Gaming Machines

The gaming machine addresses the lack of engagement in existing gaming machines by using a game control unit that dynamically manages game states and player rewards through multiple decision processes, enhancing player interest and excitement.

JP7650909B2Active Publication Date: 2025-03-25ENTERRISE CO LTD +1
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Patent Information

Application Number
JP2023036904
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2023-03-09
Publication Date
2025-03-25
Estimated Expiration
2043-03-09

AI Technical Summary

Technical Problem

Existing gaming machines lack mechanisms to dynamically and interestingly manage game states and player rewards, leading to a lack of engagement and interest for players.

Method used

A gaming machine with a game control unit that executes multiple decision processes to determine whether to grant magnifications, which in turn determine player benefits, with each decision process having different magnification candidates and grant probabilities, creating a dynamic and unpredictable gaming experience.

Benefits of technology

The solution enhances player engagement by providing a dynamic and unpredictable gaming experience, where the expectation of rewards changes with each game, maintaining player interest and excitement.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of causing players to feel that games are fun.SOLUTION: A slot machine 1 can execute: a process that executes multiple times a multiplier determination process for determining whether to give a multiplier capable of being used for giving of a benefit; and a process that determines an amount of the benefit to be given, by using the multiplier determined to be given through the multiple times executions of the multiplier determination process. The multiplier determination processes to be executed multiple times include a first determination process and a second determination process to be executed later than the first determination process. Each of the respective determination processes is a process that has multiple candidates for the multiplier and that determines whether to give one multiplier selected among the multiple candidates. There is a difference between a combination of multiple candidates in the first determination process (increased by 3 times, 4 times, 4 times, 5 times) or an average multiplier (increased by 4.00 times) of the multiple candidates, and a combination of multiple candidates in the second determination process (increased by 5 times, 5 times, 6 times) or an average multiplier (increased by 5.33 times) of the multiple candidates.SELECTED DRAWING: Figure 11
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Description

[Technical field]

[0001] The present disclosure relates to gaming machines. [Background technology]

[0002] The gaming machine is configured to be able to switch between a game (game) in a normal game state and a game in a special game state (AT, ART, etc.) that is more advantageous to the player than the normal game state. Patent Document 1 states that the number of games in the special game state is increased until the number of games in the special game state is consumed. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2020-22600 A Summary of the Invention [Problem to be solved by the invention]

[0004] The present disclosure provides a gaming machine that can make a player feel that the game is interesting. [Means for solving the problem]

[0005] A first aspect is a gaming machine that is equipped with a game control unit capable of executing a decision process multiple times to determine whether or not to award a multiplier that can be used to award a benefit, and a process to determine the amount of benefit to be awarded using the multiplier determined to be awarded by executing the decision process multiple times, wherein the decision process executed multiple times includes a first decision process and a second decision process executed after the first decision process, each of which has multiple candidates for the multiplier and determines whether or not to award one multiplier selected from the multiple candidates, and the combination of the multiple candidates or the average multiplier of the multiple candidates in the first decision process is different from the combination of the multiple candidates or the average multiplier of the multiple candidates in the second decision process. Effect of the Invention

[0006] According to the present disclosure, it is possible to provide a gaming machine that can make the player feel that the game is interesting. [Brief description of the drawings]

[0007] [Figure 1] FIG. 2 is a front view of the slot machine. [Diagram 2] FIG. 2 is a block diagram showing a schematic configuration of a slot machine and a card unit. [Diagram 3] FIG. 2 is a diagram showing an example of an arrangement of symbols on a spinning reel. [Figure 4] FIG. 2 is a diagram illustrating state transitions in a first game state. [Diagram 5] FIG. 11 is a diagram illustrating state transitions in the second game state. [Figure 6] A diagram explaining the state transition of a game area. [Figure 7] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 8] FIG. 2 is a diagram showing a game flow of the slot machine 1 of the present embodiment. [Figure 9] A figure showing an example of a presentation executed in the add-on determination process. [Figure 10] A diagram showing the flow of presentation of the multiplier determination process. [Figure 11] FIG. 11 is an explanatory diagram of multiple magnification candidates included in each of the first, second, and third magnification determination processes. [Figure 12] FIG. 13 is a diagram showing a pseudo table relating to a plurality of candidate multipliers and the probability of awarding each of the multipliers for each of the first, second, and third multiplier determination processes. [Figure 13] This figure shows an example of a problem that occurs when there is an upper limit to the added difference in number of coins. [Figure 14] A figure showing an example of a presentation in the add-on determination process. [Figure 15]13 is a flowchart showing the add-on determination process for the slot machine 1. [Figure 16] 13 is a flowchart showing the add-on determination process for the slot machine 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] [Embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present disclosure will be described with reference to the drawings. In the following description, "connection" includes a case where connection targets are directly connected to each other and a case where connection targets are indirectly connected to each other via another board, device, etc.

[0009] In this embodiment, the slot machine 1 is a reel type gaming machine that handles the quantity of game value (number of medals) as electronic data without using physically existing medals. Unlike conventional slot machines, the slot machine 1 does not require inserting and paying out actual medals, and allows the game to proceed using pseudo game media converted into electronic data as game value data. Such a slot machine 1 is called a medal-less machine, SmaSlo (registered trademark), or a sealed reel gaming machine.

[0010] The pseudo game medium, i.e., the game value, increases or decreases as the game progresses. Therefore, the player can play the game without having to hold real medals, and can check the amount of game value he or she has while playing by looking at the credit display on the slot machine 1.

[0011] Fig. 1 is a front view of the above-mentioned slot machine 1. As shown in Fig. 2, this slot machine 1 is communicably connected to a card unit 9. In the following, the card unit 9 will first be described.

[0012] <Card unit configuration> The card unit 9 (corresponding to an external device) is a device capable of executing processes relating to lending of gaming value to the slot machine 1 and returning of gaming value from the slot machine 1.

[0013] Although not shown, the outer surface of the card unit 9 is provided with an opening for inserting cash, an opening for inserting / ejecting a card, a display panel capable of displaying instructions for inputting a PIN number and a loan balance, a game value loan button, and a card ejection button. Inside the card unit 9, in addition to an I / F for communication with the slot machine 1, a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93 are provided as shown in FIG. 2.

[0014] The cash management mechanism 91 introduces and detects bills inserted through the cash insertion opening into the card unit 9, and accumulates them.

[0015] The card management mechanism 92 introduces and stores a card inserted through a card insertion / ejection opening, and ejects the card from the insertion / ejection opening when a card ejection button is operated.

[0016] The card unit side control unit 93 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 93 controls the operation of the cash management mechanism 91 and the card management mechanism 92, lends gaming value, authenticates cards, and reads and writes data from and to cards.

[0017] The operation processing of the cash management mechanism 91 includes a process of operating the cash management mechanism 91 so that the inserted banknote is introduced into the card unit 9, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 91, and a process of adding the play value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.

[0018] The operation processing of the card management mechanism 92 includes processing for operating the card management mechanism 92 so that an inserted card is introduced into the card unit 9, processing for operating the card management mechanism 92 so that a card is ejected in response to operation of the card ejection button, and the like.

[0019] The lending process of the gaming value includes a process of transmitting data of the gaming value to be lent in response to the operation of the lending button to the slot machine 1. At the time of this transmission, a process of subtracting the gaming value to be lent from the gaming value data of the remaining lending balance temporarily stored in the RAM in the card unit 9 is also performed.

