Gaming Machines

JP7643731B2Active Publication Date: 2025-03-11KITA DENSHI CORP
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Patent Information

Application Number
JP2022061617
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-04-01
Publication Date
2025-03-11
Estimated Expiration
2042-04-01

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Abstract

To provide a pinball game machine capable of executing notification for satisfying a player.SOLUTION: A game machine includes determination means capable of determining whether stop operation means is operated by either a first operation mode or a second operation mode. Notification means executes neither first notification nor second notification as notification related to an operation mode of the stop operation means when the determination means determines that the stop operation means is operated in the first operation mode, can execute the first notification when the determination means determines that the stop operation means is operated in the second operation mode and a predetermined condition is not satisfied, and can execute the second notification when the determination means determines that the stop operation means is operated in the second operation mode and a predetermined condition is satisfied. The predetermined condition can be satisfied when the determination means determines that the stop operation means is operated in the second operation mode in a game before the current game.SELECTED DRAWING: Figure 8
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Description

[Technical field]

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

[0002] 2. Description of the Related Art Conventionally, slot machines have been known as gaming machines that have a number of reels on which a number of symbols are displayed, and that start a game by causing the reels to change display based on a start operation by the player, end the game by stopping the reels based on a stop operation by the player, and pay out medals to the player depending on the outcome of the game. In such a slot machine, there are at least a first lottery object from which a corresponding combination of symbols can be derived regardless of the order in which the stop buttons are operated, and a second lottery object from which a corresponding combination of symbols can be derived when the stop buttons are operated in a pre-specified order, and a notification means is proposed which notifies the first order if the first lottery object is selected, and does not notify the first order if the second lottery object is selected (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2016-007376 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]

[0005] In order to solve the above problems, the present invention provides a gaming machine having a variable display means capable of variably displaying a plurality of identification information, and a stop operation means operable to stop the variable display of the variable display means, the gaming machine further comprising: a notification means capable of executing a predetermined notification in relation to an operation mode of the stop operation means; a determination means capable of determining in which of a first operation mode and a second operation mode the operation has been performed on the stop operation means; A performance control means capable of controlling a specific performance related to the progress of a game; the predetermined notification includes a first notification and a second notification different from the first notification, and the notification means disables both the first notification and the second notification when the determination means determines that the stop operation means has been operated in the first operation mode, enables the first notification when the determination means determines that the stop operation means has been operated in the second operation mode and a predetermined condition is not established, enables the second notification when the determination means determines that the stop operation means has been operated in the second operation mode and the predetermined condition is established, and the predetermined condition can be established when the determination means determines that the stop operation means has been operated in the second operation mode in a game prior to the current game, The performance control means is capable of changing the probability of the specific performance being executed based on the execution of the predetermined notification. The composition was as follows. [Brief description of the drawings]

[0006] [Figure 1] 1 is a schematic front view showing the appearance of the gaming machine. FIG. [Diagram 2] 2 is a block diagram showing a control configuration of the gaming machine. FIG. [Diagram 3] 11 is a diagram for explaining the transition of a gaming state in a gaming machine. [Figure 4] 1 is a diagram for explaining the added value of game points for each game on a gaming machine. FIG. [Diagram 5] 13 is a chart for explaining the probability of selecting the ceiling point number of the pseudo bonus state in a gaming machine. [Figure 6] A figure showing an image on the main display when a transition to a pseudo bonus state in a gaming machine is determined. [Figure 7] 13 is a flowchart showing penalty processing in a main control device of a gaming machine. [Figure 8] 13A to 13C are diagrams showing images on a main display when a first notification and a second notification are made in the gaming machine. [Figure 9] A figure showing an image displayed on the main display when a winning effect is produced during normal game play in the gaming machine. [Figure 10] 13 is a diagram for explaining linked play between a gaming machine and a mobile terminal. FIG. [Figure 11] FIG. 13 is a diagram for explaining a benefit that is awarded when a first operation mode is executed a predetermined number of times in succession in the gaming machine. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0007] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Here, a slot machine will be described as an example of a gaming machine according to an embodiment of the present invention.

[0008] An embodiment of a gaming machine according to the present invention will be described with reference to FIGS.

[0009] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is installed in an amusement park or the like. As shown in Figures 1 and 2, the slot machine 1 is equipped with a front door 1a, a bet button 2a, a return button 2c, a performance button 2d, an upper performance button 2f, a medal insertion slot 2, a start lever 3, a reel 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout outlet 7b, a main display 8, a sub-display 17, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, an advantageous zone lamp 13, a probability setting device 14, a display decorative frame 15, a drum unit 4d, an external output terminal 18, a main control device 10, and a sub-control device 20.

[0010] The main control device 10 and the sub-control device 20 each have a memory unit and a control unit, and are devices capable of various calculation processes and various controls, and are included in the concept of a computer. Each memory unit has a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit has a CPU, etc. Each control unit realizes the various functions of this embodiment by appropriately reading and executing various programs, etc. stored in each memory unit.

[0011] [Schematic front view showing the appearance of the gaming machine] As shown in FIG. 1, the slot machine 1 is provided with a front door 1a at its front. The front door 1a is pivotally attached to one side (left side as seen from the front) of the main body (not shown) which is disposed on the rear side of the front door 1a and attached to an island equipment (not shown), and is configured to be able to be opened and closed forward in a single-opening manner. Note that, hereinafter, the left and right directions are shown when the slot machine 1 is seen from the front side.

[0012] When the slot machine 1 is viewed from the front side, a main display 8 is disposed at the center position in the left-right direction at the top of the front door 1a. The main display 8 is configured with a liquid crystal display or the like capable of displaying a plurality of pieces of information, such as information related to effects (effect images), as described later, and constitutes a display means. A display decorative frame 15 having an opening in the center is disposed above the front door 1a and in front of the main display 8, and the main display 8 is disposed with its display surface facing forward through the opening of the display decorative frame 15.

[0013] Speakers 9 are provided on the left and right sides of the main display 8, and are capable of outputting, for example, sound effects corresponding to the effects displayed on the main display 8. In addition, lamps 11 consisting of LEDs or the like are provided on each of the left and right sides of the main display 8, and can output, for example, light when a winning combination is achieved or light of an illumination mode corresponding to the effects displayed on the main display 8.

[0014] On the right side of the main display 8, an upper performance button 2f is provided, which is exemplified as an operation means (performance operation means). The upper performance button 2f is a push-type button that moves in the forward and backward directions, and the pushing operation of the upper performance button 2f is detected by a non-contact sensor or the like, and is output as operation information of the upper performance button 2f to the sub-control device 20. In addition, a light-emitting source (not shown) consisting of an LED or the like is provided inside the upper performance button 2f, and the light emitted by the light-emitting source can notify that the operation of the upper performance button 2f is valid.

[0015] At the center of the front door 1a of the slot machine 1 in the vertical direction, a flat front panel 19 is disposed, the surface of which is decorated and has various function indications. Behind the front panel 19, there is disposed a drum unit 4d having a reel 4 as a variable display means. Further, in the approximate center of the front panel 19, a display window 6 is formed which is made of a light-transmitting material and through which the symbols (identification information) on the reels 4 can be seen from the front.

[0016] The reels 4 are composed of a left reel 4a, a center reel 4b, and a right reel 4c arranged side by side in the left-right direction, and the rotation axis of each of the reels 4a to 4c extends in the left-right direction, and the rotation center is set to be the same. The reels 4 (4a to 4c) have continuous patterns (identification information) on the periphery, and these patterns are configured to be identifiable from outside the machine through the display window 6, and by rotating the reels 4 in one direction, for example, the patterns can be displayed variably from top to bottom within the display window 6. Each of the reels 4a to 4c has multiple patterns (for example, 20), and the types of patterns are, for example, "replay," "watermelon," "cherry," "bell," "BAR," "7," etc. The shape of the reel 4 is not limited to this, and for example, the number of symbols on the periphery may be other than 20.

[0017] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, and 12c capable of indicating the stopping sequence of the stop button 5, which will be described later, are disposed in correspondence with the reels 4a, 4b, and 4c. In addition, a favorable zone lamp 13, for example, composed of an LED, is disposed on the lower left side of the display window 6 on the front panel 19. The favorable zone lamp 13 is controlled to be lit during a favorable zone (described later).

[0018] In addition, instead of the advantageous zone lamp 13, the slot machine 1 may be controlled to light up, for example, the "dot" portion of a 7-segment display (also called "7-seg") that constitutes the payout number display section that displays the number of medals paid out. In addition, the advantageous zone lamp 13 may not be provided, or instead of the advantageous zone lamp 13, a lamp that lights up during a state that is advantageous to the player (such as a pseudo bonus state) may be provided.

[0019] A sub-display 17 is disposed on the front panel 19 to the right of the display window 6 (reel 4). The sub-display 17 is configured from a liquid crystal display or the like capable of displaying a plurality of pieces of information such as information related to the performance (performance image), and configures a display means. In addition, the sub-display 17 has a smaller display area than the main display 8, but is disposed closer to the reel 4 than the main display 8, making it easy to view the displayed image while watching the rotation and stopped state of the reel 4. In addition, the sub-display 17 is constructed of a touch panel type display, and enables the player to perform various operations related to the presentation content by touching the screen, such as a switching operation for switching presentation modes and inputting a password issued by a mobile terminal, which will be described in detail later.

[0020] A step protruding forward is formed below the front panel 19, and a coin insertion slot 2, a bet button 2a which is an example of an operating means, and a performance button 2d which is an example of an operating means (performance operating means) are arranged on the upper surface of the step. The medal insertion slot 2 is a portion where a player inserts a medal (game medium). Inside the medal insertion slot 2, a medal selector 2b (medal detection means) such as a sensor that detects a medal inserted into the medal insertion slot 2 is provided. The bet button 2a is a push button that allows the player to input the number of bets required to start a game, and allows the player to input the maximum number of bets permitted by the slot machine 1 with one operation.

[0021] The performance button 2d is a push button that moves up and down, and the pushing operation of the performance button 2d is detected by a non-contact sensor or the like, and is output to the sub-control device 20 as operation information of the performance button 2d. In addition, a light-emitting source (not shown) such as an LED is provided inside the performance button 2d, and the light emitted by the light-emitting source can notify that the operation of the corresponding performance button 2d is valid. The performance button 2d is disposed in a position closer to the reel 4 than the upper performance button 2f described above.

[0022] A start lever 3, a return button 2c, and a stop button 5, which is exemplified as an operating means (stop operating means), are disposed on the front surface of the stepped portion. The start lever 3 is a lever that the player operates to start the game. After the number of bets is input, the start lever 3 becomes active and the game can start. The return button 2c is configured as a push button that moves back and forth, and is a button that is operated when canceling the set bet number or when paying out medals stored as credit medals. The stop buttons 5 are buttons for stopping the spinning reels 4 and are composed of push-type buttons that move back and forth. The left stop button 5a, center stop button 5b, and right stop button 5c are arranged horizontally at predetermined intervals as operating means corresponding to the left reel 4a, center reel 4b, and right reel 4c. Each stop button 5 is provided with a light source (not shown) such as an LED inside, and the light color changes (from red to blue) to indicate that the operation of each stop button 5 is valid.

[0023] Below the front door 1a of the slot machine 1, a medal payout outlet 7b through which medals paid out from the medal payout device 7 are ejected is provided.

[0024] [Block diagram showing the control configuration of the gaming machine] FIG. 2 shows a block diagram of a control system in the slot machine 1 according to this embodiment. 2, the slot machine 1 is equipped with a main control device 10 which performs the drawing of winning roles and the control of the progress of the game, and a sub-control device 20 which is configured to be able to communicate with the main control device 10 and performs various performance controls based on control information from the main control device 10. The transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction only, from the main control device 10 to the sub-control device 20, to prevent the input of unauthorized signals from the sub-control device 20 to the main control device 10.

[0025] The main control device 10 is connected to the bet button 2a, medal selector 2b, return button 2c, start lever 3, stop button 5, probability setting device 14 (setting means), external output terminal 18, medal payout device 7, drum unit 4d, and advantageous zone lamp 13 by communication cables, and is capable of controlling each device. The main control device 10 also includes a memory unit (storage means) and a control unit.

