Gaming Machines
The gaming machine addresses the need for improved state transition control by implementing a state control system with performance execution and control means, resulting in enhanced player engagement and interest through dynamic game state transitions.
Patent Information
- Application Number
- JP2022181694
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-11-14
- Publication Date
- 2025-03-21
- Estimated Expiration
- 2042-11-14
AI Technical Summary
Existing gaming machines lack innovative control mechanisms for transitioning between game states, which can lead to decreased player interest and engagement.
The gaming machine incorporates a state control system that includes a performance execution means and a performance control means, allowing for transitions between four distinct game states (first, second, third, and fourth) with varying levels of player engagement and performance execution.
This solution enhances player interest by creating a more dynamic and engaging gaming experience through controlled state transitions and performance executions, leading to increased player interaction and satisfaction.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] Conventionally, among reel-type gaming machines, which are an example of gaming machines, there are some that are configured to be controllable to one of a plurality of gaming states, such as the reel-type gaming machine described in Patent Document 1. Such a reel-type gaming machine performs control to transition the gaming state based on the establishment of a predetermined condition, for example. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2022-131639 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, nowadays, it is expected that interest will be increased by implementing further improvements in the control of the transition of game states. [Means for solving the problem]
[0005] The gaming machine that solves the above problem includes a state control means for controlling a state, a performance execution means for executing a performance, and a performance control means for controlling the performance, and the states include a first state, a second state, a third state, and a fourth state. After the fourth state ends, there are cases where the gaming machine is controlled to the first state and cases where the gaming machine is controlled to the second state. When the gaming machine is controlled to the third state, a gaming medium is more likely to be awarded than when the gaming machine is controlled to the first state and when the gaming machine is controlled to the second state. When the gaming machine is controlled to the third state, a specific performance may be executed. The specific performance is executed when a specific condition is established. If the specific performance is executed while the gaming machine is controlled to the third state, the third state ends thereafter and the gaming machine is controlled to the fourth state, and after the fourth state ends, the gaming machine is controlled to the second state. 。 Effect of the Invention
[0006] According to the present invention, interest can be increased. [Brief description of the drawings]
[0007] [Figure 1] FIG. 1 is a front view showing a schematic diagram of a slot machine. [Diagram 2] FIG. [Diagram 3] FIG. 11 is an explanatory diagram for explaining an operation mode of a stop button. [Figure 4] An explanatory diagram for explaining the transition of game zones and game states. [Diagram 5] FIG. 2 is a block diagram showing the electrical configuration of the slot machine. [Figure 6] 13 is a flowchart showing a main processing of game progress. [Figure 7] 13 is a flowchart showing the lottery for moving to a favorable zone. [Figure 8] 13 is a flowchart showing the AT lottery. [Figure 9] 13(a) and (b) are schematic diagrams showing an example of the display content of the effect display device when a condition achievement effect is executed. [Figure 10] 13(a) to 13(d) are schematic diagrams showing an example of the display content of the performance display device when a status check performance is executed. [Figure 11] An explanatory diagram for explaining an example of the types of status check effects and their execution probabilities. [Figure 12] 11 is a timing chart showing an example of transitions between game zones, game states, and presentation modes. [Figure 13] 11 is a timing chart showing an example of transitions between game zones, game states, and presentation modes. [Figure 14] This is a timing chart showing an example of the transition of the number of wins that can be obtained during AT and the difference number during AT. [Figure 15] This is a timing chart showing an example of the transition of the number of wins that can be obtained during AT and the difference number during AT. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0008] Hereinafter, an embodiment of a reel type gaming machine, which is an example of a gaming machine, will be described. In this specification, the directions of up, down, left, right, front (front), and back (back) indicate the respective directions as seen by a player playing on a slot machine 10 (hereinafter referred to as gaming machine 10).
[0009] As shown in FIG. 1, the gaming machine 10 includes a main body cabinet 11 in the shape of a rectangular box. The main body cabinet 11 includes an opening (not shown) on the front side. The gaming machine 10 includes a front door 12 that covers the opening of the main body cabinet 11. The front door 12 is supported on the main body cabinet 11 so as to be openable and closable. The gaming machine 10 includes a locking device (not shown) that locks the front door 12. The gaming machine 10 is configured such that the front door 12 cannot be opened from the main body cabinet 11 unless it is unlocked using a key that fits the locking device. A substantially rectangular display window 12a is formed on the front door 12 so that the player can see inside the machine.
[0010] The gaming machine 10 is equipped with a decorative lamp 13. The decorative lamp 13 is capable of performing a light emission effect of turning on, off, or blinking a light-emitting body (not shown). The decorative lamp 13 is disposed on the front door 12. The gaming machine 10 is equipped with a speaker 14. The speaker 14 is capable of performing an audio effect of outputting sound effects, music, and sounds such as human voices. The speaker 14 is disposed on the front door 12. The gaming machine 10 is equipped with a performance display device 15. The performance display device 15 is capable of performing a display effect of displaying images that resemble characters, letters, etc. For example, the performance display device 15 is a liquid crystal type or organic EL type display. The performance display device 15 is disposed on the front door 12.
[0011] The decorative lamps 13, the speakers 14, and the performance display device 15 are all performance devices that perform a performance, and they constitute a performance device group that is an example of a performance execution means. The performance execution means is not limited to including all of the decorative lamps 13, the speakers 14, and the performance display device 15, and may be composed of one or more performance devices that can be arbitrarily selected from these performance devices.
[0012] The gaming machine 10 includes a performance operation unit 25. The performance operation unit 25 is an example of a performance operation means that can be operated by a player. The performance operation unit 25 is a button type that can be pressed. However, the performance operation unit 25 may be a touch sensor type or a lever type. The performance operation unit 25 is disposed on the front door 12.
[0013] The gaming machine 10 includes a reel unit 16. The reel unit 16 is disposed inside the machine so that the player can see it through the display window 12a. The reel unit 16 includes a left reel 16a, a center reel 16b, and a right reel 16c. The reels 16a to 16c are flat cylindrical members, and are also called drums. A plurality of symbols are arranged in a line along the circumferential direction on the outer circumferential surface of each of the reels 16a to 16c. There are a plurality of types of symbols. The plurality of types of symbols include a cherry symbol imitating a cherry, a watermelon symbol imitating a watermelon, a bell symbol imitating a bell, a seven symbol imitating the Arabic numeral 7, a BAR symbol imitating the character string "BAR", and a replay symbol imitating the character string "REPLAY".
[0014] The reel unit 16 includes one or more actuators (not shown) that can rotate and stop the reels 16a to 16c individually. For example, the actuators are stepping motors. The reel unit 16 includes a left reel sensor SE1, a center reel sensor SE2, and a right reel sensor SE3 (see FIG. 5). The left reel sensor SE1 is a sensor for detecting the rotation position of the left reel 16a. The center reel sensor SE2 is a sensor for detecting the rotation position of the center reel 16b. The right reel sensor SE3 is a sensor for detecting the rotation position of the right reel 16c. In the gaming machine 10, when the reels 16a to 16c rotate, the symbols visible through the display window 12a are displayed so as to vary. In this way, a variation game is executed in the gaming machine 10. The variation of the symbols is performed by the reels 16a to 16c rotating vertically. In this manner, the gaming machine 10 is capable of executing a variable game accompanied by a variable display of symbols.
[0015] The reels 16a to 16c are set with a plurality of stop positions where symbols are stopped so that the player can see them through the display window 12a. The plurality of stop positions on the reels 16a to 16c include an upper stop position, a middle stop position, and a lower stop position. In the gaming machine 10, a combination of stop positions selected one by one from the plurality of stop positions set for each of the reels 16a to 16c constitutes a combination of effective stop positions that can determine that the combination of symbols displayed is a winning combination. In the following description, a line connecting the plurality of stop positions that constitute a combination of effective stop positions is simply referred to as a "pay line NL". In the gaming machine 10, a straight pay line NL is constituted by the respective middle stop positions of the reels 16a to 16c. Not limited to this, the pay line NL may be a straight line that slopes downward or upward to the right, or may be V-shaped. The number of pay lines NL is not limited to one, and there may be a plurality of pay lines NL.
[0016] The term "winning" as used herein means that a combination of symbols that is predetermined as a combination required for a prize to be awarded is displayed. In the following description, a combination of symbols that is predetermined as a combination required for a prize to be awarded may simply be referred to as a "role". In addition, in this specification, "displayed" for a predetermined combination of symbols means that a combination of symbols stopped on a valid line NL becomes the predetermined combination of symbols. In the following description, a combination of symbols stopped on a valid line NL may simply be referred to as a "stopping eye". In the gaming machine 10, when a winning occurs, a prize (profit) that is predetermined is awarded to the combination of symbols displayed. Note that combinations other than the combination of valid stopping positions are invalid combinations of stopping positions (so-called invalid lines) that cannot determine that the combination of symbols displayed is a winning combination. As will be described in detail later, the roles that allow winning in a variable game are determined by an internal lottery (role lottery). Hereinafter, a role that wins in a role lottery may simply be referred to as a "winning role".
[0017] The gaming machine 10 has a medal insertion port 17 for inserting gaming medals, which are an example of gaming media. The gaming machine 10 has a medal selector (not shown) inside the machine. The medal selector has an insertion sensor SE4 that detects gaming medals inserted through the medal insertion port 17 (see FIG. 5). The gaming machine 10 is configured so that the bet number can be set by inserting gaming medals into the medal insertion port 17.
[0018] Here, the bet number will be explained. The gaming machine 10 is configured to be able to play one variation game by setting a predetermined bet number. The bet number that can be set in the gaming machine 10 is "1" to "3". In the gaming machine 10, among the bet numbers that can be set, "1" is the minimum bet number and "3" is the maximum bet number. In this embodiment, the bet number that can play one variation game (hereinafter, referred to as the specified bet number) is "3". That is, the gaming machine 10 is configured to be able to play one variation game by using three gaming medals. On the other hand, the gaming machine 10 is configured to be unable to play one variation game by using one or two gaming medals. Not limited to this, the gaming machine 10 may be configured to be able to play one variation game by using one or two gaming medals. That is, the specified bet number may be "1" to "3". In the following explanation, a bet of "1" may be referred to as a "1 bet," a bet of "2" may be referred to as a "2 bet," and a bet of "3" may be referred to as a "3 bet."
[0019] The gaming machine 10 includes a 1 bet button 24. The 1 bet button 24 is configured to allow an operation to set a bet amount from among credits stored internally. Specifically, the 1 bet button 24 can decrease the number of credits (hereinafter referred to as the number of credits) by 1 and increase the bet amount by 1 with one operation. Note that when the number of credits is 0, the bet amount is not increased even if the 1 bet button 24 is operated. Also, when the set bet amount is the maximum bet amount, the bet amount is not increased even if the 1 bet button 24 is operated.
[0020] The gaming machine 10 includes a MAX BET button 18. The MAX BET button 18 is configured to allow an operation to set a bet from among credits stored internally. Specifically, the MAX BET button 18 can decrease the number of credits up to the maximum bet by one operation, and increase the bet by the amount of the decrease. If the number of credits is 0, the bet is not increased even if the MAX BET button 18 is operated. If the set bet is the maximum bet, the bet is not increased even if the MAX BET button 18 is operated. If the sum of the set bet and the number of credits is not equal to or greater than the maximum bet, the bet is not increased even if the MAX BET button 18 is operated.
[0021] The gaming machine 10 includes a settlement button 19. When a bet is set, the settlement button 19 is configured to be able to pay off the set bet as gaming medals with a single operation. When a bet is not set, the settlement button 19 is configured to be able to pay off internally stored credits as gaming medals with a single operation. When the settlement button 19 is operated to pay off the bet or credits as gaming medals, the gaming machine 10 controls so that the gaming medals are paid out from the medal payout outlet 22.
[0022] The gaming machine 10 has a medal payout outlet 22 for paying out game medals. The gaming machine 10 has a tray 23 for receiving game medals paid out from the medal payout outlet 22. The gaming machine 10 has a hopper unit (not shown) inside the machine. The hopper unit is capable of storing game medals, and pays out the stored game medals from the medal payout outlet 22. Game medals inserted through the medal insertion port 17 can pass through a medal selector and then be stored in the hopper unit.
[0023] The gaming machine 10 includes a start lever 20. The start lever 20 is configured to enable a start operation that triggers the rotation of the reels 16a to 16c, i.e., the start of a variable game. The gaming machine 10 is configured to enable the start of a variable game when the start lever 20 is operated in a state where a specified bet number is set. On the other hand, the gaming machine 10 is configured to disable the start of a variable game when the start lever 20 is operated in a state where a specified bet number is not set.
[0024] The gaming machine 10 includes a left stop button 21a, a center stop button 21b, and a right stop button 21c. The stop buttons 21a to 21c correspond to the reels 16a to 16c, respectively, and are configured to allow a stop operation that triggers the rotation of the corresponding reel to be stopped. In the following description, in one variation game, the first stop operation using any one of the stop buttons 21a to 21c is referred to as a first stop operation, the next stop operation using any one of the remaining two stop buttons is referred to as a second stop operation, and the final stop operation using the remaining one stop button is referred to as a third stop operation. The stop buttons 21a to 21c are an example of a specific operation means that can be operated by a player.
[0025] The gaming machine 10 includes an information display unit 30. The information display unit 30 is disposed near the 1 BET button 24, the MAX BET button 18, the start lever 20, and the stop buttons 21a to 21c that the player can operate to play a game.
[0026] 2, the information display unit 30 has an insertion possibility display unit 31. The insertion possibility display unit 31 displays information that can identify whether or not it is possible to accept insertion of a gaming medal from the medal insertion slot 17. Specifically, the insertion possibility display unit 31 lights up when it is possible to accept insertion of a gaming medal, and turns off when it is not possible to accept insertion of a gaming medal.
[0027] The information display unit 30 has a replay display unit 32. The replay display unit 32 displays information that can identify whether or not a replay is in operation. Specifically, the replay display unit 32 is lit when a replay is in operation, and is turned off when a replay is not in operation. The "replay" described in this specification means a variable game that can be played without using new game medals. When a replay is activated, the gaming machine 10 is configured to be able to set a multiplier that is the same as the multiplier that was set when the previous variable game was started, and play a variable game, without setting a new multiplier.
[0028] The information display unit 30 has a wait display unit 33. The wait display unit 33 displays information that can identify whether or not the waiting time is in progress. Specifically, the wait display unit 33 is lit when the waiting time is in progress, and is turned off when the waiting time is not in progress. The wait time is a waiting time that is set so that the number of times the variable game is executed per unit time does not exceed a predetermined number of times.
[0029] The information display unit 30 has a bet display unit 34. The bet display unit 34 displays information that can identify the set bet (number of bets). Specifically, the bet display unit 34 has three light emitters. In the bet display unit 34, the light emitter corresponding to the number of bets lights up depending on whether it is 1 bet, 2 bets, or 3 bets.
[0030] The information display unit 30 has a credit display unit 35. In this embodiment, the credit display unit 35 is configured by arranging a plurality of (e.g., two) seven-segment displays, and is capable of displaying a plurality of (e.g., two-digit) numbers or letters. The credit display unit 35 displays information capable of identifying the number of credits stored internally.
[0031] The information display unit 30 has a payout display unit 36. In this embodiment, the payout display unit 36 is configured by arranging a plurality of (for example, two) seven-segment displays, and can display a plurality of (for example, two-digit) numbers or alphabets. The payout display unit 36 displays information that can identify the number of game medals to be paid out when a winning combination occurs. The "number of game medals to be paid out" in this specification means the number of game medals held by the player that increases with the winning combination. The payout display unit 36 also serves as a display unit that displays information (hereinafter, referred to as operation information) that can identify the operation mode of the stop buttons 21a to 21c required to generate a winning combination. The operation information is information that can identify at least one of the operation order (push order) and operation timing (push position) of the stop buttons 21a to 21c in one variable game. Since the operation information is information that can specify the operation mode of the stop buttons 21a to 21c required to generate a winning combination, it can be said that the gaming machine 10 recommends operating the stop buttons 21a to 21c according to the operation information. In other words, it can be said that the operation information is information that can specify the recommended operation mode of the stop buttons 21a to 21c. The payout display unit 36 may also be used as a display unit that displays error information that can specify an error that has occurred in the gaming machine 10.
[0032] As shown in FIG. 3, there are six different push orders for the stop buttons 21a to 21c, from the first to the sixth. For example, the first push order is a push order in which the stop buttons 21a to 21c are operated so that the left reel 16a, the center reel 16b, and the right reel 16c are stopped in this order. In FIG. 3, the push order is shown by abbreviating the left stop button 21a as "left", the center stop button 21b as "center", and the right stop button 21c as "right". For example, the first push order is shown as "left-center-right". Also, FIG. 3 shows the reels whose rotation is stopped by the first stop operation, the second stop operation, and the third stop operation. For example, in the case of the first push order, the left reel 16a is stopped by the first stop operation, the center reel 16b is stopped by the second stop operation, and the right reel 16c is stopped by the third stop operation. Operation information according to the push order is displayed on the payout display unit 36. For example, when the operation mode of the stop buttons 21a to 21c required to generate the winning combination is the first push order, the payout display unit 36 displays "o1" as operation information that can identify the first push order.
[0033] Next, the relationship between the hand (combination of symbols) and the prize will be explained. The gaming machine 10 has a payout role in which the award of gaming media (payout of gaming medals) is determined as a prize. The number of payout medals is determined in advance according to the payout role. In this embodiment, the payout roles include a cherry role, a watermelon role, a bell role, and a bell spill role. In this embodiment, the payout numbers are determined as "4" for the cherry role, "15" for the watermelon role, "10" for the bell role, and "1" for the bell spill role. In the following description, a combination of symbols stopped on a valid line NL when a cherry role wins is referred to as a "cherry stop number". A combination of symbols stopped on a valid line NL when a watermelon role wins is referred to as a "watermelon stop number". A combination of symbols stopped on a valid line NL when a bell role wins is referred to as a "bell stop number". A combination of symbols stopped on a valid line NL when a bell role wins is referred to as a "bell spill number". A combination of symbols stopped on a valid line NL when a bell role wins is referred to as a "bell spill number".
[0034] The gaming machine 10 has a replay role that is determined to award a replay (activation of replay). For example, if a replay is activated when a variable game is played with 3 bets, the variable game can be played again with 3 bets without setting a bet number. In the following description, the combination of symbols that stops on the pay line NL when a replay role is awarded is referred to as a "replay stop number."
[0035] The gaming machine 10 has a plurality of gaming states. As shown in FIG. 4, the multiple game states include a first normal state, a second normal state, a third normal state, and an AT (so-called assist time) state. In the following description, the first normal state, the second normal state, and the third normal state may be collectively referred to as the normal state. As will be described in detail later, the AT state is a game state in which it is easier to win a payout role than the normal state because operation information can be displayed on the payout display unit 36. For this reason, when controlled in the AT state, game medals are more easily awarded than when controlled in the normal state. Therefore, the AT state can be said to be a game state that is more advantageous to the player than the normal state.
[0036] Furthermore, the gaming machine 10 has a plurality of gaming zones in addition to the gaming states. The multiple game play areas include normal areas (non-advantageous areas) and advantageous areas. The advantageous areas are areas that are more likely to transition to the AT state than the normal areas. The advantageous areas are areas in which it is permitted to display operation information on the payout display unit 36. On the other hand, the normal areas are areas in which it is prohibited to display operation information on the payout display unit 36.
