 1. [Figure 9] 13 is a table showing the contents of the internal lottery process of the slot machine 1 when not in a bonus state and when in a bonus state. [Figure 10] 13 is a table showing the contents of an internal lottery process during a bonus game of the slot machine 1. [Figure 11] 1 is a game state transition diagram relating to the instruction function of the slot machine 1. FIG. [Figure 12] 11 is a flowchart showing the flow of processing in a non-advantageous state of the slot machine 1. [Figure 13] 11 is a flowchart showing the processing flow during the first advantageous state of the slot machine 1. [Figure 14] 11 is a flowchart showing the flow of processing during the AT state (second advantageous state) of the slot machine 1. [Figure 15] 13 is a table for explaining the contents of the instruction execution lottery process of the slot machine 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0013] <1. External appearance of the gaming machine> FIG. 1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. The slot machine 1 includes a box-shaped main body 2 with an open front, and a front door 3 provided so that the front of the main body 2 can be opened and closed. Inside the main body 2, the left reel R1, the center reel R2, and the right reel R3 are arranged side by side at a position slightly above the center in the vertical direction. The left reel R1, the center reel R2, and the right reel R3 each have a reel band wound around the periphery of a drum-shaped reel frame, and are provided rotatably around an axis extending in the horizontal direction at the center of the reel frame. Each reel band has 21 symbols arranged in a circumferential direction.

[0014] The front door 3 is provided with a display unit 5, an operation unit 6 and a performance display unit 7. The display unit 5 is provided at a position facing the left reel R1, the center reel R2, and the right reel R3. A reel window 8 is provided in the center of the display unit 5 to allow a part of the periphery of the left reel R1, the center reel R2, and the right reel R3 to be seen. While the left reel R1, the center reel R2, and the right reel R3 are rotating, the symbols of the left reel R1, the center reel R2, and the right reel R3 appear one after another in the reel window 8 (variable display of symbols). When the left reel R1, the center reel R2, and the right reel R3 stop, a total of nine symbols, three symbols each of the left reel R1, the center reel R2, and the right reel R3, are displayed in the reel window 8 (stopped display of symbols).

[0015] A dual-purpose display 23a and a payout number display 23b are arranged side by side below the reel window 8. The dual-purpose display 23a and the payout number display 23b are, for example, seven-segment displays capable of displaying two-digit numbers.

[0016] FIG. 2 is an enlarged view of the combination display 23a of the slot machine 1. As shown in FIG. The dual-purpose display 23a is composed of a two-digit seven-segment display with dots, and the two-digit seven-segment portion of the dual-purpose display 23a is used as both the credit number display CR and the instruction monitor NM. The dot portion of the dual-purpose display 23a is used as the advantageous zone lamp YL.

[0017] The instruction monitor NM displays identification information corresponding to the type of command when a command instructing the operation order of the left stop button 15L, the middle stop button 15C, and the right stop button 15R (hereinafter referred to as the stop operation order) is sent from the main control device 100a (described later) to the performance sub-control device 100b. The advantageous zone lamp YL remains off until the initial identification information is displayed on the indication monitor NM, and remains on after the initial identification information is displayed until the advantageous state described below ends.

[0018] Returning to FIG. 1, the operation unit 6 is disposed below the display unit 5. The operation unit 6 is provided with a medal insertion slot 10, a MAX BET button 11, a 1-coin BET button 12, a 2-coin BET button 13, a start lever 14, a left stop button 15L, a center stop button 15C, a right stop button 15R, and a settlement button 16.

[0019] When medals are inserted through the medal insertion slot 10, if the number of bets is less than the maximum number of bets per game, the inserted medals are bet. If the number of bets is the maximum number and medals are inserted through the medal insertion slot 10, the inserted medals are credited to the slot machine 1, up to a maximum of 50 medals. The current number of credits is displayed on the credit number indicator CR.

[0020] The MAX BET button 11 is a button that is operated to set the number of bets to the maximum number of bets by deducting medals from the credits.

[0021] The 1 coin bet button 12 is a button that is operated to subtract one medal from the credits and add one to the bet amount.

[0022] The 2-coin bet button 13 is a button that is operated to subtract 2 medals from the credits and add 2 to the bet amount.

[0023] The number of medals required to execute one game is called the "prescribed number." When the start lever 14 is operated after the prescribed number of medals have been bet, one game (one game) is started, and the left reel R1, the center reel R2, and the right reel R3 start to spin. The left stop button 15L, the center stop button 15C, and the right stop button 15R are provided corresponding to the left reel R1, the center reel R2, and the right reel R3, respectively. After the left reel R1, the center reel R2, and the right reel R3 start to spin, when the left stop button 15L, the center stop button 15C, and the right stop button 15R are pressed, the left reel R1, the center reel R2, and the right reel R3 stop spinning, respectively.

[0024] In the following description, operating the stop buttons in the order of left stop button 15L → middle stop button 15C → right stop button 15R will be referred to as "left → middle → right". Operating the stop buttons in the order of left stop button 15L → right stop button 15R → middle stop button 15C is called "left → right → middle". Operating the stop buttons in the order of center stop button 15C → right stop button 15R → left stop button 15L is called "center → right → left." Operating the stop buttons in the order of center stop button 15C → left stop button 15L → right stop button 15R is called "center → left → right." Operating the stop buttons in the order of right stop button 15R → left stop button 15L → middle stop button 15C is called "right → left → middle". Operating the stop buttons in the order of right stop button 15R → middle stop button 15C → left stop button 15L is called "right → middle → left".

[0025] When all reels R1, R2, and R3 have stopped, if a predetermined combination of symbols is lined up on the activated winning line in the reel window 8, the winning combination corresponding to that combination of symbols will be awarded. Depending on the winning combination, medals may be paid out as a dividend. The number of medals paid out for this winning combination is displayed on the payout number display 23b. Furthermore, medals paid out for winning combinations are credited to the slot machine 1 up to a maximum of 50 medals, and any medals exceeding 50 are discharged from the medal discharge port 40 provided at the bottom of the front door 3 to the medal tray 41. This completes one game.

[0026] When the settlement button 16 is pressed, the medals credited to the slot machine 1 are discharged from a medal discharge port 40 to a medal tray 41.

[0027] The effect display unit 7 is disposed above the display unit 5. The effect display unit 7 is provided with a liquid crystal display 30 for displaying effect images and the like in accordance with the progress of the game. In addition, the effect display unit 7 is provided with a pair of speakers 31, 31 for outputting sound effects and the like for livening up the atmosphere during the game, and a decorative lamp 33 on the left and right sides of the liquid crystal display 30.