[0026] The probability setting device 14, which serves as a setting means, changes the difficulty level (probability of winning) of transitioning to a special game state (e.g., a pseudo bonus state) into multiple stages (e.g., six stages), thereby allowing the degree of advantage for the player to be set in multiple stages, and the main control device 10 performs a process of setting the difficulty level of transitioning to the special game state to one of multiple setting values ​​having different levels based on the probability setting operation in the probability setting device 14. The setting values ​​set by the probability setting device 14 are: setting 1 is the highest transition difficulty, the higher the number, the lower the transition difficulty, and setting 6 is the lowest transition difficulty. Therefore, setting 1 is the most disadvantageous setting to the player (the setting with the lowest degree of advantage), the higher the number, the more advantageous it is to the player, and setting 6 is the most advantageous setting to the player (the setting with the highest degree of advantage).

[0027] The procedure for changing the setting value in the probability setting device 14 is as follows: a setting key (not shown) is inserted into the key insertion port of the probability setting device 14, the setting key is rotated in a specified direction, and then the slot machine 1 is powered on to enter setting change mode. Upon entering setting change mode, the setting value at that time is displayed on the setting confirmation display (not shown). After changing the setting to the desired value by operating the setting change button, the setting value is changed, for example, by operating the start lever 3.

[0028] It is also possible to check the setting value at that time on the probability setting device 14. After turning on the power, by inserting the setting key into the key insertion port of the probability setting device 14 and rotating it in a specified direction, the setting value at that time will be displayed on the setting confirmation display.

[0029] In addition, the probability of winning the special game state may be controlled by a fixed probability value without being affected by the setting value of the probability setting device 14. In addition, the probability of transitioning to the CZ state or the AT state may be changed by changing the setting value in the probability setting device 14, making it possible to change the degree of advantage of the player in multiple stages. In addition to the special game state, the probability of winning a predetermined small combination (for example, a bell combination) may be made variable in multiple stages (for example, six stages).

[0030] The external output terminal 18 outputs information related to playing on the slot machine 1 to a management device (not shown) or a calling device (not shown) installed in the gaming establishment, and outputs information under the control of the main control device 10 to collect various data such as the number of games played on the slot machine 1, the number of medals inserted, the number of medals paid out, the number of occurrences of gaming states advantageous to the player (for example, the pseudo-bonus state and AT state described below) and transition periods.

[0031] The drum unit 4d is a device integrally including reels 4a to 4c and stepping motors (not shown) that rotate the reels 4a to 4c. The medal payout device 7 has a medal storage section (not shown) that collects medals inserted into the medal selector 2b as medals before being paid out, and is a device that pays out the medals stored in the medal storage section to a medal payout outlet 7b. The medal payout device 7 is equipped with a sensor that detects the paid-out medals. The medal selector 2b is provided downstream of the medal insertion port 2, and is equipped with a sensor that detects medals inserted through the medal insertion port 2.

[0032] The memory unit of the main control device 10 stores various information such as game programs related to games, tables for drawing lots for minor winning combinations and pseudo bonus states, and the like. Furthermore, the main control device 10 is operated by a control unit and a storage unit in which a program is stored, and thereby performs processes related to the progress of play on the slot machine 1, and the like.

[0033] The main control device 10 performs processes such as starting a game and sampling random numbers from a random number generator (not shown) based on a signal from the start lever 3. Then, it performs lottery processing for winning combinations based on the sampled random numbers. It also performs random number generation processing, for example by updating the random numbers at predetermined timing, according to the control program in the storage unit, and performs lottery processing for transitioning to a pseudo bonus state based on the generated random numbers.

[0034] In other words, the main control device 10 is equipped with a lottery means (decision means) that, in response to the execution of a game, draws (determines) whether or not to grant a minor role (winning role) related to the identification information displayed in a stopped state on the variable display means (reel 4) or a special benefit such as a pseudo bonus state. In addition, the selection pattern using random numbers may be other than the patterns described above, and the hand may be selected based on random numbers generated by software, and a transition selection for a pseudo-bonus state or the like 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.

[0035] The main control device 10 also controls the rotation of the reels 4 based on a signal from the start lever 3. The main control device 10 detects the rotational positions of the reels 4a, 4b, 4c based on signals from sensors (not shown) provided on the reels 4a, 4b, 4c, and is capable of grasping the rotational positions of the symbols on the reels 4a, 4b, 4c. Then, based on a signal from the stop button 5, the main control device 10 performs control to stop a desired symbol within the display window 6.

[0036] In addition, the main control device 10 realizes game play on the slot machine 1 by controlling game progress processing involving internal lottery processing, management of various information stored in the memory unit, and devices such as the medal payout device 7 in response to the operation of the operating units such as the start lever 3.

[0037] The sub-control device 20 is connected to and capable of communicating with the performance button 2d, upper performance button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, and sub-display 17 via communication cables. The sub-control device 20 controls these devices in response to control information from the main control device 10. The sub-control device 20 also includes a memory unit and a control unit.

[0038] The storage unit of the sub-controller 20 stores various information such as programs related to performance, performance image data, audio data, etc. The sub-controller 20 operates by a control unit and a storage unit in which a program is stored, and performs processing such as effects synchronized with play on the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the main display 8, the lamps 11, the speaker 9, etc. to output effect images and sound effects that indicate a transition in the game state, and lamp effects.

[0039] In addition, the sub-control device 20 is capable of controlling the switching timing of each performance, etc., based on signals from the performance button 2d, the upper performance button 2f, and the touch panel of the sub-display 17. Either or both of the main control device 10 and the sub-control device 20 constitute the notification means and judgment means of the present invention, the control means, the decision means, the individual game data generation means, and the external output means.

[0040] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control device 10.

[0041] When starting a game, medals are inserted into the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, three coins), one of the conditions for starting the game is met, and the game becomes ready to start with the right to play one game being held.

[0042] In this state where the game can be started, the operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, all of the conditions for starting the game are met, the game starts, and the reels 4a to 4c on which multiple symbols are displayed start to move, and an internal lottery process is executed to determine in advance, before the reels 4 stop, the lottery results of the current game for multiple roles such as replay roles and small roles (including misses) and transition to a pseudo bonus state. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined winning probability. For example, a lottery result such as a replay combination or a bell combination is derived by lottery.

[0043] Furthermore, even if the main control device 10 receives a signal from the start lever 3, if the elapsed time from the start of rotation of the reel 4 in the previous game has not yet passed a predetermined time (e.g., 4.1 seconds), the main control device 10 performs a limiting control to limit the number of games executed per unit time (e.g., one minute) to within a predetermined number (e.g., 14 times) by temporarily waiting (inserting a waiting time) before starting rotation of the reel 4 and delaying the start of rotation of the reel 4. That is, the main control device 10 is provided with a game number limiting means capable of limiting the number of games executed per unit time to within a predetermined number. With this control, the shortest execution time required for one game is set to a predetermined time (e.g., 4.1 seconds). In addition, the period for monitoring the above-mentioned shortest execution time may be set based on a point other than the point at which the reel 4 starts to rotate between games. For example, it may be based on the point at which the stop button 5 is activated, or any point may be used as the base as long as it is possible to monitor the number of games per unit time.

[0044] Each of the reels 4a to 4c is an example of a display means, and a number of symbols (replay, bell, watermelon, cherry, BAR, 7) are displayed in a predetermined arrangement on the periphery of each of the reels 4a to 4c. The rotation speed gradually increases from a stopped state, and then reaches a steady rotation at a constant speed. When such steady rotation is reached, the stop buttons 5a to 5c provided corresponding to the reels 4a to 4c become operable to be pressed.

[0045] When each of the stop buttons 5a to 5c is pressed in this state, the reels 4a to 4c are controlled to stop with a combination of symbols permitted by the operation timing and the lottery result of the internal lottery process. The stop control (pulling-in stop control) of each reel 4a to 4c 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 stop operation is performed can be pulled in, and only any of the symbols within this pull-in range can be stopped on a pay line.

[0046] In the stopped state, three consecutive symbols displayed vertically on each of the reels 4a to 4c are stopped (stopped display) so as to face the outside of the machine through the display window 6, and the presence or absence of a win is determined based on the state of the stopped display at this time. Winning is determined based on the combination of symbols that stop on the middle winning line that connects the middle symbols of each reel 4 in the display window 6. Therefore, for example, even if predetermined symbols line up on a diagonal line, the winning is determined based on the combination of symbols that actually stop in the middle row at that time and are not lined up.

[0047] Winning combinations such as small wins and replays are determined based on the combination of symbols on such winning lines. Small roles include, for example, bell, watermelon, and cherry.

[0048] There are two types of bell roles, each with a different combination of corresponding symbols. For example, a common bell role with a combination of corresponding symbols in the order of "left reel 4a, middle reel 4b, right reel 4c" on the winning line (and so on) can be set as "bell, replay, bell", and a push order bell role with a combination of "bell, bell, bell".

[0049] The common bell role is a minor role in which a corresponding combination of symbols ("bell, replay, bell") 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 corresponding combination of symbols ("bell, bell, bell") stops by following a specific push order.

[0050] Furthermore, 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 when the stop buttons 5a to 5c are operated in one of six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.). When the stop buttons 5a to 5c are operated in the other five push orders (push orders other than the specific push orders), the corresponding symbol combination ("Bell-Bell-Bell") is not stopped and displayed, but a different symbol combination (called a "Bell Spill") such as "Bell-Bell-Replay" is stopped and displayed.

[0051] 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 4 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 is not limited to six types, and three types of push order bells 1 to 3 may be provided.

[0052] The watermelon role is a minor role (rare role) where the corresponding symbol combination is "watermelon, watermelon, watermelon". There are two types: a weak watermelon role where "watermelon, watermelon, watermelon" stops on the upper or lower line, and a strong watermelon role where "watermelon, watermelon, watermelon" stops on an upward-to-right or downward-to-right line. The Cherry role is a minor role (rare role) where the corresponding symbol combination is "Cherry ANY ANY". There are two types of Cherry roles: a weak Cherry role where "Cherry" stops on the top or bottom row of the left reel 4a, and a strong Cherry role where "Cherry" stops on the middle row of the left reel 4a.

[0053] There are two replay roles with different corresponding symbol combinations: a normal replay role (hereafter referred to as a replay role) with a corresponding symbol combination of "Replay-Replay-Replay" and a chance replay role (hereafter referred to as a chance role) with a corresponding symbol combination of "Replay-Bell-Bell". "Replay Bell Bell" (Chance Eye) is a combination of symbols that stops to be displayed when a Chance Replay symbol is won. Along with the Watermelon and Cherry symbols, it is set as a so-called rare symbol with a relatively low probability of winning in the internal lottery process. Of these, the weak Watermelon and Weak Cherry symbols are set as weak rare symbols, and symbols other than the Weak Watermelon and Weak Cherry symbols are set as strong rare symbols. In addition, small symbols and replay symbols other than the push order bell symbol will be won regardless of the order in which the stop button 5 is pressed.

[0054] In addition, the main control device 10 and the sub-control device 20 can generate an AT (assist time) as a game state related to the push order bell role. When the push order bell role is won, the AT is a state in which the push order of the winning push order bell role is notified (push order navigation is executed) by the main display 8 and the navigation lamp 12. That is, the main control device 10 and the sub-control device 20 are capable of executing control to notify operation information (specific operation information) for deriving a specific result ("Bell Bell Bell") as the result of the game. Therefore, the occurrence of the AT allows the player to easily win medals, and is controlled during the pseudo bonus state described below. In addition, the navigation lamp 12 may be configured to be directly drive-controlled by the main control device 10 without going through the sub-control device 20.

[0055] Based on the symbol combinations as described above, the winning of the small prize and the replay prize is determined, and when the result of the determination is that the symbol combination is a combination of symbols corresponding to each of the above, a win is achieved and a game value according to the achievement of each win is awarded. For example, when a combination of symbols corresponding to a minor prize such as a bell, cherry, or watermelon appears, it is determined that a minor prize has been won, and the medal payout device 7 is driven and controlled to pay out a predetermined number of medals through the medal payout outlet 7b.