[0037] In the gaming machine 10, when the condition for transition to the advantageous zone is satisfied during the normal zone, the gaming machine 10 transitions from the normal zone to the advantageous zone. At this time, the gaming machine 10 transitions from the first normal state to either the second normal state or the third normal state. The condition for transition to the advantageous zone is satisfied when the advantageous zone transition lottery described later is won.
[0038] In the gaming machine 10, when the start condition of the AT state (hereinafter referred to as the AT start condition) is satisfied in the second normal state, the gaming machine 10 transitions to the AT state. At this time, the gaming machine 10 is continuously controlled in the advantageous zone. The AT start condition in the second normal state is satisfied when the AT lottery described later is won.
[0039] In the gaming machine 10, if the AT start condition is met while in the third normal state, the state transitions to the AT state. At this time, the gaming machine 10 continues to be controlled in the advantageous zone. The AT start condition while in the third normal state is met when the AT lottery described below is won. Also, in the gaming machine 10, if the termination condition of the third normal state is met while in the third normal state, the state transitions to the second normal state. At this time, the gaming machine 10 continues to be controlled in the advantageous zone. The termination condition of the third normal state is met when the fall lottery described below is won.
[0040] In the gaming machine 10, when the AT state is terminated under the condition (hereinafter referred to as the AT termination condition), the gaming machine 10 transitions to the first normal state. At this time, the gaming machine 10 transitions from the advantageous zone to the normal zone. The AT termination condition will be described later.
[0041] In the gaming machine 10, when the end condition of the advantageous zone is satisfied during the advantageous zone, the advantageous zone is shifted to the normal zone. At this time, the gaming machine 10 shifts from the second normal state, the third normal state, and the AT state to the first normal state.
[0042] The end condition of the advantageous zone is established when the variable game of the upper limit number of games (4000 in this embodiment) is ended without transitioning to the normal zone after transitioning to the advantageous zone. That is, in the gaming machine 10, when the number of variable games executed in the advantageous zone without transitioning to the normal zone reaches "4000" corresponding to the upper limit number of games, the end condition of the advantageous zone is established. In addition, the end condition of the advantageous zone is established when the difference number of game medals in the advantageous zone reaches the upper limit number of difference number (2400 in this embodiment) after transitioning to the advantageous zone. The "difference number of game medals" shown in this specification is the number obtained by subtracting the number of game medals used to execute the variable game from the number of game medals awarded upon the occurrence of a winning. Therefore, the difference number of game medals can be a positive number or a negative number. In this way, in the gaming machine 10, when the difference number of game medals in the advantageous zone reaches "2400" corresponding to the upper limit number of difference number without transitioning to the normal zone, the end condition of the advantageous zone is established. As described above, the condition for ending the advantageous zone is met when the number of variable games executed in the advantageous zone reaches the upper limit number of games, or when the difference in the number of game medals in the advantageous zone reaches the upper limit number of differences.
[0043] The gaming machine 10 differs in whether or not the operation information is displayed depending on the game zone. In the normal zone, the operation information is not displayed on the payout display unit 36. In the advantageous zone, the operation information can be displayed on the payout display unit 36. Therefore, when the machine is controlled in the advantageous zone, the advantageous benefit of displaying the operation information can be given to the player. On the other hand, when the machine is controlled in the normal zone, the advantageous benefit of displaying the operation information is not given to the player. This makes it easier for the player to win a winning combination when the machine is controlled in the advantageous zone than when the machine is controlled in the normal zone. In other words, when the machine is controlled in the advantageous zone, game medals are more likely to be awarded than when the machine is controlled in the normal zone. Therefore, the advantageous zone is a zone that is more advantageous to the player than the normal zone. The advantageous zone is an example of the first zone. The normal zone is an example of the second zone.
[0044] The gaming machine 10 has different display probability of operation information or display probability of operation information depending on the gaming state. In the first normal state, the operation information is not displayed on the payout display unit 36 because the gaming machine 10 is controlled to the normal section. In the second normal state, the operation information is not displayed on the payout display unit 36. In the third normal state, the operation information is not displayed on the payout display unit 36. In the AT state, the operation information can be displayed on the payout display unit 36. Therefore, when the gaming machine 10 is controlled to the AT state, the advantageous benefit of displaying the operation information can be given to the player. On the other hand, when the gaming machine 10 is controlled to the first normal state, the second normal state, and the third normal state, the advantageous benefit of displaying the operation information is not given to the player. This makes it easier for the player to win a winning combination when the gaming machine 10 is controlled to the AT state than when the gaming machine 10 is controlled to the first normal state, the second normal state, and the third normal state. In other words, when the gaming machine 10 is controlled to the AT state, the gaming medal is more easily awarded than when the gaming machine 10 is controlled to the first normal state, the second normal state, and the third normal state. Therefore, the AT state is a state that is more advantageous to the player than the first normal state, the second normal state, and the third normal state. The second normal state is an example of the first state. The third normal state is an example of the second state. The AT state is an example of the third state.
[0045] Next, the electrical configuration of the gaming machine 10 will be described. 5, the gaming machine 10 includes a plurality of control boards. The plurality of control boards include a main board 40 and a sub-board 41. The plurality of control boards are provided in positions that cannot be accessed or seen unless the locking device is unlocked and the front door 12 is opened.
[0046] The main board 40 and the sub-board 41 are connected so that one-way communication can be performed from the main board 40 to the sub-board 41. The main board 40 executes predetermined control and outputs control information to the sub-board 41. For example, the control information is a signal, a command, or a message. The sub-board 41 can input the control information output from the main board 40. The sub-board 41 executes predetermined control based on the control information input from the main board 40.
[0047] The gaming machine 10 includes a power supply unit 50 inside the machine. The power supply unit 50 receives power from outside the machine, converts the input voltage into a predetermined voltage, and supplies it to the main board 40 and the sub-board 41. The power supply unit 50 includes a power switch 50a. The gaming machine 10 is configured to be able to be powered on by starting power supply to the power supply unit 50 with the power switch 50a in the on state, or by turning on the power switch 50a while power is being supplied.
[0048] The main board 40 will now be described in detail. The main board 40 includes a CPU 40a, a ROM 40b, and an RWM 40c. The CPU 40a executes a main control program to mainly control the progress of the game. The ROM 40b stores data such as the main control program, judgment values used for various judgments and lotteries, and tables. For example, the judgment values used for lotteries include role judgment values used for role lotteries, which will be described later. The RWM 40c stores various information that is rewritten according to the processing results of the CPU 40a. For example, the information stored in the RWM 40c includes the bet amount (number of bets) and the number of credits, as well as flags, counters, and timers.
[0049] The main board 40 is configured to be able to generate random numbers. The random numbers may be generated as so-called "hardware random numbers" by mounting a random number generating circuit on the main board 40 that updates the value of the random numbers at predetermined intervals, or may be generated as so-called "software random numbers" by having the CPU 40a update the value of the random numbers at predetermined intervals. The random numbers are used in various lotteries performed on the main board 40.
[0050] The main board 40 is connected to the reel sensors SE1 to SE3. The CPU 40a can input the detection signals output by the reel sensors SE1 to SE3 via a port not shown. The main board 40 is connected to the throw-in sensor SE4. The CPU 40a can input the detection signal output by the throw-in sensor SE4 via a port not shown. The main board 40 is connected to the actuators of the reels 16a to 16c. The CPU 40a can individually control the rotation and stopping of the reels 16a to 16c via a drive circuit not shown.
[0051] The main board 40 is connected to the MAX BET button 18, the settlement button 19, the start lever 20, the stop buttons 21a to 21c, and the 1 BET button 24. The CPU 40a can input, via a port not shown, each detection signal output when the MAX BET button 18, the settlement button 19, the start lever 20, the stop buttons 21a to 21c, and the 1 BET button 24 are operated. The main board 40 is connected to the information display unit 30. The CPU 40a can control the display contents of the information display unit 30 via a drive circuit not shown.
[0052] Here, the winning numbers and the winning lottery table used in the winning lottery for determining the winning number from among a plurality of winning numbers, which are among the data stored in the ROM 40b, will be described.
[0053] First, the winning numbers will be explained. The winning number is information that determines one or more combinations of symbols that can be displayed (derived) on the pay line NL in the variable game. In other words, the winning number is a condition device identifier (ID) that determines one or more combinations that can be used to win in the variable game.
[0054] The gaming machine 10 is provided with a plurality of winning numbers including winning numbers 01-10. For the winning number 01, a cherry role is set as a role that can be won in the variable game. When the winning number 01 is won and each of the stop buttons 21a to 21c is operated to stop at a push position where the cherry symbol can be stopped on the pay line NL (hereinafter, referred to as the cherry push position), the reels are stopped so that the cherry role is won, regardless of the push order. On the other hand, when the stop buttons 21a to 21c are operated to stop at a push position other than the cherry push position, the reels are stopped so that the cherry spill symbol combination is displayed, regardless of the push order. In addition, in the gaming machine 10, even if the cherry spill symbol combination is displayed, no prize is awarded.
[0055] For the winning number 02, a watermelon role is set as a role that can be won in the variable game. When the winning number 02 is won and each of the stop buttons 21a to 21c is operated to stop at a push position where the watermelon symbol can be stopped on the pay line NL (hereinafter referred to as the watermelon push position), the reels are stopped so that the watermelon role is won, regardless of the push order. On the other hand, when the stop buttons 21a to 21c are operated to stop at a push position other than the watermelon push position, the reels are stopped so that the watermelon spill symbol combination is derived, regardless of the push order. In addition, in the gaming machine 10, even if the watermelon spill symbol combination is derived, no prize is awarded.
[0056] The winning number 03 is set to be a bell role as a winning combination in the variable game. If the winning number 03 is a winning combination, the reels are stopped so that the bell role is won, regardless of the pressing order or the pressing position.
[0057] For the winning numbers 04 to 09, the bell role and the bell spill role are set as roles that can be won in the variable game. When any of the winning numbers 04 to 09 is won, and a stop operation is performed in any one of the first to sixth push orders that are predefined, the reels are stopped so that the bell role will be won, regardless of the push position. On the other hand, when a stop operation is performed in a push order different from the one push order (hereinafter, the bell spill role operation), the reels are stopped so that the bell spill role will be won, regardless of the push position.
[0058] For winning number 04, when the reels are stopped in the first push order, the reels will be stopped so that a bell will be awarded. For winning number 05, when the reels are stopped in the second push order, the reels will be stopped so that a bell will be awarded. For winning number 06, when the reels are stopped in the third push order, the reels will be stopped so that a bell will be awarded. For winning number 07, when the reels are stopped in the fourth push order, the reels will be stopped so that a bell will be awarded. For winning number 08, when the reels are stopped in the fifth push order, the reels will be stopped so that a bell will be awarded. For winning number 09, when the reels are stopped in the sixth push order, the reels will be stopped so that a bell will be awarded.
[0059] The winning number 10 is set to be a replay role as a possible winning role in the variable game. If the winning number 10 is won, the reels are stopped so that the replay role is won, regardless of the pressing order and the pressing position.
[0060] Next, the winning combination table will be described. In the role selection table, each of the multiple winning numbers is associated with a role determination value as numerical data for determining whether or not the number is a win (hereinafter referred to as winning determination). The role determination value does not differ depending on the game zone and game state. In other words, the role determination value is the same regardless of the game zone and game state. In the winning determination, a win is determined when the value obtained by subtracting the role determination value from the value of the random number for role selection is a negative value. In addition, if the value obtained by subtracting the role determination value from the value of the random number for role selection is not a negative value, this calculated value is used to perform a win determination for the next winning number. Incidentally, if none of the winning numbers (roles) wins, it is a so-called "loss."
[0061] The sub-substrate 41 will now be described in detail. The sub-board 41 includes a CPU 41a, a ROM 41b, and an RWM 41c. The CPU 41a executes a sub-control program to mainly execute processing related to the performance. The ROM 41b stores data such as the sub-control program, judgment values used for various judgments and lotteries, and tables. The ROM 41b stores audio performance data used for audio performance, light-emitting performance data used for light-emitting performance, and display performance data used for display performance. The RWM 41c stores various information that is rewritten according to the processing results of the CPU 41a. For example, the information stored in the RWM 41c includes flags, counters, and timers.
[0062] The sub-substrate 41 is configured to be capable of generating random numbers. For example, the random numbers may be generated as so-called "hardware random numbers" by mounting a random number generating circuit on the sub-substrate 41 that updates the value of the random numbers at predetermined intervals, or may be generated as so-called "software random numbers" by the CPU 41a updating the value of the random numbers at predetermined intervals. The random numbers are used for various lotteries performed on the sub-substrate 41.
[0063] The sub-board 41 is connected to the decorative lamps 13, the speaker 14, and the performance display device 15. The CPU 41a can control the decorative lamps 13, the speaker 14, and the performance display device 15 via a drive circuit not shown. The sub-board 41 is connected to the performance operation unit 25. The CPU 41a can input a detection signal output when the performance operation unit 25 is operated via a port not shown. The CPU 41a is an example of a performance control means that executes control related to the performance in the decorative lamps 13, the speaker 14, and the performance display device 15.
[0064] Next, the processing executed by the CPU 40a of the main board 40 will be described. The game progress main process executed by the CPU 40a will be described below. As shown in FIG. 6, the game progress main processing executed by the CPU 40a is a series of processing related to the progress of the game, such as execution of a variable game and awarding of prizes.
[0065] In the game progress main process, the CPU 40a executes a game start setting process (step S101). In the game start setting process, the CPU 40a updates a predetermined memory area in the RWM 40c. Next, the CPU 40a judges whether or not the replay is not in operation (step S102). The replay is not in operation corresponds to a state where the replay is not in operation. If the replay is not in operation (step S102: YES), the CPU 40a executes a multiplier setting process to set a multiplier (amount of bet) for the current variable game (step S103).
[0066] In the multiplier setting process, the CPU 40a judges whether or not a detection signal is input from the insertion sensor SE4. When the detection signal is input from the insertion sensor SE4, the CPU 40a may increase the multiplier. Specifically, when the CPU 40a inputs a detection signal output when a game medal is inserted into the medal insertion port 17 and the insertion sensor SE4 detects the game medal, the CPU 40a may increase the multiplier. When the set multiplier is less than the maximum multiplier and a game medal is inserted into the medal insertion port 17, the CPU 40a increases the multiplier. On the other hand, when the set multiplier is the maximum multiplier and a game medal is inserted into the medal insertion port 17, the CPU 40a does not increase the multiplier. In this case, the CPU 40a increases the number of credits by the number of inserted game medals. When the number of credits exceeds the credit upper limit (50 in this embodiment), the CPU 40a prevents the game medals inserted into the medal insertion port 17 from being stored in the hopper unit and returns the game medals from the medal payout outlet 22.
[0067] When the detection signal is not input from the insertion sensor SE4, the CPU 40a judges whether or not the 1 bet button 24 or the MAX bet button 18 is operated. When the 1 bet button 24 or the MAX bet button 18 is not operated, the CPU 40a ends the bet number setting process.
[0068] The CPU 40a may increase the bet when it receives a detection signal output when the 1 bet button 24 is operated. When the set bet is less than the maximum bet and the number of credits is 1 or more, the CPU 40a increases the bet by 1 when the 1 bet button 24 is operated. When the set bet is the maximum bet, the CPU 40a does not increase the bet even if the 1 bet button 24 is operated. When the number of credits is 0, the CPU 40a does not increase the bet even if the 1 bet button 24 is operated. When the CPU 40a increases the bet based on the operation of the 1 bet button 24, it decreases the number of credits by the increased bet.
[0069] The CPU 40a may increase the bet when the detection signal output when the MAX BET button 18 is operated is input. The CPU 40a may increase the bet when the MAX BET button 18 is operated when the set bet is less than the maximum bet and the number of credits is 1 or more. The CPU 40a does not increase the bet even if the MAX BET button 18 is operated when the set bet is the maximum bet. The CPU 40a does not increase the bet even if the MAX BET button 18 is operated when the number of credits is 0. The CPU 40a increases the bet only when the bet becomes the maximum bet when the MAX BET button 18 is operated. When the set bet is less than the maximum bet and the sum of the set bet and the number of credits is greater than or equal to the maximum bet, the CPU 40a increases the bet so that the bet becomes the maximum bet when the MAX BET button 18 is operated. When the set bet is less than the maximum bet and the sum of the set bet and the number of credits is less than the maximum bet, the CPU 40a does not increase the bet even if the MAX BET button 18 is operated. For example, when the set bet is 0 and the number of credits is less than 3, the CPU 40a does not increase the bet even if the MAX BET button 18 is operated. When the CPU 40a increases the bet based on the operation of the MAX BET button 18, it decreases the number of credits by the increased bet.
[0070] When the odds are increased in the odds setting process, the CPU 40a stores control information (hereinafter, referred to as a bet command) capable of identifying that the odds have been set in the output buffer. The control information (command) stored in the output buffer is output to the sub-board 41 by an information output process executed as a timer interrupt process. The bet command is control information capable of identifying the odds increased by inserting a gaming medal into the medal insertion slot 17, operating the 1 bet button 24, or operating the MAX bet button 18. For example, when the MAX bet button 18 is operated to increase the odds by 3, the CPU 40a stores a bet command capable of identifying that the odds have increased by 3 in the output buffer. After storing the bet command in the output buffer, the CPU 40a ends the odds setting process.
[0071] When the bet setting process is completed, the CPU 40a executes the settlement process (step S104). In the settlement process, the CPU 40a determines whether or not the settlement button 19 has been operated. If the settlement button 19 has not been operated, the CPU 40a ends the settlement process. If the settlement button 19 has been operated, the CPU 40a may decrease the bet. If the settlement button 19 has been operated, the CPU 40a may decrease the amount of credits. In other words, if the settlement button 19 has been operated, the CPU 40a may settle the bet or credits.
[0072] In the settlement process, the CPU 40a may decrease the bet amount or the number of credits when it inputs a detection signal output when the settlement button 19 is operated. When the set bet amount is 1 or more, the CPU 40a decreases the bet amount when the settlement button 19 is operated. When the set bet amount is 0, the CPU 40a does not decrease the bet amount even when the settlement button 19 is operated. When the set bet amount is 0 and the number of credits is 1 or more, the CPU 40a decreases the number of credits when the settlement button 19 is operated. When the set credits are 0, the CPU 40a does not decrease the number of credits even when the settlement button 19 is operated.
[0073] When the CPU 40a decreases the bet amount based on the operation of the settlement button 19, the CPU 40a decreases the bet amount by the set bet amount. In other words, when the settlement button 19 is operated, the CPU 40a decreases the set bet amount so that the bet amount becomes 0. For example, when the set bet amount is 3, the CPU 40a decreases the bet amount by 3 when the settlement button 19 is operated. When the CPU 40a decreases the bet amount, the CPU 40a controls the hopper unit so that game medals are paid out from the medal payout outlet 22 by the amount of the decrease.
[0074] When the CPU 40a decreases the number of credits based on the operation of the settlement button 19, the CPU 40a decreases the number of credits by the number of credits. That is, when the settlement button 19 is operated, the CPU 40a decreases the number of credits so that the number of credits becomes 0. For example, when the settlement button 19 is operated when the number of credits is the credit upper limit, the CPU 40a decreases the number of credits by 50. When the CPU 40a decreases the number of credits, the CPU 40a controls the hopper unit so that game medals are paid out from the medal payout outlet 22 by the amount of the decrease.