[0020] The card authentication process includes a process for determining whether or not the input PIN matches the PIN written on the card when the PIN is input via the display panel when the card is inserted into the insertion / ejection opening. If the card unit side control unit 93 determines that they match, it allows the authenticated card to be continued to be used, but if it determines that they do not match, it may not allow the authenticated card to be continued to be used (restrict use).

[0021] The process of reading data from the card includes a process of reading the gaming value data, if any, written on the card, and temporarily storing it in RAM as the loan balance.

[0022] The writing process to the card includes a process of receiving the game value data transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card ejection button. When the card ejection button is operated and game value data has already been written to the card, the card unit side control unit 93 adds the game value received from the slot machine 1 to the data and writes it to the card (update process).

[0023] As a result, when the card ejection button on the card unit 9 is operated, a card on which at least one of the data of the game value and loan balance owned by the player is written is ejected from the card insertion / ejection opening.

[0024] The card unit 9 is also connected to be able to communicate with a hall computer, a unit management computer, etc. (not shown), which are devices other than the slot machine 1. For example, various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc.), changes in the amount of game value, the number of games played, and the ratio of roles, is sent from the card unit 9 to the hall computer and the unit management computer.

[0025] <Slot machine configuration> As shown in Fig. 1, a slot machine 1, which is a medal-less machine, has a cabinet 10. A front door 100 is provided on the front side of the cabinet 10.

[0026] A keyhole is provided near the right end of the front door 100 as viewed from the front. A key for locking or unlocking the front door 100 and the housing 10 can be inserted into the keyhole. Since the front door 100 and the housing 10 are kept locked during play, the player cannot access the inside of the housing 10. In addition, since the slot machine 1 is a medal-less machine, there is no need to provide a selector or hopper device inside the housing 10, and the operation of the store staff to replenish real medals during play is omitted. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not unlock the front door 100 and the housing 10 in principle. When the store staff performs setting change work, setting value confirmation work, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 can be rotated relative to the housing 10. This allows the store staff to access the inside of the housing 10.

[0027] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, a player can see a plurality of symbols displayed on the surface of each of a plurality of rotating reels 20a, 20b, and 20c, which will be described later.

[0028] A liquid crystal screen 3, a speaker 102, and an illumination unit 103 for performing various effects during a game are provided above the reel window 200. The liquid crystal screen 3, the speaker 102, and the illumination unit 103 correspond to a notification unit.

[0029] The liquid crystal screen 3 displays various kinds of effect moving images (effect screens) while the player is playing a game.

[0030] The speaker 102 outputs predetermined BGM (background music), SE (sound effects), and voice.

[0031] The illumination unit 103 lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.

[0032] An operation unit 4 is provided below the reel window 200. The operation unit 4 is provided in a position where the player can see and touch it. The operation unit 4 includes a plurality of stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a medium display unit 43, a game information display unit 44, a cancel button 45, a counting button 46, and a performance button 47.

[0033] The stop switches 40a, 40b, and 40c are provided corresponding to the reels 20a, 20b, and 20c, respectively. The stop switches 40a, 40b, and 40c each accept an operation for stopping the rotation of the reels 20a, 20b, and 20c while the reels 20a, 20b, and 20c are rotating.

[0034] A lamp may be provided inside each of the stop switches 40a, 40b, 40c. The lamp can indicate, for example, by emitting a color that indicates that the stop switches 40a, 40b, 40c are in an inoperative state from when the lever 42 is operated until each of the reels 20a, 20b, 20c reaches a steady rotation state. The lamp can also indicate, by emitting a color different from the above color, that the stop switches 40a, 40b, 40c are in an operable state from when each of the reels 20a, 20b, 20c reaches a steady rotation state until the stop switches 40a, 40b, 40c are operated.

[0035] The bet switch 41 is used when betting a game value. In this embodiment, a case where a predetermined number of game values ​​(for example, three coins) that can be played once is automatically bet by pressing the bet switch 41 once is illustrated.

[0036] The lever 42 functions as a start switch that accepts an operation to rotate each of the reels 20a, 20b, and 20c. For the reels 20a, 20b, and 20c to start, a "wait condition" must be met that requires an interval of at least a minimum play time (about 4.1 seconds) between the start of the reels 20a, 20b, and 20c in the previous game and the start of the reels 20a, 20b, and 20c in the next game. Therefore, when the lever 42 is operated, each of the reels 20a, 20b, and 20c starts after this wait condition is met.

[0037] The medium display unit 43 displays the amount of gaming value (hereinafter also referred to as the number of credits) managed by the medium management unit 620 of the slot machine 1, the amount of gaming value to be paid out, etc., and is composed of, for example, multiple seven segments.

[0038] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means that the game value is increased by an amount corresponding to a winning combination established by an internal drawing. In other words, the number of payouts of game value means an increase in the numerical value of a pseudo game medium converted into electronic data.

[0039] In this embodiment, the number of credits is provided with a credit upper limit. This credit upper limit is not related to the operation process of the complete function described later, and is used in a notification process for urging the player to transfer the game value to the card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Medium Management Unit-".

[0040] The game information display unit 44 displays information related to the game other than the information displayed on the medium display unit 43, and is composed of LEDs, lamps, 7-segment displays, etc. The information displayed by the game information display unit 44 includes the number of bets of the game value in one game, whether or not a special role is being implemented, whether a replay (replay) has been won, and if an operation mode role is won during AT or ART, a code corresponding to the correct operation mode of the operation mode role.

[0041] The cancel button 45 can accept an operation to change a betted game value to a non-betted state. For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 described later updates the betted game value to "0" and adds the betted game value immediately before it becomes "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the betted game value. In other words, the cancel button 45 can be said to be a button for causing the media management unit 620 to execute a bet release process that returns the betted game value to the number of credits by transitioning the bet state to a non-bet state.

[0042] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet has been placed but the lever 42 has not yet been operated, and is invalid from when the lever 42 is operated until the game based on the operation of the lever 42 ends. In this embodiment, the cancel button 45 is disposed near the bet switch 41.

[0043] The counting button 46 can receive an operation for transferring data of the game value managed by the media management unit 620 of the slot machine 1 from the media management unit 620 to the card unit 9. For example, when the counting button 46 is operated when the managed game value is 1 or more, the media management unit 620 subtracts the managed game value toward 0. The data of the subtracted game value is transmitted to the card unit 9.

[0044] The amount of subtraction from the managed game value when the count button 46 is operated once may be determined in advance, for example, to be "1" or "50." Also, while the count button 46 is being operated continuously, the managed game value may continue to be subtracted.

[0045] In this embodiment, the counting button 46 is disposed on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until the card is discharged from the card unit 9 smoother.

[0046] Furthermore, the count button 46 may be provided with a lamp inside or around the button 46 that changes its luminous color before and after operation.

[0047] The effect button 47 is a button used by the player to set the volume, check game data, and set various menu settings related to the game when playing a game. The effect button 47 may be pressed by the player during the game depending on the effect. When the effect button 47 is pressed during the game, a change occurs in the effect.