[0056] Specifically, in the case of a bell role (common bell role, push order bell role), when a corresponding symbol combination is displayed, eight medals are paid out. In addition, when the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five push orders), no medals are paid out. When the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five different push orders), fewer than eight medals (for example, 1 medal) may be paid out, or fewer than eight medals (for example, 1 medal) may be paid out in some push orders other than the specific push order, and no medals may be paid out in other push orders. In addition, the probability of winning the bell role is set so that the number of medals held by the player increases during the AT state described below.

[0057] In addition, when a combination of symbols corresponding to a weak watermelon role and a strong watermelon role is stopped and displayed, two medals are paid out. In addition, when a combination of symbols corresponding to a weak cherry role and a strong cherry role is displayed, one medal is paid out. The number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.

[0058] In addition, the replay role and chance replay role are determined by the stopped display of the combination of symbols corresponding to the replay role and chance replay role, and it is possible to play the next game with the same number of bets as the number of bets set in the previous game without inserting medals (without setting the number of bets).

[0059] In addition, the probability of winning each small symbol and replay symbol is set in the following relationship for each setting value: Bell symbol > Replay symbol > Weak Cherry symbol > Weak Watermelon symbol > Chance Replay symbol > Strong Cherry symbol > Strong Watermelon symbol, in other words, the Bell symbol is set to be the most likely to win and the Strong Watermelon symbol is set to be the least likely to win. The relationship between the winning probabilities of each role may be other than that described above.

[0060] As described above, in the slot machine 1 of this embodiment, the main control unit 10 makes it possible to win the push order bell role, which is a minor role in which a corresponding combination of symbols ("Bell Bell Bell") stops by following a specific push order based on the execution of the game. In other words, the main control device 10 as a determination means (lottery means) is capable of determining, as a winning role, a first specific winning role (for example, push order bell role 1) that enables a first specific identification information ("Bell Bell Bell") to be stopped on the variable display means (reel 4) when the operation order of the multiple operation means (left stop button 5a, middle stop button 5b, right stop button 5c) that constitute the stop operation means (stop button 5) is a specific operation order (specific push order).

[0061] In addition, based on the execution of the game, the main control device 10 makes it possible to win a combination of symbols (e.g., a common bell role, a watermelon role, etc.) that stops correspondingly (e.g., "bell-bell-bell", "watermelon-watermelon-watermelon", etc.) regardless of the order in which the stop buttons 5 are operated. In other words, the main control device 10 as a determination means (lottery means) is capable of determining, as the winning role, a second specific winning role (e.g., a common bell role) that enables a second specific identification information (e.g., "Bell Bell Bell") to be stopped on the variable display means (reel 4) regardless of the operation order of the multiple operation means (left stop button 5a, middle stop button 5b, right stop button 5c) that constitute the stop operation means (stop button 5).

[0062] In addition, in the slot machine 1 of this embodiment, the winning probability of all six different push order bell roles is not the same, and roles are selected so that the winning probability (e.g., 1.0 / 6.0) of push order bell roles 3 to 6 ("5b → 5a → 5c," "5b → 5c → 5a," "5c → 5a → 5b," "5c → 5b → 5a") which do not cause the left reel 4a to stop first is higher than the winning probability (e.g., 0.8 / 6.0) of push order bell roles 1 and 2 ("5a → 5b → 5c," "5a → 5c → 5b") which cause the left reel 4a to stop first. Therefore, when the game is played in a push order that causes the left reel 4a to stop first, the probability of winning the push order bell role is lower than when the game is played in a push order that does not cause the left reel 4a to stop first (so-called irregular push order). In addition, the winning probability of each push order bell role may be any as long as the winning probability of push order bell roles 3 to 6, which do not cause the left reel 4a to stop first, is higher than that of push order bell roles 1 and 2, which cause the left reel 4a to stop first.

[0063] [Transition of gaming state in gaming machine] Next, the transition of the gaming state in the slot machine 1 in this embodiment will be described with reference to FIG. In the slot machine 1 of this embodiment, it is possible to play a 3 bet game in which three medals are spent (3 bets) to play the game, and FIG. 3 shows the transition of the game state when a 3 bet game is played, which is realized by the control of the main control device 10. In this embodiment, the transition of the game state is controlled only when a 3 bet game is executed, and the game state is not transitioned in other games (e.g., 2 bet games). However, the game execution itself may be permitted only when 3 bets are placed, and the game execution may be prohibited for other bet numbers. Hereafter, the 3-bet game will be referred to as the "game".

[0064] As shown in Fig. 3, the slot machine 1 of this embodiment is played in a plurality of game states, including a normal game state and a pseudo bonus state. The main control device 10 is capable of controlling the transition from one game state to another game state based on the establishment of a predetermined transition condition.

[0065] Furthermore, the main control device 10 of this embodiment is provided with a zone control means capable of controlling the game zone to either a normal zone or an advantageous zone, in addition to the above-mentioned game state. The normal zone is a game zone in which push order navigation is not executed, and begins when the next game starts after the advantageous zone ends, and ends when the advantageous zone transition conditions are met. During the normal zone, the advantageous zone lamp 13 is controlled to be turned off.

[0066] In addition, in the normal zone, when the conditions for transition to the advantageous zone are met, for example, when a predetermined role (for example, a bell role) is won in an internal lottery, it is determined that the player will transition to the advantageous zone. In addition, the condition for transitioning to the pseudo-bonus state may be established based on the winning of a predetermined rare role in the normal zone, and in this case, it is preferable to transition to the pseudo-bonus state after the advantageous zone transition condition is established. Therefore, since the push order navigation is executed after the advantageous zone transition condition is established, the push order navigation is not performed in the normal zone. Furthermore, when the main control device 10 is reset, it is controlled in the normal section.

[0067] The advantageous zone is a play zone in which push order navigation may be executed, and is a play zone that is more advantageous to the player than the normal zone because push order navigation may be executed. In addition, the advantageous zone begins when the next game is started after the advantageous zone transition condition is satisfied in the normal zone, and ends when a predetermined advantageous zone end condition is satisfied. In the favorable zone, the favorable zone lamp 13 is controlled to be lit.

[0068] In addition, after transitioning to the advantageous zone, the advantageous zone lamp 13 may start to light up when the game state (e.g., pseudo-bonus state) is reached in which the number of medals held by the player increases as a result of execution of the push order navigation. In addition, the advantageous zone lamp 13 may not be turned on even when a transition to an advantageous zone has occurred, or may be turned on only when a transition to a pseudo bonus state has occurred even when a transition to an advantageous zone has occurred. In addition, it is not necessary to provide the advantageous zone lamp 13, but instead it is preferable to provide a pseudo bonus state lamp controlled by the main control unit 10 and to turn on the pseudo bonus state lamp during the pseudo bonus state.

[0069] In addition, the advantageous zone transitions to the normal zone based on the establishment of the advantageous zone termination condition within the advantageous zone. An example of an end condition of the advantageous period is when the slot machine 1 (main control device 10) is reset (including when the settings are changed). In principle, the advantageous zone continues when the pseudo bonus state ends, but the conditions for ending the advantageous zone may be met at a part of the time when the pseudo bonus state ends.

[0070] Furthermore, the slot machine 1 is provided with a limiter function (so-called limiter) that is a limiting function for restricting the number of medals that a player can acquire, and the conditions for ending the advantageous zone are met even when the limiter function is activated. For example, if the difference in the number of medals during one favorable period (the number of medals paid out - the number of medals inserted) exceeds the upper limit (for example, +2400 medals), the limiter function will be activated.

[0071] In addition, the limiter function may be activated when the net increase in the number of coins acquired by a player in one advantageous period exceeds an upper limit (for example, +2400 coins). In addition, as an activation condition of the limiter function, in addition to the above, a case in which the number of games in one advantageous period (advantageous period game number) reaches an upper limit game number (for example, 3000 games) may be set. The advantageous zone will end when any of the above-mentioned advantageous zone ending conditions is met.

[0072] In addition, in the slot machine 1 of this embodiment, transition control is performed between a normal zone, which is a zone where the push order navigation cannot be performed, and a favorable zone, which is a zone where the push order navigation can be performed, based on the execution of the game. In the initial state of the slot machine 1, the normal zone is controlled, and when a predetermined transition condition is established (e.g., a bell role is won) during the execution of the game in the normal zone, a transition to the favorable zone is performed.

[0073] (Normal gameplay state) The normal gaming state is a gaming state in which the player remains when the main controller 10 of the slot machine 1 is reset, etc., and is a disadvantageous state for the player. As shown in FIG. 3, while remaining in the normal gaming state, the main control device 10 performs processing related to the transition to the pseudo bonus state, such as a lottery for transition to the pseudo bonus state. In the normal gaming state, such as when the main control device 10 of the slot machine 1 is reset, the gaming area is controlled to the normal area, and when the conditions for transition to the advantageous area during the normal gaming state are met, the gaming area transitions from the normal area to the advantageous area.

[0074] -Transition process from normal game state to pseudo bonus state (arrow a in Figure 3) Game points are awarded by playing a game during the normal game state (advantageous zone), and when the number of game points reaches a predetermined number (special number: ceiling point number), a transition from the normal game state to the pseudo bonus state is made. In other words, the main control device 10 constitutes a control means capable of controlling the gaming state to a special gaming state that is enjoyable for the player.

[0075] The number of game points awarded is determined by the order in which the stop buttons 5 are operated during the game in normal play mode, as will be described in more detail below, and the number of game points awarded changes depending on the order in which the player operates the stop buttons 5. The ceiling point number is determined when the game zone transitions from the normal zone to the advantageous zone and when the pseudo-bonus state ends; details will be described later, but this sets the ceiling point number for the next pseudo-bonus state.

[0076] In addition, when a game is executed during the normal game state, a lottery is held for a transition to a pseudo-bonus state when a predetermined combination is won, and a transition from the normal game state to the pseudo-bonus state is also made when the transition lottery is won with a predetermined probability.

[0077] More specifically, the main control device 10 performs a lottery process for transitioning to the pseudo bonus state in advance based on the winning of a predetermined rare role as a specific lottery result. For example, the process for transitioning to the pseudo bonus state is performed with a predetermined probability (e.g., 20%) when a chance role or a strong cherry role is won.

[0078] In addition, in the normal game state, the probability of entering the pseudo bonus state when a specified rare role is won can be changed according to the setting value in the probability setting device 14, which serves as a setting means. For example, when a strong cherry role is won, the probability of entering the pseudo bonus state is 10% at setting 1, 12% at setting 2, 14% at setting 3, 16% at setting 4, 18% at setting 5, and 20% at setting 6.

[0079] In addition, the transition to the pseudo bonus state, i.e., the decision of whether or not to grant a privilege, may be made by means other than the consumption of the ceiling point number or the drawing of a rare role by a drawing means. For example, the transition to the pseudo bonus state may be decided when a predetermined role (e.g., a bell role) is won (or the actual number of times it is won) reaches a predetermined number, and the drawing of the pseudo bonus state may be held at that time. Alternatively, a predetermined number of points may be added according to the drawing of the role, and the points to be added according to the type of the winning role or the state in which the role is won may be changed, and the transition to the pseudo bonus state may be decided when the points reach a predetermined number, or the drawing of the pseudo bonus state may be held at that time.

[0080] (pseudo bonus state) The pseudo-bonus state as a special gaming state is a gaming state in which it is extremely easy to win medals, as push order navigation for the push order bell role is executed as a notification of an operation mode that is advantageous to the player during the game in the pseudo-bonus state.

[0081] In addition, the pseudo bonus state is divided into a regular pseudo bonus state that lasts for 20 games and a big pseudo bonus state that lasts for 50 games, and when the pseudo bonus state transitions, a lottery is held to determine which pseudo bonus state the player will transition to. The types of pseudo bonus states may be other than those mentioned above, and only one type of pseudo bonus state may be generated. In addition, the type of pseudo bonus state may be determined at a time other than when the pseudo bonus state transitions, and the type of the next pseudo bonus state may be determined in advance when the previous pseudo bonus state ends.