[0075] In the settlement process, when the odds or the number of credits are decreased, the CPU 40a stores control information (hereinafter referred to as a settlement command) capable of identifying that the settlement has been made in the output buffer, and then ends the settlement process. The odds being settled corresponds to the set odds being reduced to 0. More specifically, the odds being settled corresponds to the set odds being reduced from any of 1 to 3 to 0. The credits being settled corresponds to the number of credits being reduced to 0. More specifically, the credits being settled corresponds to the number of credits being reduced to 0 from any of 1 to 50.
[0076] When the replay is not inactive (step S102: NO), or when the settlement process is completed, the CPU 40a judges whether the set odds (bet amount) coincides with the prescribed odds that allow the variable game to be started (step S105). When the replay is activated, the CPU 40a sets the odds that were set when the previous variable game was started as the odds for the current variable game.
[0077] If the set odds do not match the specified odds (step S105: NO), the CPU 40a proceeds to step S102. That is, in step S105, the CPU 40a determines whether the variable game can be started. On the other hand, if the set odds match the specified odds (step S105: YES), the CPU 40a determines whether the start lever 20 has been operated (start operation) (step S106).
[0078] In the process of step S106, the CPU 40a makes an affirmative determination when a detection signal is input from the start lever 20. On the other hand, the CPU 40a makes a negative determination when a detection signal is not input from the start lever 20. If a start operation has not been accepted (step S106: NO), the CPU 40a proceeds to the process of step S102. On the other hand, if a start operation has been accepted (step S106: YES), the CPU 40a executes a role selection process (step S107).
[0079] The role selection process will be described. The role selection process is a process for determining a winning number as a role selection. In the role selection process, the CPU 40a acquires a random number for role selection generated by the main board 40. The CPU 40a subtracts the role determination value of the winning number defined in the role selection table from the acquired random number for role selection, and repeatedly performs a determination as to whether or not the winning number is a winning number. In this way, the CPU 40a determines whether any of the winning numbers defined in the role selection table is a winning number, or whether any of the winning numbers is a non-winning number (so-called a loser). For example, the winning number 01 is associated with a role determination value such that the winning number is about 1 / 30. The winning number 02 is associated with a role determination value such that the winning number is about 1 / 60. The winning numbers 03 to 09 are associated with role determination values such that the winning number is about 1 / 10. The winning number 10 is associated with a role determination value such that the winning number is 1 / 7. When any winning number is selected, the CPU 40a stores information (hereinafter referred to as a winning flag) capable of identifying the winning number in the RWM 40c. Incidentally, the winning flag is initialized in the game start setting process (step S101). Then, the CPU 40a stores control information (hereinafter referred to as a winning command) capable of identifying the winning number in the output buffer, and ends the role selection process. When the role selection process ends, the CPU 40a executes a transition determination process (step S108).
[0080] The transition decision process will be described. In the transition determination process, the CPU 40a can execute either the advantageous zone transition determination process or the AT transition determination process depending on the game zone and game state. The CPU 40a executes the advantageous zone transition determination process when it is controlled in the normal zone, i.e., when it is controlled in the first normal state. The CPU 40a executes the AT transition determination process when it is controlled in the second normal state. The CPU 40a executes the AT transition determination process when it is controlled in the third normal state. Note that the CPU 40a ends the transition determination process without executing the advantageous zone transition determination process or the AT transition determination process when it is controlled in the AT state.
[0081] First, the process of determining transition to the favorable zone will be explained. The CPU 40a executes the advantageous zone transition determination process when controlled in the normal zone. On the other hand, the CPU 40a does not execute the advantageous zone transition determination process when controlled in the advantageous zone. The advantageous zone transition determination process is a process for determining whether or not to transition from the normal zone to the advantageous zone. Therefore, the advantageous zone transition determination process can also be said to be a process for determining whether or not to transition from the first normal state to the second normal state or the third normal state.
[0082] The advantageous zone transition determination process is a process for determining whether or not to transition to an advantageous zone, and the game state to transition to if transitioning to an advantageous zone, as a favorable zone transition lottery. Determining transition to an advantageous zone corresponds to the establishment of the conditions for transition to an advantageous zone. The CPU 40a acquires a random number for the advantageous zone transition lottery generated by the main board 40. The CPU 40a judges that a win has been made if the value obtained by subtracting the advantageous zone transition judgment value from the acquired random number for the advantageous zone transition lottery is a negative value.
[0083] When the advantageous zone transition lottery is not won, the CPU 40a judges that the transition condition to the advantageous zone is not satisfied. When the advantageous zone transition lottery is won, the CPU 40a judges that the transition condition to the advantageous zone is satisfied. When the advantageous zone transition lottery is won, the CPU 40a determines the second normal state or the third normal state as the game state to be transitioned to. Then, the CPU 40a stores information capable of identifying that the transition condition to the advantageous zone has been satisfied (hereinafter referred to as advantageous zone transition information) and information capable of identifying the game state to be transitioned to (hereinafter referred to as transition destination state information) in the RWM 40c. This allows the CPU 40a to identify that the transition condition to the advantageous zone has been satisfied and the game state to be transitioned to with the transition to the advantageous zone. Incidentally, the advantageous zone transition information and the transition destination state information are initialized in the game start set process (step S101). As will be described in more detail later, the content of the advantageous zone transition lottery differs depending on the gaming situation when the game transitions from the advantageous zone before the advantageous zone transition lottery is held to the normal zone.
[0084] When the CPU 40a determines that the condition for transition to the advantageous zone is satisfied, or when the CPU 40a determines that the condition for transition to the advantageous zone is not satisfied, the CPU 40a ends the advantageous zone transition determination process and ends the transition determination process. Incidentally, when the condition for transition to the advantageous zone is satisfied, the CPU 40a transitions from the normal zone to the advantageous zone and transitions from the first normal state to either the second normal state or the third normal state in the game update process (step S117) described later. When the transition determination process is completed, the CPU 40a executes the instruction information process (step S109).
[0085] Next, the AT transition decision process will be described. The CPU 40a executes the AT transition determination process when it is controlled to the second normal state and the third normal state. On the other hand, the CPU 40a does not execute the AT transition determination process when it is controlled to a game state different from the second normal state and the third normal state. The AT transition determination process is a process that determines whether or not to transition from the second normal state or the third normal state to the AT state.
[0086] The AT transition decision process is a process for deciding whether to transition to the AT state as an AT lottery, and the number of medals that can be acquired during the AT in the case of transition to the AT state. Deciding to transition to the AT state corresponds to the establishment of the AT start condition. The number of medals that can be acquired during the AT is information that can specify the remaining number of medals that can be acquired in the AT state, and is information stored in the RWM40c. As will be described in detail later, the number of medals that can be acquired during the AT is updated according to the result of the role lottery when in the AT state. In addition, the number of medals that can be acquired during the AT is updated by winning the additional lottery that will be described later. The CPU40a acquires a random number for the AT lottery generated by the main board 40. The CPU40a judges that a win has been made when the value obtained by subtracting the AT transition judgment value from the acquired random number for the AT lottery is a negative value.
[0087] If the AT lottery is not won, the CPU 40a judges that the AT start condition is not established. If the AT lottery is won, the CPU 40a judges that the AT start condition is established. If the AT lottery is won, the CPU 40a determines the initial value of the number of wins during the AT. There are multiple types of initial values of the number of wins during the AT. Then, the CPU 40a stores information (hereinafter referred to as AT start information) capable of identifying that the AT start condition is established and the number of wins during the AT to which the determined initial value is set, in the RWM 40c. This allows the CPU 40a to identify that the AT start condition is established and the initial value of the number of wins during the AT determined with the transition to the AT state. Incidentally, the AT start information is initialized in the game start set process (step S101). The CPU 40a stores control information (hereinafter referred to as AT win command) capable of identifying that the AT start condition is established in the output buffer. As will be described in more detail later, the content of the AT lottery differs depending on the gaming state at the time the AT lottery is conducted.
[0088] When the CPU 40a determines that the AT start condition is satisfied, or when the CPU 40a determines that the AT start condition is not satisfied, the CPU 40a ends the AT transition determination process and ends the transition determination process. Incidentally, when the AT start condition is satisfied, the CPU 40a transitions from the second normal state or the third normal state to the AT state in the game update process (step S117) described later. When the transition determination process is completed, the CPU 40a executes the instruction information process (step S109).
[0089] The instruction information determination process of the instruction information process will be described. The CPU 40a executes the command information determination process when controlled in the advantageous zone. On the other hand, the CPU 40a ends the command information process without executing the command information determination process when controlled in the normal zone.
[0090] In the instruction information determination process, the CPU 40a judges whether or not the state is AT. If the state is not AT, the CPU 40a ends the instruction information determination process and ends the instruction information process. If the state is AT, the CPU 40a judges whether or not the winning flag is any of the winning numbers 04 to 09. If the winning flag is any of the winning numbers 04 to 09, the CPU 40a determines operation information capable of identifying the operation mode of the stop buttons 21a to 21c required to generate the winning of the bell role. On the other hand, if the winning flag is 01, 02, 03, 10, or none of the winning numbers, the CPU 40a does not determine operation information capable of identifying the operation mode of the stop buttons 21a to 21c. For example, if the winning flag is the winning number 04, the CPU 40a determines operation information capable of identifying the first push order. The CPU 40a stores the control information capable of identifying the push order (hereinafter, referred to as the instruction information command) in the output buffer and ends the instruction information determination process. Then, the CPU 40a executes the instruction information display process.
[0091] The instruction information display process of the instruction information process will be described. In the instruction information display process, the CPU 40a controls the payout display unit 36 so that the operation information determined in the instruction information determination process is displayed (see FIG. 3). Then, the CPU 40a ends the instruction information display process. Note that if the instruction information determination process is not being executed, or if the operation information is not determined in the instruction information determination process, the CPU 40a does not execute the instruction information display process. Then, the CPU 40a ends the instruction information process.
[0092] When the instruction information process is completed, the CPU 40a stores control information (hereinafter, referred to as a start bet command) capable of specifying the bet amount when the start operation is accepted in the output buffer. By inputting the start bet amount command, the CPU 41a can specify the bet amount (bet amount) in the current variation game and can specify that the start operation for starting the variation game has been accepted.
[0093] Then, the CPU 40a judges whether the wait time has elapsed (step S110). If the wait time has not elapsed (step S110: NO), the CPU 40a waits until the wait time has elapsed. If the wait time has elapsed (step S110: YES), the CPU 40a sets a wait time for judging whether the wait time has elapsed next time. The set wait time is measured in a count subtraction process executed as a timer interrupt process.
[0094] After setting the wait time, the CPU 40a controls each actuator of the reels 16a to 16c so that the reels 16a to 16c start to rotate (step S111). In the gaming machine 10, the variation game starts when the reels 16a to 16c start to rotate in step S111. In this manner, the CPU 40a starts the variation game in response to a start operation. The CPU 40a stores control information (hereinafter, referred to as a start command) capable of identifying that the variation game has started in an output buffer. The start command is also control information capable of identifying the bet amount when the start operation is accepted.
[0095] When the rotation speed of the reels 16a-16c reaches a specified speed, the CPU 40a judges whether a stop operation by any of the stop buttons 21a-21c has been received (step S112). In the process of step S112, the CPU 40a judges positively if a detection signal is input from any of the stop buttons 21a-21c corresponding to the reel that is spinning. On the other hand, the CPU 40a judges negatively if a detection signal is input from any of the stop buttons 21a-21c corresponding to an already stopped reel, or if a detection signal is not input from any of the stop buttons 21a-21c. If a stop operation has not been received (step S112: NO), the CPU 40a waits until a stop operation is received.
[0096] When the CPU 40a receives a stop operation (step S112: YES), the CPU 40a executes a reel stop process to stop the rotation of the reel corresponding to the stop button that received the detection signal (step S113). That is, the CPU 40a controls the actuator in response to the stop operation to stop the rotation of the reel corresponding to the stop operation.
[0097] The reel stop process will be described. The CPU 40a searches for symbols that are allowed to stop on the pay line NL according to the result of the winning combination (winning combination) among symbols that are within a predetermined pull-in range (five symbols in this embodiment) from the timing (spin position) when the stop button is operated. For example, the search for symbols can be realized by at least one of referring to a stop symbol search table stored in the ROM 40b and performing a calculation using stop symbol search data. Then, the CPU 40a stops the rotation of the reels so that one of the searched symbols stops on the pay line NL.
[0098] When the first stop operation, the second stop operation, and the third stop operation are performed, the CPU 40a executes a reel stop process, respectively, to display the result of the current winning combination and the operation mode (pressing order and pressing position) of the stop buttons 21a to 21c. In other words, the CPU 40a can generate a winning combination corresponding to the winning number of the winning flag according to the operation mode of the stop buttons 21a to 21c. Note that, when none of the winning numbers are won (when there is a loss), the CPU 40a controls so that no winning combination is generated.
[0099] Next, the CPU 40a judges whether all of the reels 16a to 16c have been stopped (step S114). If some of the reels 16a to 16c have not been stopped (step S114: NO), the CPU 40a proceeds to the process of step S112. On the other hand, if all of the reels 16a to 16c have been stopped (step S114: YES), the CPU 40a ends the variation game and executes a winning judgment process for judging the result of the variation game (step S115). In this way, the CPU 40a ends the variation game in response to the stop operation. The CPU 40a stores control information (hereinafter, referred to as an end command) capable of identifying that the variation game has ended in the output buffer. As described above, in the gaming machine 10, the variation game starts when the reels 16a to 16c start rotating in step S111, and ends when the reels 16a to 16c stop in step S113.
[0100] The winning determination process will now be described. The CPU 40a performs a winning judgment as to whether or not a winning combination of any winning combination has occurred. In other words, the CPU 40a judges whether or not the combination of symbols stopped on the pay line NL is a combination that is predetermined as a combination required for awarding a prize. If a winning combination of any winning combination has occurred, the CPU 40a awards the prize that has been determined for the winning combination. If no winning combination has occurred, the CPU 40a ends the winning judgment process.
[0101] When a payout role is won, the CPU 40a updates the number of credits so that it increases by the number of game media awarded as a prize (the number of game medals to be paid out). If the increase causes the number of credits to exceed the credit upper limit, the CPU 40a controls the hopper unit so that the excess game medals are paid out from the medal payout outlet 22. The CPU 40a stores information that can specify the number of game medals to be paid out (hereinafter referred to as payout number information) in the RWM 40c. Incidentally, the payout number information is initialized in the game start set process (step S101). The CPU 40a stores control information that can specify the number of game medals to be paid out (hereinafter referred to as payout number command) in the output buffer. Then, the CPU 40a ends the winning determination process.
[0102] When a winning replay occurs, the CPU 40a activates the replay. That is, the CPU 40a sets the same bet as the variable game in which the winning replay occurs. The CPU 40a stores control information (hereinafter, referred to as a replay command) capable of identifying that the replay has been activated in the output buffer. Then, the CPU 40a ends the winning determination process.
[0103] When the winning determination process is completed, the CPU 40a executes an information calculation process (step S116). The information calculation process is a process for calculating (generating) information related to the result of the variable game. In the information calculation process, the CPU 40a executes the advantageous zone upper limit process. In the advantageous zone upper limit process, the CPU 40a judges whether or not it is controlled in the advantageous zone. In other words, the CPU 40a judges whether or not it is controlled in any of the second normal state, the third normal state, and the AT state. If it is not controlled in the advantageous zone, the CPU 40a ends the advantageous zone upper limit process. If it is controlled in the advantageous zone, the CPU 40a subtracts 1 from the information (hereinafter referred to as the advantageous game number) that can specify the number of times the variable game has been executed since the normal zone was shifted to the advantageous zone, which is stored in the RWM 40c. In addition, in the game update process (step S117) described later, when the normal zone is shifted to the advantageous zone, the initial value of the advantageous game number (4000 in this embodiment) is stored in the RWM 40c as the advantageous game number. The CPU 40a stores the control information (hereinafter referred to as the advantageous game number command) that can specify the advantageous game number in the output buffer.
[0104] When the game is controlled in the advantageous zone, the CPU 40a updates information (hereinafter referred to as advantageous difference number) that can specify the difference number of game medals after the normal zone is shifted to the advantageous zone, which is stored in the RWM 40c. Specifically, the CPU 40a subtracts the bet number in the current variation game from the advantageous difference number. In the case of a variation game executed by activating a replay, the CPU 40a does not subtract the advantageous difference number. The CPU 40a adds the payout number of game medals that can be specified by the payout number information stored in the RWM 40c to the advantageous difference number. In the case of a winning replay role, the CPU 40a does not add to the advantageous difference number. For example, in the case where a winning payout role does not occur in a variation game executed with 3 bets, the CPU 40a subtracts 3 from the advantageous difference number. For example, in the case where a winning bell role occurs in a variation game executed with 3 bets, the CPU 40a subtracts 3 from the advantageous difference number and adds 10. That is, the CPU 40a adds 7 to the advantageous difference number. The advantageous difference number may become a negative number as a result of the update. The CPU 40a stores control information capable of identifying the advantageous difference number (hereinafter referred to as an advantageous difference number command) in the output buffer. In the game update process (step S117) described later, when a transition occurs from the normal zone to the advantageous zone, the initial value of the advantageous difference number (0 in this embodiment) is stored in the RWM 40c as the advantageous difference number.
[0105] Next, the CPU 40a judges whether the end condition of the advantageous zone is satisfied. Specifically, the CPU 40a judges whether the number of advantageous games has become 0. Judging whether the number of advantageous games has become 0 corresponds to judging whether the value after subtraction is 0 as a result of subtracting 1 from the number of advantageous games. If the number of advantageous games does not become 0, the CPU 40a judges whether the advantageous difference number is equal to or greater than the difference number upper limit number (2400 in this embodiment). If the advantageous difference number is not equal to or greater than the difference number upper limit number, the CPU 40a judges that the end condition of the advantageous zone is not satisfied and ends the advantageous zone upper limit processing. If the number of advantageous games becomes 0 or the advantageous difference number is equal to or greater than the difference number upper limit number, the CPU 40a judges that the end condition of the advantageous zone is satisfied. In this way, the end condition of the advantageous zone is satisfied based on the result of the variable game when the advantageous zone is controlled after the advantageous zone starts.
[0106] When it is determined that the end condition of the advantageous zone is satisfied, the CPU 40a stores information capable of identifying that the end condition of the advantageous zone is satisfied (hereinafter referred to as advantageous end information) in the RWM 40c. This allows the CPU 40a to identify that the end condition of the advantageous zone is satisfied. Incidentally, the advantageous end information is initialized in the game start set process (step S101). The CPU 40a also stores control information capable of identifying that the end condition of the advantageous zone is satisfied (hereinafter referred to as advantageous zone end condition command) in the output buffer. After that, the CPU 40a ends the advantageous zone upper limit process. Incidentally, in the game update process (step S117) described later, the CPU 40a transitions from the advantageous zone to the normal zone, and transitions from any of the second normal state, the third normal state, and the AT state to the first normal state.
[0107] As described above, the gaming machine 10 is configured to be able to execute a variable game with the upper limit number of games as the upper limit in the advantageous zone. In other words, it is possible to execute a variable game with the upper limit number of games in the advantageous zone. The gaming machine 10 is also configured to be able to win gaming medals in excess of the upper limit number of difference in the advantageous zone. In other words, it is possible to win gaming media in excess of the upper limit number of difference in the advantageous zone. The upper limit number of difference is an example of a predetermined number.