[0048] In addition, a lamp capable of emitting light in various colors and patterns may be provided inside the effect button 47. The lamp is turned on when the effect button 47 is in an operable state, and is turned off when the effect button 47 is in an invalid state. In addition, when the operation of the effect button 47 is triggered to output a winning notification effect of a special combination or advantageous game state such as AT, the lamp can also flash at high speed in a color different from that when it is normally lit, such as red or rainbow colors.

[0049] Near each switch of the operation unit 4, a sensor is provided for detecting the operation by the player and outputting an operation signal to the control unit 6.

[0050] 2, the slot machine 1 includes a spinning reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The spinning reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are disposed inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0051] As shown in Fig. 1 and Fig. 2, the reel unit 2 includes three reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The reel unit 2 is disposed in the housing 10 in a manner corresponding to the position of the reel window 200. As shown in Fig. 3, a plurality of patterns (symbols) are disposed on each of the reels 20a, 20b, and 20c at intervals along the circumferential direction of the reels 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided in correspondence with the reels 20a, 20b, and 20c, and drive the corresponding reels 20a, 20b, and 20c.

[0052] The stepping motors 21a, 21b, 21c stop the rotation of the reels 20a, 20b, 20c corresponding to the operated stop switches 40a, 40b, 40c within 190 ms after the stop switches 40a, 40b, 40c are operated while the reels 20a, 20b, 20c are rotating. The stepping motors 21a, 21b, 21c rotate once in 504 steps. As a result, the reels 20a, 20b, 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that advance within 190 ms is 127.

[0053] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control section 611 (described later) in the control section 6.

[0054] The reset button 71 is operated to release various errors or to initialize the RAM constituting the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 71 is pressed, the quantity of game value managed by the medium management unit 620 of the slot machine 1 is cleared to "0", and the second game state of the slot machine 1 is set to the "general game state" and the game zone is set to the "normal zone."

[0055] The setting change button 72 is a button pressed by a store staff member when setting one of a plurality of setting values ​​in the slot machine 1. For example, when the power supply of the slot machine 1 is switched from OFF to ON while the slot machine 1 is set in the setting change mode, the setting change button 72 becomes operable, and the setting value can be set by operating the setting change button 72 in this state.

[0056] During a game or while waiting to play, the cabinet 10 and the front door 100 are locked, so that the reset button 71 and the setting change button 72 can only be touched by those who have the right to unlock them (for example, store staff who have the key). In principle, they are only unlocked when an error occurs in the slot machine 1. Therefore, the player cannot touch the reset button 71 and the setting change button 72.

[0057] The set value is a value that represents the payout rate, which indicates the ratio of the total amount of paid-out game value to the total amount of game value inserted into the slot machine 1. The set set value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the set value. The set value is set by the store staff before the store opens.

[0058] <The flow of play by the player> The player presses the effect button 47 to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3, as necessary.

[0059] The player operates the loan button of the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to bet the game value on the slot machine 1 using the game value managed by the media management unit 620. When a predetermined amount of game value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., the game can start.

[0060] FIG. 1 illustrates an example in which the active line L is composed of one line that slopes upward to the right. The active line L is a virtual line for determining the winning combination. In this embodiment, the active line L is activated when a MAX BET (3 coins bet) is placed.

[0061] In the following, "winning" is not only when a combination that pays out medals, such as bells or watermelons, aligns on the valid line L, but also when symbols corresponding to specific combinations, such as special replays, chance symbols, and special combinations (bonuses), align on the valid line L.

[0062] In this embodiment, one game (one play) refers to a series of actions in which the player operates the bet switch 41, the lever 42, and the stop switches 40a, 40b, and 40c to obtain the result of the play, including the internal lottery, the winning determination process, and the increase / decrease process of the play value.

[0063] Specifically, when the lever 42 is operated (lever on) in a state where a game can be started, an internal drawing is performed to determine a winning flag, and each of the rotating reels 20a, 20b, and 20c starts to rotate. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c stops. When all the rotating reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is performed according to the combination (winning combination) of symbols that are aligned (winning) on ​​the pay line L. This ends one game.

[0064] The player repeats the above game. As the game progresses, the display on the liquid crystal screen 3, the sound output from the speaker 102, and the light emitted by the illumination unit 203 change in accordance with the progress of the game.

[0065] <About game status> During the game, the game zones and game states are set, and an internal lottery is performed based on the set game zones and game states. The game states include a first game state and a second game state, as shown in Figures 4 and 5. Note that the first game state and the second game state are not exclusively established game states, but are merely classified states for the purpose of distinction for the sake of convenience.

[0066] The first game state includes a special role non-carryover state (non-bonus internal state), a special role carryover state (inside the bonus) and a special role implementation state (during the bonus), as shown in Fig. 4. The special role non-carryover state, the special role carryover state and the special role implementation state are in an exclusively established relationship.

[0067] The special role non-carryover state refers to a state in which the special role (Type 1 BB and Type 2 BB) has not been won by the internal lottery and the winning of the special role has not been carried over. The special role non-carryover state is set when condition A is met, such as when the setting value is changed, the RAM is initialized, or the payout of the game value exceeds a specified number after transitioning to the special role implementation state.

[0068] The special role carryover state refers to a state in which a special role has been won by the internal lottery, but the winning of the special role has been carried over. In other words, the special role carryover state refers to a state in which the flag of the special role has been won by the internal lottery, but the pattern indicating the special role has not been aligned on the valid line L, and therefore the special role has not yet won.

[0069] Here, the first type BB is a device for continuously operating a special type of feature, and the second type BB is a device for continuously operating a special type of feature. For example, the number of bets on the game value when the first type BB and the second type BB become candidates for winning may be different, so that the first type BB becomes a candidate for winning when the number of bets is the maximum number "3", and the second type BB becomes a candidate for winning when the number of bets is less than the maximum number. Also, the special role may be only the first type BB. Also, the first type BB cannot be won while the first type BB is carried over.

[0070] When a special role is won while the first gaming state is a special role non-carry-over state, the first gaming state transitions from the special role non-carry-over state to a state in which the winning of the special role that has been won is carried over (special role carry-over state).

[0071] When the winning special role is won (condition B), the first game state transitions from the special role carryover state to the special role implementation state. The special role implementation state refers to a state in which a special role (bonus) won by an internal lottery is won and the payout of the game value exceeding a predetermined number has not been completed. For example, when the first game state transitions to the special role implementation state due to the winning of a type 1 BB or type 2 BB, the special role implementation state is maintained until the payout amount of the game value due to the type 1 BB or type 2 BB exceeds the predetermined number.

[0072] In more detail, the special role implementation state includes a type 1 BB implementation state, a type 2 BB implementation state, and an RB implementation state. If an RB is won by an internal lottery during a type 1 BB implementation state in which a type 1 BB is being implemented, the special role implementation state transitions from the type 1 BB implementation state to the RB implementation state. If 12 games are played or a specific role is won 8 times in the RB implementation state, the special role implementation state transitions to the type 1 BB implementation state.

[0073] As shown in FIG. 5, the second gaming state includes a general gaming state, a chance zone (hereinafter, sometimes referred to as CZ), and an AT state as a special gaming state. The special gaming state includes an AT state and a special role implementation state. The general gaming state, the chance zone, and the AT state (special gaming state) are mutually exclusive.