[0028] Further, a display panel 42 is attached to the front door 3 between the operation unit 6 and the medal tray 41, for displaying the model name of the slot machine 1 and the like.

[0029] <2. Electrical configuration of the gaming machine> <2-1. Electrical configuration of the gaming machine (main control device)> FIG. 3 is a block diagram showing the electrical configuration of the slot machine 1. As shown in FIG.

[0030] The slot machine 1 is equipped with a main control device 100a that performs central control of the game, a performance sub-control device 100b that controls the performance associated with the game, and an illumination control board 100c that controls illumination using light and sound.

[0031] The main control device 100a includes a CPU 101, a ROM 102, a RAM 103, an input / output port 104, a random number generating circuit 105, and a signal sending circuit .

[0032] The CPU 101 is electrically connected to the ROM 102, the RAM 103, the input / output port 104, the random number generating circuit 105, and the signal sending circuit .

[0033] The ROM 102 stores various programs executed by the CPU 101. The ROM 102 also stores a lottery table 107 and a stop control table 108.

[0034] The RAM 103 is used as a work area when the CPU 101 executes a program.

[0035] The input / output port 104 is connected to, as control objects, stepping motors 51L, 51C, 51R for rotating the dual-purpose display 23a, the payout number display 23b, the left reel R1, the center reel R2, and the right reel R3, respectively, a medal block solenoid 52 for switching the discharge destination of medals inserted through the medal insertion port 10 between a medal storage section (not shown) in the main body 2 and the medal tray 41, and a medal payout drive motor 53 for discharging medals from the medal storage section through the medal discharge port 40 to the medal tray 41.

[0036] The stepping motors 51L, 51C, 51R, the medal block solenoid 52, and the medal payout drive motor 53 are provided within the main body 2 (see FIG. 1).

[0037] In addition, the input / output port 104 is connected to a MAX BET button 11, a 1 BET button 12, a 2 BET button 13, a start lever 14, a left stop button 15L, a middle stop button 15C, a right stop button 15R, a settlement button 16, reel position detection sensors 5R1, 5R2, 5R3, a medal insertion sensor 55, and a medal payout sensor 56.

[0038] When the MAX BET button 11, 1 BET button 12, 2 BET button 13, start lever 14, left stop button 15L, middle stop button 15C, right stop button 15R, and settlement button 16 are pressed, an operation signal is output from the switch (not shown) built into each of them, and the operation signal is input to the CPU 101 via the input / output port 104.

[0039] Each time the left reel R1, center reel R2, and right reel R3 make one rotation, a detection signal is output from each of the reel position detection sensors 5R1, 5R2, and 5R3, and the detection signals are input to the CPU 101 via the input / output port 104.

[0040] When the start lever 14 is operated, the CPU 101 outputs a drive pulse signal to the stepping motors 51L, 51C, and 51R to start the rotation of the left reel R1, center reel R2, and right reel R3. The CPU 101 constantly grasps the rotation positions of the left reel R1, center reel R2, and right reel R3 based on the number of steps of the stepping motors 51L, 51C, and 51R and the detection signals of the reel position detection sensors 5R1, 5R2, and 5R3.

[0041] When the left stop button 15L, the middle stop button 15C, and the right stop button 15R are pressed, the CPU 101 refers to the stop control table 108 and stops the output of drive pulse signals to the stepping motors 51L, 51C, and 51R based on the rotation positions of the left reel R1, the middle reel R2, and the right reel R3, thereby controlling the stopping of the left reel R1, the middle reel R2, and the right reel R3 (reel stop control).

[0042] In the reel stop control, after the left stop button 15L, the middle stop button 15C, and the right stop button 15R are pressed, the left reel R1, the middle reel R2, and the right reel R3 are each stopped from rotating within a range of a predetermined maximum number of retracted frames (for example, 4 frames).

[0043] Every time a medal is inserted through the medal insertion slot 10 , a detection signal is output from the medal insertion sensor 55 , and the detection signal is input to the CPU 101 via the input / output port 104 .

[0044] Each time a medal is discharged onto the medal tray 41 by the medal payout drive motor 53, a detection signal is output from the medal payout sensor 56, and this detection signal is input to the CPU 101 via the input / output port 104.

[0045] The number of credits is stored in RAM 103. CPU 101 controls credit number display CR to display the number of credits stored in RAM 103 on credit number display CR. CPU 101 controls medal block solenoid 52 to cause medals inserted from medal insertion slot 10 to be discharged to a medal storage section until the number of credits reaches 50, and then changes the discharge destination to medal tray 41 when the number of credits reaches 50. Furthermore, after the number of credits reaches 50, if a winning combination that provides a dividend (payout of medals) is won, CPU 101 controls medal payout drive motor 53 to cause medals to be discharged to medal tray 41.

[0046] The random number generation circuit 105 includes an increment counter that counts up in response to a clock pulse output from an oscillator (not shown), and generates 16-bit random numbers. The range of the generated random numbers is 0 to 65535.

[0047] When the start lever 14 is operated, the CPU 101 obtains a random number from the random number generation circuit 105 and executes an internal lottery in which multiple roles are included in the lottery targets. In the internal lottery, one lottery table is read out from the lottery table 107 in the ROM 102, and a winning role or a losing role in the internal lottery is determined based on the lottery table and the 16-bit random number obtained from the random number generation circuit 105.

[0048] If no winning combination is obtained by the internal lottery, the nine symbols (three symbols on each of the left reel R1, center reel R2, and right reel R3) stopped and displayed in the reel window 8 by the reel stop control will not form a winning mode, and no winning combination will be obtained. When a minor winning combination is obtained, the CPU 101 controls the payout number display 23b to display the number of medals to be paid out as the payout on the payout number display 23b.

[0049] Furthermore, the CPU 101 transmits signals required for control as commands to the performance sub-control device 100b and the illumination control board 100c via the signal transmission circuit 106.

[0050] In addition, in the slot machine 1, the payout rate of the slot machine 1 can be set by selecting a setting value from six setting values ​​from 1 to 6. The higher the setting value, the higher the payout rate. Although not shown in the figure, a setting change switch and a setting change button that are provided inside the main body 2 and are operated when selecting (changing) a setting value are connected to the input / output port 104. The setting change switch is a key switch that is turned on by inserting a setting key and rotating it clockwise, and the setting change button is a push button.