[0108] When the advantageous zone upper limit process is completed, the CPU 40a executes the AT upper limit process in the information calculation process. In the AT upper limit process, the CPU 40a judges whether or not it is controlled to the AT state. If it is not controlled to the AT state, the CPU 40a terminates the AT upper limit process. If it is controlled to the AT state, the CPU 40a updates the difference number during the AT according to the payout number information stored in the RWM 40c. The difference number during the AT is information that can specify the difference number of game medals after transitioning from the second normal state or the third normal state to the AT state, and is information stored in the RWM 40c. Also, if it is controlled to the AT state, the CPU 40a updates the number that can be acquired during the AT according to the winning flag stored in the RWM 40c.
[0109] This section explains how to update the difference number during AT. The CPU 40a subtracts the bet number (the number of bets) in the current variation game from the difference number during the AT. In the case of a variation game executed by activating the replay, the CPU 40a does not subtract the difference number during the AT. The CPU 40a adds the number of payouts of game medals that can be specified by the payout number information stored in the RWM 40c to the difference number during the AT. In addition, when a replay role is won, the CPU 40a does not add to the difference number during the AT. For example, when a payout role is not won in a variation game executed with 3 bets, the CPU 40a subtracts 3 from the difference number during the AT. For example, when a bell role is won in a variation game executed with 3 bets, the CPU 40a subtracts 3 from the difference number during the AT and adds 10. In other words, the CPU 40a adds 7 to the difference number during the AT. The difference number during the AT can also be a negative number as a result of the update. The CPU 40a stores control information capable of identifying the difference number during the AT (hereinafter, referred to as the difference number command during the AT) in the output buffer. In the game update process (step S117) described later, when the second normal state or the third normal state is shifted to the AT state, the initial value of the difference number during the AT (0 in this embodiment) is stored in the RWM 40c as the difference number during the AT.
[0110] Next, the CPU 40a judges whether the difference number during the AT has reached a specific number (2200 in this embodiment) that is less than the upper limit number of the difference number. When the difference number during the AT has reached the specific number, the CPU 40a stores information that can specify that the difference number during the AT has reached the specific number (hereinafter, referred to as the difference number achievement flag) in the RWM 40c. In the following description, the difference number achievement flag being stored in the RWM 40c is indicated as "the difference number achievement flag is on". This allows the CPU 40a to specify that the difference number of the game medals after transitioning to the AT state has become a specific number or more. In this embodiment, the difference number of the game medals after transitioning to the AT state becoming a specific number or more is an example of the specific condition being established. The specific condition may be established when the payout number of the game medals that can be specified by the payout number information is added to the difference number during the AT. In other words, the specific condition may be established when the game medium is granted (when the game medals are paid out). The CPU 40a stores control information capable of specifying that a specific condition has been established (hereinafter, referred to as a difference achievement command) in an output buffer.
[0111] The update of the number of obtainable points during the AT will be described. When the CPU 40a updates the number of obtainable points during the AT, the CPU 40a stores control information capable of specifying the number of obtainable points during the AT (hereinafter, referred to as a number of obtainable points during the AT command) in the output buffer.
[0112] We will explain how to subtract the number of points that can be obtained during AT. The CPU 40a subtracts the number of possible wins during the AT if the payout role is won. The CPU 40a does not subtract the number of possible wins during the AT if the payout role is not won. If the payout role is won, the CPU 40a subtracts the maximum number of game medals that can be paid out by winning the payout role associated with the winning number that can be specified by the winning flag from the number of possible wins during the AT. For example, if the winning flag is the winning number 01, the CPU 40a subtracts 4 from the number of possible wins during the AT. If the winning flag is the winning number 02, the CPU 40a subtracts 15 from the number of possible wins during the AT. If the winning flag is any of the winning numbers 03 to 09, the CPU 40a subtracts 10 from the number of possible wins during the AT. Note that if the winning flag is the winning number 10, the CPU 40a does not subtract the number of possible wins during the AT.
[0113] Here, the CPU 40a subtracts the maximum number of game medals that can be paid out by winning a payout role from the number of medals that can be won during the AT, regardless of whether or not the payout role has won in the variable game. For example, if the winning flag is the winning number 01, the CPU 40a subtracts 4 from the number of medals that can be won during the AT, even if the cherry role does not win. If the winning flag is the winning number 02, the CPU 40a subtracts 15 from the number of medals that can be won during the AT, even if the watermelon role does not win. If the winning flag is the winning number 04 to 09, the CPU 40a subtracts 10 from the number of medals that can be won during the AT, even if the bell role does not win but the bell spill role wins.
[0114] We will explain how to add the number of points that can be won during AT. The CPU 40a may add the number of wins during the AT if a payout role has been won. If a payout role has been won, the CPU 40a executes an add-on lottery. In the add-on lottery, it is determined whether or not to add the number of wins during the AT, and the number to add to the number of wins during the AT when adding the number of wins during the AT. The decision to add the number of wins during the AT corresponds to winning the add-on lottery. The CPU 40a acquires a random number for the add-on lottery generated by the main board 40. The CPU 40a judges that a win has been made if the value obtained by subtracting the add-on judgment value from the acquired random number for the add-on lottery is a negative value.
[0115] When the additional lottery is won, the CPU 40a adds the number of wins during the AT according to the winning flag. For example, when the winning flag is the winning number 01, the CPU 40a adds the first winning number (100 in this embodiment) to the number of wins during the AT. When the winning flag is the winning number 02, the CPU 40a adds the second winning number (200 in this embodiment) to the number of wins during the AT. When the winning flag is any of the winning numbers 03 to 09, the CPU 40a adds the third winning number (50 in this embodiment) to the number of wins during the AT. When the result of subtracting and adding the number of wins during the AT is a negative number, the CPU 40a stores the number of wins during the AT as 0 in the RWM 40c.
[0116] Next, the CPU 40a judges whether the AT end condition is satisfied. Specifically, the CPU 40a judges whether the number of wins during AT has become 0. Judging whether the number of wins during AT has become 0 corresponds to judging whether the updated value of the number of wins during AT is 0 as a result of updating the number of wins during AT. If the number of wins during AT does not become 0, the CPU 40a judges that the AT end condition is not satisfied and ends the AT upper limit processing. If the number of wins during AT becomes 0, the CPU 40a judges that the AT end condition is satisfied. In this way, the AT end condition is satisfied based on the result of the role selection when the AT state is controlled after the AT state starts.
[0117] When it is determined that the AT end condition is satisfied, the CPU 40a stores information (hereinafter referred to as AT end information) capable of identifying that the AT end condition is satisfied in the RWM 40c. This enables the CPU 40a to identify that the AT end condition is satisfied. Incidentally, the AT end information is initialized in the game start set process (step S101). The CPU 40a also stores control information (hereinafter referred to as AT end condition command) capable of identifying that the AT end condition is satisfied in the output buffer. After that, the CPU 40a ends the AT upper limit process. Incidentally, the CPU 40a transitions from the advantageous zone to the normal zone and transitions from the AT state to the first normal state in the game update process (step S117) described later.
[0118] When the AT upper limit process is completed, the CPU 40a executes the normal upper limit process in the information calculation process. In the normal upper limit process, the CPU 40a judges whether or not it is controlled to the third normal state. If it is not controlled to the third normal state, the CPU 40a terminates the normal upper limit process and terminates the information calculation process. If it is controlled to the third normal state, the CPU 40a subtracts 1 from information (hereinafter, referred to as the third normal game number) that can specify the number of times a variable game has been executed since the first normal state was shifted to the third normal state, which is stored in the RWM 40c. Incidentally, if the third normal game number is 0, the CPU 40a does not subtract the third normal game number and leaves it at 0. In addition, in the game update process (step S117) described later, when the first normal state is shifted to the third normal state, the initial value of the third normal game number (10 in this embodiment) is stored in the RWM 40c as the third normal game number.
[0119] Next, the CPU 40a judges whether or not the end condition of the third normal state is satisfied. Specifically, the CPU 40a judges whether or not the third normal number of games is 0. Judging whether or not the third normal number of games is 0 corresponds to judging whether or not the third normal number of games is reduced by 1 and the value after the subtraction is 0, and corresponds to judging whether or not the third normal number of games remains 0 without being subtracted. If the third normal number of games is not 0, the CPU 40a judges that the end condition of the third normal state is not satisfied, and terminates the normal upper limit process and terminates the information calculation process.
[0120] When the third normal game number is 0, the CPU 40a performs a fall lottery. The CPU 40a acquires a random number for the fall lottery generated by the main board 40. The CPU 40a judges that a win has been made when the value obtained by subtracting the fall judgment value from the acquired random number for the fall lottery is a negative value. When the fall lottery is not won, the CPU 40a judges that the end condition of the third normal state has not been established, and ends the normal upper limit process and the information calculation process. When the fall lottery is won, the CPU 40a judges that the end condition of the third normal state has been established. In this way, the end condition of the third normal state is established when, after the start of the third normal state, the number of executions of the variable game while being controlled to the third normal state is a predetermined number of times (10 in this embodiment) or more, and the fall lottery is won.
[0121] When it is determined that the end condition of the third normal state is satisfied, the CPU 40a stores information (hereinafter referred to as third normal end information) capable of identifying that the end condition of the third normal state is satisfied in the RWM 40c. This allows the CPU 40a to identify that the end condition of the third normal state is satisfied. Incidentally, the third normal end information is initialized in the game start set process (step S101). The CPU 40a also stores control information (hereinafter referred to as third normal end condition command) capable of identifying that the end condition of the third normal state is satisfied in the output buffer. Thereafter, the CPU 40a ends the normal upper limit process and ends the information calculation process. Incidentally, the CPU 40a transitions from the third normal state to the second normal state in the game update process (step S117) described later.
[0122] When the information calculation process is completed, the CPU 40a executes the game update process (step S117). In the game update process, the CPU 40a executes the zone transition process. In the zone transition process, the CPU 40a can execute either the favorable zone transition process for transitioning from the normal zone to the favorable zone, or the normal zone transition process for transitioning from the favorable zone to the normal zone. In the zone transition process, the CPU 40a judges whether or not it is controlled in the favorable zone. In other words, in the zone transition process, the CPU 40a judges whether or not it is controlled in the normal zone. If it is controlled in the normal zone, the CPU 40a judges whether or not the transition condition to the favorable zone is satisfied. If the transition condition to the favorable zone is satisfied, the CPU 40a executes the favorable zone transition process. In other words, if the transition condition to the favorable zone is satisfied, the CPU 40a transitions from the normal zone to the favorable zone and transitions from the first normal state to either the second normal state or the third normal state. If the condition for transition to the advantageous zone has not been met, the CPU 40a terminates the zone transition process and terminates the game update process.
[0123] In the advantageous zone transition process, the CPU 40a stores information capable of identifying that the game machine 10 is controlled in the advantageous zone (hereinafter referred to as advantageous zone information) in the RWM 40c. As a result, the game machine 10 is controlled in the advantageous zone. The CPU 40a also stores control information capable of identifying that the game machine 10 is controlled in the advantageous zone (hereinafter referred to as advantageous zone command) in the output buffer. The CPU 40a stores the initial value of the advantageous game number (4000 in this embodiment) in the RWM 40c as the advantageous game number. The CPU 40a also stores the initial value of the advantageous difference number (0 in this embodiment) in the RWM 40c as the advantageous difference number. The CPU 40a also initializes the difference number achievement flag to turn it off.
[0124] Furthermore, the CPU 40a specifies a game state to which the game machine is to be transitioned based on the transition destination state information stored in the RWM 40c, and transitions from the first normal state to the specified game state. For example, when transitioning to the second normal state, the CPU 40a stores information specifying that the game machine is controlled to the second normal state (hereinafter, referred to as second normal state information) in the RWM 40c. As a result, the game machine 10 is controlled to the second normal state. The CPU 40a stores the control information specifying that the game machine is controlled to the second normal state (hereinafter, referred to as second normal state command) in the output buffer.
[0125] When transitioning to the third normal state, the CPU 40a stores information capable of identifying that the gaming machine 10 is controlled to the third normal state (hereinafter referred to as third normal state information) in the RWM 40c. As a result, the gaming machine 10 is controlled to the third normal state. The CPU 40a stores the control information capable of identifying that the gaming machine 10 is controlled to the third normal state (hereinafter referred to as third normal state command) in the output buffer. The CPU 40a stores the initial value of the third normal game count (10 in this embodiment) in the RWM 40c as the third normal game count. After that, the CPU 40a ends the advantageous zone transition process and ends the zone transition process. Then, the CPU 40a ends the game update process.
[0126] When controlled in the advantageous zone, the CPU 40a judges whether the end condition of the advantageous zone is satisfied. When the end condition of the advantageous zone is satisfied, the CPU 40a executes the normal zone transition process. In other words, when the end condition of the advantageous zone is satisfied, the CPU 40a transitions from the advantageous zone to the normal zone, and transitions from either the second normal state, the third normal state, or the AT state to the first normal state.
[0127] If the end condition of the advantageous zone is not met, the CPU 40a judges whether the AT end condition is met. If the AT end condition is met, the CPU 40a executes the normal zone transition process. In other words, if the AT end condition is met, the CPU 40a transitions from the advantageous zone to the normal zone and from the AT state to the first normal state. If the AT end condition is not met, the CPU 40a ends the zone transition process and executes the state transition process described later.
[0128] In the normal section transition process, the CPU 40a stores information (hereinafter referred to as normal section information) capable of identifying that the gaming machine 10 is controlled in the normal section in the RWM 40c. As a result, the gaming machine 10 is controlled in the normal section. The CPU 40a also stores control information (hereinafter referred to as normal section command) capable of identifying that the gaming machine 10 is controlled in the normal section in the output buffer. Furthermore, the CPU 40a stores information (hereinafter referred to as first normal state information) capable of identifying that the gaming machine 10 is controlled in the first normal state in the RWM 40c. As a result, the gaming machine 10 is controlled in the first normal state. The CPU 40a stores control information (hereinafter referred to as first normal state command) capable of identifying that the gaming machine 10 is controlled in the first normal state in the output buffer. After that, the CPU 40a ends the normal section transition process and ends the section transition process. Then, the CPU 40a ends the game update process.
[0129] As described above, the CPU 40a can control the game zone to the advantageous zone by shifting from the normal zone to the advantageous zone. Also, the CPU 40a can control the game zone to the normal zone by shifting from the advantageous zone to the normal zone. In this embodiment, the CPU 40a functions as a zone control means that can control the game zone to any one of a plurality of game zones.
[0130] When the game is controlled in the advantageous zone and neither the advantageous zone end condition nor the AT end condition is satisfied, the CPU 40a executes a state transition process in the game update process. In the state transition process, the CPU 40a can execute an AT transition process for transitioning from the second normal state or the third normal state to the AT state, and a normal transition process for transitioning from the third normal state to the second normal state.
[0131] In the state transition process, the CPU 40a judges whether the AT start condition is satisfied. If the AT start condition is satisfied, the CPU 40a executes the AT transition process. In other words, if the AT start condition is satisfied, the CPU 40a transitions to the AT state from either the second normal state or the third normal state. If the AT start condition is not satisfied, the CPU 40a judges whether the end condition of the third normal state is satisfied. If the end condition of the third normal state is satisfied, the CPU 40a executes the normal transition process. In other words, if the AT start condition is not satisfied and the end condition of the third normal state is satisfied, the CPU 40a transitions from the third normal state to the second normal state. If the end condition of the third normal state is not satisfied, the CPU 40a ends the state transition process and ends the game update process.
[0132] In the AT transition process, the CPU 40a stores information that can specify that the game machine 10 is controlled to the AT state (hereinafter, referred to as AT state information) in the RWM 40c. As a result, the game machine 10 is controlled to the AT state. The CPU 40a stores control information that can specify that the game machine 10 is controlled to the AT state (hereinafter, referred to as AT state command) in the output buffer. The CPU 40a stores the initial value of the difference number during the AT (0 in this embodiment) as the difference number during the AT in the RWM 40c. As described above, when the AT lottery is won, the CPU 40a stores the initial value of the number of wins during the AT in the RWM 40c as the number of wins during the AT. After that, the CPU 40a ends the AT transition process and ends the state transition process. Then, the CPU 40a ends the game update process.
[0133] In the normal transition process, the CPU 40a stores the second normal state information in the RWM 40c. As a result, the gaming machine 10 is controlled to the second normal state. The CPU 40a stores the second normal state command in the output buffer. After that, the CPU 40a ends the normal transition process and ends the state transition process. Then, the CPU 40a ends the game update process.
[0134] As described above, the CPU 40a can control the second normal state by transitioning from the first normal state to the second normal state. The CPU 40a can control the third normal state by transitioning from the first normal state to the third normal state. The CPU 40a can control the second normal state by transitioning from the second normal state to the AT state. The CPU 40a can control the third normal state by transitioning from the AT state to the AT state. The CPU 40a can control the third normal state to the second normal state by transitioning from the third normal state to the second normal state. The CPU 40a can control the first normal state by transitioning from the AT state to the first normal state. The CPU 40a can control the first normal state by transitioning from the second normal state to the first normal state. In this embodiment, the CPU 40a functions as a game state control means for controlling the game state.
[0135] Here, the advantageous zone transition lottery (advantageous zone transition determination process) and the AT lottery (AT transition determination process) in the transition determination process (step S108) of the game progress main process will be explained in detail.
[0136] First, we will explain the lottery for moving to the advantageous zone. As shown in Fig. 7, the CPU 40a obtains a random number for the advantageous zone shift lottery generated by the main board 40 (step S201). Then, the CPU 40a judges whether the difference number achievement flag is on or not (step S202). If the difference number achievement flag is on (step S202: YES), the CPU 40a judges whether any winning number has been won based on the winning flag (step S203). If none of the winning numbers have been won (step S203: NO), the CPU 40a ends the advantageous zone shift lottery.
[0137] If any of the winning numbers is selected (step S203: YES), the CPU 40a sets a high probability judgment value as the advantageous zone transition judgment value (step S204). The CPU 40a judges whether or not the advantageous zone transition lottery is won based on the random number acquired in step S201 and the judgment value set in step S204 (step S205). The CPU 40a judges positively when the value obtained by subtracting the judgment value from the random number is a negative value. On the other hand, the CPU 40a judges negatively when the value obtained by subtracting the judgment value from the random number is not a negative value. If the value of the random number is equal to or greater than the judgment value (step S205: NO), the CPU 40a ends the advantageous zone transition lottery.
[0138] If the value of the random number is smaller than the judgment value (step S205: YES), the CPU 40a stores the advantageous zone transition information in the RWM 40c (step S206). Furthermore, the CPU 40a stores the third normal state as the transition destination state information in the RWM 40c (step S207). After that, the CPU 40a ends the advantageous zone transition lottery.
[0139] When the difference achievement flag is not on (step S202: NO), the CPU 40a judges whether or not the winning number 01 or the winning number 02 has been won based on the winning flag (step S208). When neither the winning number 01 nor the winning number 02 has been won (step S208: NO), the CPU 40a judges whether or not the winning number 03 to 09 has been won based on the winning flag (step S210). When none of the winning numbers 03 to 09 has been won (step S210: NO), the CPU 40a ends the advantageous zone shift lottery.
[0140] If either winning number 01 or winning number 02 is a winning number (step S208: YES), the CPU 40a sets a judgment value for low probability and winning numbers 01, 02 as the advantageous zone transition judgment value (step S209). In this embodiment, the judgment value for low probability and winning numbers 01, 02 is a value smaller than the judgment value for high probability. The CPU 40a judges whether or not to win the advantageous zone transition lottery based on the random number acquired in step S201 and the judgment value set in step S209 (step S212). The CPU 40a judges positively when the value obtained by subtracting the judgment value from the random number is a negative value. On the other hand, the CPU 40a judges negatively when the value obtained by subtracting the judgment value from the random number is not a negative value. If the value of the random number is equal to or greater than the judgment value (step S212: NO), the CPU 40a ends the advantageous zone transition lottery.