[0074] The general game state is a state that is not a special game state such as an AT state or a special role implementation state, and is not a chance zone, that is, a state in which the assist function (instruction function) does not occur (or is unlikely to occur). For example, the second game state is set to the general game state after the RAM is cleared or the AT ends until the AT lottery is won. As an example, when the game zone is an advantageous zone, the AT lottery is held according to the winning role (rare role, etc.) by the internal lottery.

[0075] The AT state is a state in which an assist function (AT function) is working, which informs the correct operation mode of the stop switches 40a, 40b, 40c of roles other than the special role won by the internal lottery, via the liquid crystal screen 3, the speaker 102, and the illumination unit 103. If the AT is won by the AT lottery while the game zone is an advantageous zone, the second game state transitions from the general game state to the AT state. The second game state transitions from the AT state to the general game state when a predetermined number of games have passed since the game started in the AT state, when the total number of payouts of the game value since the game started in the AT state reaches a predetermined number, when it is decided not to continue the AT in the continuation lottery in the AT state, when it is decided to transition to the general game state in the fall lottery from the AT state to the general game state, etc. This ends the AT state.

[0076] The chance zone is a second game state in which the expectation of transition to the AT state (special game state) is higher than that of the normal game state. The high expectation of transition to the AT state includes direct ones such as a high probability of transition from the CZ to the AT state, and indirect ones such as increasing the probability of transition to the AT state after that. Therefore, the CZ can be said to be a state in which the game is more advantageous for the player than the normal game state. The CZ and the AT state are common in that they are more advantageous for the player than the normal game state, but the AT state is more advantageous than the CZ. The CZ can be entered when certain conditions are met, such as when the CZ lottery, which is based on the winning combination in the internal lottery, when the number of games played in the advantageous zone reaches a predetermined number of games, or when the points accumulated as the game progresses reach a predetermined value.

[0077] <About the game area> The above-mentioned game zone is a zone for determining whether or not the processing related to the instruction function is performed. As shown in FIG. 6, the game zone has a normal zone and an advantageous zone. The normal zone and the advantageous zone are in an exclusive relationship, and the game zone can be either the normal zone or the advantageous zone.

[0078] Here, processing related to the instruction function includes processing to exercise the instruction function (provide assistance), lottery processing for a mode in which the AT winning probability is determined, processing to transition to that mode, CZ lottery processing, CZ processing, AT lottery processing, AT continuation processing, AT addition processing (including addition of the number of AT continuation games, addition of the difference in sheets, and addition of the number of sets), processing to fall from the AT state to the general game state, AT processing, and processing to transition from the advantageous zone to the normal zone.

[0079] The normal zone is a zone in which processing related to the instruction function cannot be executed, but a lottery for zone transition to the advantageous zone is conducted. When any condition for transition to the advantageous zone is satisfied in the normal zone, the game zone transitions from the normal zone to the advantageous zone. Note that while the second game state is the general game state, the game zone can be the normal zone.

[0080] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a general gaming state, an advantageous zone in which the second gaming state progresses in a chance zone, and an advantageous zone in which the second gaming state progresses in an AT state. The gaming zone remains an advantageous zone from the time the gaming zone transitions to the advantageous zone until a specified end condition is met. The specified end condition will be described later in "- Zone Control Unit - ".

[0081] As a summary of the above, possible combination patterns of game sections and second game states in the slot machine 1 will now be listed. Pattern 1: The game zone is the normal zone, and the second game state is the normal game state Pattern 2: The game zone is a favorable zone, and the second game state is a general game state Pattern 3: The game zone is a favorable zone and the second game state is a CZ Pattern 4: The game zone is a favorable zone, and the second game state is an AT state As described above, when the game zone is a normal zone, no processing related to the instruction function can be performed, so it can be said that there is little advantage for the player. On the other hand, when the game zone is an advantageous zone, processing related to the instruction function can be performed, so the range of game progress is wider, and it can be said that there is an advantage for the player compared to the normal zone.

[0082] <Configuration of each control unit> 2, the control unit 6 mainly includes a main control unit 61, a game value number control unit 62, and a sub-control unit 63. The main control unit 61 performs control for progressing the game, such as interrupt processing such as timer interruption, and control of the internal lottery and the rotating reels 20a, 20b, and 20c. The game value number control unit 62 manages and processes game values, and controls communication with the card unit 9. The sub-control unit 63 performs control related to effects based on signals sent from the main control unit 61 and the pressing of the effect button 47.

[0083] The main control unit 61, the game value number control unit 62, and the sub-control unit 63 each include a CPU, a RAM, and a ROM. The ROM of the main control unit 61 stores programs and the like necessary for game progress, and the RAM of the main control unit 61 stores game data necessary for game progress. The game data includes the current number of games, as well as data indicating which game state and game section each state or section is in, and setting values. The ROM of the game value number control unit 62 stores programs and the like necessary for managing game values ​​and communicating with the card unit 9, and the RAM of the game value number control unit 62 stores the total number of game values ​​being managed, and the like. The ROM of the sub-control unit 63 stores programs and the like necessary for controlling presentation, and the RAM of the sub-control unit 63 stores various data and the like related to presentation control.

[0084] Here, the connection relationship and communication process of the main control unit 61, the game value number control unit 62, and the sub-control unit 63 will be described with reference to Fig. 7. In this embodiment, the main control unit 61, the game value number control unit 62, and the sub-control unit 63 are each mounted on a different board.

[0085] The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value number control unit 62 is mounted are electrically connected by a harness, and two-way serial communication can be performed. Information and commands transmitted from the main control board P1 to the game value control board P2 include: outer end information, whether or not the setting is being changed, commands related to various errors, a bet request signal for the game value when the bet switch 41 is operated, a payout request signal for the game value corresponding to the winning combination, a bet cancellation request signal when the cancel button 45 is operated, a transfer request for the game value when the count button 46 is operated, etc. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated, information that the number of credits has reached the upper limit, information on the presence or absence of a communication abnormality between the card unit 9 and the slot machine 1, various responses to requests from the main control board 61, etc.

[0086] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is performed from the main control board P1 to the sub-control board P3. Information and commands transmitted from the main control board P1 to the sub-control board P3 include information on game value (for example, game value bet / payout information, total game value acquired during AT), information on the start / end of game, information on the start / end of device operation, information on various errors, etc.

[0087] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication is performed from the game value control board P2 to the sub-control board P3. Information and commands transmitted from the game value control board P2 to the sub-control board P3 include the MY value described below, information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, transfer start, transfer in progress, transfer completed, etc.), information indicating the number of credits and the number of coins acquired, information indicating that the number of credits has reached the upper limit, and error information if a credit number backup error has occurred.

[0088] <Main control unit> Returning to Fig. 2, the main control unit 61 functions as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a game progress control unit 614, a section control unit 615, a game status control unit 616, and an error determination unit 617 by the CPU reading and executing the programs in the ROM.

[0089] - Internal lottery section - The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and sets one of the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, when the lever 42 is operated, the internal lottery unit 610 performs an internal lottery according to an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal is transmitted from the internal lottery unit 610 to the reel control unit 611, the game progress control unit 614, and the like.

[0090] The internal lottery table shows information on winning combinations that may be obtained by an internal lottery. Based on the internal lottery table, the internal lottery section 610 performs an internal lottery according to the RT state (not shown) when the lever 42 is operated, the type of special combination if in a specific combination implementation state (bonus), and a combination of set values. The information on the combinations shown in the internal lottery table includes one or more combinations of symbols associated with the combination of symbols. The winning combinations include losing combinations that do not result in the payment of game value, operation mode combinations that pay out game value when the operation mode of the stop switches 40a, 40b, and 40c is the correct operation mode, rare combinations, and the like.