[0051] When selecting (changing) a set value, first, with the front door 3 open, insert a setting key into the setting change switch and rotate it clockwise to change the operation mode of the slot machine 1 to the setting change mode. When the setting change mode is entered, the current setting value is displayed on the combined display 23a. In addition, in the setting change mode, each time the setting change button is pressed once, the setting value displayed on the combined display 23a is incremented by 1 if it is 1 to 5, and returns to 1 if it is 6. In this way, a desired setting value can be selected by operating the setting change button while checking the setting value displayed on the combined display 23a. With the desired setting value displayed on the combined display 23a, the start lever 14 is operated to complete the selection (changing) of the setting value. Then, the setting key inserted into the setting change switch is rotated counterclockwise to return the operation mode to the normal (game) mode, and the setting selection (changing) operation is completed by removing the setting key from the setting change switch.

[0052] <2-2. Electrical configuration of the gaming machine (performance sub-control device, etc.)> The performance sub-control device 100b includes a CPU 200, a ROM 201, a RAM 202, a signal input circuit 203, a drive circuit 204, and a random number generation circuit 205.

[0053] The CPU 200 is electrically connected to the ROM 201 , the RAM 202 , the signal input circuit 203 , the drive circuit 204 and the random number generation circuit 205 .

[0054] The ROM 201 stores various programs executed by the CPU 200 .

[0055] The RAM 202 is used as a work area when the CPU 200 executes a program.

[0056] A signal is input to the signal input circuit 203 from the signal transmission circuit 106 of the main control device 100a.

[0057] The random number generation circuit 205 includes an increment counter that counts up in response to a clock pulse output from an oscillator (not shown), and generates 16-bit random numbers. The range of the generated random numbers is 0 to 65535.

[0058] The CPU 200 executes a program stored in the ROM 201, performs a performance lottery based on a signal input from the signal input circuit 203 and a random number obtained from the random number generation circuit 205, and controls the display of the LCD display 30 via the drive circuit 204 based on the result of the lottery.

[0059] The illumination control board 100c controls the lighting of various LEDs mounted on the slot machine 1, including the decorative lamps 32, based on commands sent from the main control device 100a. It also controls the output of sound effects from the speaker 31.

[0060] <3. Reel arrangement and stop position explanation> FIG. 4 is a diagram showing the arrangement of symbols depicted on the periphery (reel band) of each of the left reel R1, the center reel R2, and the right reel R3.

[0061] The 21 symbols on the periphery of the left reel R1 - "Moon," "Watermelon," "Replay," "Bell," "White 7," "Cherry," "White 7," "Replay," "Bell," "Blank," "Red 7," "Blue 7," "Bell," "Replay," "Cherry," "Black Bar," "Replay," "Bell," "Watermelon," "Replay," and "Bell" - are arranged in this order on the periphery of the left reel R1 so that they appear in the reel window 8 as the left reel R1 spins.

[0062] The 21 symbols on the periphery of middle reel R2 are arranged in the following order in the reel window 8 when middle reel R2 spins: "Bell," "Replay," "Black Bar," "Watermelon," "Bell," "Replay," "Moon," "Cherry," "Bell," "Replay," "Red 7," "Blue 7," "Watermelon," "Bell," "Replay," "Blank," "Cherry," "Bell," "Replay," "White 7," and "Watermelon."

[0063] The 21 symbols on the periphery of the right reel R3 are arranged in the reel window 8 in this order when the right reel R3 spins: "Bell," "Black Bar," "Replay," "Watermelon," "Bell," "Cherry," "Replay," "Watermelon," "Bell," "Blue 7," "Red 7," "Replay," "Watermelon," "Bell," "Blank," "Replay," "Watermelon," "Bell," "White 7," "Replay," and "Watermelon."

[0064] FIG. 5 is a diagram for explaining the symbol stop positions PL1, PL2, PL3, PC1, PC2, PC3, PR1, PR2, and PR3 and the activated lines.

[0065] When the left reel R1 stops, one symbol stops at each of the symbol stop positions PL1, PL2, and PL3 arranged vertically within the reel window 8.

[0066] When the center reel R2 stops, one symbol stops at each of the symbol stop positions PC1, PC2, and PC3 arranged vertically within the reel window 8.

[0067] When the right reel R3 stops, one symbol stops at each of the symbol stop positions PR1, PR2, and PR3 arranged vertically within the reel window 8.

[0068] The slot machine 1 is a so-called one-line machine in which a line connecting the symbol stop positions PL2, PC2 and PR2 is defined as a pay line NL. In the following, the line connecting the three symbol stop positions PL1, PC1, PR1 that are aligned in a horizontal row on the top row in the reel window 8 is called the upper line L1, the line connecting the three symbol stop positions PL2, PC2, PR2 that are aligned in a horizontal row on the middle row is called the middle line L2, the line connecting the three symbol stop positions PL3, PC3, PR3 that are aligned in a horizontal row on the lower row is called the lower line L3, the line connecting the three symbol stop positions PL1, PC2, PR3 that are aligned on a diagonal line slanting downward to the right is called the downward-right line L4, and the line connecting the three symbol stop positions PL3, PC2, PR1 that are aligned on a diagonal line slanting upward to the right is called the upward-right line L5.

[0069] When the combination of symbols corresponding to the winning combination in the internal lottery is lined up on the active line NL, the winning combination is awarded. The combinations that are the subject of the internal lottery include bonus combinations, small combinations, and replay combinations. If a bonus combination is won, the winning state is maintained until a win is won, which is a so-called carryover combination. In contrast, the winning state of small combinations and replay combinations disappears when all three reels R1 to R3 come to a halt and one game ends. A small combination is a combination that pays out medals upon winning, and a replay combination is a combination that allows the player to play the next game without having to bet medals upon winning.

[0070] <4. Details of internal lottery process> FIG. 6 is a diagram showing the transition of game states (hereinafter referred to as RT states) in which the lottery specifications in the internal lottery are different in the slot machine 1. As shown in Figure 6, the slot machine 1 has three types of RT states: non-internal bonus RT0, internal bonus RT1, and bonus game RT2. If a bonus role is won as a result of the internal lottery in non-internal bonus RT0, the state transitions to internal bonus RT1 until the bonus role is won. If a bonus role is won in internal bonus RT1, the bonus game RT2 starts, and after the bonus game RT2 ends, the state transitions to non-internal bonus RT0. In the slot machine 1, the prescribed number of coins in the non-bonus RT0 and the bonus RT1 is set to three coins, and the prescribed number of coins in the bonus game RT2 is set to two coins.