[0141] If the value of the random number is smaller than the judgment value (step S212: YES), the CPU 40a stores the advantageous zone transition information in the RWM 40c (step S213). Furthermore, the CPU 40a stores the second normal state as the transition destination state information in the RWM 40c (step S214). After that, the CPU 40a ends the advantageous zone transition lottery.
[0142] If any of the winning numbers 03 to 09 is selected (step S210: YES), the CPU 40a sets a judgment value for the winning numbers 03 to 09 with low probability as the advantageous zone shift judgment value (step S211). In this embodiment, the judgment value for the winning numbers 03 to 09 with low probability is smaller than the judgment value for the winning numbers 01 and 02 with low probability. The CPU 40a judges whether or not the advantageous zone shift lottery is won based on the random number acquired in step S201 and the judgment value set in step S211 (step S212). The CPU 40a judges positively when the value obtained by subtracting the judgment value from the random number is a negative value. On the other hand, the CPU 40a judges negatively when the value obtained by subtracting the judgment value from the random number is not a negative value. If the value of the random number is equal to or greater than the judgment value (step S212: NO), the CPU 40a ends the advantageous zone shift lottery.
[0143] If the value of the random number is smaller than the judgment value (step S212: YES), the CPU 40a stores the advantageous zone transition information in the RWM 40c (step S213). Furthermore, the CPU 40a stores the second normal state as the transition destination state information in the RWM 40c (step S214). After that, the CPU 40a ends the advantageous zone transition lottery.
[0144] As described above, when the game machine 10 is controlled in the normal zone, a lottery for a shift to a favorable zone is performed. In the lottery for a shift to a favorable zone, a lottery is performed to determine whether to shift from the normal zone to the favorable zone. In addition, in the lottery for a shift to a favorable zone, a game state to be shifted to with the shift to the favorable zone is determined. The lottery for a shift to a favorable zone is an example of a special lottery. The content of the lottery for a shift to a favorable zone differs depending on whether the difference achievement flag is on or not. In other words, the content of the lottery for a shift to a favorable zone differs depending on whether a specific condition is established before the shift from the favorable zone to the normal zone. In this way, in the gaming machine 10, the content of the lottery for a shift to a favorable zone executed after the shift from the favorable zone to the normal zone differs depending on whether a specific condition is established when the gaming machine 10 is controlled in the favorable zone.
[0145] When the difference number achievement flag is on, the same judgment value (high probability judgment value) is used when any winning number is won to determine whether or not the advantageous zone transition lottery will be won. When the difference number achievement flag is on, if none of the winning numbers are won (so-called miss), the advantageous zone transition lottery can be won.
[0146] If the difference achievement flag is not on, a lottery is held to determine whether or not the player will win the advantageous zone transition lottery using different judgment values for the winning numbers 01 and 02 and the winning numbers 03 to 09. If the difference achievement flag is not on, the player will not win the advantageous zone transition lottery even if the winning number 10 is won.
[0147] The advantageous zone transition determination value used when the difference number achievement flag is on and the advantageous zone transition determination value used when the difference number achievement flag is not on are all different. For these reasons, the probability of winning the advantageous zone transition lottery differs between when the difference number achievement flag is on and when the difference number achievement flag is not on. In this embodiment, when the difference number achievement flag is on, the probability of winning the advantageous zone transition lottery is higher than when the difference number achievement flag is not on. In this way, the probability of determining a transition to an advantageous zone by the advantageous zone transition lottery executed after a transition to the normal zone differs between when a specific condition is met and when the specific condition is not met.
[0148] In addition, the game state to which the player transitions when the difference achievement flag is on differs from the state to which the difference achievement flag is not on. When the difference achievement flag is on, the game state is controlled to the third normal state when the lottery for transitioning to the advantageous zone is won. When the difference achievement flag is not on, the game state is controlled to the second normal state when the lottery for transitioning to the advantageous zone is won.
[0149] Next, the AT lottery will be explained. As shown in Fig. 8, the CPU 40a acquires a random number for AT lottery generated by the main board 40 (step S301). Then, the CPU 40a judges whether the game state is the second normal state or not (step S302). If it is the second normal state (step S302: YES), the CPU 40a judges whether either the winning number 01 or the winning number 02 has been won based on the winning flag (step S303). If neither the winning number 01 nor the winning number 02 has been won (step S303: NO), the AT lottery ends.
[0150] If either winning number 01 or winning number 02 is a winning number (step S303: YES), the CPU 40a sets the judgment value for winning numbers 01 and 02 as the AT shift judgment value (step S304). The CPU 40a judges whether or not to win the AT lottery based on the random number acquired in step S301 and the judgment value set in step S304 (step S305). The CPU 40a judges positively when the value obtained by subtracting the judgment value from the random number is a negative value. On the other hand, the CPU 40a judges negatively when the value obtained by subtracting the judgment value from the random number is not a negative value. If the value of the random number is equal to or greater than the judgment value (step S305: NO), the CPU 40a ends the AT lottery.
[0151] If the value of the random number is smaller than the judgment value (step S305: YES), the CPU 40a stores the AT start information in the RWM 40c (step S306). Furthermore, the CPU 40a stores the first possible number (300 in this embodiment) as the number of wins that can be obtained during the AT in the RWM 40c (step S307). After that, the CPU 40a ends the AT lottery.
[0152] If it is not the second normal state, that is, if it is the third normal state (step S302: NO), the CPU 40a judges whether or not the winning number 01 and the winning number 02 are won based on the winning flag (step S308). If neither the winning number 01 nor the winning number 02 are won (step S308: NO), the CPU 40a judges whether or not the winning number 03 to 09 are won based on the winning flag (step S313). If none of the winning numbers 03 to 09 are won (step S313: NO), the CPU 40a judges whether or not the winning number 10 is won based on the winning flag (step S318). If the winning number 10 is not won (step S318: NO), the CPU 40a ends the AT lottery.
[0153] If either winning number 01 or winning number 02 has been won (step S308: YES), the CPU 40a sets the judgment value for winning numbers 01, 02 as the AT transition judgment value (step S309). The judgment value set in step S309 is the same as the judgment value set in step S304. Not limited to this, the judgment value set in step S309 may be different from the judgment value set in step S304. The judgment value set in step S309 may be a value smaller or larger than the judgment value set in step S304.
[0154] The CPU 40a judges whether or not the AT lottery has been won based on the random number acquired in step S301 and the judgment value set in step S309 (step S310). The CPU 40a judges positively when the value obtained by subtracting the judgment value from the random number is a negative value. On the other hand, the CPU 40a judges negatively when the value obtained by subtracting the judgment value from the random number is not a negative value. If the value of the random number is equal to or greater than the judgment value (step S310: NO), the CPU 40a ends the AT lottery.
[0155] If the value of the random number is smaller than the judgment value (step S310: YES), the CPU 40a stores the AT start information in the RWM 40c (step S311). Furthermore, the CPU 40a stores the second possible number (1000 in this embodiment) that is greater than the first possible number as the number of wins that can be obtained during the AT in the RWM 40c (step S312). After that, the CPU 40a ends the AT lottery.
[0156] If any of the winning numbers 03 to 09 is selected (step S313: YES), the CPU 40a sets the judgment value for the winning numbers 03 to 09 as the AT shift judgment value (step S314). In this embodiment, the judgment value for the winning numbers 03 to 09 is smaller than the judgment values for the winning numbers 01 and 02. The CPU 40a judges whether or not the AT lottery is selected based on the random number acquired in step S301 and the judgment value set in step S314 (step S315). The CPU 40a judges positively when the value obtained by subtracting the judgment value from the random number is a negative value. On the other hand, the CPU 40a judges negatively when the value obtained by subtracting the judgment value from the random number is not a negative value. If the value of the random number is equal to or greater than the judgment value (step S315: NO), the CPU 40a ends the AT lottery.
[0157] If the value of the random number is smaller than the judgment value (step S315: YES), the CPU 40a stores the AT start information in the RWM 40c (step S316). Furthermore, the CPU 40a stores a third possible number (800 in this embodiment) that is larger than the first possible number and smaller than the second possible number as the number of wins that can be obtained during the AT in the RWM 40c (step S317). After that, the CPU 40a ends the AT lottery.
[0158] If the winning number 10 is selected (step S318: YES), the CPU 40a sets the judgment value for the winning number 10 as the AT shift judgment value (step S319). In this embodiment, the judgment value for the winning number 10 is smaller than the judgment values for the winning numbers 03 to 09. The CPU 40a judges whether or not the AT lottery is selected based on the random number acquired in step S301 and the judgment value set in step S319 (step S320). The CPU 40a judges positively when the value obtained by subtracting the judgment value from the random number is a negative value. On the other hand, the CPU 40a judges negatively when the value obtained by subtracting the judgment value from the random number is not a negative value. If the value of the random number is equal to or greater than the judgment value (step S320: NO), the CPU 40a ends the AT lottery.
[0159] If the value of the random number is smaller than the judgment value (step S320: YES), the CPU 40a stores the AT start information in the RWM 40c (step S321). Furthermore, the CPU 40a stores a fourth possible number (600 in this embodiment) that is larger than the first possible number and smaller than the third possible number as the number of wins that can be obtained during the AT in the RWM 40c (step S322). After that, the CPU 40a ends the AT lottery.
[0160] As described above, when the game is controlled to either the second normal state or the third normal state, an AT lottery is held regarding the transition to the AT state. In the AT lottery, a lottery is held to determine whether to transition from the second normal state to the AT state. In the AT lottery, a lottery is held to determine whether to transition from the third normal state to the AT state. In addition, in the AT lottery, the initial value of the number of points that can be acquired during the AT is determined in conjunction with the transition to the AT state. The content of the AT lottery differs depending on whether the game state is the second normal state or the third normal state.
[0161] In the second normal state, if the winning numbers 01 and 02 are selected, the same judgment value (the judgment value of the winning numbers 01 and 02) is used to determine whether or not the AT lottery will be won. In the second normal state, even if the winning numbers 03 to 10 are selected, the AT lottery cannot be won.
[0162] In the third normal state, if the winning numbers 01 and 02 are selected, if the winning numbers 03 to 09 are selected, and if the winning number 10 is selected, a lottery is held to determine whether or not the AT lottery will be won using different judgment values. In the third normal state, if none of the winning numbers are selected (i.e., if the winning number is not selected), the AT lottery can be won.
[0163] The AT transition judgment value used in the second normal state and the AT transition judgment value used in the third normal state are at least partially different. For these reasons, the probability of winning the AT lottery differs between the second normal state and the third normal state. In this embodiment, the probability of winning the AT lottery is higher in the third normal state than in the second normal state. In other words, when controlled to the third normal state, it is easier to transition to the AT state than when controlled to the second normal state.
[0164] In addition, the initial value of the number of wins during AT is different between the second normal state and the third normal state. In the second normal state, the initial value of the number of wins during AT is the first possible number (300 in this embodiment). In the third normal state, the initial value of the number of wins during AT is either the second possible number (1000 in this embodiment), the third possible number (800 in this embodiment), or the fourth possible number (600 in this embodiment). When the third normal state is transitioned to the AT state, the initial value of the number of wins during AT is greater than when the second normal state is transitioned to the AT state, so the frequency of winning the above-mentioned additional lottery is likely to be higher. Therefore, when the third normal state is transitioned to the AT state, the number of game medals paid out after transition to the AT state is likely to be greater than when the second normal state is transitioned to the AT state. In this way, when transitioning from the third normal state to the AT state, there is a higher advantage in terms of the awarding of gaming media (payout of gaming medals) after transitioning to the AT state than when transitioning from the second normal state to the AT state.
[0165] In the gaming machine 10, when the difference number achievement flag is on, the game machine 10 transitions from the normal zone to the advantageous zone and transitions from the first normal state to the third normal state by winning the advantageous zone transition lottery. On the other hand, in the gaming machine 10, when the difference number achievement flag is off, the game machine 10 transitions from the normal zone to the advantageous zone and transitions from the first normal state to the second normal state by winning the advantageous zone transition lottery. Therefore, in the gaming machine 10, when the difference number achievement flag is on, the game machine 10 has a higher advantage in terms of the provision of game media (payout of game medals) after transition from the advantageous zone to the normal zone than when the difference number achievement flag is off. In other words, when a specific condition is established, the game machine 10 has a higher advantage in terms of the provision of game media (payout of game medals) after transition from the advantageous zone to the normal zone than when the specific condition is not established.
[0166] In the game progress main process, the CPU 40a is further configured to perform the following controls. The CPU 40a controls the information display unit 30 (the deposit availability display unit 31, the replay display unit 32, the wait display unit 33, the bet display unit 34, the credit display unit 35, and the payout display unit 36) so as to notify the current state of the gaming machine 10. For example, when an error occurs in the gaming machine 10, the CPU 40a controls the payout display unit 36 so as to display error information that can identify the error that has occurred.
[0167] Next, the processing executed by the CPU 41a of the sub-board 41 will be described. The CPU 41a controls the group of performance devices based on various control information inputted as the game progresses, and executes various game performances. Here, the "game performance" in this embodiment is a performance executed mainly for the purpose of enhancing the interest of the player by executing a performance by one performance device alone or by combining each performance by two or more performance devices according to the progress of the variable game, the transition of the game zone and the game state, etc. The CPU 41a can specify the progress of the variable game, the transition of the game zone and the game state, etc. by inputting the control information outputted from the main board 40 (CPU 40a). For example, the CPU 41a specifies the current game zone by inputting the normal zone command and the advantageous zone command. The CPU 41a specifies the current game state by inputting the first normal state command, the second normal state command, the third normal state command, and the AT state command.
[0168] An example of a game presentation executed by the presentation device group will be described below. The CPU 41a controls the performance display device 15 to display a background image HG corresponding to the performance mode. The background image HG is an image that is arranged on a layer with the lowest priority when various images such as characters and letters are displayed on the performance display device 15. The CPU 41a also controls the speaker 14 to output background music (so-called BGM) corresponding to the performance mode.
[0169] There are a plurality of types of presentation modes. The CPU 41a controls the presentation mode according to the game state. When controlled to the second normal state, the CPU 41a controls to the second normal mode. When controlled to the third normal state, the CPU 41a controls to the second normal mode. When controlled to the AT state, the CPU 41a controls to either the first AT mode or the second AT mode. The CPU 41a controls the presentation display device 15 so as to display different background images HG in the first normal mode, the second normal mode, the first AT mode, and the second AT mode. The CPU 41a controls the speaker 14 so as to output different background music in the first normal mode, the second normal mode, the first AT mode, and the second AT mode.
[0170] The CPU 41a transitions the presentation mode in accordance with the transition of the game state. When transitioning to the first normal state, the CPU 41a transitions to the first normal mode. When transitioning to the second normal state, the CPU 41a transitions to the second normal mode. When transitioning to the third normal state, the CPU 41a transitions to the second normal mode. Note that when transitioning from the third normal state to the second normal state, the CPU 41a does not change it to the second normal mode. When transitioning to the AT state, the CPU 41a transitions to the first AT mode. When the CPU 41a inputs a difference achievement command, it transitions from the first AT mode to the second AT mode.
[0171] An example of a game presentation when controlled in the AT state will be described. As shown in Fig. 9(a), in the AT state, the performance display device 15 displays a background image HG corresponding to the first AT mode. In this embodiment, the background image HG corresponding to the first AT mode is a background image HG that imitates a "night sky." The performance display device 15 also displays an AT difference number image KM that allows the difference number during the AT to be specified. The performance display device 15 also displays an AT remaining number image NM that allows the number that can be obtained during the AT to be specified.
[0172] As shown in FIG. 9(a) and FIG. 9(b), when the difference number during AT is 2195, the gaming machine 10 assumes that the bell role has been won. As a result, in the gaming machine 10, the difference number during AT reaches a specific number (2200 in this embodiment) and a specific condition is established. At this time, the performance display device 15 displays a background image HG corresponding to the second AT mode. In this embodiment, the background image HG corresponding to the second AT mode is a background image HG that imitates "space". In addition, in the performance display device 15, the display of the difference number image KM during AT is updated from "TOTAL 2195 coins" to "TOTAL 2202 coins". In addition, in the performance display device 15, the display of the remaining number image NM that can be acquired during AT is updated from "100 coins remaining" to "90 coins remaining".
[0173] Furthermore, the effect display device 15 executes a condition achievement effect. In this embodiment, the condition achievement effect is an effect in which a text image TS saying "2200 coins reached! Congratulations!!" is displayed on the effect display device 15. The condition achievement effect is an effect that is executed only in the AT state. The condition achievement effect is an effect that is not executed unless the difference number during the AT is equal to or greater than a specific number. Therefore, the condition achievement effect is an effect that can specify that the difference number during the AT is equal to or greater than a specific number. In other words, the condition achievement effect is an effect that can specify that a specific condition has been met.
[0174] We will explain the control regarding the game presentation when controlled in the AT state. When the state transitions from the second normal state or the third normal state to the AT state, the CPU 41a controls to the first AT mode. The CPU 41a controls the performance display device 15 so that a background image HG corresponding to the first AT mode is displayed. The CPU 41a also controls the performance display device 15 so that an AT difference number image KM is displayed based on an AT difference number command. The CPU 41a also controls the performance display device 15 so that the display of the AT difference number image KM is updated every time an AT difference number command is input. The CPU 41a also controls the performance display device 15 so that an AT obtainable remaining number image NM is displayed based on an AT possible number command. The CPU 41a controls the performance display device 15 so that the display of the AT obtainable remaining number image NM is updated every time an AT possible number command is input.
[0175] When the difference achievement command is input, the CPU 41a transitions from the first AT mode to the second AT mode. The CPU 41a controls the performance display device 15 so that a background image HG corresponding to the second AT mode is displayed. Furthermore, the CPU 41a controls the performance display device 15 so that a condition achievement performance is executed based on the input of the difference achievement command. When the AT state ends, the CPU 41a controls the performance display device 15 so that the condition achievement performance ends. As described above, when the AT state is controlled, a condition achievement performance may be executed. And, the condition achievement performance is executed when a specific condition is established. The condition achievement performance is an example of a specific performance.
[0176] An example of the game presentation when controlled to the second normal state and the third normal state will be described. As shown in Fig. 10(a), in the third normal state, the performance display device 15 displays a background image HG corresponding to the second normal mode. In this embodiment, the background image HG corresponding to the second normal mode is a background image HG that imitates a "riverside." In addition, the performance display device 15 executes a promotion performance that encourages the execution of a status check performance. The status check performance and the promotion performance will be described later.
[0177] As shown in FIG. 10(a) and FIG. 10(b), in the gaming machine 10, it is assumed that the end condition of the third normal state is satisfied. As a result, in the gaming machine 10, the third normal state transitions to the second normal state. At this time, the performance display device 15 continues to display the background image HG corresponding to the second normal mode. In other words, even if the performance display device 15 transitions from the third normal state to the second normal state, the background image HG does not change. In addition, the performance display device 15 does not execute the performance associated with the transition from the third normal state to the second normal state. For this reason, it is difficult for the player to recognize that the state has transitioned from the third normal state to the second normal state.