[0091] The operation mode roles include a push order role in which the correct operation mode is determined only by the push order of the stop switches 40a, 40b, and 40c, a push order role that requires a certain timing for pressing the buttons in addition to the push order, and a certain timing for pressing the buttons in which the correct operation mode is determined only by the timing for the buttons to stop.

[0092] For example, if the push order role is won and the stop switches 40a, 40b, and 40c are pressed in the correct order, the push order role wins and multiple (e.g., 8 coins) game values ​​corresponding to the role are paid out. If the push order role is won but the stop switches 40a, 40b, and 40c are not pressed in the correct order, the push order role will not win or another role (such as a 1 coin role) will win.

[0093] In addition, operation mode roles such as push order roles are won not only in the AT state, but also in the general game state and CZ. If an operation mode role is established during the general game state, the correct operation mode is not notified, so the operation mode role may be missed or only one coin may be paid out. During the AT state, the correct operation mode is notified, so multiple (e.g., 8 coins) game values ​​are paid out.

[0094] -Rotary reel control unit- The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, 21c based on the operation of the lever 42 or each stop switch 40a, 40b, 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, 20c, or rotation stop control to stop the rotation.

[0095] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, 20c are stopped, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, 20c. When the stop switch 40a, 40b, 40c corresponding to the rotating reel 20a, 20b, 20c is operated while at least one of the reels 20a, 20b, 20c is rotating, the reel control unit 611 stops the rotation of the reel 20a, 20b, 20c corresponding to the operated stop switch 40a, 40b, 40c.

[0096] In the spin stop control, the spin reel control unit 611 can stop the spin of the spin reels 20a, 20b, 20c based on the operation of the stop switches 40a, 40b, 40c so that the combination of symbols corresponding to the role indicated by the winning flag is positioned on the pay line L of the spin reels 20a, 20b, 20c, thereby winning the role.

[0097] In addition, in the spin stop control, the spin reel control unit 611 performs pull-in control or kick-off control according to the winning combination and the position of the spin reels 20a, 20b, 20c when each stop switch 40a, 40b, 40c is operated. The pull-in control is a control that stops the spin of the spin reels 20a, 20b, 20c by pulling in the symbols corresponding to the winning combination onto the pay line L. The kick-off control is a control that stops the spin of the spin reels 20a, 20b, 20c so that the symbols corresponding to the non-winning combination do not line up on the pay line L.

[0098] In addition, while the special role is being carried over (within the bonus), the rotating reel control unit 611 stops the rotating reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c, but if the conditions for allowing the special role to be won are not met, it is possible to control the winning special role (bonus) so that it is not won.

[0099] -Game result judgment section- The game result determination unit 612 determines the game result based on the results of the internal lottery and the spin stop control of the reels 20a, 20b, and 20c. The game result means the result of determining whether or not the winning combination has been awarded based on the symbols that have lined up on the pay line L. Specifically, when the combination of symbols that have stopped on the pay line L matches a predetermined combination of symbols, the game result determination unit 612 determines that the winning combination has been awarded.

[0100] -Game progress control unit- The game progress control unit 614 controls the game progress based on the operation of the player. At that time, the game progress control unit 614 controls the game progress by the player based on the setting value set by the store staff.

[0101] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 initializes the RAM of the main control unit 61 to clear game data such as the first and second game states and game sections. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.

[0102] -Section Control Unit- The zone control unit 615 sets one of a plurality of game zones (normal zone and advantageous zone) when the player plays.

[0103] Specifically, when the gaming area is a normal area and the transition condition to the advantageous area is satisfied, the area control unit 615 sets (transitions) the gaming area from the normal area to the advantageous area.

[0104] In addition, when the game zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or to transition to a normal zone. For example, when the game zone is an advantageous zone, if a predetermined condition is satisfied, such as the second game state transitioning from an AT state to a general game state, the zone control unit 615 transitions the game zone from the advantageous zone to the normal zone even if the forced termination condition described later is not satisfied.

[0105] In addition, the interval control unit 615 forcibly transitions the gaming interval from the advantageous interval to the normal interval when a forced termination condition is met, including when the number of games played in the advantageous interval reaches 4,000 games, or when the difference in the gaming value during the advantageous interval based on the amount of gaming value at the time of entering the advantageous interval reaches 2,400.

[0106] In addition, when the setting value is changed or the game data is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the game interval immediately before the reset.

[0107] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.

[0108] Specifically, the game state control unit 616 sets the first game state to any one of a special role non-carryover state, a special role carryover state, and a special role implementation state, and sets the second game state to any one of a general game state, a CZ state, and an AT state.

[0109] As an example, as shown in Fig. 4, when a predetermined condition such as clearing the RAM of the main control unit 61 or changing the settings is satisfied, the game state control unit 616 sets the first game state to a special role non-carryover state. Immediately after a special role is won by an internal lottery, the game state control unit 616 sets the first game state to a special role carryover state. When the special role is won, the game state control unit 616 sets the first game state to a special role implementation state.

[0110] Also, as shown in FIG. 5, the gaming state control unit 616 judges whether or not to set the second gaming state to the AT state (i.e., whether or not the AT has been won) based on the result of the AT drawing. If the AT drawing is won during the advantageous zone, the gaming state control unit 616 sets the second gaming state to the AT state. Conversely, if the AT drawing is not won, the gaming state control unit 616 can set the second gaming state to the general gaming state or CZ. Also, when the AT ends, the gaming state control unit 616 can transition the second gaming state from the AT state to the general gaming state or CZ.

[0111] Although not shown, the game state control unit 616 can control the transition of the RT state. The RT state is an internal state of the game in which the probability of winning the replay flag is predetermined. The slot machine 1 is provided with a plurality of RT states with different winning probabilities of the replay flag, and when the RT transition condition is satisfied in any RT state, the RT state is transitioned to another RT state. For example, during a special role carryover state in which the AT may be executed, the RT state is not transitioned and one RT state is maintained. In states other than the special role carryover state, the RT state may be transitioned.

[0112] --Error Judgment Section-- The error determination unit 617 determines whether or not various errors have occurred. Examples of various errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 9, reaching the upper limit of the number of credits, etc.

[0113] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is transmitted as information regarding the error from the main control unit 61 to each of the game value number control unit 62 and the sub-control unit 63. This allows the game value number control unit 62 to perform processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 to perform processing to notify the liquid crystal screen 3 or the speaker 102 of the content of the error that has occurred.

[0114] <Game value number control unit> The CPU reads out and executes the program in the ROM, whereby the game value number control unit 62 functions as a medium management unit 620 and a complete operation control unit 621.

[0115] -Media Management Department- The media management unit 620 performs increase / decrease processing and management processing of the gaming value (number of credits). For example, the media management unit 620 increases the game value being managed in response to the game value being transferred from the card unit 9. When a betting request for game value is received from the main control unit 61, the media management unit 620 judges whether or not betting processing is possible based on the game value being managed and the betting request. When the game value being managed is equal to or greater than the number of bets, the media management unit 620 judges that "betting is possible" and subtracts the amount of the bet from the game value being managed. When the game value being managed is less than the number of bets, the media management unit 620 judges that "betting is not possible" and performs processing to transmit that fact to the main control unit 61. When betting is not possible, the amount of game value being managed is maintained.