[0071] FIG. 7 shows the names of the condition devices (hereinafter also referred to as roles) installed in the slot machine 1 and the winning symbol combinations corresponding to each role, as well as showing whether or not each role is subject to a lottery for each specified number of roles, and the payout for winning. As shown in FIG. 7, the slot machine 1 has a total of 25 different roles, including the RB role as a bonus role, 20 different minor roles including Bell 1 to Bell 4, Incorrect Bell 1 to Incorrect Bell 10, Cherry 1 to Cherry 5, and Watermelon, and 4 replay roles including Replay 1 to Replay 4.

[0072] The RB role is a first-class special role under the game-related rules, and the winning symbol combination for the RB role is set to a symbol combination in which "black bars" are lined up on the pay line NL. When the RB role wins, there is no payout for the winning, but the bonus game RT2 (hereinafter also referred to as the RB game) starts from the next game. The RB game ends when the number of medals paid out during the RB game exceeds 8. Naturally, the RB role is only eligible for the internal lottery in the non-internal bonus RT0 where the specified number is three, and is not eligible for the internal lottery in the internal bonus RT1 or the bonus game RT2 where the specified number is two.

[0073] Next, the small prize will be described. The winning symbol combination for Bell 1 is set to a symbol combination where the "bell" symbols are lined up on the active line NL. The winning symbol combination for the Bell 2 role is set to a symbol combination in which the "Bell" symbol is lined up on the left reel R1 and the middle reel R2, and the "Replay" symbol is lined up on the right reel R3 on the active line NL. The winning symbol combination for the 3 Bells role is set to a symbol combination where the “Replay” symbol is lined up on the left reel R1 and the right reel R3, and the “Bell” symbol is lined up on the middle reel R2 on the active line NL. The winning combination for the Bell 4 role is set so that if the left reel R1 has "Cherry" and the middle reel R2 has "Bell" on the pay line NL, and any symbol stops on the right reel R3, the winning combination will be set. The "ANY" in the figure indicates that any symbol is acceptable. The payout for winning Bell roles 1 to 4 is set differently depending on the required number: when the required number is 2, the payout is 1 coin, and when the required number is 3, the payout is set to 10 coins.

[0074] The winning symbol combination for the Incorrect Bell 1 role is a symbol combination where the “Bell” symbol is lined up on the active line NL on the left reel R1, the “Cherry” symbol is lined up on the middle reel R2, and the “Replay” symbol is lined up on the right reel R3. The winning symbol combination for the 2 Incorrect Bells role is a symbol combination where the "bell" symbol is lined up on the active line NL on the left reel R1, the "watermelon" symbol is lined up on the middle reel R2, and the "replay" symbol is lined up on the right reel R3. The winning symbol combination for the 3 Incorrect Bells is a symbol combination where the left reel R1 has a “replay” symbol, the middle reel R2 has a “cherry” symbol, and the right reel R3 has a “watermelon” symbol, all lined up on the active line NL. The winning symbol combination for the 4 Incorrect Bells is set to a symbol combination where the “Replay” symbol is lined up on the active line NL on the left reel R1, the “Watermelon” symbol is lined up on the middle reel R2, and the “Watermelon” symbol is lined up on the right reel R3. The winning symbol combination for the 5 Incorrect Bells role is a symbol combination where the left reel R1 has a “Blue 7”, the middle reel R2 has a “Cherry”, and the right reel R3 has a “Watermelon” on the active line NL. The winning symbol combination for the 6 Incorrect Bells role is a symbol combination where the left reel R1 has a “blue 7”, the middle reel R2 has a “watermelon”, and the right reel R3 has a “watermelon” symbol lined up on the active line NL. The winning symbol combination for the Incorrect Bell 7 role is a symbol combination that consists of a “blank” symbol on the left reel R1, a “blue 7” symbol on the middle reel R2, and a “watermelon” symbol on the right reel R3, all lined up on the active line NL. The winning symbol combination for the 8 Incorrect Bells role is a symbol combination where the left reel R1 has a “blank” symbol, the middle reel R2 has a “moon” symbol, and the right reel R3 has a “watermelon” symbol, all lined up on the active line NL. The winning symbol combination for the Incorrect Bell 9 role is a symbol combination that consists of a “blank” symbol on the left reel R1, a “black bar” symbol on the middle reel R2, and a “watermelon” symbol on the right reel R3, all lined up on the active line NL. The winning symbol combination for the 10 Incorrect Bells role is a symbol combination that consists of a “blank” symbol on the left reel R1, a “white 7” symbol on the middle reel R2, and a “watermelon” symbol on the right reel R3, all lined up on the active line NL. The payout for winning the incorrect bell roles 1 to 10 is set to 1 coin, regardless of whether the required number is 2 or 3 coins.

[0075] The winning symbol combination for Cherry 1 is set to a symbol combination where a "cherry" symbol appears on the left reel R1, a "cherry" symbol appears on the middle reel R2, and a "watermelon" symbol appears on the right reel R3 on the active line NL. The winning symbol combination for Cherry 2 is set to a symbol combination where "cherry" symbol appears on the left reel R1, "watermelon" symbol appears on the middle reel R2, and "watermelon" symbol appears on the right reel R3 on the active line NL. The winning symbol combination for Cherry 3 is set to a symbol combination where the left reel R1 has a “black bar”, the middle reel R2 has a “cherry”, and the right reel R3 has a “watermelon” on the active line NL. The winning symbol combination for the 4 Cherries role is set to a symbol combination where a "black bar" symbol appears on the left reel R1, a "watermelon" symbol appears on the middle reel R2, and a "watermelon" symbol appears on the right reel R3 on the active line NL. The winning symbol combination for the Cherry 5 role is set to a symbol combination on the active line NL: a “black bar” for the left reel R1, a “replay” for the middle reel R2, and any symbol for the right reel R3. The payout for winning Cherry 1 to 5 is set to 1 coin, regardless of whether the specified number is 2 or 3.

[0076] The winning combination of the watermelon role is set to a combination of "watermelon" symbols on the active line NL. The payout for the watermelon role is set to be different depending on the number of specified numbers, and is set to 1 coin when the number of specified numbers is 2, and 4 coins when the number of specified numbers is 3.

[0077] Next, the replay role will be described. The winning symbol combination for Replay 1 is set to a symbol combination where the "Replay" symbols are lined up on the active line NL. The winning symbol combination for Replay 2 is set to be a symbol combination where the “Blue 7” symbol is lined up on the active line NL on the left reel R1, the “Replay” symbol is lined up on the middle reel R2, and the “Replay” symbol is lined up on the right reel R3. The winning symbol combination for Replay 3 is set to be a symbol combination where the following symbols are lined up on the active line NL: “White 7” on the left reel R1, “Replay” on the middle reel R2, and “Bell” on the right reel R3. The winning symbol combination for Replay 4 is set to be a symbol combination where the symbols "White 7" on the left reel R1, "Replay" on the middle reel R2, and "Blue 7" on the right reel R3 are lined up on the active line NL. Replay 1 to 4 roles are only eligible for the internal lottery in non-internal bonus RT0 and internal bonus RT1, where the specified number is 3, and are not eligible for the internal lottery in bonus game RT2.