[0178] Here, the effect display device 15 may execute a state check effect that suggests or notifies the current game state. Specifically, the effect display device 15 may execute a state check effect when the state is in the second normal state or the third normal state. The effect display device 15 does not execute a state check effect when the state is in the first normal state or the AT state. The state check effect is an effect that suggests or notifies whether the current game state is the second normal state or the third normal state. The state check effect is executed when the state check possible number of times, which is the number of times the state check effect can be executed, is 1 or more and the effect operation unit 25 is operated. The state check effect is not executed unless the effect operation unit 25 is operated even if the state check possible number of times is 1 or more. If the state check possible number of times is 0, the state check effect is not executed even if the effect operation unit 25 is operated. In this way, the state check effect can be executed by operating the effect operation unit 25.
[0179] As shown in Fig. 10(a) and Fig. 10(b), in a situation where the status check effect can be executed, the effect display device 15 executes a promotion effect that encourages the execution of the status check effect. For example, in Fig. 10(a) and Fig. 10(b), the promotion effect is an effect in which a text image NK saying "You can check the game status by pressing the button" and "3 times remaining" is displayed on the effect display device 15. The promotion effect is also an effect that can specify the number of times the status can be checked.
[0180] As shown in Figures 10(a) and 10(c), when the performance operation unit 25 is operated, the display of the text image NK on the performance display device 15 is updated from "3 times remaining" to "2 times remaining." Then, the performance display device 15 executes a status confirmation performance. For example, in Figure 10(c), a text image CK saying "Expected probability of staying in the third normal state approximately 90%" is displayed on the performance display device 15 as a status confirmation performance.
[0181] As shown in Figures 10(b) and 10(d), when the performance operation unit 25 is operated, the display of the text image NK on the performance display device 15 is updated from "3 times remaining" to "2 times remaining." Then, the performance display device 15 executes a status confirmation performance. For example, in Figure 10(d), a text image CK saying "Expected probability of staying in third normal state: approximately 30%" is displayed on the performance display device 15 as a status confirmation performance.
[0182] The manner in which the status confirmation presentation is executed will be described below. As shown in FIG. 11, there are multiple performance patterns for the status confirmation performance. In this embodiment, the multiple performance patterns include performance patterns EP1 to EP7. The display content column in the figure indicates the text image CK that is displayed according to the performance pattern being executed. For example, when performance pattern EP3 is executed, the performance display device 15 displays a text image CK that reads "Expected degree of staying in third normal state: approximately 30%." For example, when performance pattern EP6 is executed, the performance display device 15 displays a text image CK that reads "Expected degree of staying in third normal state: approximately 90%."
[0183] In the state confirmation performance, a part of the executable performance patterns differs depending on the game state before the transition and the controlled game state. Not limited to this, the state confirmation performance may have all of its executable performance patterns different depending on the game state before the transition and the controlled game state. In addition, in the state confirmation performance, a part of the determination probability of the performance pattern that determines which of the executable performance patterns is to be executed differs depending on the game state before the transition and the controlled game state. Not limited to this, the state confirmation performance may have all of the determination probability of the performance pattern that determines which of the executable performance patterns is to be executed depending on the game state before the transition and the controlled game state. In other words, the execution mode of the state confirmation performance differs at least in part depending on the game state before the transition and the controlled game state.
[0184] The performance patterns of the state confirmation performance that can be executed when the state is controlled to the second normal state after transitioning from the first normal state to the second normal state include performance patterns EP1 to EP4. The state when the state is controlled to the second normal state after transitioning from the first normal state to the second normal state is an example of a predetermined state. In this embodiment, when the state is the predetermined state, performance pattern EP1 is determined with a probability of 18 / 100, performance pattern EP2 is determined with a probability of 27 / 100, performance pattern EP3 is determined with a probability of 35 / 100, and performance pattern EP4 is determined with a probability of 15 / 100.
[0185] The performance patterns of the state confirmation performance that can be executed in the state controlled to the second normal state after transition from the third normal state to the second normal state include performance patterns EP1 to EP6. The state controlled to the second normal state after transition from the third normal state to the second normal state is an example of a specific state. In this embodiment, in the specific state, performance pattern EP1 is determined with a probability of 5 / 100, performance pattern EP2 is determined with a probability of 27 / 100, and performance pattern EP3 is determined with a probability of 35 / 100. In the specific state, performance pattern EP4 is determined with a probability of 15 / 100, performance pattern EP5 is determined with a probability of 15 / 100, and performance pattern EP6 is determined with a probability of 3 / 100.
[0186] The effect patterns of the state confirmation effect that can be executed when controlled to the third normal state include effect patterns EP2 to EP7. In this embodiment, when controlled to the third normal state, effect pattern EP2 is determined with a probability of 3 / 100, effect pattern EP3 is determined with a probability of 15 / 100, and effect pattern EP4 is determined with a probability of 15 / 100. When controlled to the third normal state, effect pattern EP5 is determined with a probability of 35 / 100, effect pattern EP6 is determined with a probability of 27 / 100, and effect pattern EP7 is determined with a probability of 5 / 100.
[0187] The control regarding the game presentation when controlled to the second normal state and the third normal state will be described. When controlled to the second normal state and the third normal state, the CPU 41a controls to the second normal mode. For example, even if the state transitions from the third normal state to the second normal state, the CPU 41a does not transition the presentation mode. The CPU 41a controls the presentation display device 15 so that the background image HG corresponding to the second normal mode is displayed. In addition, the CPU 41a does not execute the presentation associated with the transition from the third normal state to the second normal state.
[0188] The CPU 41a controls the performance display device 15 so as to execute a prompting performance that prompts the user to execute the status check performance in a situation where the status check performance can be executed. The CPU 41a controls the performance display device 15 so as not to execute a prompting performance that prompts the user to execute the status check performance in a situation where the status check performance cannot be executed.
[0189] The CPU 41a determines that the status check presentation can be executed when the number of possible status checks is 1 or more. The CPU 41a determines that the status check presentation cannot be executed when the number of possible status checks is 0. The number of possible status checks is the remaining number of times that the status check presentation can be executed. When transitioning from the normal zone to the advantageous zone, the CPU 41a stores a predetermined number (3 in this embodiment) as the number of possible status checks in the RWM 41c.
[0190] The CPU 41a controls the performance display device 15 so that the status check performance is executed when a predetermined execution condition is satisfied. The predetermined execution condition is satisfied when the number of possible status checks is 1 or more and the performance operation unit 25 is operated. That is, when the number of possible status checks is 1 or more, the CPU 41a controls the performance display device 15 so that the status check performance is executed when a detection signal is input from the performance operation unit 25. As described above, the CPU 41a determines the performance pattern of the status check performance according to the game state before the transition and the game state being controlled. When the CPU 41a executes the status check performance, it subtracts 1 from the number of possible status checks. Then, the CPU 41a controls the performance display device 15 so that the display of the image that can specify the number of possible status checks included in the promotion performance is updated. When the number of possible status checks becomes 0, the CPU 41a controls the performance display device 15 so that the promotion performance is terminated. The CPU 41a controls the performance display device 15 so that the status check performance is terminated when a predetermined time has elapsed since the start of the status check performance.
[0191] As described above, the status check performance can be executed both when the state is controlled to the second normal state and when the state is controlled to the third normal state. The status check performance is an example of a special performance. The execution mode of the status check performance executed when the state is controlled to the third normal state is at least partially different from the execution mode of the status check performance executed when the state is controlled to the second normal state after the first normal state has been changed to the second normal state. The execution mode of the status check performance executed when the state is controlled to the third normal state is at least partially different from the execution mode of the status check performance executed when the state is controlled to the second normal state after the third normal state has been changed to the second normal state. The execution mode of the status check performance executed when the state is controlled to the second normal state after the third normal state has been changed to the second normal state is at least partially different from the execution mode of the status check performance executed when the state is controlled to the second normal state after the first normal state has been changed to the second normal state. In other words, the execution mode of the status check performance executed when the state is in a specific state is at least partially different from the execution mode of the status check performance executed when the state is in a predetermined state.
[0192] In addition, when the CPU 41a inputs an instruction information command, the CPU 41a controls the performance device group to execute a navigation performance that suggests or notifies the operation mode of the stop buttons 21a to 21c that can be specified from the instruction information command. When the CPU 41a inputs a win command and then a start command, the CPU 41a controls the performance device group to execute a role suggestion performance that suggests or notifies the winning role that can be specified from the win command. When the CPU 41a inputs an AT win command, the CPU 41a controls the performance device group to execute an AT win performance that suggests or notifies the winning of the AT lottery. In addition, the CPU 41a may also cause the decorative lamp 13 and the speaker 14 to execute various game performances in the same manner as the performance display device 15. As described above, the gaming machine 10 is configured to be able to execute performances in the performance device group during the execution of the variable game.
[0193] Next, a specific example of the transitions between game sections, game states, and presentation modes will be described. FIG. 12 shows an example of a case where the gaming state transitions from the AT state to the first normal state, and then from the first normal state to the second normal state.
[0194] At time t10, the gaming machine 10 is in a favorable gaming zone and in an AT state. At this time, the difference number during the AT is 2000. In the gaming machine 10, since the difference number during the AT has not reached a specific number (2200 in this embodiment), the difference number achievement flag is not on and the gaming machine 10 is controlled to the first AT mode as the presentation mode. At time t11, the variable game is started in the gaming machine 10. At this time, the winning number 04 is selected in the role lottery.
[0195] At time t12, the variable game ends in the gaming machine 10, and the bell role wins. As a result, the difference number during the AT becomes 2007. The difference number during the AT has not reached a specific number. Therefore, in the gaming machine 10, the difference number achievement flag is not turned on, and the condition achievement presentation is not executed. Also, in the gaming machine 10, the presentation mode does not shift from the first AT mode. At time t13, the variable game is started in the gaming machine 10. At this time, in the role lottery, the winning number 02 is won.
[0196] At time t14, the variable game ends in the gaming machine 10, and the watermelon role is awarded. As a result, the difference number during the AT becomes 2019. The difference number during the AT has not reached a specific number. Therefore, in the gaming machine 10, the difference number achievement flag is not turned on, and the condition achievement performance is not executed. Furthermore, at time t14, in the gaming machine 10, the winning number 02 is won in the role lottery, and the number of wins during the AT becomes 0. As a result, the gaming machine 10 transitions from the advantageous zone to the normal zone, and transitions from the AT state to the first normal state. In addition, in the gaming machine 10, transitions from the first AT mode to the first normal mode with the transition of the game state.
[0197] At time t15, it is assumed that a variable game is started in the gaming machine 10. At this time, it is assumed that the winning number 10 is won in the role lottery. Then, the gaming machine 10 holds a lottery for shifting to an advantageous zone, but since the winning flag is the winning number 10, the lottery for shifting to an advantageous zone is not won. After that, at time t16, it is assumed that the variable game ends in the gaming machine 10, and a re-play role is won.
[0198] At time t17, the gaming machine 10 starts a variable game. At this time, the winning number 01 is selected in the role selection. Then, the gaming machine 10 performs a favorable zone transition lottery and the favorable zone transition lottery is selected. After that, at time t18, the variable game ends in the gaming machine 10, and the cherry role is selected. At time t18, the gaming machine 10 transitions from the normal zone to the favorable zone due to the winning of the favorable zone transition lottery. When the favorable zone transition lottery is performed in the gaming machine 10, the difference number achievement flag is off, so the gaming machine 10 transitions from the first normal state to the second normal state. In this way, when the AT state ends, the gaming machine 10 can transition to the second normal state. If the condition achievement performance is not executed when the gaming machine 10 is controlled in the AT state, the gaming machine 10 transitions to the second normal state when the AT state ends. Also, the gaming machine 10 transitions from the first normal mode to the second normal mode due to the transition of the gaming state.
[0199] FIG. 13 shows an example of a case where the gaming state transitions from the AT state to the first normal state, and then from the first normal state to the third normal state. At time t20, the gaming machine 10 is in a favorable gaming zone and in an AT state. At this time, the difference number during the AT is 2195. In the gaming machine 10, since the difference number during the AT has not reached a specific number (2200 in this embodiment), the difference number achievement flag is not on and the gaming machine 10 is controlled to the first AT mode as the presentation mode. At time t21, the variable game is started in the gaming machine 10. At this time, the winning number 04 is selected in the role lottery.
[0200] At time t22, the variable game ends in the gaming machine 10, and the bell role is won. As a result, the difference number during the AT becomes 2202. The difference number during the AT reaches a specific number. As a result, the difference number achievement flag is turned on in the gaming machine 10, and a condition achievement presentation is executed. Then, the presentation mode of the gaming machine 10 shifts from the first AT mode to the second AT mode. At time t23, the variable game is started in the gaming machine 10. At this time, the winning number 02 is won in the role lottery.
[0201] At time t24, the variable game ends in the gaming machine 10, and the watermelon role is won. As a result, the difference number during the AT becomes 2214. Furthermore, at time t24, the winning number 02 is won in the role lottery in the gaming machine 10, and the number of wins during the AT becomes 0. As a result, the gaming machine 10 transitions from the advantageous zone to the normal zone, and transitions from the AT state to the first normal state. Furthermore, in the gaming machine 10, transitions from the second AT mode to the first normal mode in conjunction with the transition of the game state. At this time, the condition achievement presentation ends in the gaming machine 10.
[0202] At time t25, the gaming machine 10 starts a variable game. At this time, the winning number 10 is selected in the role selection. Then, the gaming machine 10 performs a favorable zone transition lottery and the favorable zone transition lottery is selected. After that, at time t26, the variable game ends in the gaming machine 10, and a re-play role is selected. At time t26, the gaming machine 10 transitions from the normal zone to the favorable zone due to the winning of the favorable zone transition lottery. When the favorable zone transition lottery is performed in the gaming machine 10, the difference number achievement flag is on, so the gaming machine 10 transitions from the first normal state to the third normal state. In this way, when the AT state ends, the gaming machine 10 can transition to the third normal state. If a condition achievement performance is executed while the gaming machine 10 is controlled in the AT state, the gaming machine 10 transitions to the third normal state when the AT state ends. Also, the gaming machine 10 transitions from the first normal mode to the second normal mode due to the transition of the gaming state.
[0203] At time t27, the gaming machine 10 starts a variable game. At this time, the winning number 01 is selected in the role selection. Then, the gaming machine 10 performs an AT selection and selects the winning number in the AT selection. After that, at time t28, the gaming machine 10 ends the variable game and the cherry role is selected. At time t28, the gaming machine 10 transitions from the third normal state to the AT state in response to the winning of the AT selection. Also, the gaming machine 10 transitions from the second normal mode to the first AT mode in response to the transition of the game state.
[0204] Next, we will explain a specific example of the number of wins that can be obtained during AT and the transition of the difference number during AT. FIG. 14 shows an example of a case where the gaming state transitions from the second normal state to the AT state.
[0205] At time t30, the gaming state of the gaming machine 10 is the second normal state. At this time, the gaming machine 10 is controlled to the second normal mode as the presentation mode. At time t31, a variable game is started in the gaming machine 10. At this time, the winning number 03 is won in the role lottery. In the gaming machine 10, an AT lottery is held, but since the winning flag is the winning number 03, the AT lottery is not won.
[0206] At time t32, the variable game ends in the gaming machine 10, and the Bell role wins. After that, at time t33, the variable game starts in the gaming machine 10. At this time, the winning number 01 is selected in the role selection. The gaming machine 10 performs an AT selection, and the AT selection is selected. As a result, the number of wins during the AT is set to the first possible number (300 in this embodiment) as the initial value of the number of wins during the AT.
[0207] At time t34, the variable game ends in the gaming machine 10, and the cherry role is won. In the gaming machine 10, as the AT lottery is won, the gaming machine 10 transitions from the second normal state to the AT state. In addition, in the gaming machine 10, as the game state transitions, the gaming machine 10 transitions from the second normal mode to the first AT mode. Thereafter, at time t35, the variable game is started in the gaming machine 10. At this time, the winning number 04 is won in the role lottery.
[0208] At time t36, the variable game ends in the gaming machine 10, and the bell role wins. That is, in the variable game from time t35 to time t36, the player operates the stop buttons 21a to 21c in the operation mode of the first push sequence according to the operation information. As a result, the difference number during the AT is 7 by subtracting the multiplication number in this variable game (3 in this embodiment) and adding the number of game medals paid out due to the winning of the bell role (10 in this embodiment). The number of possible wins during the AT is 290 by subtracting the maximum number of game medals that can be paid out by winning the payout role associated with the winning number 04 (10 in this embodiment) due to the winning number 04 being won in the role lottery. After that, at time t37, the variable game is started in the gaming machine 10. At this time, the winning number 04 is won in the role lottery.
[0209] At time t38, the variable game ends in the gaming machine 10, and the bell spill role wins. In other words, in the variable game from time t37 to time t38, the player operates the stop buttons 21a to 21c in an operation mode different from the first push order without following the operation information. As a result, the difference number during the AT is 5 by subtracting the multiplication number in this variable game (3 in this embodiment) and adding the number of game medals paid out due to the winning of the bell spill role (1 in this embodiment). The number of possible wins during the AT is 280 by subtracting the maximum number of game medals that can be paid out due to the winning of the payout role associated with the winning number 04 (10 in this embodiment) due to the winning of the winning number 04 in the role lottery.
[0210] FIG. 15 shows an example of a case where the gaming state transitions from the third normal state to the AT state. At time t40, the gaming state of the gaming machine 10 is the third normal state. At this time, the gaming machine 10 is controlled to the second normal mode as the presentation mode. At time t41, a variable game is started in the gaming machine 10. At this time, it is assumed that the winning number 03 is won in the role lottery. In the gaming machine 10, an AT lottery is held, and it is assumed that the AT lottery is won. As a result, the number of wins during the AT is set to the third possible number (800 in this embodiment) as the initial value of the number of wins during the AT.
[0211] At time t42, the variable game ends in the gaming machine 10, and the bell role is won. In the gaming machine 10, as the AT lottery is won, the gaming machine 10 transitions from the third normal state to the AT state. In addition, in the gaming machine 10, as the game state transitions, the gaming machine 10 transitions from the second normal mode to the first AT mode. Thereafter, at time t43, the variable game is started in the gaming machine 10. At this time, the winning number 01 is won in the role lottery.
[0212] At time t44, the game in the gaming machine 10 is ended and the cherry role is won. That is, in the game from time t43 to time t44, the player operates the stop buttons 21a to 21c at the cherry push position. As a result, the difference number during the AT is 1 by subtracting the multiplication number in the current variable game (3 in this embodiment) and adding the number of game medals paid out due to the cherry role winning (4 in this embodiment). The number of possible wins during the AT is 796 by subtracting the maximum number of game medals that can be paid out by winning the payout role corresponding to the winning number 01 due to the winning number 04 in the role lottery. Furthermore, at time t44, the gaming machine 10 is won in the additional lottery. As a result, the first winning number (100 in this embodiment) is added to the number of possible wins during the AT, resulting in 896. After that, at time t45, it is assumed that a variable game is started in the gaming machine 10. At this time, it is assumed that the winning number 04 is won in the winning combination lottery.
[0213] At time t46, the variable game ends in the gaming machine 10, and the bell role wins. That is, in the variable game from time t45 to time t46, the player operates the stop buttons 21a to 21c in the operation mode of the first push sequence according to the operation information. As a result, the difference number during the AT is 8 by subtracting the multiplication number in this variable game (3 in this embodiment) and adding the number of game medals paid out due to the winning of the bell role (10 in this embodiment). The number of possible wins during the AT is 886 by subtracting the maximum number of game medals that can be paid out by winning the payout role corresponding to the winning number 04 due to the winning of the winning number 04 in the role lottery. After that, at time t47, the variable game is started in the gaming machine 10. At this time, the winning number 04 is won in the role lottery.