[0082] During the pseudo bonus state, push order navigation is executed, and the probability of winning each push order bell role is set to a value that increases the number of medals if the player plays the game according to the push order navigation. Therefore, during the normal game state, the number of medals won per unit game changes depending on the push order selected by the player, but during the pseudo bonus state, it is possible to win a large number of medals just by following the push order navigation.

[0083] In addition, in the first game after transition to the pseudo bonus state, the period from the operation of the start lever 3 to the operation of the stop button 5 becoming effective is extended by the control of the main control device 10, and during this period, a pseudo game (announcement pseudo game) is executed in which a so-called reel presentation is performed in which the reel 4 is rotated forward, a special pattern combination is temporarily stopped on the reel 4, and then the reel 4 is rotated forward again, and the occurrence of the pseudo bonus state is announced. The special symbol combination that temporarily stops at this time will be "7·7·7" if in a big pseudo bonus state, and "7·7·BAR" if in a regular pseudo bonus state, and the type of pseudo bonus state will be announced on reel 4.

[0084] In addition, rather than executing a pseudo-game notification in the first game after the transition to the pseudo-bonus state and temporarily stopping the special symbol combination (such as "7-7-7"), the pseudo-bonus state may be initiated in the next game in which a predetermined role (for example, a replay role) is won, and when the predetermined role is won, the stopping of reel 4 may be controlled so that the special symbol combination stops when reel 4 is stopped in a predetermined push sequence (for example, "5c→5b→5a"), and when the predetermined role is won, the predetermined push sequence may be announced, making it possible to form the special symbol combination one game before the pseudo-bonus state begins.

[0085] The period during which the pseudo-game is announced is set to, for example, 15 seconds, and during this period, operation of the stop button 5 is invalid, so that even if the reels 4 are in motion, the game cannot proceed. Then, when the notification pseudo game ends, the special symbol combination (such as "7, 7, 7") will stop (automatically stop), so the pseudo bonus state is a state in which push order navigation is executed in terms of game content, but it appears as if a so-called bonus state (real bonus state) has occurred.

[0086] Furthermore, when the notification pseudo game ends, the reel 4 automatically starts rotating in the forward direction, and operation of the stop button 5 becomes effective, starting the actual game. From this point on, it becomes possible to perform the stop operation of the first game that has transitioned to the pseudo bonus state, just as in a normal game. During the reel effect, under the control of the sub-control device 20, the main display 8 displays an effect image corresponding to the reel effect, which notifies the occurrence of the pseudo bonus state.

[0087] -Transition process from pseudo bonus state to normal game state (arrow b in Figure 3) In the pseudo bonus state, when a preset number of continuing games (20 games or 50 games) has been played, the pseudo bonus state ends and the game state transitions to the normal game state. When the pseudo-bonus state ends, the gaming area remains in the advantageous area, but in some cases where the pseudo-bonus state ends and the game state transitions to the normal gaming area, the gaming area may not transition from the advantageous area to the normal area.

[0088] Also, when transitioning from the pseudo bonus state to the normal game state, setting-related information (setting suggestion information) capable of suggesting the setting value set by the probability setting device 14 may be notified by the notification means (main display 8, sub-display 17, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, a predetermined character is displayed from among a plurality of characters on the main display device 8 or the sub-display device 17, and the displayed character is selected according to a selection probability preset in accordance with each setting value of the probability setting device 14, making it possible to predict the setting value to some extent from the displayed character.

[0089] As described above, in the slot machine 1 of this embodiment, only two types of game states can occur: a normal game state and a pseudo-bonus state. However, it may also be possible to generate a CZ state (a so-called chance zone) as a game state in which the probability of transitioning to a pseudo-bonus state is higher than that of the normal game state for a specified period of time. In addition to the pseudo bonus state, an AT state can be generated as an advantageous state for a player when the push order navigation is executed, and when certain conditions are met during the pseudo bonus state, the right to transition to the AT state can be granted, and the transition to the AT state can be made after the pseudo bonus state ends. In addition, the duration of the AT state may be made extendable depending on the game result during the AT state, making the AT state more advantageous to the player than the pseudo bonus state. In this manner, the gaming state of the slot machine 1 of the embodiment is shifted.

[0090] [Transition process of pseudo bonus state according to game points] Next, a process of transitioning to the pseudo bonus state according to the game points in the slot machine 1 of this embodiment will be described with reference to FIGS. As described above, in the slot machine 1 of this embodiment, game points are awarded according to the execution of games during the normal game state, and when the total number of awarded game points reaches a predetermined number, the game state is transitioned to a pseudo bonus state.

[0091] First, the number of game points awarded per game will be described with reference to FIG. The main control device 10 performs control such that game points related to the transition to the pseudo bonus state are awarded based on the execution of the game during the normal gaming state. Furthermore, when awarding game points, the main control device 10 changes the value to be awarded (added) according to the order in which the stop buttons 5 are operated in the game (the order in which the reels 4 are stopped). The awarding of game points is carried out regardless of the lottery results of the winning combination in that game.

[0092] As shown in FIG. 4, if the operation order of the stop buttons 5 in the game is either "left → center → right" (left stop button 5a → center stop button 5b → right stop button 5c) as the first operation mode, or "left → right → center" (left stop button 5a → right stop button 5c → center stop button 5b), game points are awarded with 100% certainty, with "2" being added to the number of game points at that time. Furthermore, if the operation sequence of the stop button 5 in the game is an irregular operation other than "left → center → right" or "left → right → center" as the second operation mode, game points are awarded with 100% certainty, with "1" being added to the number of game points at that time.

[0093] As a result of awarding game points in this manner, if the game is played using the first operation mode in which the left stop button 5a is operated first, more game points will be awarded at the end of the game than if the game is played using the second operation mode (irregular pressing) in which the left stop button 5a is not operated first. As mentioned above, the probability of winning Push Order Bell roles 1 and 2, in which the left reel 4a stops first, is set lower than the probability of winning Push Order Bell roles 3 to 6, in which the left reel 4a does not stop first. Therefore, when the game is played using the first operation mode, the probability of winning the Push Order Bell role is lower than when the game is played using the second operation mode, but on the other hand, more game points are awarded.

[0094] It should be noted that the added value of game points for each game may be other than the above, so long as it is greater when the game is played using the first operation mode than when the game is played using the second operation mode. For example, a value of "3" or more may be added to the game points when the game is played using the first operation mode. In addition, the awarding of game points for each game is carried out regardless of the results of the lottery when the game is played, but for example, if a rare role is won, the additional game points may be increased by a value greater than normal, such as "3." In addition, when a rare combination is won, an additional value of "2" or more may be awarded regardless of the order in which the stop buttons 5 are pressed. However, in this case, it is preferable to execute a display on the main display 8 or the like that can notify the player that a rare role has been won at the start of a game in which a rare role has been won. In this way, the player will know that he or she has won a rare role at the start of the game, and it will be possible to stop the pattern combination corresponding to the rare role by pressing the irregular buttons.

[0095] Next, with reference to FIG. 5, a description will be given of the lottery for determining the ceiling point number during execution of the game in the normal gaming state in the slot machine 1 of this embodiment. The main control unit 10 is adapted to select the ceiling point number for generating the next pseudo-bonus state when the conditions for transition to the advantageous zone are met (e.g., when the bell role is won) during the normal zone in the normal game state, and when the next game is started after the pseudo-bonus state ends.

[0096] When the number of game points acquired by playing the game in the normal gaming state reaches a preset ceiling point number, a pseudo bonus state is generated as a special benefit. In this embodiment, the pseudo-bonus state can also be generated when a transition lottery is won when a specified role (e.g., a rare role) is won during the normal game state, but the pseudo-bonus state is mainly generated when the number of game points reaches the ceiling point number. Therefore, the number of game points acquired during the normal game state is very important for the occurrence of the pseudo bonus state.

[0097] In addition, when determining the ceiling point number, the main control device 10 first determines a zone in which a predetermined game point number range is specified for roughly determining the ceiling point number, and then determines the ceiling point number by selecting a game point number of 1 from within the game point number range in the determined zone. The above-mentioned zones are preset into four types, zones 1 to 4, and each zone is set at a predetermined interval. Therefore, when the actual game points reach any of the four zones, the possibility of a pseudo bonus state occurring increases, and the player's expectations increase at every predetermined cycle.

[0098] The range of ceiling points for each zone is 50 to 100 points in Zone 1, 250 to 299 points in Zone 2, 450 to 499 points in Zone 3, and 750 to 800 points in Zone 4.

[0099] Therefore, for example, if zone 1 is selected, a relatively small number of ceiling points will be determined, and the game will proceed in a manner that is advantageous to the player, whereas, if zone 4 is selected, a relatively large number of ceiling points will be determined, and the game will proceed in a manner that is disadvantageous to the player. However, even if zone 4 is selected, the maximum value is set to 800 points, so the pseudo bonus state will always occur before the maximum number of game points is reached. For example, even if the game is played entirely in the second operation mode, the pseudo bonus state will always occur within 800 games.

[0100] In addition, the main control device 10 performs processing to determine the game mode when the normal zone is switched to the advantageous zone, and when the next game is executed after the pseudo bonus state ends. The game modes are set to a normal mode in which any of the above-mentioned zones 1 to 4 can be selected, and a heaven mode in which only zone 1 can be selected, and when transitioning from the normal zone to the advantageous zone, one of the game modes is selected based on the setting value in the probability setting device 14. Therefore, when the heaven mode is selected, a pseudo bonus state will always occur within 100 game points. The probability of selecting the heaven mode is set to be higher as the setting value in the probability setting device 14 is higher.

[0101] FIG. 5 shows the probability that each of the above zones will be selected when transitioning from the normal zone to the advantageous zone, and when the next game is played after the pseudo bonus state ends. The main control device 10 first selects and determines a zone with each probability shown by drawing a random number for zone selection, and then selects and determines the number of ceiling points within each selected zone by drawing a random number for determining the number of ceiling points. Although the selection of the ceiling points in each selected zone is performed equally, the selection may be performed so as to result in a biased selection.

[0102] First, FIG. 5(a) shows the selection probability of a zone for selecting the ceiling point number when the normal mode is selected. As shown in Figure 5(a), for example, when the setting value in the probability setting device 14 is setting 1, selection control is performed such that zone 1 is selected with a 15% probability, zone 2 is selected with a 15% probability, zone 3 is selected with a 30% probability, and zone 4 is selected with a 40% probability.

[0103] Although a detailed explanation is omitted, even when the setting value in the probability setting device 14 is set to 2 to 6, one of the zones will be selected and determined at each probability shown in FIG. 5(a).

[0104] Although not shown in the figure, after each zone has been determined, a lottery is held to determine the ceiling point number set within the zone, and finally the current ceiling point number is determined. For example, when zone 1 is determined, any number of games from 50 game points to 100 game points is determined as the ceiling point number.

[0105] Next, FIG. 5(b) shows the selection probability of the zone for selecting the ceiling point number when the heaven mode is selected. As shown in FIG. 5(b), in heaven mode, selection control is performed such that zone 1 is always selected, regardless of the setting value in the probability setting device 14. Then, as in the normal mode, after each zone has been determined, a lottery is held to determine the ceiling point number set within the zone, and finally the ceiling point number for this time is determined.

[0106] Since the ceiling point number is determined as described above, when the heaven mode is selected, the ceiling point number within 100 games is always selected. Also, when the normal mode is selected, the higher the set value in the probability setting device 14, the higher the probability that a smaller ceiling point number will be selected.

[0107] As mentioned above, the rate of increase in the number of game points is higher when the game is played in the first operation mode, in which the left stop button 5a is stopped first, than when the game is played in the second operation mode, which is an irregular pressing method. Therefore, the number of game points will reach the ceiling point number sooner when the game is played in the first operation mode than when the game is played in the second operation mode, and the pseudo bonus state will occur sooner.