[0078] FIG. 8 shows a plurality of types of lottery categories to be selected in the internal lottery process of the slot machine 1.

[0079] The bonus lottery category G1 is a lottery category in which the RB role, which is a bonus role, and the Replay roles 1 to 4 roles are won in combination. In the slot machine 1, in a game in which the bonus role and the small role, or the bonus role and the Replay role are won in combination, the reel stop control is adopted to give priority to the small role or the Replay role over the bonus role, so in a game in which the bonus lottery category G1 is won, any of the Replay roles 1 to 4 roles will win, and the RB role will not win.

[0080] Each of the push order bell lottery sections G2 to G7 is a lottery section generally called a push order small win. More specifically, if multiple types of small wins with different payouts are won in a overlapping manner and the stop operation sequence matches a predetermined correct operation sequence, the small win with the maximum payout will be won regardless of the stop operation timing, but if the stop operation sequence does not match the correct operation sequence, the small win with the maximum payout will not be won. In a game that wins any of the push order bell lottery categories G2 to G7, if the stopping operation sequence matches the correct operating sequence, one of the Bell 1 to 4 roles with a payout of 10 coins will win regardless of the timing of the stopping operation. However, if the stopping operation sequence does not match the correct operating sequence, none of the Bell 1 to 4 roles will win, and depending on the timing of the stopping operation, one of the Incorrect Bell 1 to 10 roles with a payout of 1 coin will win, or the player will miss out on a prize.

[0081] The push order bell lottery category G2 is a lottery category in which the roles of Bell 1 to 2 and the roles of Incorrect Bell 1 to 6 are both won, and the correct operation order is set to left → center → right. The push order bell lottery category G3 is a lottery category in which the combination of bells 3 to 4 and incorrect bells 1 to 7 can be won at the same time, and the correct operation order is set to left → right → middle. The push order bell lottery category G4 is a lottery category in which the Bell 1 role, the Incorrect Bell 1 to 6 roles, and the Incorrect Bell 8 role can all be won at once, and the correct operation order is set to center → left → right. The push order bell lottery category G5 is a lottery category in which the bell 2 roles, the incorrect answer bell roles 1 to 6, and the incorrect answer bell role 9 can be won in multiple wins, and the correct operation order is set to center → right → left. The push order bell lottery category G6 is a lottery category in which the bell 3 role, the incorrect bell 1 to 6 role, and the incorrect bell 10 role can all be won at the same time, and the correct operation order is set to right → center → left. The push order bell lottery category G7 is a lottery category in which the bell 4 role and the incorrect bell 1 to 9 roles can be won in combination, and the correct operation order is set to right → left → middle.

[0082] The rare small prize lottery section G8 is a lottery section in which the roles of Cherry 1 to 5 are won in duplicate. In a game in which the rare small prize lottery section G8 is won, depending on the timing of the stop operation, either one of the roles of Cherry 1 to 5 with a payout of one will win or the prize will be missed. The rare small role lottery section G9 is a lottery section in which the watermelon role is the only winning combination. In a game in which the rare small role lottery section G9 is won, depending on the timing of the stop operation, the watermelon role with a payout of 4 coins will win or will not win.

[0083] The replay lottery division G10 is a lottery division in which the replays 1 to 4 roles are won in duplicate. In a game in which the replay lottery division G10 is won, any of the replays 1 to 4 roles will win regardless of the stop operation order and timing.

[0084] The all small role overlap lottery division G11 is a lottery division in which all small roles, specifically, Bell 1-4 roles, Incorrect Bell 1-10 roles, Cherry 1-5 roles, and Watermelon roles are overlappingly won. The all small role overlap lottery division G11 is a lottery division exclusively for RB games, and in a game in which the all small role overlap lottery division G11 is won during an RB game, any of Bell 1-4 roles, Incorrect Bell 1-10 roles, Cherry 1-5 roles, and Watermelon roles will win regardless of the stopping operation order and timing. Also, as described above, the prescribed number during an RB game is 2, and when the prescribed number is 2, the payout for all small roles is set to 1, so the payout for winning is 1.

[0085] Next, with reference to FIG. 9 and FIG. 10, the lottery specifications in each RT state for the setting values ​​1 to 6 of the slot machine 1 will be described. 9 and 10 show the lottery values ​​corresponding to the winning range of each lottery division for each set value. Note that, since the range of random numbers in the internal lottery process is 0 to 65535, the winning probability of each lottery division for each set value can be calculated by lottery value / 65536.

[0086] FIG. 9 shows the lottery specifications for non-internal bonus RT0 and internal bonus RT1. The lottery value of the bonus lottery category G1 is set to 16384 regardless of the setting value, and the winning probability is set to 1 / 4. As mentioned above, if the bonus lottery category G1 is won in the non-internal bonus RT0, it will move to the internal bonus RT1. However, after moving to the internal bonus RT1, the RB role is excluded from the target roles for the internal lottery, so if the bonus lottery category G1 is won in the internal bonus RT1, it will be a double win of the replay roles 1 to 4.

[0087] The lottery values ​​for push order bell lottery categories G2 and G3 are 4000 regardless of the set value, and the winning probability is set to approximately 1 / 16.38. The lottery values ​​for push order bell lottery categories G4 to G7 are each 8000 regardless of the set value, and the winning probability is set to approximately 1 / 8.19. The draw value for rare small prize draw category G8 is set to 1600 when the setting value is 1, 1660 when the setting value is 2, 1768 when the setting value is 3, 1884 when the setting value is 4, 1960 when the setting value is 5, and 2048 when the setting value is 6. The draw value for rare minor prize category G9 is set to 546 when the setting value is 1, 565 when the setting value is 2, 585 when the setting value is 3, 607 when the setting value is 4, 630 when the setting value is 5, and 655 when the setting value is 6. The lottery value for replay lottery category G10 is set to 7006 when the setting value is 1, 6927 when the setting value is 2, 6799 when the setting value is 3, 6661 when the setting value is 4, 6562 when the setting value is 5, and 6449 when the setting value is 6. In addition, the internal lottery during non-bonus RT0 and bonus RT1 does not result in a so-called miss, i.e., not winning any of the lottery categories G1 to G10, but is configured to always win one of the lottery categories G1 to G10.