[0214] At time t48, the variable game ends in the gaming machine 10, and the bell spill role wins. In other words, in the variable game from time t47 to time t48, the player operates the stop buttons 21a to 21c in an operation mode different from the first push order without following the operation information. As a result, the difference number during the AT is 6 by subtracting the multiplication number in this variable game (3 in this embodiment) and adding the number of game medals paid out due to the winning of the bell spill role (1 in this embodiment). The number of possible wins during the AT is 876 by subtracting the maximum number of game medals that can be paid out due to the winning of the payout role associated with the winning number 04 (10 in this embodiment) due to the winning of the winning number 04 in the role lottery.
[0215] As described above, when the third normal state is shifted to the AT state, the initial value of the number of wins during the AT is greater than when the second normal state is shifted to the AT state. Therefore, when the third normal state is shifted to the AT state, the number of variable games that can be executed in the AT state is likely to be greater than when the second normal state is shifted to the AT state. Therefore, when the third normal state is shifted to the AT state, the number of wins in the additional lottery is likely to be greater than when the second normal state is shifted to the AT state, and the number of wins during the AT is likely to be added. From these reasons, when the third normal state is shifted to the AT state, the difference number during the AT is likely to be greater than when the second normal state is shifted to the AT state. Therefore, when the third normal state is shifted to the AT state, the advantage of granting game media from the time of shifting to the AT state until the end of the AT state is greater than when the second normal state is shifted to the AT state. In addition, when the specific condition is met, the degree of advantage in terms of the awarding of gaming media is higher, at least from the time of transition from the advantageous zone to the normal zone until the end of the next advantageous zone, than when the specific condition is not met.
[0216] And when the third normal state is transitioned to the AT state, the difference number during AT is more likely to be large than when the second normal state is transitioned to the AT state, so the specific condition is more likely to be established. And when the specific condition is established, the probability of transitioning from the advantageous zone to the normal zone and then back to the advantageous zone is higher than when the specific condition is not established, and it is more likely to be controlled to the third normal state. Therefore, when the third normal state is transitioned to the AT state, the advantage of the grant of game media from the transition to the AT state until the end of the AT state without the specific condition being established is higher than when the second normal state is transitioned to the AT state. Also, when the specific condition is established, the advantage of the grant of game media from the transition from the advantageous zone to the normal zone until the end of the advantageous zone without the specific condition being established is higher than when the specific condition is not established.
[0217] In this way, the gaming machine 10 has different degrees of advantage regarding the grant of game media depending on whether or not a specific condition is established. For this reason, when the information related to the establishment of a specific condition stored in the RWM 40c is initialized, the relationship of the expectation degree regarding the grant of game media as described above does not hold. In other words, when the third normal state is transitioned to the AT state, it can be said that the degree of advantage regarding the grant of game media from the transition to the AT state until the information related to the establishment of a specific condition is initialized is higher than when the second normal state is transitioned to the AT state. In addition, when a specific condition is established, it can be said that the degree of advantage regarding the grant of game media from the transition from the advantageous zone to the normal zone until the information related to the establishment of a specific condition is initialized is higher than when the specific condition is not established. In this embodiment, the information related to the establishment of a specific condition is the number of acquirable during AT, the difference number during AT, the difference number achievement flag, and information that can specify the current game state.
[0218] Here, the difference number during AT is different in the number (value) that increases or decreases when the stop buttons 21a to 21c are operated according to the operation information and when the stop buttons 21a to 21c are operated without following the operation information. On the other hand, the number of AT obtainables does not differ in the number that increases or decreases when the stop buttons 21a to 21c are operated according to the operation information and when the stop buttons 21a to 21c are operated without following the operation information. Therefore, for example, even if the total number of AT obtainables in a certain AT state is the same, when the stop buttons 21a to 21c are operated without following the operation information, the difference number during AT is likely to be smaller than when the stop buttons 21a to 21c are operated according to the operation information. Therefore, when the stop buttons 21a to 21c are operated without following the operation information, the expected value of a specific condition being established is lower than when the stop buttons 21a to 21c are operated according to the operation information. In other words, in the AT state, if the stop buttons 21a to 21c are not operated in the recommended operation manner, the expectation value of the specific condition being established is lower than if the stop buttons 21a to 21c are operated in the recommended operation manner.
[0219] The effects of the embodiment will be described. (1) Conventionally, there are reel-type gaming machines, which are an example of gaming machines, that are configured to be controllable to one of a plurality of gaming states, such as the reel-type gaming machine described in Patent Document 1. Such reel-type gaming machines perform control to transition the gaming state based on, for example, the establishment of a predetermined condition. However, today, it is expected that interest will be increased by further improving the control regarding the transition of the gaming state.
[0220] When the game machine 10 transitions to the AT state, which is a state in which game media are more likely to be awarded than the second and third normal states, it is considered that when the AT state ends, players who expect to transition back to the AT state may wish to transition to the third normal state, which is easier to transition to the AT state than the second normal state. In the gaming machine 10, when a condition achievement presentation is executed while the game machine 10 is controlled to the AT state, the game machine 10 transitions to the third normal state when the AT state ends. This allows players to expect not only that game media will be acquired while the game machine 10 is controlled to the AT state, but also that a specific condition will be met and a condition achievement presentation will be executed, thereby increasing interest.
[0221] (2) When the game state is changed from the third normal state to the AT state, the degree of advantage in terms of the award of game media after the change to the AT state is higher than when the game state is changed from the second normal state to the AT state. For this reason, when the AT state ends, the game state is changed to the third normal state rather than the second normal state, and it is considered that the player would prefer to change from the third normal state to the AT state. This makes it possible to further increase the expectation that a specific condition will be established and a condition achievement performance will be executed when the game state is controlled in the AT state, thereby increasing the interest.
[0222] (3) In the AT state, if the stop buttons 21a-21c are not operated in the recommended operation mode (push order and push position) according to the operation information, the expected value of the specific condition being established is lower than that of operating the stop buttons 21a-21c in the operation mode according to the operation information. This can increase the interest of the player who wishes to transition to the third normal state when the AT state ends, in the operation of the stop buttons 21a-21c in the AT state. Therefore, it is possible to provide the player with the original enjoyment of the gaming machine, that is, the result of the subsequent game can change depending on the operation mode of the stop buttons 21a-21c, and increase the interest.
[0223] (4) The gaming machine 10 is configured to be able to execute the state confirmation effect in both the second normal state and the third normal state. The execution mode of the state confirmation effect executed when controlled to the third normal state is at least partially different from the execution mode of the state confirmation effect executed when controlled to the second normal state after the transition from the third normal state to the second normal state. Therefore, the gaming machine 10 can provide the enjoyment of guessing whether the current gaming state is the second normal state or the third normal state by executing the state confirmation effect. In particular, since the third normal state is a state in which it is easier to transition to the AT state than the second normal state, it is possible to draw the attention of a player who does not want the third normal state to transition to the second normal state after the AT state ends to the execution mode of the state confirmation effect. This can increase the interest.
[0224] (5) The state check effect can be executed by the player operating the effect operation unit 25. That is, the player can execute the state check effect at his / her own timing. This allows the gaming machine 10 to prevent the player from noticing that the state check effect has been executed. Also, for example, when the player is unsure whether to continue playing, the player can operate the effect operation unit 25 to execute the state check effect, and use the execution mode of the state check effect as a criterion for deciding whether to continue playing. Also, for example, in a gaming machine in which the number of variable games executed after transition to the third normal state is smaller, the probability of transition to the second normal state is lower, it is considered that even if the state check effect is executed immediately after transition to the third normal state, the profit from the execution of the state check effect is halved. In this way, the gaming machine 10 can execute the state check effect according to the situation, making it easier for the player to enjoy the profit from the execution of the state check effect.
[0225] (6) At least a part of the state confirmation effect executed when the game is controlled to the second normal state transitioned from the third normal state is different from the state confirmation effect executed when the game is controlled to the second normal state transitioned from a game state different from the third normal state. Therefore, the game machine 10 can provide the player with the fun of guessing whether the game has transitioned to the second normal state via the third normal state by executing the state confirmation effect. In particular, when a new player starts playing after a change of player, it is difficult for the player to specify how the game state has transitioned. In this regard, the game machine 10 can provide the player with the fun of guessing whether the game has transitioned to the second normal state via the third normal state by executing the state confirmation effect, in addition to whether the game has been controlled to the third normal state, in the case where the game state is not the third normal state, the player can guess whether the game has been transitioned to the second normal state via the third normal state. Therefore, the game machine can provide the player with the fun of guessing about the game state, thereby improving the interest.
[0226] (7) Conventionally, a reel type gaming machine, which is an example of a gaming machine, is configured to be controllable to one of a plurality of gaming zones (normal zone and advantageous zone) separately from the gaming state, such as the reel type gaming machine described in Patent Document 1. Such a reel type gaming machine performs control to shift the gaming zone when, for example, a predetermined role is won in an internal lottery. However, nowadays, it is expected that interest will be increased by further improving the control regarding the shift of the gaming zone.
[0227] Since the advantageous zone is a zone that is more advantageous to the player than the normal zone (non-advantageous zone), when the game is controlled in the normal zone, the player can be made to have a sense of expectation about the transition to the advantageous zone. In addition, in the gaming machine 10, depending on whether a specific condition is satisfied before the transition from the advantageous zone to the normal zone, the contents of the advantageous zone transition lottery regarding the transition to the advantageous zone executed when the game machine 10 is controlled in the subsequent normal zone are made different. In this way, the gaming machine 10 can make the player expect the transition to the advantageous zone when controlled in the normal zone, while also making the player expect whether a specific condition is satisfied before the transition to the previous normal zone, thereby increasing the interest.
[0228] (8) When the specific condition is met, the probability of deciding to move to the advantageous zone by the advantageous zone shift lottery executed after the transition to the normal zone is different from the probability of deciding to move to the advantageous zone by the advantageous zone shift lottery executed after the transition to the normal zone is different from the probability of deciding to move to the advantageous zone by the special condition. Therefore, it is possible to make a player who wants to move from the normal zone to the advantageous zone expect whether or not the specific condition is met before the transition to the normal zone, thereby increasing the interest.
[0229] (9) When the specific condition is met, the degree of advantage in terms of the award of game media after the transition from the advantageous zone to the normal zone is higher than when the specific condition is not met. Therefore, it is possible to create anticipation as to whether or not the specific condition will be met before the transition to the normal zone, thereby increasing interest.
[0230] The above-described embodiment can be modified as follows. The above-described embodiments and the following modifications can be combined with each other to the extent that no technical contradiction occurs.
[0231] The gaming machine 10 may not transition to the normal section when the AT termination condition is met. In other words, the gaming machine 10 may not transition to the first normal state when the AT termination condition is met. In this case, the gaming machine 10 may transition to the third normal state when a specific condition is met when the AT state is ended. On the other hand, the gaming machine 10 may transition to the second normal state when a specific condition is not met when the AT state is ended. In this case, the state when the gaming machine 10 is controlled to the second normal state after transitioning from the AT state to the second normal state is an example of a predetermined state.
[0232] In the gaming machine 10, there may be a case where the state transitions from the second normal state to the third normal state. For example, when the gaming machine 10 is controlled to the second normal state, the CPU 40a may determine whether or not the start condition of the third normal state is satisfied in the information calculation process (step S116). For example, the start condition of the third normal state may be determined based on the result of a predetermined lottery. In the game update process (step S117), if the start condition of the third normal state is satisfied, the CPU 40a may transition from the second normal state to the third normal state.
[0233] The gaming machine 10 may not transition from the third normal state to the second normal state. In other words, in the gaming machine 10, when the gaming machine 10 transitions from the first normal state to the third normal state, the gaming machine 10 may be controlled to the third normal state until the gaming machine 10 transitions to the AT state. The gaming machine 10 may transition from the second normal state to the third normal state. In the gaming machine 10, when the gaming machine 10 transitions from the second normal state to the third normal state, the gaming machine 10 may be controlled to the third normal state until the gaming machine 10 transitions to the AT state. The gaming machine 10 may not transition from the second normal state to the third normal state.
[0234] In step S207 of the advantageous zone transition process, the CPU 40a may store either the second normal state or the third normal state in the RWM 40c as the transition destination state information. For example, in step S207 of the advantageous zone transition process, the CPU 40a may determine by lottery whether the transition destination state information will be the second normal state or the third normal state. In this case, the probability that the transition destination state information will be the third normal state may be higher than the probability that the transition destination state information will be the second normal state.
[0235] When the difference number achievement flag is on, if the advantageous zone transition lottery is won, there may be a time when the state is controlled to the third normal state and a time when the state is controlled to the second normal state. For example, if the advantageous zone transition lottery is won, the transition destination state information may be determined according to the result of the hand lottery. In this case, the probability of being controlled to the third normal state may be higher than the probability of being controlled to the second normal state. When the difference number achievement flag is not on, if the advantageous zone transition lottery is won, there may be a time when the state is controlled to the second normal state and a time when the state is controlled to the third normal state. For example, if the advantageous zone transition lottery is won, the transition destination state information may be determined according to the result of the hand lottery. In this case, the probability of being controlled to the second normal state may be higher than the probability of being controlled to the third normal state. When the difference number achievement flag is on, the probability of being controlled to the third normal state may be higher than when the difference number achievement flag is not on. The CPU 40a may change the initial value of the third normal game number depending on whether the difference number achievement flag is on or off. In this case, when the difference achievement flag is on, the initial value of the third normal number of games may be greater than when the difference achievement flag is off.
[0236] The initial value of the third normal number of games is not limited to 10, and may be 9 or less, or 11 or more. The initial value of the third normal number of games may be 0. The condition achievement effect may be an effect that can specify that it is easy to win the advantageous zone transition lottery in the normal zone after the advantageous zone ends. For example, the condition achievement effect may be an effect in which a text image saying "High probability of winning the next advantageous zone transition lottery" is displayed on the effect display device 15. The condition achievement effect may be an effect that can specify that a transition to the third normal state occurs after the AT state ends. For example, the condition achievement effect may be an effect in which a text image saying "After AT ends, transition to the third normal state is confirmed" is displayed on the effect display device 15.
[0237] The condition achievement performance may end before the AT state ends. For example, the condition achievement performance may end when a predetermined time has elapsed since the condition achievement performance started. The condition achievement performance may be executable even after the AT state ends. For example, if a specific condition is met at the timing when the AT end condition is met, the performance may be executed in the first normal state after the AT state ends. In this case, the condition achievement performance may end when a predetermined time has elapsed since the start of the condition achievement performance.
[0238] The status confirmation effect may be executable while the variation game is being executed, but may not be executable while the variation game is not being executed. In other words, the status confirmation effect may not be executed if the variation game is not being executed, even if the number of times the status can be confirmed is 1 or more and the presentation operation unit 25 is operated. The status confirmation effect may be executable not only while the variation game is being executed, but also when the variation game is not being executed. In other words, the status confirmation effect may be executed when the number of times the status can be confirmed is 1 or more and the presentation operation unit 25 is operated while the variation game is not being executed.
[0239] The status check performance may be executable even if the number of possible status checks is not 1 or more. In other words, the status check performance may be executed when the performance operation unit 25 is operated even if the number of possible status checks is not 1 or more.
[0240] The number of times the status can be checked stored in the RWM41c when the game moves from the normal zone to the favorable zone is not limited to 3. It may be 2 or less, or 4 or more. The number of times the status can be checked may be determined by lottery. For example, in the favorable zone before the game moves to the normal zone, a lottery may be held to update (increase) the number of times the status can be checked. This allows the game status to be checked by using the number of times the status can be checked in the previous favorable zone when the game moves back to the favorable zone after the game moves from the favorable zone to the normal zone.
[0241] The status check effect may be executed even if the effect operation unit 25 is not operated. When determining the effect to be executed during the execution of the variation game, the CPU 41a may determine whether or not to execute the status check effect. If it is determined to execute the status check effect, the CPU 41a may execute the status check effect during the execution of the variation game. In this case, even if the CPU 41a executes the status check effect, it is not necessary for the CPU 41a to decrement the number of possible status checks.
[0242] The predetermined execution condition of the status check effect is not limited to the number of possible status checks being 1 or more and the effect operation unit 25 being operated. For example, the predetermined execution condition of the status check effect may be met when the status check effect is determined in the process of determining the effect to be executed by the CPU 41a. For example, the predetermined execution condition of the status check effect may be met based on the result of a role lottery. For example, the status check effect may be executed when a predetermined winning number is won in a role lottery when controlled to the second normal state or the third normal state.
[0243] The presentation pattern of the status check effect may be changed as appropriate. The presentation pattern of the status check effect may be six or less, or may be eight or more. The presentation pattern of the status check effect should be at least two or more. The text image CK displayed according to the presentation pattern of the status check effect may be changed as appropriate. For example, the text image CK may be "expected probability of staying in the third normal state: approximately 20%" or "expected probability of staying in the second normal state: approximately 90%". The probability of determining the presentation pattern of the status check effect may be changed as appropriate depending on the game state before the transition and the game state being controlled.
[0244] The CPU 41a may not perform processing related to the end condition of the advantageous zone. In other words, the condition for transitioning from the advantageous zone to the normal zone may not include the end condition of the advantageous zone. The condition for the end of the advantageous zone may be either the number of variable games executed in the advantageous zone reaching the upper limit number of games, or the difference in the number of game medals in the advantageous zone reaching the upper limit number of differences.
[0245] The specific condition may be met when the end condition of the advantageous zone is met instead of, or in addition to, the difference in the number of game medals after transitioning to the AT state being a specific number or more. The specific condition may be established based on the result of the hand lottery instead of or in addition to the difference in the number of game medals after the transition to the AT state being a specific number or more. For example, the specific condition may be established when a specific winning number is won in the hand lottery when the game is controlled in the AT state.
[0246] The CPU 40a may add the bet amount (the number of bets) in the current variable game to the number of wins possible during the AT in the AT upper limit processing. In this case, in the case of a variable game executed by operating the replay, the CPU 40a does not have to add it to the number of wins possible during the AT.
[0247] The AT end condition may be satisfied by the number of executable games during the AT becoming 0 instead of or in addition to the number of wins during the AT becoming 0. The number of executable games during the AT is information that can specify the remaining number of variable games that can be executed in the AT state, and is information stored in the RWM 40c. When the AT lottery is won, the CPU 40a may determine the initial value of the number of executable games during the AT (for example, any one of 50 to 300). The initial value of the number of executable games during the AT may be different depending on the game state when the AT lottery is won. For example, when the AT lottery is won in the third normal state, the initial value of the number of executable games during the AT may be larger than when the AT lottery is won in the second normal state. The CPU 40a subtracts 1 from the number of executable games during the AT every time a variable game is executed in the AT state. The CPU 40a may increase the number of executable games during the AT by winning the additional lottery.
[0248] The AT end condition may be satisfied when the number of times navigation is possible becomes 0, instead of or in addition to the number of times that can be acquired during the AT becoming 0. The number of times navigation is possible is information that can specify the remaining number of times that operation information can be displayed in the AT state, and is information stored in the RWM 40c. When the AT lottery is won, the CPU 40a may determine an initial value of the number of times navigation is possible (for example, any one of 10 to 100). The initial value of the number of times navigation is possible may be different depending on the game state when the AT lottery is won. For example, when the AT lottery is won in the third normal state, the initial value of the number of times navigation is possible may be greater than when the AT lottery is won in the second normal state. The CPU 40a subtracts 1 from the number of times navigation is possible each time operation information is displayed in the AT state. The CPU 40a may increase the number of times navigation is possible by winning the additional lottery.