[0108] In other words, the main control device 10 as a control means is capable of controlling so that the rate at which a special game state (pseudo bonus state) occurs is higher when a game in which the stop operation means (stop button 5) is operated in the first operation mode is played a predetermined number of times than when a game in which the stop operation means is operated in the second operation mode is played a predetermined number of times. Therefore, during normal game play, progressing the game in the first operation mode (operating the stop button 5 in the first operation mode) is more advantageous for the player than progressing the game in the second operation mode (operating the stop button 5 in the second operation mode), and it is possible to increase the player's sense of anticipation. Also, it is possible to encourage the player to progress in the game in the first stop operation mode.

[0109] On the other hand, the main control device 10 controls the game so that the medal acquisition rate is higher when the game is played with the second operation mode than when the game is played with the first operation mode. In other words, when a game in which the stop operation means (stop button 5) is operated in the first operation mode is played a predetermined number of times, more game value (medals) is consumed per predetermined unit number of games than when a game in which the stop operation means is operated in the second operation mode is played a predetermined number of times. Therefore, when the game is progressed in the first operation mode, the amount of game value consumed is greater than when the game is progressed in the second operation mode, thereby making it possible to prevent the gaming establishment from suffering a disadvantage. In addition, the player can also play the game using the second operating mode, which has a higher chance of winning medals, providing the player with multiple options for the game's progression, thereby making the game more entertaining.

[0110] However, when playing the game using the second operating mode, the pseudo-bonus state occurs more slowly, but the possibility of winning a relatively large number of medals during that time increases, which creates a problem for the gaming establishment in that it is not possible to make a profit efficiently during limited business hours. In this embodiment, the zone selection rate and medal acquisition rate are set so that playing all games using the first operation mode is more advantageous to the player than playing all games using the second operation mode. Therefore, the player will play the game in the first operating mode, which prevents problems for the gaming facility that would arise from the player playing the game in the second operating mode for a long period of time.

[0111] In addition, the selection probability for each zone may be other than the above. For example, when the set value is an even number, a smaller ceiling point number is less likely to be selected than when the set value is an odd number, but a larger ceiling point number also tends to be less likely to be selected; when the set value is an odd number, a smaller ceiling point number is more likely to be selected than when the set value is an even number, but a larger ceiling point number also tends to be more likely to be selected, so that the selection rate of the ceiling point number can be characterized depending on whether the set value is even or odd.

[0112] In addition, in a game that establishes the conditions for transition to a favorable zone in the normal zone, and in the next game after the pseudo-bonus state ends, when a rare role is won, the probability that a zone with a lower number of ceiling points will be selected is increased compared to when a role other than a rare role is won, and further, the probability that a relatively large number of games in zone 3 or zone 4 will be selected may be decreased.

[0113] In addition, in the slot machine 1 of this embodiment, when the number of game points reaches the ceiling number of games, the game state is transitioned to a pseudo-bonus state, but when the number of game points reaches the ceiling number of games, a lottery may be held to determine whether or not to transition to the pseudo-bonus state. Therefore, even if the number of game points reaches the ceiling number of games, the player will not necessarily transition to the pseudo-bonus state, but will transition to the pseudo-bonus state only if the transition lottery at that time is won. Even in this case, when the game is played in the normal game state and the game is progressed with the first operation mode, the rate of increase in the number of game points is higher than when the game is progressed with the second operation mode, so that the lottery for transition to the pseudo-bonus state is conducted in an advantageous manner for the player.

[0114] Furthermore, as will be described in more detail below, when an irregular button press is performed, a penalty flag (first penalty flag or second penalty flag) is set, but when the penalty flag is not set, the probability of winning the lottery to transition to the pseudo-bonus state in the game during the normal game state may be increased compared to when the penalty flag is set. For example, in a game during normal play, the probability of winning a pseudo bonus state when a rare role is won may be made higher when the penalty flag is not set than when it is set. Even in this case, the probability of a special game state (pseudo bonus state) occurring is higher when a game in which the stop operation means (stop button 5) is operated in the first operation mode is played a predetermined number of times than when a game in which the stop operation means is operated in the second operation mode is played a predetermined number of times.

[0115] In addition, the game may be configured so that a lottery is held to transition to a special gaming state (e.g., a pseudo bonus state) during the normal gaming state, and if an irregular button press is performed, the result of the lottery to transition to the special gaming state may be invalidated. In this case, all winning results in the lottery for transition to the special game state may be invalidated, or may be invalidated with a predetermined probability. For example, at the start of a game in the normal game state (when start lever 3 is operated), a lottery is held to transition to the pseudo-bonus state, and when a winning lottery result is derived in the lottery to transition to the pseudo-bonus state at the start of the game, if an irregular button press is performed in that game, all winning lottery results will be invalidated or invalidated with a predetermined probability.

[0116] In this case, it is preferable that the notification of the winning of the pseudo bonus state is not executed at the start of the game, but is executed after the end of the game (when the last stop button 5 is turned off or at a predetermined time in the game thereafter). For example, if the lottery for shifting to the pseudo bonus state at the start of the game is won and an operation mode of irregular button pressing is performed in the game, the winning of the pseudo bonus state is invalidated (the notification is also invalidated), and if an operation mode other than the irregular button pressing is performed, the winning of the pseudo bonus state is valid, and the winning of the pseudo bonus state is notified at the end of the game. Even in this case, the probability of a special game state (pseudo bonus state) occurring is higher when a game in which the stop operation means (stop button 5) is operated in the first operation mode is played a predetermined number of times than when a game in which the stop operation means is operated in the second operation mode is played a predetermined number of times.

[0117] Next, with reference to FIG. 6, a notification when the gaming state shifts from the normal gaming state to the pseudo bonus state will be described. As described above, in the slot machine 1 of this embodiment, if the number of game points reaches the ceiling number of points during a game in the normal game state, or if a rare role is won and the lottery for transitioning to the pseudo bonus state is won, the game state will transition to the pseudo bonus state from the next game.

[0118] In this embodiment, after the game ends in which the number of game points reaches the ceiling point number, or after the game ends in which the player wins the lottery to transition to the pseudo bonus state, a presentation image is displayed on the main display 8 to notify the player that the pseudo bonus state will be transitioned to. That is, the slot machine 1 of this embodiment is classified as a so-called one-shot notification type gaming machine that notifies the player immediately when it is determined that a transition to the pseudo bonus state will occur.

[0119] FIG. 6 shows an image produced on the main display 8 when it is determined to transition to a pseudo bonus state, which is executed under the control of the sub-controller 20 based on the reception of control information from the main controller 10. In FIG. First, Figure 6(a) shows a presentation image on the main display 8 during a game in which the number of game points has reached the ceiling number of points, or a game in which the player has won the lottery to transition to the pseudo-bonus state, i.e., a game in which the player will transition to the pseudo-bonus state from the next game. As shown in FIG. 6(a), during the normal gaming state, a character image 30a, which is an image resembling a predetermined character and notifies the player that the normal gaming state is being performed, is displayed in the main screen portion of the main display 8. Although not shown, a background image (for example, a grassland background) that serves as the background of the character image 30a is displayed on the screen of the main display 8.

[0120] Then, after the game ends, as shown in FIG. 6(b), a pseudo-bonus state notification image 31, which is an image (speech bubble image) that imitates a line from the character and includes the text information "jackpot", to notify the player of a transition to the pseudo-bonus state, is displayed to the right of the character image 30a on the screen of the main display 8, and a notification effect is executed. In response to the display of the pseudo bonus state notification image 31 on the main display 8, a predetermined sound effect is output from the speaker 9 as the notification performance, and a predetermined decorative light is emitted from the lamp 11. Therefore, by executing the above-mentioned notification effect, the player recognizes that the game will move to the pseudo bonus state from the next game.

[0121] In addition, the notification presentation may be other than that described above as long as it enables the player to recognize that the player is transitioning to the pseudo-bonus state. For example, a dedicated light-emitting display means may be provided to notify the transition to the pseudo-bonus state, and the transition to the pseudo-bonus state may be notified by illuminating this light-emitting display means. In addition, the notification effect is executed after the end of the game prior to the transition to the pseudo bonus state, but the notification effect may also be executed at the start of the first game after the transition to the pseudo bonus state. In addition, with regard to the notification of the transition (occurrence) of the pseudo bonus state, a so-called one-shot notification type is adopted, but a premonition effect may be executed, for example, on the main display device 8, a predetermined period (e.g., 30 games) before the transition to the pseudo bonus state, and the transition to the pseudo bonus state at the final stage of the premonition effect may be notified along with the result of the premonition effect. As described above, the process of transitioning to the pseudo bonus state according to the game points is carried out.

[0122] [Penalty notification function] Next, the penalty notification function will be described with reference to FIGS. In the slot machine 1 of this embodiment, as described above, when the game is progressed by operating the stop button 5 in the second operation mode, the transition to the pseudo bonus state is controlled more disadvantageously to the player than when the game is progressed in the first operation mode, so a penalty notification function is provided to inhibit the player from progressing the game in the second operation mode.

[0123] For example, the main control device 10 determines the progress of the game in the second operation mode, and when the stop button 5 is operated in the second operation mode, the sub-control device 20, which acts as an alarm means, displays a predetermined image on the main display 8 to execute a penalty alarm so that the player is aware that the game is progressing in an unfavorable manner. In addition, the penalty notification can be changed to multiple stages depending on the execution status of the second operation mode, and when the second operation mode is first executed, a first stage penalty notification is executed, and if the second operation mode is subsequently executed continuously, the notification mode is changed to change the penalty notification to the second stage. In order to execute the above-mentioned penalty notification, main control device 10 first executes the following penalty processing.

[0124] FIG. 7 shows the penalty process executed by the main control device 10. When the penalty process is executed, first, in step S1, it is determined whether or not a game has been executed in the normal gaming state. If a game is being played in the normal gaming state, the process proceeds to step S2, and if a game is not being played in the gaming state, the penalty process is terminated. Therefore, even if a game is executed, if the gaming state is other than the normal gaming state, this process will not be executed.

[0125] Next, in step S2, it is determined whether or not a penalty flag is set. The penalty flag is a flag for determining whether or not a penalty notification has already been made by executing the second operation mode. If the penalty flag is set, i.e., if a penalty notification has already been made, the process proceeds to step S6. If the penalty flag is not set, i.e., if a penalty notification has not yet been made, the process proceeds to step S3. There are two penalty flags: a first penalty flag for notifying the first stage of a penalty, and a second penalty flag for notifying the second stage of a penalty. If either penalty flag is set, the process proceeds to step S6.

[0126] Next, in step S3, it is determined whether or not the stop button 5 has been operated in an irregular manner, which is the second operation mode. If an irregular button press has been performed, the process proceeds to step S4, and if an irregular button press has not been performed (if the first operation mode has been performed), the penalty process ends. The process of step S3 is executed when the game ends, since it determines the operation mode of the stop button 5.

[0127] Next, in step S4, a process for executing a first notification is performed. The first notification is the first stage of penalty notification, and will be described in detail later, but it is a notification to make the player aware that the game has progressed through the second operation mode by displaying a specified image on the main display 8. Next, in step S5, a process of setting a first penalty flag is performed. Therefore, when the second operation mode is executed when the penalty flag (first penalty flag or second penalty flag) is not set, the first penalty flag will be set and the first notification will be made as the first stage penalty notification from the next game. Furthermore, in a state where the game is being played using the first operation mode rather than the irregular button presses, no penalty notification is made. Furthermore, since the determination in step S3 is made without reference to the lottery result of the winning combination in the game, the first notification and the setting of the first penalty flag are executed regardless of the lottery result of the winning combination in the game.

[0128] In addition, when the second operation mode is executed without the penalty flag (first penalty flag or second penalty flag) being set, the first notification is made and the first penalty flag is set. However, when the second operation mode is executed twice consecutively without the penalty flag being set, the first notification may be made and the first penalty flag may be set. In addition, when the penalty flag is not set and the second operation mode is executed a predetermined number of times (e.g., twice) while a predetermined number of games (e.g., five times) are being played, the first notification may be executed and the first penalty flag may be set. Thereafter, this penalty process ends.