[0088] As described above, in the slot machine 1, in a game where a bonus role and a small role or a replay role are overlappingly won, the reel stop control is adopted to give priority to the small role or the replay role over the bonus role, and since the internal lottery result during the bonus RT1 does not become a miss, the chance of winning the RB role is limited to a case where the stop operation is performed aiming at the black bar pattern in a game that wins the rare small role lottery category G8 or a game that wins the rare small role lottery category G9 during the bonus RT1. Therefore, it is extremely rare for the RB role to win in the bonus RT1, and after winning the bonus lottery category G1 with a winning probability of 1 / 4 in the non-bonus RT0 and transitioning to the bonus RT1, the player will basically continue to stay in the bonus RT1.

[0089] FIG. 10 shows the lottery specifications for the bonus game RT2. In the internal lottery in the bonus game RT2, only the all small role overlap lottery category G11 is the target of the lottery, and the lottery value is set to 65536 regardless of the set value, and the winning probability is set to 1 / 1. As described above, in the bonus game RT2, that is, in the RB game, in the game in which the all small role overlap lottery category G11 is won, regardless of the stop operation order and timing, any of the bell roles 1 to 4, the incorrect answer bell roles 1 to 10, the cherry roles 1 to 5, and the watermelon role will win, but as described above, the specified number in the RB game is 2, and when the specified number is 2, the payout for all small roles is set to 1, so the payout for the win is 1. Also, as described above, the RB game ends when the number of medals paid out during the RB game exceeds 8. Therefore, the RB game ends after repeating a game in which 1 payout is obtained for every 2 medals inserted for 9 games, and as a result, at the end of the RB game, 9 medals are less than at the start of the RB game. Therefore, the RB game employs a bonus that reduces medals, that is, the slot machine 1 employs a so-called reducing bonus specification.

[0090] Therefore, in the slot machine 1, the RB game is a game in which one medal is lost nine times, resulting in the loss of nine medals, so there is no merit for the player to win the RB role. In addition, as mentioned above, the chance of winning the RB role is extremely rare, and unless the player performs a stopping operation aiming for the black bar pattern when the chance of winning arrives, the RB role will not win, so the RB role will almost never win in the hall.

[0091] Meanwhile, in the simulation test for the type certification test of slot machines, the so-called bonus role, which once won will remain in the winning state until a prize is won, is assumed to be won in the winning game (hereinafter referred to as premise 1), and the so-called push order minor role is assumed to be won as the maximum payout minor role in all winning games regardless of whether the instruction function is activated or not (hereinafter referred to as premise 2), and a ball payout simulation is performed. If the number of medals won exceeds the standard as a result, the machine is deemed to have failed the type certification test. Slot machines that do not pass the type certification test cannot be installed in halls.

[0092] The simulation test is a test that assumes that there is no bonus internal period based on the above premise 1, and that all stop operations are performed in the correct operation order when the so-called push order role is won based on the above premise 2. As described above, in the slot machine 1, the winning probability of non-bonus internal RT0 in the bonus lottery category G1 including the RB role is 1 / 4, so in the simulation test, the average number of games stayed in non-bonus internal RT0 until the bonus lottery category G1 is won is 4 games, the RB role wins in the winning game, and after winning, 9 RB games are played in which 9 medals are reduced, and the loop of returning to non-bonus internal RT0 is repeated. Therefore, based on premise 2 above, the medal increase period in the simulation test will be RT0 during non-internal bonuses. However, as mentioned above, this ends in an extremely short period of time, an average of four games, and the net increase in medals per game is set to approximately 4.2 (which can be calculated from Figures 8 and 9), so the design is such that there will be no type test non-compliance in the simulation test.

[0093] According to the rules related to gaming machines, the bonus game is a period during which the probability of winning a small prize can be changed, and is originally established on the assumption that it will be used as a more advantageous play period than normal times other than during bonus games, so the probability of winning all small prizes during a bonus game must be improved compared to normal times. In the slot machine 1, the probability of winning each small prize during the RB game is 1 / 1, which is higher than the probability of winning each small prize during non-bonus RT0 and bonus RT1, and meets the requirements for a bonus game. In this way, the slot machine 1 realizes a decreasing bonus in an extremely simple way.

[0094] In addition, when using the conventional method of realizing a decreasing bonus by grouping multiple small roles with the same payout among multiple small roles included in multiple lottery categories during normal times into one lottery category and making them win simultaneously, and treating the empty numerical range in the internal lottery created by grouping them as a loss, without changing the specified number during the bonus, the winning probability of the correct small role lottery category in which multiple types of correct small roles included in multiple types of push order small roles during normal times are grouped into one must also be higher than the winning probability of the lottery category with the highest winning probability among the multiple types of push order small roles. As shown in Figure 9, this slot machine 1 adopts a penalty specification that biases the winning probability of the push order bells G2 to G7, and when the conventional decreasing bonus method is used, the lottery value of the correct small role lottery category in the RB game must be at least greater than 8000, which is the highest lottery value among the lottery values ​​of the push order bells G2 to G7 under normal circumstances.

[0095] In addition, the penalty specification is a specification adopted to increase the net gain during the AT period, and in order to increase the net gain, the higher the probability of winning a push order minor feature in which the correct operation sequence is set in the stopping operation sequence for which a penalty is imposed during a non-AT period (hereinafter referred to as a penalty-subject push order minor feature), the better, and the larger the payout for the correct minor feature, the better. Therefore, if the conventional decreasing bonus method is applied to a penalty-equipped slot machine, the winning probability of the correct small prize lottery category during the bonus must also be increased due to the high winning probability of the penalty-subject push order small prize during normal times, and as a result, the desired suction performance may not be obtained during the bonus.

[0096] On the other hand, in place of the conventional decreasing bonus method, the new decreasing bonus method adopted in the slot machine 1 makes it possible to realize a bonus of decreasing one coin per game in an extremely simple manner, regardless of the winning probability of the push order minor role subject to penalty during normal times or the payout of the correct minor role. In the design stage of the slot machine, if a bonus of decreasing one or more coins per game can be realized when the conventional decreasing bonus method is adopted, then the conventional decreasing bonus method should be used, and if this cannot be realized, then the new decreasing bonus method adopted in the slot machine 1 should be used.

[0097] <5. Detailed explanation of the game> Next, the details of the game on the slot machine 1 will be described.

[0098] <5-1. Game state flow related to instruction function> FIG. 11 is a diagram showing game state transitions related to the instruction function in the slot machine 1. As shown in FIG.