[0116] When a combination with a payout is won by the internal lottery and the combination wins, the media management unit 620 performs processing to increase the game value being managed by an amount corresponding to the type of winning combination.

[0117] When the cancel button 45 is operated, the media management unit 620 increases the gaming value being managed by the amount that has been bet. When the count button 46 is operated, the media management unit 620 transfers the data of the gaming value being managed to the card unit 9.

[0118] Furthermore, the media management unit 620 calculates the difference in gaming value, which is the cumulative value of the amount obtained by subtracting the number of bets from the amount of paid-out gaming value. Using this difference, the media management unit 620 calculates the following: (A) Difference in gaming value during each favorable zone (B) A range (hereinafter, MY value) that is the difference between the maximum and minimum values ​​of the difference number after the power of the slot machine 1 is turned on.

[0119] The above (A) is used to determine whether the conditions for the forced termination of the advantageous zone are met. The above (A) is calculated continuously from when the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone. Therefore, the above (A) is cleared when the zone transitions to the normal zone, and calculation starts again when the zone transitions back to the advantageous zone.

[0120] The above (B) is used to control the operation of the complete function described below. The above (B) continues to be calculated as long as the power of the slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power of the slot machine 1 is turned off, and calculation starts again when the power is turned on again.

[0121] The media management unit 620 also determines whether the game value being managed, that is, the number of credits, has reached the credit upper limit. When the number of credits has reached the credit upper limit, the main control unit 61 and the sub-control unit 63 are notified. As a result, the sub-control unit 63 performs a notification process using the liquid crystal screen 3, the speaker 102, and the illumination unit 103 to prompt the transfer of credit number data to the card unit 9 by operating the counting button 46. While this notification process is being performed, the main control unit 61 performs a game stop process to stop the progress of the game, such as making the bet switch 41 and the lever 42 in an inoperative state. The state in which this notification process and game stop process are being performed can be released when the number of credits falls below the credit upper limit by transferring the credit number data by operating the counting button 46.

[0122] In addition, when the credit number reaches a value that is lower than the credit upper limit and is close to the credit upper limit value, a notification process for prompting the operation of the count button 46 may be performed without performing the game progress stop process.

[0123] -Complete operation control section- The complete operation control section 621 controls the operation of the complete function when the above-mentioned MY value becomes equal to or greater than the MY upper limit value (for example, equal to or greater than 19000).

[0124] The complete function is a function that stops a game and puts the slot machine 1 in a state where it is not possible to play. In the slot machine 1 where the complete function is in operation, the operation parts necessary for completing a game, such as the bet switch 41, the lever 42, and the stop switches 40a, 40b, and 40c, are in a state where they cannot accept any operation. Therefore, for example, no matter how many times the bet switch 41 is operated in the slot machine 1 where the complete function is in operation, no bet processing is performed. The operation of this complete function is maintained unless the power of the slot machine 1 is turned on and then off by the store staff. After the power of the slot machine 1 is turned on again, the operation of the complete function is released (the complete function is in an inactive state).

[0125] In addition, when the MY value becomes lower than the MY upper limit value but is close to the MY value (for example, 18,500 or more), the complete operation control unit 621 performs processing to send a pre-notification command indicating that the complete function is about to be activated to the sub-control unit 63.

[0126] <Sub-controller> The CPU reads and executes the program in the ROM, causing the sub-control unit 63 to function as a performance control unit 630 (corresponding to a notification control unit).

[0127] -Direction Control Department- The performance control unit 630 displays a performance image selected from a plurality of types of performance images on the liquid crystal screen 3 based on the progress of the game, outputs sound effects and background music corresponding to the performance image from the speaker 102, and causes the illumination unit 103 to emit light in a light-emitting pattern corresponding to the performance image. For example, when an AT or a bonus is won, the performance control unit 630 selects a performance pattern for displaying that fact on the liquid crystal screen 3, and controls the display of the liquid crystal screen 3, the sound output control of the speaker 102, and the light emission control of the illumination unit 103 according to the performance pattern.

[0128] During the AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the player of the correct operation mode of the operation mode combination that is successively won (assist function, i.e., instruction function).

[0129] In addition, when the notification conditions for the effect suggesting the setting value are met during the game, the effect control unit 630 causes at least one of the liquid crystal screen 3, the speaker 102, and the illumination unit 103 to notify the effect. The player can use this effect as one of the means to understand the setting value of the slot machine 1 currently being played. Notification conditions include when a rare combination is won, when the special combination (bonus) implementation state ends, when the AT ends, etc.

[0130] -Game flow- FIG. 8 is a diagram showing a game flow of the slot machine 1 of this embodiment. In this embodiment, the slot machine 1 is configured to be able to execute games in the general game state in the normal zone, the general game state in the advantageous zone, the chance zone (CZ) in the advantageous zone, and the AT state in the advantageous zone. If the transition condition to the advantageous zone is satisfied in the general game state in the normal zone, the game zone transitions from the normal zone to the advantageous zone, and the slot machine 1 becomes the general game state in the advantageous zone. If the transition condition to the CZ is satisfied in the general game state in the advantageous zone, the slot machine 1 transitions to the CZ in the advantageous zone. If the transition condition to the AT state is satisfied in the CZ, the slot machine 1 transitions to the AT state. Also, if the transition condition to the AT state is satisfied in the general game state in the advantageous zone, the slot machine 1 may transition to the AT state without passing through the CZ.

[0131] The AT state of this embodiment includes an initial difference number determination process that determines the initial value of the remaining difference number of coins in the game value that can be acquired in the AT state, an AT execution process in which the game progresses with difference number management while the remaining difference number is consumed, and an additional difference number determination process that determines an additional difference number to be added to the remaining difference number of coins in the game value in the AT execution process.

[0132] In this specification, the quantity of game value (e.g., the number of medals) may be expressed as "number", and the difference between the quantity of game value bet and the quantity of game value obtained as a result of playing may be expressed as "difference in number of medals". However, these expressions are not limited to gaming machines that use gaming media such as medals, and for convenience of explanation, the term "number" is also used in gaming machines that use the quantity of pseudo-game media converted into electronic data as the quantity of game value.

[0133] --Additional charge determination process-- FIG. 9 is a diagram showing an example of the presentation executed in the addition determination process. As shown in FIG. 8 and FIG. 9, the addition determination process is a process for determining the addition difference number to be added to the remaining difference number of the AT execution process by multiplying the standard number by the magnification once or multiple times. In this embodiment, in one addition determination process, a magnification determination process (hereinafter, may be simply referred to as a determination process) for determining the provision of the magnification is executed three times. The first magnification determination process is referred to as the first magnification determination process, the second magnification determination process is referred to as the second magnification determination process, and the third magnification determination process is referred to as the third magnification determination process. As shown in FIG. 9, in the magnification determination process of the addition determination process, a process related to the presentation of a battle between multiple ally characters (A to C) and multiple enemy characters (A to D) is executed by the presentation control unit 630. FIG. 9 shows an example of the presentation displayed on the liquid crystal screen 3. Whether or not one magnification is provided is determined in one magnification determination process. Therefore, as a result of three executions of the rate determination process, there may be cases where the base number is determined as the added difference number without any rate being determined, or where one rate is determined, two rates are determined, or three rates are determined. One rate determination process corresponds to one match performance, and the match performance is executed three times with three executions of the rate determination process. That is, one match performance is announced for each game, and one match performance is announced for each game for three consecutive games. The overall result of the three match performances is announced after the match performance of the third game or in a game after the third game.