[0129] On the other hand, if it is determined in step S2 that the penalty flag is set, then in step S6, a process is performed to determine whether or not the set penalty flag is the second penalty flag. If the set penalty flag is the second penalty flag, the process proceeds to step S14, and if it is not the second penalty flag, that is, if it is the first penalty flag, the process proceeds to step S7.

[0130] Next, in step S7, a process is performed to determine whether or not a specific condition is established. The specific condition is met, for example, when a pseudo bonus state occurs, when the setting in the probability setting device 14 is changed, when the main control device 10 is reset, when the game is not executed for a predetermined time (for example, 3 minutes) during normal game mode (when a call-up display is performed), when the return button 2c is operated, etc. If the specific condition is met, the process proceeds to step S12, and if the specific condition is not met, the process proceeds to step S8.

[0131] Next, in step S8, it is determined whether or not the stop button 5 has been operated in an irregular manner, which is the second operation mode. If irregular pressing has been performed, the process proceeds to step S9, and if irregular pressing has not been performed (if the first operation mode has been performed), the process proceeds to step S11.

[0132] Next, in step S9, a process for ending the first notification is performed, and thereafter, in step S10, a process for executing the second notification is performed. In other words, when the first penalty flag is set and the first notification has already been executed, if the second operation mode is also executed in the next game, the first notification will be terminated as a first-stage penalty notification, and the second notification will be executed as a second-stage penalty notification. It should be noted that the determination of the operation mode during game execution is performed when the game ends, so the switch from the first notification to the second notification is performed when the next game following the game for which the determination was made is started. Furthermore, since the determination in step S8 is made without reference to the lottery result of the winning combination in the game, the second notification and the setting of the second penalty flag are executed regardless of the lottery result of the winning combination in the game.

[0133] Next, in step S11, a process for resetting a first penalty flag and a process for setting a second penalty flag are performed. Therefore, when the game is played in the second operation mode twice consecutively, the first penalty flag is reset and the second penalty flag is set.

[0134] In addition, when the first penalty flag is set and the first notification is being made, if the second operation mode is executed in the next game, i.e., when the second operation mode is executed in two consecutive games, the notification is switched to the second notification. However, when the first penalty flag is set and the second operation mode is executed two or more consecutive times, the second penalty flag may be set and the notification is switched to the second notification. In addition, after the first penalty flag is set, the period during which a predetermined number of games (e.g., five times) are played may be set as a monitoring period for setting the second penalty flag, and if the second operation mode is executed a predetermined number of times (e.g., two times) during this monitoring period, the second penalty flag may be set and a switch may be made to the second notification. In other words, when the second operation mode is executed in a game that was executed during a predetermined period prior to the current game, and the second operation mode is executed in the current game, the notification can be switched to the second notification. Thereafter, this penalty process ends.

[0135] On the other hand, if it is determined in step S7 that the specific condition is met, or if it is determined in step S8 that an irregular press has been performed, processing is performed in step S12 to end the first notification. Next, in step S13, a process of resetting (cancelling) the first penalty flag is performed.

[0136] Therefore, if the game progresses in the first operation mode without performing an irregular button press while the first penalty flag is set and the first notification is being made, the first notification will end and the first penalty flag will be reset. Furthermore, even if the game progresses in the second operation mode after the first penalty flag has been set and the first notification has been made, if a specific condition is met, the second penalty flag will not be set. Thereafter, this penalty process ends.

[0137] On the other hand, if it is determined in step S6 that the penalty flag that has been set is the second penalty flag, it is determined in step S14 whether or not the stop button 5 has been operated by irregular pressing, which is the second operation mode. If an irregular button press has been performed, this penalty process ends, and if an irregular button press has not been performed (if the first operation mode has been performed), the process proceeds to step S15. Therefore, when an irregular button press is performed, the process of ending the second notification (step S15) is not performed, and the second notification will continue to be performed every time an irregular button press is performed in the subsequent games.

[0138] Next, in step S15, a process for ending the second notification is performed, and thereafter, in step S16, a process for resetting (cancelling) the second penalty flag is performed. Therefore, if the game progresses in the first operation mode without performing an irregular button press while the second penalty flag is set and the second notification is being made, the second penalty flag will be reset and the second notification will end from the next game. At this point in time, the first notification has already ended, and therefore all penalty notifications have ended. In addition, if the game progresses in the first operation mode without any irregular buttons being pressed while the second penalty flag is set and the second notification is being made, the second notification may be changed to the first notification (the penalty notification may be changed from the second stage to the first stage), the second penalty flag may be reset, and the first penalty flag may be set. Thereafter, this penalty process ends.

[0139] As described above, the main control device 10 is capable of determining whether or not a first operation mode in which the left stop button 5a is pressed first to perform a stop operation has been performed during a game in the normal game state, and whether or not a second operation mode in which the left stop button 5a is pressed in an irregular manner in which the left stop button 5a is not pressed first to perform a stop operation has been performed. That is, main control device 10 includes a determination means capable of determining whether stop button 5 serving as stop operation means has been operated in the first operation mode or the second operation mode. Furthermore, as described below, the penalty notification is executed on the main display unit 8, so that the sub-control unit 20 (notification control means) and the main display unit 8 (notification execution means) constitute a notification means capable of executing the penalty notification based on control information from the main control unit 10.

[0140] In addition, when the game is being progressed by the first operation mode rather than the irregular button press, the sub-control device 20 does not execute a penalty notification (first notification or second notification) on the main display device 8. In other words, when the judgment means judges that the stop operation means has been operated in the first operation mode, the sub-control device 20 as an alarm means and the main display 8 are unable to execute either the first alarm or the second alarm.

[0141] In addition, when the game is progressed by irregular pressing as the second operation mode, the sub-control device 20 as an alarm means and the main display 8 execute a first alarm as a penalty alarm if the second penalty flag is not set as a predetermined condition is met, and executes a second alarm as a penalty alarm if the second penalty flag is set.

[0142] Therefore, if the game is being played in a manner that is disadvantageous to the player, it is possible to inform the player of this fact, and to prevent the player from continuing the game in an unfavorable state. Furthermore, since the penalty notification is executed in stages, in the first stage it is possible to make the player aware that the game is being played in an unfavorable operating manner without interfering with the various effects executed during normal game play, and even if the player does not realize that the game is being played in an unfavorable operating manner in the first stage, it is possible to make the player aware of this by changing to the second stage.

[0143] Furthermore, when it is determined that the stop button 5 was operated in the second operation manner in a game prior to the current game, the main control device 10 sets a second penalty flag for establishing a predetermined condition. Therefore, it is possible to reliably execute the step-by-step penalty notification.

[0144] Furthermore, even if the game progresses in the second operation mode after the first penalty flag has been set and the first notification has been made, if a specific condition is met, the main control device 10 performs control not to set the second penalty flag. In other words, if a specific condition is established after the judgment means (main control device 10) judges that the stop operation means (stop button 5) has been operated in the second operation mode in a game prior to the current game, the main control device 10 will not set the second penalty flag for establishing the specified condition, even if the judgment means judges that the stop operation means has been operated in the second operation mode in the current game.

[0145] Therefore, for example, when a pseudo bonus state occurs, when the settings in the probability setting device 14 are changed, when the main control device 10 is reset, when the game is not executed for a predetermined time (e.g., 3 minutes) during normal game mode (when a call-up display is displayed), when the return button 2c is operated, etc., a penalty notification is executed, thereby making it possible to prevent discomfort to the player.

[0146] Furthermore, the main control unit 10 judges the second operation mode regardless of the lottery result of the winning combination in the game, and the sub-control unit 20 executes the first notification when the second operation mode is executed. In other words, when the judgment means (main control device 10) judges that the stop operation means (stop button 5) has been operated in the second operation mode, the notification means is capable of executing the first notification regardless of whether the winning role determined by the determination means is the first specific winning role (push order bell role) or the second specific winning role (e.g., common bell role). Therefore, it is possible to reliably execute the first notification regardless of the winning combination.

[0147] Next, with reference to FIG. 8, a description will be given of an effect image on the main display device 8 when the above-mentioned penalty notification is executed. Figure 8 shows the presentation image on the main display 8 when a first notification is made as a first-stage penalty notification, starting from a state in which no penalty notification has been made, and then a second notification is made as a second-stage penalty notification. It should be noted that the sub-controller 20 is configured to display various effect images relating to the penalty notification on the main display 8 based on control information from the main controller 10. Therefore, the sub-control device 20 (alert control means) and the main display 8 (alert execution means) constitute the alert means of the present invention.

[0148] First, as shown in FIG. 8(a), when a penalty notification is not being executed during normal game play, as described above, a character image 30a, which is an image imitating a predetermined character and notifies the player that the game is in normal game play, is displayed in the main part of the screen of the main display 8. Although not shown, a background image (for example, a grassland background) that serves as the background of the character image 30a is displayed on the screen of the main display 8.

[0149] In a game in the above state, if a stop operation of the stop button 5 is performed in the second operation mode (for example, the operation mode of "5c → 5a → 5b" as shown in the figure), the first penalty flag is set and the first notification is executed as the first stage penalty notification from the next game.

[0150] Then, as shown in FIG. 8(b), when the next game starts, the character image 30a is reduced and changed into a reduced character image 30b, and is displayed moving in the lower left direction of the screen. In addition, the background image will be changed to the special background image 32. Therefore, the first notification is executed by changing from the character image 30a to the reduced character image 30b and changing the background image to the special background image 32. The special background image 32 may be any image that allows the player to recognize that the background image has changed from the normal background image; for example, it may change from a daytime grassland background to a nighttime grassland background.

[0151] Then, as shown in FIG. 8(c), if the stop button 5 is operated again in the second operation mode (for example, the operation mode of "5b→5a→5c" as shown in the figure) during a game in which the first notification is being executed, that is, if the second operation mode is performed twice in succession, a second penalty flag is set and the second notification is executed as a second stage penalty notification from the next game.

[0152] Then, as shown in FIG. 8(d), when the next game is started, while the reduced character image 30b remains displayed on the special background image 32, an operation warning image 33 is additionally displayed in approximately the center of the screen. The operation warning image 33 is an image (speech bubble image) that imitates a line from the character and contains text information such as "It's more advantageous to press from the left", indicating a warning regarding the operation mode. Therefore, the second notification is executed by additionally displaying the operation warning image 33. Also, although not shown in the figures, if the first operation mode is executed while the first or second notification is being executed, or if a specific condition is met, the normal image shown in Figure 8(a) will be displayed from the next game.

[0153] The operation warning image 33 may be any information that notifies or suggests that the player will be at a disadvantage if he or she proceeds with the game in the second operation mode, and may be, for example, symbol information other than text information. Furthermore, in this embodiment, the second notification is executed by additionally displaying an operation warning image 33 in addition to the image that was displayed during the first notification. Therefore, when the second notification is executed, the image that was displayed during the first notification still remains, but at this point the first notification has ended.

[0154] As described above, when the first notification and the second notification are executed, the main display 8 displays corresponding effect images. Therefore, it is possible to make the player clearly recognize on the main display 8 that the game has progressed in the second operation mode. Furthermore, since the first notification is executed by changing the size and display position of the image of the character that is normally displayed, as well as changing the background, it is possible to execute the first notification without significantly affecting the progress of the game and without creating any sense of incongruity.

[0155] On the other hand, the second notification, in addition to the first notification, displays text information notifying the player that a game that is disadvantageous to the player is being played. Therefore, even though the first notification has been executed, a player who continues playing the game using the second operation mode can be made to recognize with certainty that a game that is disadvantageous to the player is being played. In other words, by notifying the player of the penalty in stages, it is possible to effectively make the player aware that a disadvantageous game is being played while minimizing the impact on the presentation content.