[0099] The game state related to the instruction function of the slot machine 1 is roughly divided into a non-advantageous state where the instruction function is inoperable and an advantageous state where the instruction function is operable. When the instruction function is activated, in a game where one of the push order bells G2 to G7 is won, a command instructing the correct operation sequence is sent from the main control device 100a to the performance sub-control device 100b, and identification information corresponding to the correct operation sequence is displayed on the instruction monitor NM. The performance sub-control device 100b notifies the player of the correct operation sequence by displaying on the liquid crystal display 30 and outputting audio from the speakers 31, 31 according to the instruction command from the main control device 100a. The main control device 100a displays identification information on the instruction monitor NM and transmits an instruction command to the performance sub-control device 100b, which is called the operation of the instruction function. During a non-advantageous state, the advantageous zone lamp YL is turned off, and a favorable state transition lottery is executed based on the results of an internal lottery process, and if the favorable state transition lottery is won, the player transitions to an advantageous state.

[0100] The advantageous state is composed of a first advantageous state in which the instruction function is not activated, and a second advantageous state in which the instruction function is activated. The second advantageous state is called the AT state. When the advantageous state transition lottery is won, the game first transitions to the first advantageous state. Then, in the first advantageous state, if the AT state transition lottery is won, or if the number of games played reaches the ceiling number of games without winning the AT state transition lottery, the state transition occurs. The advantageous zone lamp YL changes from an off state to a lit state when the state transition occurs. Then, when the AT state ends, the player falls into a non-advantageous state, and the advantageous zone lamp YL also changes from lit to off.

[0101] The slot machine 1 is also equipped with a limiter function related to the advantageous state. Specifically, the limiter function forcibly ends the advantageous state and transitions to a non-advantageous state when the number of games played during the advantageous state reaches 1500 games, or when the difference in number of medals during the advantageous state (the difference between the number of medals acquired during the advantageous state and the number of medals inserted) exceeds 2400 medals. Therefore, the AT state ends when the right to continue the AT state, specifically, the remaining number of games or the remaining number of set stocks, is exhausted, or when the limiter function is activated.

[0102] Below, the game control related to the instruction function will be explained. As explained with reference to FIG. 6, the RT state of the slot machine 1 is one of RT0 to RT3, among which RT0 during non-bonus is the RT state after the setting change. When the setting is changed, the game state related to the instruction function is also made to be a non-advantageous state. In addition, in RT0 during non-bonus, the above-mentioned advantageous state transition lottery is not performed. Therefore, while staying in RT0 when not inside the bonus, there is no transition to an advantageous state, and while staying in RT0 when not inside the bonus, the state is considered to be unadvantageous.

[0103] Then, on the condition that the bonus lottery category G1 is won during non-bonus RT0 and the game transitions to bonus RT1, various lottery processes related to the instruction function, including the above-mentioned advantageous state transition lottery, are executed.

[0104] <5-2. Unfavorable Situation> FIG. 12 is a flowchart showing the flow of processing in the slot machine 1 when in a non-advantageous state. During a non-advantageous state, first, in step S1201, an internal lottery process is executed, and in step S1202, it is determined whether the stopping operation has been performed in the order of left → center → right or left → right → center (collectively referred to as left 1st hereinafter). If the determination in step S1202 is YES, in step S1203, an advantageous state transition lottery process is executed. In the next step S1204, it is determined whether or not the advantageous state transition lottery process in step S1203 has been won, and if the determination is YES, an advantageous state start process is executed in step S1205, and then first advantageous state processing is started in step S1206 to start the first advantageous state, and the process returns. Specifically, the advantageous state transition lottery process in step S1203 is executed in a game that wins one of the lottery categories G1 to G7 as a result of the internal lottery process, and the winning probability is set to 50%. Also, in the advantageous state start process in step S1205, various initialization processes required at the start of the advantageous state, such as initialization processes for various counters such as the number of games executed during the advantageous state and the difference in number of coins, are executed.

[0105] On the other hand, if the answer is NO in step S1202, that is, if the stop operation is performed in any order other than the first left, the advantageous state transition lottery process in step S1203 is not performed as a penalty. Therefore, in this case, the process returns to step S1201 and the unadvantageous state continues.

[0106] <5-3. First advantageous state> FIG. 13 is a flowchart showing the flow of processing in the first advantageous state of the slot machine 1. During the first advantageous state, first, in step S1301, an internal lottery process is executed, and in step S1302, it is determined whether a stop operation has been performed in the first left position. If the result of step S1302 is YES, then in step S1303, an AT state transition lottery process is executed. On the other hand, if the result of step S1302 is NO, that is, if a stop operation has been performed in an order other than the first left position, then as a penalty, the AT state transition lottery process of step S1303 is skipped, and the process proceeds to step S1304. Details of the AT transition lottery process will not be explained here. In step S1304, the number of games played is incremented by 1, and in the next step S1305, it is determined whether the number of games played has reached the ceiling number of games. Note that the number of games played is set to zero as an initial value in the advantageous state start process (S1205) described above. If the result of step S1305 is NO, then in step S1306, it is determined whether or not the AT state transition lottery process of step S1303 has been won, and if the result is YES, the process proceeds to step S1307. If the result of step S1305 is YES, the process also proceeds to step S1307. In step S1307, in order to start the AT state, AT state processing is started and the process returns. On the other hand, if the answer is NO in step S1306, the process returns to step S1301 and the first advantageous state continues.

[0107] <5-4.AT state (second advantageous state)> FIG. 14 is a flowchart showing the flow of processing in the AT state (second advantageous state) of the slot machine 1. During the AT state, first, in step S1401, an internal lottery process is executed, and in step S1402, it is determined whether or not any of the push order bells G2 to G7 has been won. If it is determined as YES in step S1402, that is, in a game in which any of the push order bells G2 to G7 has been won, the processes of steps S1403 to S1406 are executed, which will be described later. On the other hand, if it is determined as NO in step S1402, the process proceeds to step S1407. In step S1407, depending on the internal lottery result, a lottery process for adding a parameter (hereinafter referred to as AT continuation right) is executed, which is consumed as a price for continuing the AT state and ends the AT when it is consumed completely, and if it is won, the AT continuation right is added. In the next step S1408, a mode up lottery process is executed to determine whether or not to upgrade to a high pure increase mode when the instruction mode is a low pure increase mode. The instruction mode will be described later. In the next step S1409, it is determined whether or not to continue the AT state by checking whether or not there is an AT continuation right and whether or not the limiter operation condition is satisfied, and if it is determined to be yes, it returns to step S1401 and continues the AT state, while if it is determined to be no, after executing an advantageous state end process in step S1410, it starts a non-advantageous state process in step S1411 and returns. Specifically, in the advantageous state end process, all information related to the instruction function used for controlling the advantageous state to be ended is cleared.