[0134] As a specific example, as shown in Fig. 9, the base number is 30, a 2x multiplier is awarded for winning the first match, no multiplier is awarded for losing the second match, and a 4x multiplier is awarded for winning the third match. As a result, 2x and 4x are determined in three multiplier determination processes, 30x2x4=240 is determined as the additional difference, and an effect is executed to show that 240 has been awarded as the additional difference. As another example, if 2x, 5x, or 6x are determined as the result of three times the rate determination process, then 30x2x5x6=1800 coins will be determined as the added difference. As yet another example, if no rate is awarded as a result of three times the rate determination process, then the base number of 30 coins will be determined as the added difference. In order to realize the above processing, the add-on determination processing shown in Fig. 8 includes a reference number determination processing, a first rate determination processing, a second rate determination processing, a third rate determination processing, and a given number display processing. Of the add-on determination processing, the reference number determination processing, the first rate determination processing, the second rate determination processing, and the third rate determination processing are executed by the main control unit 61. Of the add-on determination processing, the given number display processing is executed by the sub-control unit 63.

[0135] The reference number determination process selects and determines one of a plurality of predetermined numbers according to the internal mode in the AT execution process. The plurality of predetermined numbers can be different numbers such as 20, 30, and 50. These numbers are examples and are not limited. There are a plurality of types of internal modes. For example, the first internal mode is a mode in which 20 coins are won with a 60% probability, 30% is won with a 30% probability, and 50 coins with a 10% probability. The second internal mode is a mode that is more advantageous to the player than the first internal mode, and is set so that the reference number is relatively larger than that of the first internal mode. For example, the second internal mode can be a mode in which 30 coins are won with a 60% probability, 50 coins are won with a 30% probability, and 20 coins are won with a 10% probability. The internal mode is determined when the reel moves from the normal zone to the favorable zone. The internal mode is appropriately changed from multiple types of internal modes to one internal mode when a predetermined condition is met, such as hitting a rare role during the AT execution process. The internal mode is reset when the reel moves from the favorable zone to the normal zone. Note that the probabilities and numbers described here are examples to facilitate understanding, and are not limiting.

[0136] The awarded number display process is a process of notifying the added difference number determined based on the reference number and the awarded magnification, as shown in FIG. 9, and is executed by the performance control unit 630. The added difference number notification process is, for example, notified while generating a freeze process triggered by the operation of the bet switch 41 to start the next game after the third magnification determination process is executed, so that the added difference number can be accurately notified to the player. The freeze process can be, for example, a process in which the reels 20a, 20b, and 20c do not rotate even though the lever 42 is operated after the operation of the bet switch 41, or a process in which the reels 20a, 20b, and 20c rotate by the operation of the lever 42 after the operation of the bet switch 41, but the reels 20a, 20b, and 20c do not stop by the operation of the stop switches 40a, 40b, and 40c.

[0137] FIG. 10 is a diagram showing the flow of the presentation of the rate determination process. The first, second, and third rate determination processes are executed in order, but the basic flow of the presentation of each rate determination process is the same. Each rate determination process has multiple rate candidates, and is a process for determining whether or not to grant one rate selected from the multiple candidates. The presentation control unit 630 notifies the rate determination process in a battle presentation. In the rate determination process, as shown in FIG. 10, first, a process for notifying multiple rate candidates is performed, then a process for notifying one rate selected from the multiple candidates is performed, and a process for notifying the result of the decision on whether or not the selected rate is granted is performed. In the example of FIG. 10, multiple rate candidates (2 times for enemy character A, 3 times for enemy character B, 5 times for enemy character C, and 3 times for enemy character D) are notified. Next, one rate is selected from the multiple rate candidates, and the selected rate is notified. In the example of FIG. 10, it is notified that enemy character C (5 times) has been selected. Next, it is determined whether or not to award the selected multiplier (5x), and if it is determined that the multiplier (5x) is to be awarded, a victory effect is performed to indicate that 5x has been awarded. On the other hand, if it is determined that the multiplier (5x) is not to be awarded, a defeat effect is performed to indicate that 5x has not been awarded.

[0138] An example of the processing of the main control unit 61 and the sub-control unit 63 for realizing the effects in the rate determination processing will be described. The main control unit 61 determines a plurality of rate candidates and transmits the result to the sub-control unit 63. The main control unit 61 selects one rate from the determined plurality of rate candidates and transmits the result to the sub-control unit 63. The main control unit 61 determines whether or not to grant the selected rate and transmits the result to the sub-control unit 63. The sub-control unit 63 stores images of each of the plurality of rate candidates that the main control unit 61 can determine. When the sub-control unit 63 receives information on a plurality of rate candidates from the main control unit 61, it displays an image corresponding to each rate candidate on the liquid crystal screen 3. When the sub-control unit 63 receives information on a selected rate from the main control unit 61, it displays an image indicating that the rate has been selected on the liquid crystal screen 3. When the sub-control unit 63 receives a result of the determination on whether or not to grant the selected rate from the main control unit 61, it displays an image according to the determination result (for example, it displays an image of a victory effect or an image of a defeat effect of an enemy character associated with the selected rate).

[0139] 11 is an explanatory diagram of multiple multiplier candidates in each of the first, second, and third multiplier determination processes. The battles (games) in the first, second, and third multiplier determination processes are one-on-one battles between one ally character and one enemy character, and one battle combination (one pair) consisting of one ally character and one enemy character is linked to one multiplier candidate. The first rate determination process (first match) has multiple (four) matchups selected from ally character A and multiple enemy characters (A to D). Each of the multiple (four) matchups (ally character A and enemy character A, ally character A and enemy character B, ally character A and enemy character C, and ally character A and enemy character D) is a candidate for multiple (four) rates. The second rate determination process (second match) has multiple (four) matchups selected from ally character B and multiple enemy characters (A to D). Each of the multiple (four) matchups (ally character B and enemy character A, ally character B and enemy character B, ally character B and enemy character C, ally character B and enemy character D) is a candidate for multiple (four) rates. The third rate determination process (third match) has multiple (three) matchups selected from ally character C and multiple enemy characters (B to D). Each of the multiple (three) matchups (ally character C and enemy character B, ally character C and enemy character C, and ally character C and enemy character D) is a candidate for multiple (three) rates. That is, the determination process (ratio determination process) executed multiple times includes a first determination process and a second determination process executed after the first determination process. The number of ratio candidates in the first determination process and the number of ratio candidates in the second determination process may be the same as in the first game and the second game, or may be different as in the second game and the third game. In the first to third rate determination processes, the order of the ally characters in a battle is fixed as ally characters A, B, and C. In this embodiment, there is one ally character per battle, and the ally character in the battle changes every three times the rate determination process is performed. An enemy character may be common in at least two of the first to third rate determination processes. For example, enemy character B appears in the first to third rate determination processes. In this case, the rate associated with the battle combination with the enemy character that appears in common may be different. In FIG. 11, for example, enemy character B appears as a candidate in all rate determination processes, but when attention is paid to the rate of this enemy character B in each rate determination process, it is "3 times" in the first rate determination process, but is "5 times" in the second rate determination process and the third rate determination process. This represents the strengths and weaknesses of the ally characters against the common enemy character, since the combination of the ally characters who fight against the enemy character that appears in common changes.