[0156] In this embodiment, the second notification is made by additionally displaying an operation warning image 33 in addition to the image displayed during the first notification, but the first notification and the second notification may also be made by displaying completely different images. Furthermore, the first and second notifications are executed on the main display 8, but the first and second notifications may be executed on the sub-display 17. In addition, the first and second notifications may be executed on both the main display 8 and the sub-display 17. For example, the first notification may be executed on the sub-display 17, and the second notification may be executed on the main display 8, or on both the main display 8 and the sub-display 17.

[0157] Furthermore, the first notification and the second notification may be executed depending on the light emission mode of the lamp 11. In addition, the first and second alerts may be executed by both the main display 8 and the lamp 11; for example, the first alert may be executed by the lamp 11, and the second alert may be executed by the main display 8, or by both the main display 8 and the lamp 11.

[0158] Moreover, the first notification and the second notification may be executed by outputting sound from the speaker 9. In addition, the first and second notifications may be executed by both the main display 8 and the speaker 9; for example, the first notification may be executed by the speaker 9 and the second notification may be executed by the main display 8, or by both the main display 8 and the speaker 9. In addition, the stop sound output when the reel 4 stops may be generated in a pleasant scale (e.g., "Do-Re-Mi") in the first operation mode, and in the second operation mode, an unpleasant scale (e.g., "Si-La-Fa") that does not suit the game may be generated to inform the player that the second operation mode is disadvantageous to the player. In this case, it is preferable that the stop sound be the same regardless of the push order during the pseudo bonus state, etc.

[0159] Next, with reference to FIG. 9, a winning effect executed when a rare combination is won will be described. In the slot machine 1 of this embodiment, when a rare role is won during a game in the normal game mode, for example, a one-game-concluded winning presentation is executed on the main display 8 to notify the player that a rare role has been won. Furthermore, as mentioned above, when a rare role is won, a lottery for transition to a pseudo bonus state is also held. Therefore, by changing the presentation mode (display mode) of the winning performance, it is possible to execute a winning performance that suggests the lottery for transition to a pseudo bonus state. Furthermore, in the slot machine 1 of this embodiment, the selection rate of the presentation mode of the winning presentation is changed depending on whether or not a penalty notification is executed, making it possible to execute different winning presentations when a penalty notification is executed and when it is not executed.

[0160] First, with reference to FIG. 9(a), a description will be given of an image produced on the main display 8 when a rare combination (for example, a strong cherry combination) is won in a state in which a penalty notification is not being executed. As shown in FIG. 9(a), when a penalty notification (first notification and second notification) is not being executed, a character image 30a and a daytime grassland background will be displayed. However, if a rare combination is won in the game at this time, a first winning effect image 35a will be displayed in the main part of the screen of the main display 8. The first winning effect image 35a will be an image (speech bubble image) that imitates a line from a character and includes text information such as "Super Hot," indicating the expected probability of winning and transitioning to a pseudo bonus state. In response to the display of the first winning effect image 35a on the main display 8, a predetermined sound effect is output from the speaker 9 as a winning effect, and the lamp 11 emits a predetermined decorative light.

[0161] The winning effect image that is displayed when the winning effect is executed has two types of text information preset: "Super Hot" and "Chance." One of the images will be selected depending on the result of the lottery to transition to the pseudo bonus state. For example, when a rare role is won without a penalty notification being executed, if the player wins the lottery for transitioning to the pseudo bonus state, there is a 20% probability that "Chance" will be selected, and an 80% probability that "Super Hot" will be selected. On the other hand, in the same state as above, if the player does not win the lottery for transition to the pseudo bonus state, there is an 80% probability that "Chance" will be selected, and a 20% probability that "Super Hot" will be selected. Therefore, the probability of winning the lottery for transition to the pseudo bonus state is significantly higher when "Super Hot" is displayed than when "Chance" is displayed.

[0162] Next, FIG. 9(b) shows an image produced on the main display device 8 when a rare combination (for example, a strong cherry combination) is won while a penalty notification (first notification) is being executed. As shown in FIG. 9(b), when a penalty notification (first notification) is being executed, a reduced character image 30b and a special background image 32 are displayed, and if a rare combination is won in the game at this time, a second winning effect image 35b including text information such as "Chance" is displayed in the main part of the screen of the main display 8. In response to the display of the second winning effect image 35b on the main display 8, a predetermined sound effect is output from the speaker 9 as a winning effect, and the lamp 11 emits a predetermined decorative light.

[0163] The winning effect image displayed when a penalty notification (first notification) is being executed is preset with two types of text information, "Super Hot" and "Chance," just as when a penalty notification is not being executed, but the image is selected at a different selection rate than when a penalty notification is not being executed. For example, when a rare role is won while a penalty notification is being executed, if the player wins the lottery for transitioning to the pseudo bonus state, there is a 40% probability that "Chance" will be selected, and a 60% probability that "Super Hot" will be selected. On the other hand, in the same state as above, if the player does not win the lottery for transition to the pseudo bonus state, there is a 40% probability that "Chance" will be selected, and a 60% probability that "Super Hot" will be selected.

[0164] Therefore, even when a penalty notification is executed, the probability of winning the lottery to transition to the pseudo bonus state is higher when "Super Hot" is displayed than when "Chance" is displayed, but the probability of not winning the pseudo bonus state is higher even when "Super Hot" is displayed than when a penalty notification is not executed, and conversely, the probability of winning the pseudo bonus state is higher even when "Chance" is displayed. In other words, when a penalty notification is not executed, a winning presentation is executed that is more reliable in indicating that the pseudo bonus state has been won than when a penalty notification is executed. Although the above describes an example in which the first notification is being executed, the same selection control of the winning effect as described above is performed in the case in which the second notification is being executed.

[0165] As described above, in the slot machine 1 of the present embodiment, the sub-control device 20 can change the display mode of the winning effect depending on whether or not a penalty notification is executed. Therefore, the game content can be made more diverse and the interest of the game can be improved. Furthermore, when a penalty notification is not executed, a winning presentation that is more reliable in indicating that the pseudo bonus state has been won is executed than when a penalty notification is executed, and therefore, since more useful information for the player is displayed when a penalty notification is not executed, the player will play the game in the normal game state in a manner that does not allow the game to progress in the second operation mode.

[0166] In addition, if a winning effect with a higher reliability is executed when a penalty notification is not executed than when a penalty notification is executed, the selection rate of each winning effect may be other than the above. As described above, the penalty notification function in this embodiment is realized.

[0167] [Mobile device linking function] Next, a link function between the slot machine 1 of the present embodiment and a mobile terminal will be described with reference to FIG. 10 and FIG. The slot machine 1 of this embodiment has a linking function with a mobile terminal owned by the player, and for example, enables the player to check individual game data resulting from playing on the slot machine 1 on his or her own mobile terminal.

[0168] First, with reference to FIG. 10, an overview of the link function with a mobile terminal owned by a player will be described. When a player uses the above-mentioned link function, he or she first downloads the dedicated software into his or her mobile terminal device 40, and then enters the password obtained through the dedicated software into the touch panel type sub-display 17 of the slot machine 1 to start playing. When inputting the password, the player performs a predetermined password input start operation on the sub-display 17 to display a password input screen, and then inputs the password on the input screen. Then, in the slot machine 1, upon input of the password, collection of individual game play data for the relevant player begins. That is, the sub-controller 20 that has input the password starts collecting individual game play data from that point on, based on the input of game-related information from the main controller 10.

[0169] When the player finishes playing the slot machine 1, the player reads the QR code (registered trademark) issued by the sub-display 17 of the slot machine 1 with the mobile terminal device 40 to obtain his / her own individual game data. That is, in the sub-control device 20, for example, based on input of an operation to end a game on the sub-display device 17, information capable of identifying the individual game data collected up to that point is output in the form of a QR code. When the player plays next time, a password related to the acquired individual game data is issued, and from the next time onwards, all individual game data played on the same slot machine 1 can be obtained.

[0170] The sub-control device 20 of the slot machine 1 is also capable of collecting data relating to the operation mode of the stop button 5 when playing the game as the individual game play data. For example, the number of games played in a first operation mode can be counted to generate the number of consecutive games played in the first operation mode. The QR code issued at the end of the game also contains information capable of identifying the number of consecutive games played in the first operation mode generated as individual game data, and the information capable of identifying the number of consecutive games played in the first operation mode is output to the mobile terminal device 40 held by the player.

[0171] In addition, in the mobile terminal device 40, various conditions (missions) related to the number of consecutive games played in the first operation mode are preset on the dedicated software, and when each condition is cleared, a specified service can be provided in the mobile terminal device 40. Conditions related to the number of consecutive games played in the first operation mode include, for example, condition 1 (sequential push mission 1) when the number of consecutive games played in the first operation mode reaches 1000, and condition 2 (sequential push mission 2) when the number of consecutive games played in the first operation mode reaches 2000.

[0172] For example, when condition 1 (push mission 1) is cleared, a service is provided by displaying a bonus image 41 on the screen of the mobile terminal device 40, as shown in FIG. The bonus image 41 may be any image that satisfies the player or provides useful information to the player, or the like, so long as it motivates the player to play the game in the first operating mode. For example, it may be an image that is not normally available, or an image that suggests the setting value of the probability setting device 14 of the gaming machine played.

[0173] As described above, in the slot machine 1 of this embodiment, the sub-control device 20 is capable of collecting individual game data, which is the game results of the player on the slot machine 1, based on the password input operation or the like. Furthermore, the sub-control device 20 is also capable of generating the number of consecutive games played in the first operation mode as individual game play data. In other words, the sub-control device 20 is equipped with individual game data generation means capable of generating individual game data relating to a player's operation of the stop operation means (stop button 5) in a first operation mode based on a predetermined operation by the player (such as entering a password).

[0174] Furthermore, the sub-control device 20 issues a QR code on the sub-display 17 when the game ends, thereby outputting information capable of identifying the generated individual game data to the mobile terminal device 40 owned by the player. That is, the sub-controller 20 includes an external output means capable of outputting information capable of identifying the individual game data generated by the individual game data generating means (sub-controller 20) to the outside. Therefore, for example, it becomes possible for the player to refer to the individual game data on the mobile terminal device 40 owned by the player, and to realize various services using the individual game data. In addition, since the individual game play data also includes the number of consecutive games played in the first operation mode, it is possible to realize a service that utilizes the number of consecutive games played in the first operation mode, and it is possible to inhibit the player from playing the game in the second operation mode.

[0175] In this embodiment, the slot machine 1 issues a QR code to the mobile terminal device 40 held by the player to output information that can identify the number of consecutive games played in the first operation mode, but other methods may be used as long as they output information that can identify the number of consecutive games played in the first operation mode. Also, in the sub-control device 20, various conditions (missions) related to the number of consecutive games in the first operation mode may be set in advance, and when each condition is met, an image related to a predetermined service may be displayed on the sub-display device 17. That is, an image that can provide a special benefit may be displayed on the sub-display device 17.

[0176] In addition, the conditions for granting a bonus to a player may be other than those described above, and may not require consecutive execution of the first operation mode, such as when the first operation mode is executed a specific number of times or more during the execution of a predetermined number of games. Furthermore, the benefit given to the player may be something other than the display of an image, for example, it may be something that increases the game level on the dedicated software by a predetermined number of steps. In addition, when the first operation mode is executed a predetermined number of times in succession, a predetermined number of points may be awarded, and when these points reach a specific number, an image suggesting the setting value in the probability setting device 14 may be displayed as a bonus for the player. As described above, the link function with the mobile terminal in this embodiment is realized.

[0177] Although the slot machine 1 of the present embodiment has been described above, the penalty notification may be executed during the special game state. For example, when the game is advanced in the second operation mode (when the penalty flag is set) and the game is shifted to the pseudo bonus state, or when the second operation mode is executed a predetermined number of times or more before the game is finally shifted to the pseudo bonus state, the voice instructing the push order during the pseudo bonus state may be changed to a voice with a grumpy tone.

[0178] Furthermore, when the game is played in the first operation mode, a symbol combination that is easy for the player to understand (for example, "REPLAY REPLAY REPLAY") stops when a replay role is won, but when the game is played in the second operation mode, a symbol combination that is difficult for the player to understand (for example, "BELL CHERRY BAR") stops when a replay role is won, so that the player may recognize that playing the game in the first operation mode makes it easier to understand the symbol combination when a role is won and makes it easier to play.