[0108] <5-4-1. Processing when winning the push order bell G2~G7> Next, the processes in steps S1403 to S1406 will be described. The instruction mode of the slot machine 1 refers to the operation mode of the instruction function when the push order bell G2 to G7 is won during the AT state.The instruction modes include a high pure increase mode that activates the instruction function 100% and a low pure increase mode that does not activate the instruction function at a certain rate.The instruction mode at the start of the AT state is the low pure increase mode, and after winning in the mode up lottery process of the above-mentioned step S1408, it becomes the high pure increase mode.

[0109] In step S1403, it is determined whether the instruction mode is a low pure gain mode or not, and if it is determined to be no, that is, in the case of a high pure gain mode, steps S1404-1405 are skipped and the process proceeds to step S1406. On the other hand, if it is determined to be yes in step S1403, that is, in the case of a low pure gain mode, in step S1404, an instruction execution lottery process is executed. In the next step S1405, it is determined whether or not the instruction execution lottery process has been won, and if it is determined to be yes, the process proceeds to step S1406, whereas if it is determined to be no, the process skips step S1406 and proceeds to step S1407. In step S1406, the instruction function is activated to notify the correct operation sequence, and the process proceeds to step S1407.

[0110] <5-4-2. Instruction execution lottery processing> FIG. 15 shows the contents of the instruction execution lottery process. As described above, the slot machine 1 employs a penalty specification, so the winning probability of the push order bells G2 and G3, which are set as the 1st from the left in the correct operation sequence, is 4000 / 65536, while the winning probability of the push order bells G4 to G7, which are set other than the 1st from the left, is higher at 8000 / 65536. For this reason, for example, if an instruction execution lottery is held with a uniform probability regardless of whether any of the push order bells G2 to G7 is won, the probability of winning the push order bells G4 to G7 will be higher than the probability of winning the push order bells G2 and G3 even in a game where it is decided not to give an instruction (hereinafter referred to as a game without instructions). In other words, in a game without instructions, performing the stop operation in an order other than the first left is more likely to match the correct operation order than performing the stop operation in the first left order. Therefore, in a game without instructions during the AT state, there is a problem that unfairness will occur between a player who performs the stop operation in an order other than the first left and a player who performs the stop operation in the first left order.

[0111] In order to solve this problem, in the slot machine 1, the probability of winning the instruction execution lottery is determined for each of the push order bells G2 to G7, taking into consideration the winning probability for each of the push order bells G2 to G7, so that the probability of matching the correct operation order is equal regardless of the order in which the stop operations are performed in a no-instruction game. Specifically, as shown in FIG. 15, the probability of winning the instruction execution lottery in games in which push order bells G2 and G3 are won is set to 50%, and the probability of winning the instruction execution lottery in games in which push order bells G4 to G7 are won is set to 75%.

[0112] As a result, the probability of a no-instruction game being a no-instruction game can be made equal to 2000 / 65536 regardless of which of the push order bells G2 to G7 is selected, so that the probability of matching the correct operation order can be made equal regardless of the order of the stop operation in the no-instruction game. As a result, the expected payout value in the no-instruction game can be made equal for all stop operation orders. Also, as shown in the last line of Figure 15, in the low pure increase mode, the probability of winning the instruction execution lottery for the entire push order bell G2 to G7 winning game is set to 70%.

[0113] As explained above, according to the instruction execution lottery method of slot machine 1, in an AT machine with a penalty specification that gradually changes the ball-out performance during the AT state, in the above-mentioned instruction-free game, no matter in what order the player performs the stop operations, no unfairness will arise due to the order of the stop operations, and the ball-out performance can be achieved as designed.

[0114] Although the embodiment of the present invention has been described above, the present invention can be modified in various ways within the scope of the claims. [Explanation of symbols]

[0115] 1. Slot Machines R1 Left reel R2 Middle reel R3 Right reel 14 Start lever 15L Left stop button 15C Middle stop button 15R Right stop button 100a Main control device 101 CPU 102 ROM

Claims

[Claim 1] A lottery means for drawing a winning combination that allows a win from among a plurality of combinations in response to a game start operation in a state where a prescribed number of game media necessary for executing one game has been bet; a reel start means for starting rotation of a plurality of reels, each of which has a plurality of types of symbols arranged on its outer periphery, in response to the game start operation; a reel control means for controlling, after the rotation of the plurality of reels is started, the reel corresponding to the stop instruction operation to be stopped within a predetermined maximum reel-in range based on a result of the lottery by the lottery means and the stop instruction operation for the plurality of reels; and a bonus game starting means for starting a bonus game in response to a bonus combination related to a first type special role being won as a result of a lottery by the lottery means and the bonus combination being won in a bonus internal state in which the bonus combination has not yet been won. In the result of the lottery by the lottery means in the bonus internal state, a plurality of types of minor roles with different payouts are determined as the winning roles, and the combinations of the plurality of types of minor roles determined as the winning roles include a plurality of types of designated winning patterns that are different from each other, and the winning probability of at least one of the plurality of designated winning patterns is different from the winning probability of the other designated winning patterns, In the instruction target game in which the result of the lottery by the lottery means in the bonus internal state is one of the plurality of instruction target winning patterns, an instruction means for instructing a correct operation sequence, which is a stop instruction operation sequence for the plurality of reels required for winning a small combination with the maximum payout among the plurality of small combinations determined as winning combinations; a penalty means for executing a control that is disadvantageous to a player when a stop command operation sequence for the plurality of reels is not a specific operation sequence in a non-operation game in which the command means is not operated, compared with a case in which the specific operation sequence is performed; an activation determination means for determining whether or not to activate the instruction means based on an activation probability corresponding to the instruction target winning mode won in the instruction target game; a prescribed number setting means for setting a prescribed number in the bonus internal state to 3 and a prescribed number in the bonus game to 2; and a small prize payout change means for changing the payouts of all small prizes to be selected by the selection means to 1 when the specified number is set to 2 by the specified number setting means, the activation probability corresponding to each instruction target winning mode is determined so that the probability of occurrence of the instruction target game in which the activation determination means does not activate the instruction means is equal for all instruction target winning modes; During the bonus game, the lottery means performs a lottery such that the winning probability of each minor role is equal to or greater than the winning probability in the bonus internal state and at least one of the minor roles is always won, The predetermined maximum pull-in range does not change during the bonus internal state and during the bonus game, and is constant for all reels.

Citation Information

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