[0249] When the difference number achievement flag is on, the probability of winning the advantageous zone transition lottery may be lower than when the difference number achievement flag is not on. The judgment value for high probability may be a value smaller than the judgment value for low probability and winning numbers 01 and 02. The judgment value for high probability may be a value smaller than the judgment value for low probability and winning numbers 03 to 09. The advantageous zone transition judgment value used when the difference number achievement flag is on and the advantageous zone transition judgment value used when the difference number achievement flag is not on may be partially the same. The advantageous zone transition judgment value used when the difference number achievement flag is on and the advantageous zone transition judgment value used when the difference number achievement flag is not on may be partially or completely different. In other words, the advantageous zone transition judgment value used when the difference number achievement flag is on and the advantageous zone transition judgment value used when the difference number achievement flag is not on may be at least partially different.
[0250] In the third normal state, the probability of winning the AT lottery may be lower than in the second normal state. The judgment value for winning numbers 03 to 09 may be a value larger than the judgment value for winning numbers 01 and 02. The judgment value for winning number 10 may be a value larger than the judgment value for winning numbers 03 to 09. The judgment value for winning number 10 may be a value larger than the judgment value for winning numbers 01 and 02. The AT transition judgment value used in the second normal state and the AT transition judgment value used in the third normal state may be entirely different. The AT transition judgment value used in the second normal state and the AT transition judgment value used in the third normal state may be partially or entirely different. In other words, the AT transition judgment value used in the second normal state and the AT transition judgment value used in the third normal state may be at least partially different.
[0251] The type of payout role may be changed as appropriate. The number of game medals paid out according to the payout role may be changed as appropriate. There may be multiple types of replay roles. The gaming machine 10 may be equipped with a bonus role (so-called role continuous operation device) in which the award of a bonus game is determined. There may be one type of bonus role, or multiple types. The type of winning number may be changed as appropriate. The role that can be won in the variable game determined for the winning number may be changed as appropriate. For example, the winning numbers 04 to 09 may not be determined to be a bell spill role, but may be determined to be only a bell role, as a role that can be won in the variable game. In this case, when any of the winning numbers 04 to 09 is won, and the reel is stopped in any one of the predetermined push orders from the first push order to the sixth push order, the reel is stopped so that the bell role is won, regardless of the push position. On the other hand, when the reels are stopped in a different push order from the one push order, the reels are stopped so that a combination of symbols of a bell spill is derived, regardless of the push order. In addition, in the gaming machine 10, even if a combination of symbols of a bell spill is derived, no prize is awarded. The combination judgment value of the winning number may be appropriately changed depending on the winning number. In other words, the probability of winning the winning number may be appropriately changed depending on the winning number.
[0252] In the second normal state and the third normal state, the payout display unit 36 may be configured to display operation information. In this case, the probability that operation information is displayed in the second normal state and the third normal state may be lower than the AT state. The normal section is a section in which the display of operation information is prohibited. Therefore, at least in the first normal state, operation information is not displayed.
[0253] The CPU 40a may vary the contents of the role selection depending on the game state. For example, the contents of the role selection may be different when the machine is controlled to the AT state and when the machine is controlled to the normal state. The role determination value may be different depending on the game state. The CPU 40a may increase the probability of winning the payout role when the machine is controlled to the AT state compared to when the machine is controlled to the normal state. This makes it easier for the gaming machine 10 to award game medals when the machine is controlled to the AT state compared to when the machine is controlled to the normal state. For example, the CPU 40a may increase the probability of winning the replay role when the machine is controlled to the AT state compared to when the machine is controlled to the normal state. For example, the CPU 40a may decrease the probability of losing when the machine is controlled to the AT state compared to when the machine is controlled to the normal state.
[0254] The specific number may be less than 2199, or may be greater than or equal to 2201. However, it is preferable that the specific number is less than the upper limit of the difference number. The first possible number, the second possible number, the third possible number, and the fourth possible number may be changed as appropriate. In the above embodiment, the first possible number to the fourth possible number are in the following order: first possible number < fourth possible number < third possible number < second possible number. However, the first possible number to the fourth possible number may be numbers different from those in the above embodiment, and the relationship between them may be changed slightly.
[0255] The gaming machine 10 may have a function of setting one of a plurality of set values (for example, 1 to 6). The gaming machine 10 may vary the probability of winning various lotteries performed by the CPU 40a according to the set value. For example, the gaming machine 10 may vary the probability of winning each winning number in the role lottery according to the set value. For example, the gaming machine 10 may vary the probability of winning the advantageous zone transition lottery according to the set value. For example, the gaming machine 10 may vary the probability of winning the AT lottery according to the set value.
[0256] The information display unit 30 may have a favorable zone display unit. The favorable zone display unit displays information that can identify whether or not it is being controlled to an advantageous zone. The favorable zone display unit may be configured to light up when it is being controlled to an advantageous zone, and to turn off when it is not being controlled to an advantageous zone. The favorable zone display unit may be configured to light up when it is being controlled to a portion of the favorable zone. In other words, the favorable zone display unit may be configured to light up when it is being controlled to at least a portion of the favorable zone.
[0257] The functions of the main board 40 may be divided and realized among multiple boards. Also, the CPU 40a may be composed of multiple CPUs mounted on a single board. The functions of the sub-board 41 may be divided and realized on multiple boards. For example, a display board that specializes in controlling the performance display device 15, a sound board that specializes in controlling the speaker 14, and a lamp board that specializes in controlling the decorative lamps 13 may be provided, and a master board that comprehensively controls these boards may also be provided. The CPU 41a may also be composed of multiple CPUs mounted on a single board.
[0258] The gaming machine 10 may be embodied as a reel type gaming machine in which a virtual medium composed of electronic data is provided when a gaming medium is provided. That is, the above embodiment may be embodied as a reel type gaming machine in which no physical gaming medium is paid out (so-called medalless gaming machine). When a virtual medium is provided in association with the winning of a payout role, such a reel type gaming machine may be capable of setting a bet number from the provided virtual medium by operating a 1 bet button or a MAX bet button. That is, the reel type gaming machine may be configured to be capable of executing a variable game by using the virtual medium.
[0259] The gaming machine 10 may be embodied as a pachinko gaming machine. The pachinko gaming machine includes a handle as an operating means that can be operated by a player. In the pachinko gaming machine, a gaming ball as a gaming medium can be launched by operating the handle. The pachinko gaming machine can adjust the launch strength of the gaming ball according to the operation mode of the handle. For example, the launch strength of the gaming ball includes a launch strength that is a "left hit" and a launch strength that is a "right hit". In some pachinko gaming machines, the recommended operation mode of the handle varies depending on the gaming state being controlled. For example, the gaming state includes a normal state, a probability hit state, a time-saving state, and a jackpot gaming state. For example, in the pachinko gaming machine, the recommended operation mode of the handle in the normal state is a left hit, and the recommended operation mode of the handle in the probability hit state, the time-saving state, and the jackpot gaming state is a right hit. The launched gaming ball can enter a predetermined winning hole formed in the gaming area. In a pachinko gaming machine, the execution of a variable game can be suspended based on a game ball entering a predetermined winning hole.
[0260] In a pachinko gaming machine, when the execution of a variation game is suspended, if the variation game is not being executed and the game is not in a jackpot game state, the variation game is started. In a pachinko gaming machine, an internal lottery (jackpot lottery) is held when the variation game is started. In a pachinko gaming machine, a variation pattern is determined based on the result of the jackpot lottery. In a pachinko gaming machine, the variation game ends when the execution time of the variation game reaches the variation time corresponding to the determined variation pattern. Some pachinko gaming machines hold a small jackpot lottery, which is different from the jackpot lottery, as the internal lottery.
[0261] In a pachinko gaming machine, various effects are executed during the execution of a variable game. The various effects include an effect game using decorative symbols, and a notice effect that suggests or notifies whether a jackpot will be hit. In a pachinko gaming machine, the effect mode can be changed according to the controlled game state. In a pachinko gaming machine, at least a part of the execution mode of the effect game and the notice effect is changed according to the controlled effect mode. Some pachinko gaming machines are equipped with a movable body that executes the effect. For example, in a pachinko gaming machine, when a notice effect with a high expectation of a jackpot is executed, an effect using a movable body is executed. Some pachinko gaming machines are equipped with an effect button that can be operated by a player. For example, in the gaming machine 10, an effect is executed by operating the effect button during the reception period of the effect button.
[0262] In a pachinko game machine, if the player does not win the jackpot lottery, the next variable game can start when the variable game ends. In a pachinko game machine, if the player wins the jackpot lottery, the game machine transitions to a jackpot game state when the variable game ends. In a pachinko game machine, when the player is in a jackpot game state, game balls can be inserted into the big prize slot, and the number of game balls held by the player can be increased. Therefore, when the game machine is controlled to a jackpot game state, game balls are more likely to be awarded than when the game machine is controlled to a non-jackpot game state. The time when the game machine is controlled to a jackpot game state can be understood as the period from when the game machine transitions to the jackpot game state until the jackpot game state ends. In addition, the time when the game machine is controlled to a non-jackpot game state can be understood as the period from when the game machine transitions to a game state other than the jackpot game state (for example, a normal state, a probability change state, and a time-saving state) until the jackpot game state starts. Some pachinko gaming machines have multiple types of jackpot gaming states. The number of rounds of a jackpot gaming state may differ depending on the type of jackpot gaming state. In a pachinko gaming machine, the number of gaming balls that can be acquired may differ depending on the type of jackpot gaming state.
[0263] In a pachinko game machine, various effects are executed when the machine is controlled to a jackpot game state. The various effects include an opening effect, a round effect, and an ending effect. In some pachinko game machines, when the machine is controlled to a jackpot game state, an effect is executed based on the establishment of a certain condition. For example, in a pachinko game machine, when there is a jackpot variable game among the variable games whose execution is suspended, an effect is executed that suggests or notifies the player that the jackpot will be won in the variable game after the jackpot game state ends. For example, in a pachinko game machine, when a game ball passes through a specific area, an effect is executed that suggests or notifies the player that the game ball has passed through a specific area. For example, in a pachinko game machine, when the number of game balls acquired during the jackpot game state reaches a certain number or more, an effect is executed that suggests or notifies the player of the number of game balls acquired. For example, in a pachinko game machine, when a game state that is more advantageous than the normal state occurs after a jackpot game state ends, a presentation is executed that suggests or notifies the player of the game state that will occur after the jackpot game state ends.
[0264] The game state controlled after the end of the jackpot game state may differ depending on the type. For example, in a pachinko game machine, when the jackpot game state ends, there are cases where the game state transitions to a normal state and cases where the game state transitions to a game state different from the normal state. For example, the game state different from the normal state is a probability variable state in which the probability of winning the jackpot lottery is higher than when controlled to the normal state, or a time-saving state in which the game ball is more likely to enter a predetermined winning hole than when controlled to the normal state. Note that when controlled to the probability variable state, the game ball is more likely to enter a predetermined winning hole than when controlled to the normal state. When controlled to the probability variable state and the time-saving state, it becomes a high base state in which the game ball is more likely to be awarded with the game ball entering a predetermined winning hole than when controlled to the normal state. When controlled to the time-saving state, the probability of winning the jackpot lottery is the same as when controlled to the normal state. When controlled to the probability variable state, it is easier to transition to the jackpot game state than when controlled to the normal state. Incidentally, in the case of a 1 type 2 type mixed machine, when controlled to the time-saving state, it is easier to transition to the jackpot game state than when controlled to the normal state.
[0265] In a pachinko game machine, when a certain end condition is satisfied after a transition to a high probability state, the machine transitions to a normal state. In a pachinko game machine, when a certain end condition is satisfied after a transition to a time-saving state, the machine transitions to a normal state. In a pachinko game machine, when the machine is controlled to a high probability state or a time-saving state, if the machine wins a jackpot lottery before a certain end condition is satisfied, the machine transitions to a jackpot game state. When the machine is controlled to a high probability state, the machine transitions to a jackpot game state more easily than when the machine is controlled to a normal state, which is advantageous for the player. And, for example, when the machine is controlled to a high probability state, the machine transitions to a jackpot game state with a larger number of rounds more easily than when the machine is controlled to a normal state. As a result, when the machine transitions from a high probability state to a jackpot game state, the degree of advantage in terms of the provision of game balls after the machine transitions to a jackpot game state is higher than when the machine transitions from a normal state to a jackpot game state.
[0266] Pachinko gaming machines that can be controlled to the probability variable state include a specification that controls the state to the probability variable state until the fall lottery is won (fall machine), and a specification that continues the probability variable state until the state transitions to the next big win gaming state. In addition, pachinko gaming machines that can be controlled to the probability variable state include a specification that controls the state to the probability variable state when the gaming ball passes through a specific area (V probability variable machine). A pachinko gaming machine that controls the state to the probability variable state when the gaming ball passes through a specific area does not transition to the probability variable state unless the gaming ball passes through the specific area. The pachinko gaming machine may be embodied as a pachinko gaming machine with any of these specifications. The pachinko gaming machine may be a pachinko gaming machine with a specification that combines the fall machine and the V probability variable machine described above. The pachinko gaming machine may be a pachinko gaming machine with specifications that can be controlled to a state (so-called small win RUSH) in which the number of times (frequency) a small win is won per unit time or the number of times (frequency) a small win game is awarded per unit time is increased compared to a normal state. The pachinko gaming machine may be embodied as a pachinko gaming machine (so-called one-type two-type mixed machine) that has a big win game state that is entered based on winning a big win in a big win lottery and a big win game state that is entered based on the game ball passing through a specific area. The pachinko gaming machine that enters the big win game state based on the game ball passing through a specific area does not enter the big win game state unless the game ball passes through the specific area. The pachinko game machine, which transitions to a jackpot game state based on the game ball passing through a specific area, is configured so that when the handle is not operated in the recommended operating manner, the game ball is less likely to pass through the specific area than when the handle is operated in the recommended operating manner.
[0267] The pachinko game machine may be embodied as a pachinko game machine in which a virtual medium composed of electronic data is provided when a game ball is provided. That is, the pachinko game machine may be embodied as a pachinko game machine in which a physical game medium is not paid out (so-called a managed game machine). Such a pachinko game machine is configured to convert the game ball into a launchable game ball by using the virtual medium, and to be able to launch the game ball.
[0268] The technical ideas that can be understood from each embodiment and modification will be described. (Appendix 1-1) A gaming machine comprising: a gaming state control means for controlling a gaming state; a presentation execution means for executing a presentation; and a presentation control means for executing control relating to the presentation, the gaming state being a first state, a second state, and a third state; when controlled to the third state, a gaming medium is more likely to be awarded than when controlled to the first state or when controlled to the second state; when controlled to the second state, a transition to the third state is more likely than when controlled to the first state; when controlled to the third state, a specific presentation may be executed; the specific presentation is executed when a specific condition is established; and if the specific presentation is executed when controlled to the third state, a transition to the second state is subsequently made when the third state ends.
[0269] (Appendix 1-2) A gaming machine as described in (Appendix 1-1), in which when transitioning from the second state to the third state, the degree of advantage in terms of the awarding of gaming media after transitioning to the third state is higher than when transitioning from the first state to the third state.
[0270] (Appendix 1-3) A gaming machine as described in (Appendix 1-1) or (Appendix 1-2) which is provided with a specific operation means that can be operated by a player, and in the third state, if the specific operation means is not operated in a recommended operation manner, the expected value of the specific condition being fulfilled is lower than if the specific operation means is operated in the recommended operation manner.
[0271] (Appendix 2-1) A gaming machine comprising: a gaming state control means for controlling a gaming state; a performance execution means for executing a performance; and a performance control means for executing control relating to the performance, the gaming state being a first state, a second state, and a third state; when controlled to the third state, a gaming medium is more easily awarded than when controlled to the first state or when controlled to the second state; when controlled to the second state, a transition to the third state is more easily made than when controlled to the first state; and when the third state is terminated, a transition to the second state can be made; the performance includes a special performance, which can be executed both when controlled to the first state and when controlled to the second state; and at least a portion of the execution mode of the special performance executed when controlled to the second state is different from that executed when controlled to the first state after transitioning from the second state to the first state.
[0272] (Appendix 2-2) A gaming machine as described in (Appendix 2-1) that is provided with an effect operation means that can be operated by a player, and the special effect can be executed by operating the effect operation means. (Appendix 2-3) A gaming machine as described in (Appendix 2-1) or (Appendix 2-2), in which if a state in which the game machine is controlled to the first state after transitioning from the second state to the first state is defined as a specific state, and a state in which the game machine is controlled to the first state after transitioning from a gaming state different from the second state to the first state is defined as a predetermined state, the execution mode of the special effect executed in the specific state is at least partially different from the execution mode of the special effect executed in the predetermined state.
[0273] (Appendix 3-1) A gaming machine comprising: a section control means capable of controlling any one of a plurality of gaming sections; a presentation execution means for executing presentations; and a presentation control means for executing control relating to the presentations, wherein the plurality of gaming sections include a first section and a second section, the first section being a section that is more advantageous to a player than the second section, and in the first section, it is possible to acquire more than a predetermined number of gaming media, and when controlled to the second section, a special lottery is held for transition to the first section, and the content of the special lottery differs depending on whether a specific condition is met before transitioning from the first section to the second section.
[0274] (Appendix 3-2) In the special lottery, a lottery is held to determine whether to transition from the second zone to the first zone, and the probability of determining to transition to the first zone by the special lottery held after the transition to the second zone differs between when the specific condition is met and when the specific condition is not met (appendix 3-1).
[0275] (Appendix 3-3) A gaming machine as described in (Appendix 3-1) or (Appendix 3-2), in which, when the specific condition is met, the degree of advantage in terms of the awarding of gaming media after the transition from the first zone to the second zone is higher than when the specific condition is not met. [Explanation of symbols]
[0276] 10...Amusement machine 11...Main cabinet 12...Front door 13...Decorative lamp 14...Speaker 15...Performance display device 16a...Left reel 16b...Middle reel 16c...Right reel 17...Medal insertion slot 18...MAX bet button 19...Settlement button 20...Start lever 21a...Left stop button 21b...Middle stop button 21c...Right stop button 22...Medal payout outlet 23...Receiver tray 24...1 bet button 25...Performance operation section 30...Information display section 31...Insertable display section 32...Replay display section 33...Weight display section 34...Bet display section 35...Credit display section 36...Payout display section 40...Main board 40a...CPU 40b...ROM 40c...RWM 41...Sub board 41a...CPU 41b...ROM 41c...RWM
Claims
[Claim 1] A state control means for controlling a state; A performance execution means for executing a performance; A performance control means for executing control regarding the performance, The states include a first state, a second state, a third state, and a fourth state, After the fourth state is ended, the control may be made to the first state or the second state, When the reel is controlled to the third state, the game medium is more likely to be awarded than when the reel is controlled to the first state and when the reel is controlled to the second state; When the control is performed in the second state, the transition to the third state is more likely than when the control is performed in the first state, When the third state is controlled, a specific performance may be executed. The specific performance is executed when a specific condition is met, When the specific performance is executed while the game machine is controlled to the third state, the third state is then ended and the game machine is controlled to the fourth state, and after the fourth state is ended, the game machine is controlled to the second state.
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