[0179] Also, a bonus role that can generate a so-called real bonus may be provided, and when a strong cherry role is won, the bonus role is always won, and when a weak cherry role is won, there is a predetermined probability that the bonus role can be won. When a strong cherry role and a bonus role are both won, a cherry symbol will stop in the middle of the left reel 4a regardless of the operation mode, and when a weak cherry role is won, a cherry symbol will stop in the middle of the left reel 4a when a second operation mode is performed, regardless of whether or not it is also won as a bonus role. That is, when the game is progressed in the first operation mode, the reels 4 may be controlled to stop so that the winning of the bonus combination can be recognized earlier.

[0180] In addition, only when the game is progressed in the first operation mode, the reel 4 may be stopped in a manner that allows the strength of the watermelon and cherry roles to be determined, thereby facilitating the progress of the game in the first operation mode. For example, when the game is played using the first operation mode, if a strong watermelon role is won, the symbol combination corresponding to the watermelon role is stopped on the upper parallel lines, and if a weak watermelon role is won, the symbol combination corresponding to the watermelon role is stopped on the diagonal lines. However, when the game is played using the second operation mode, the symbol combination corresponding to the diagonal lines may be stopped for either watermelon role. In addition, a configuration may be adopted in which setting differences are set according to the strength of the hand, so that the setting differences cannot be detected unless one can discern the strength of the hand.

[0181] As described above, in the present invention, a gaming machine (slot machine 1) having a variable display means (reel 4) capable of variably displaying a plurality of pieces of identification information, and a stop operation means (stop button 5) operable to stop the variable display of the variable display means, is provided with a notification means (sub-controller 20, main display 8) capable of executing a predetermined notification in relation to an operation mode of the stop operation means, and a determination means (main control device 10) capable of determining in which operation mode, a first operation mode or a second operation mode, an operation has been performed on the stop operation means, and the predetermined notification includes a first notification and a second notification different from the first notification, and the notification means is a determination means When it is determined by the determination means that the stop operation means has been operated in the first operation mode, neither the first nor the second notification can be executed; when it is determined by the determination means that the stop operation means has been operated in the second operation mode and a predetermined condition is not established, the first notification can be executed; when it is determined by the determination means that the stop operation means has been operated in the second operation mode and the predetermined condition is established, the second notification can be executed; and the predetermined condition can be established when it is determined by the determination means that the stop operation means has been operated in the second operation mode in a game prior to the current game.

[0182] Therefore, when the stop operation means is operated in the second operation mode, it is possible to make the player aware of this, and it is possible to prevent, for example, the player from continuing the game while remaining at a disadvantage. Furthermore, since notification regarding the operation mode is provided in stages through the first notification and the second notification, it is possible to provide notification regarding the operation mode efficiently according to the player's state of awareness.

[0183] Note that "a second alert different from the first alert" indicates that the alert manner in the first alert and the second alert is different. For example, if the first alert is only the illumination of a lamp, the second alert may be the illumination of a lamp (with the same illumination manner) and an audio output, or if the first alert is an audio output, the second alert may be an image displayed on a display. Additionally, "the game before this one" includes the game before that, as well as the game several games before that. In addition, the specified condition may be met when the stop operation means is operated in the second operation mode for two consecutive games, or when the stop operation means is operated in the second operation mode for three or more consecutive games, or when the stop operation means is operated in the second operation mode in a specific number of games out of the most recent specified number of games.

[0184] In addition, the specified condition is configured such that if a specific condition is established after the determination means has determined that the stop operation means has been operated in the second operation mode in a game prior to the current game, the specified condition is not established even if the determination means has determined that the stop operation means has been operated in the second operation mode in the current game. Therefore, for example, when a pseudo bonus state occurs, when settings are changed in the probability setting device 14, when the main control device 10 is reset, when the game is not executed for a predetermined time (e.g., 3 minutes) during normal game mode (when a call-up display is displayed), when the return button 2c is operated, etc., it is possible to prevent the second notification from being executed, which would cause discomfort to the player.

[0185] The game machine is also provided with a control means (main control device 10) capable of controlling the game to a special game state advantageous to the player, and the control means is configured to be controllable so that the rate of occurrence of the special game state is higher when a game in which the stop operation means is operated in the first operation mode is played a predetermined number of times than when a game in which the stop operation means is operated in the second operation mode is played a predetermined number of times.

[0186] Therefore, operating the stop operation means in the first operation mode is more advantageous for the player than operating the stop operation means in the second operation mode, and it is possible to increase the player's sense of expectation. Also, it is possible to encourage the player to operate the stop operation means in the first stop operation mode. The control means may be provided in the main control device 10 or in the sub-control device 20. Also, the control means may be configured by the main control device 10 and the sub-control device 20 working together.

[0187] In addition, the configuration is such that when a game in which the stop operation means is operated in the first operation mode is played a predetermined number of times, more game value is consumed per predetermined unit number of games than when a game in which the stop operation means is operated in the second operation mode is played a predetermined number of times. Therefore, when the stop operation means is operated in the first operation mode, the amount of game value consumed is greater than when the stop operation means is operated in the second operation mode, thereby making it possible to prevent disadvantage to the gaming establishment. In addition, the player can also operate the stop operation means in the second operation mode, which has a lower consumption rate of game value, thereby providing the player with multiple options for the game progress mode, thereby making it possible to increase the interest of the game.

[0188] The main control device 10 also includes a determination means for determining a winning combination associated with the identification information to be stopped and displayed on the variable display means, the stop operation means being composed of a plurality of operation means (left stop button 5a, center stop button 5b, right stop button 5c), and the determination means is capable of determining, as the winning combination, a first specific winning combination (for example, push order bell combination 1) that allows a first specific identification information ("bell-bell-bell") to be stopped on the variable display means when the operation order of the plurality of operation means constituting the stop operation means is a specific operation order (specific push order: "5a → 5b → 5c", "5a → 5c → 5b"). and capable of determining, as the winning role, a second specific winning role (e.g., a watermelon role) that enables a second specific identification information (e.g., "watermelon, watermelon, sky") to be stopped on the variable display means regardless of the operation sequence of the multiple operation means constituting the stop operation means, and the notification means is configured to be capable of executing the first notification when it is determined by the judging means that the stop operation means has been operated in the second operation mode, regardless of whether the first specific winning role or the second specific winning role has been determined by the deciding means as the winning role. Therefore, it is possible to reliably execute the first notification regardless of the winning combination.

[0189] The device is also configured to include an individual game data generation means (sub-control device 20) capable of generating individual game data relating to a player's operation of the stop operation means in the first operation mode based on a predetermined operation by the player, and an external output means (sub-control device 20) capable of outputting to the outside information that can identify the individual game data generated by the individual game data generation means. Therefore, for example, it becomes possible for a player to refer to the individual game data on his / her own mobile terminal, and to realize various services using the individual game data.

[0190] The notification means, the determination means, the control means, the decision means, the individual game data generation means, and the external output means may be provided in the main control device 10 or in the sub-control device 20. Also, they may be configured by the main control device 10 and the sub-control device 20 working together.

[0191] On the other hand, Patent Document 1 discloses a gaming machine having at least a first lottery object, which can stop a corresponding pattern combination regardless of the order in which the stop buttons are operated, and a second lottery object, which can stop a corresponding pattern combination when the stop buttons are operated in a pre-specified order, as lottery objects, and an announcement means that announces the first order if the first lottery object is selected, and does not announce the first order if the second lottery object is selected. However, conventional gaming machines do not provide a notification of the operation sequence that satisfies the player. In this way, the slot machine 1 of the present invention can solve all or part of the problems that need to be improved in conventional gaming machines.

[0192] The above describes a preferred embodiment of the gaming machine of the present invention. However, it goes without saying that the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, in this embodiment, a pseudo bonus state is generated as the special gaming state, but an AT state, an ART state, or an RT state may also be generated.

[0193] In addition, in this embodiment, the main display 8, sub-display 17, speaker 9, and lamp 11 are exemplified as the notification means, but the notification means may also be composed of, for example, a vibration means that vibrates the front door 1a by operating a motor, speaker, etc., or a ventilation means that blows air toward the player.

[0194] In addition, in the above-described embodiment, the main control unit 10 performed operations as various means such as a lottery means (determination means), but the sub-control unit 20 can perform some or all of these operations and operate as the various means. Conversely, the main controller 10 can perform some or all of the operations executed by the sub-controllers 20, and the main controller 10 can operate as various means.

[0195] Furthermore, although the present invention is applied to a slot machine, it can also be applied to other gaming machines such as pachinko (for example, ball slot). The present invention can also be applied to so-called enclosed gaming machines that can execute games using pseudo gaming media in the form of data, without using actual gaming media such as medals or gaming balls. [Explanation of symbols]

[0196] 1: Slot machines 2: Bet button 2d: Production button 4: Reel 5: Stop button 8: Main display 10: Main control unit 14: Probability setting device 17: Sub display 20: Sub-controller

Claims

1. A gaming machine having a variable display means capable of variably displaying a plurality of identification information and a stop operation means operable to stop the variable display of the variable display means, a notification means for executing a predetermined notification in relation to an operation mode of the stop operation means; a determination means for determining whether the stop operation means has been operated in a first operation mode or a second operation mode; A performance control means capable of controlling a specific performance related to the progress of a game; Equipped with The predetermined notification includes a first notification and a second notification different from the first notification, The notification means includes: When the determination means determines that the stop operation means has been operated in the first operation mode, both the first notification and the second notification are disabled; When the determination means determines that the stop operation means has been operated in the second operation mode and a predetermined condition is not satisfied, the first notification is enabled; When the determination means determines that the stop operation means has been operated in the second operation mode and the predetermined condition is satisfied, the second notification is enabled; the predetermined condition can be satisfied when the determination means determines that the stop operation means has been operated in the second operation manner in a game prior to a current game, The performance control means includes: The probability of the specific effect being executed can be changed based on the execution of the predetermined notification. A gaming machine characterized by:

2. The predetermined condition is not satisfied when a specific condition is satisfied after it is determined by the determination means that the stop operation means has been operated in the second operation mode in a game prior to the current game, even if it is determined by the determination means that the stop operation means has been operated in the second operation mode in the current game.

2. The gaming machine according to claim 1 .

3. The predetermined condition is not satisfied if, in a game prior to the current game, the determination means determines that the stop operation means has been operated in the second operation mode by the determination means, and then, if no game is played for a predetermined period of time after the determination means determines that the stop operation means has been operated in the second operation mode by the determination means in the current game.

3. The gaming machine according to claim 1 or 2.

4. A game value consumed per a predetermined unit number of games is configured to be greater when a game in which the stop operation means is operated in the first operation mode is executed a predetermined number of times than when a game in which the stop operation means is operated in the second operation mode is executed a predetermined number of times.

3. The gaming machine according to claim 1 or 2.

5. a determination means for determining a winning combination associated with the symbol information displayed in a stopped state on the variable display means, The stop operation means is composed of a plurality of operation means, The determining means is A first specific winning combination in which a first specific identification information can be stopped on the variable display means when an operation sequence of a plurality of operation means constituting the stop operation means is a specific operation sequence can be determined as the winning combination; A second specific winning combination that allows the second specific identification information to be stopped on the variable display means regardless of the operation order of the plurality of operation means constituting the stop operation means is determined as the winning combination, When the determination means determines that the stop operation means has been operated in the second operation mode, the notification means is capable of executing the first notification regardless of whether the first specific winning role or the second specific winning role has been determined as the winning role by the determination means.

3. The gaming machine according to claim 1 or 2.

6. individual game data generating means for generating individual game data relating to the operation of the stop operation means by the player in the first operation mode based on a predetermined operation by the player; an external output means for outputting information capable of identifying the individual game data generated by the individual game data generating means to an external device; Equipped with 3. The gaming machine according to claim 1 or 2.

Citation Information

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