[0140] The multiple candidates for the multiplier in one multiplier determination process may include at least two candidates with different multipliers. In the first multiplier determination process (first match) shown in FIG. 11, the multiplier (2x) associated with the match with enemy character A is different from the multiplier (3x) associated with the match with enemy character B. Also, the multiple candidates for the multiplier in one multiplier determination process may include at least two candidates with the same multiplier. In the first multiplier determination process (first match) shown in FIG. 11, the multiplier (3x) associated with the match with enemy character B is the same as the multiplier (3x) associated with the match with enemy character D.

[0141] As shown in FIG. 11, the combination of multiple candidate rates (2x, 3x, 3x, 5x) in the first rate determination process (first game) is different from the combination of multiple candidate rates (3x, 4x, 4x, 5x) in the second rate determination process (second game). The combination of multiple candidate rates (5x, 5x, 6x) in the third rate determination process (third game) is different from the combination of multiple candidate rates in the first and second rate determination processes. As a result, the combination of multiple candidate rates is different for each rate determination process, and as the rate determination process proceeds in succession, the expectation of how much can be added changes, making the game more interesting, compared to when the combination of multiple candidate rates does not change. 11, the number of candidates in the first rate determination process (first game) and the second rate determination process (second game) is the same, at 4, whereas the number of candidates in the third rate determination process (third game) is different, at 3. In other words, the multiple rate determination processes may include at least two rate determination processes with the same number of candidates, or may include at least two rate determination processes with different numbers of candidates. As shown in the example in Figure 11, the number of candidates decreases and the average multiplier increases as the number of times the multiplier determination process is executed increases, so it is possible to increase the sense of anticipation for winning the match (having a multiplier awarded) as the multiplier determination process (match; competition) progresses.

[0142] As shown in FIG. 11, the average multiplier of the multiple multiplier candidates in the first multiplier determination process (first game) is (2+3+3+5) / 4=3.25. The average multiplier of the multiple multiplier candidates in the second multiplier determination process (second game) is (3+4+4+5) / 4=4. The average multiplier of the multiple multiplier candidates in the third multiplier determination process (third game) is (5+5+6) / 3=5.33. That is, the average multiplier of the multiple candidates in the first multiplier determination process (first game) is different from the average multiplier of the multiple candidates in the subsequent second multiplier determination process (second game) and third multiplier determination process (third game). As a result, the average multiplier of the multiple candidates differs depending on the timing of executing the multiplier determination process, so that the expectation of winning the game and receiving the multiplier changes compared to when the average multiplier of the multiple candidates does not change, making the game more interesting. In the example of Fig. 11, there is a first determination process executed at a first time point and a second determination process executed after the first time point, and the average multiplier of the multiple candidates in the second determination process is higher than the average multiplier of the multiple candidates in the first determination process. This makes it possible to increase the average multiplier as the determination process is executed, thereby improving the expectation of progressing with the game (specifically, the expectation of obtaining a larger added number of difference sheets if the game is won, and the expectation of obtaining a larger game value in the AT state).

[0143] FIG. 12 is a diagram showing a pseudo table of multiple candidates for the multiplier and the probability of granting the multiplier for each of the first, second, and third multiplier determination processes. This pseudo table is a pseudo table that integrates the table used by the main control unit 61 in the multiplier determination process and the table used by the sub-control unit 63 in order to facilitate understanding of the invention. Therefore, in order for the main control unit 61 to determine whether or not to grant a multiplier, the table used by the main control unit 61 has a column for "multiplier determination process", a column for "multiplier", and a column for "probability of granting" shown in FIG. 12. The table used by the sub-control unit 63 has a column for "multiplier determination process", a column for "ally character", and a column for "enemy character" shown in FIG. 12. The first multiplier determination process has multiplier candidates of 2x, 3x, 5x, and 3x. When one of these multiple multiplier selection candidates is selected, the enemy character associated with the selected multiplier becomes the opponent. Each candidate has a probability of being granted the multiplier when the multiplier is selected. Whether or not the multiplier selected in the multiplier determination process is granted is notified in the battle performance, so the probability of being granted can also be considered as the winning rate of the battle. As a specific example, a multiplier (2x) is associated with a battle combination between ally character A and enemy character A, and the probability of granting the multiplier (2x) when the multiplier (2x) is selected is 80%. A multiplier (3x) is associated with a battle combination between ally character A and enemy character B, and the probability of granting the multiplier (3x) when the multiplier (3x) is selected is 70%. A multiplier (5x) is associated with the matchup between friendly character A and enemy character C, and when that multiplier (5x) is selected, the probability of the multiplier (5x) being awarded is 60%. Similarly, multiple multiplier candidates are associated with their respective award probabilities in the second multiplier determination process and the third multiplier determination process. As a general rule, the higher the multiplier awarded, the lower the probability of that multiplier being awarded, and conversely, the lower the multiplier awarded, the higher the probability of that multiplier being awarded, so that game balance is maintained.

[0144] In addition, the multiple candidates of the multiplier in one multiplier determination process may include a confirmed candidate that is selected to be given a multiplier of 100%. In the first round (first match) multiplier determination process shown in FIG. 11 and FIG. 12, there is a confirmed candidate of the multiplier (3x) for the battle combination of ally character A and enemy character D, and the grant probability (win rate) of this confirmed candidate is 100%. In other words, the confirmed candidate is a character for which, at the time of selection, the grant of the multiplier linked to the combination of the candidate and the ally character is confirmed by internal processing in the main control unit 61, and the sub-control unit 63 performs notification control of the presentation of the match in which the ally character is sure to win. As shown in FIG. 10 and FIG. 11, information indicating that the confirmed candidate is a confirmed candidate is notified (the word "confirmed" is displayed in the figures). As shown in FIG. 11 and FIG. 12, in the second round multiplier determination process, there is a confirmed candidate of the multiplier (3x) for the battle combination of ally character B and enemy character A, and the grant probability of the multiplier in this confirmed candidate is 100%. In the third rate determination process, there is a confirmed candidate with a rate (5x) for the match combination between friendly character C and enemy character C, and the probability of granting the rate for this confirmed candidate is 100%. The rate (5x) of the confirmed candidate (enemy character C) in the second determination process (third rate determination process) is higher than the rate (3x) of the confirmed candidates (enemy character D, enemy character A) in the first determination process (first rate process or second determination process). As a result, the rate of the confirmed candidates increases as the game progresses, making it possible to increase the expectation of progressing with the game (specifically, the expectation of obtaining a larger added difference number if the game is won, and the expectation of obtaining a larger game value in the AT). The multiplier candidates in one multiplier determination process may include other candidates with the same multiplier as the confirmed candidate. For example, in the first multiplier determination process (first match), the multiplier (3x) of enemy character B is the same as the confirmed candidate multiplier (3x) of enemy character D. Of course, there may not be other candidates with the same multiplier as the confirmed candidate, that is, the multiplier of the confirmed candidate may be different from the multiplier of the other candidates.

[0145] As shown in FIG. 12, the average value of the award probability associated with the multiple candidates in the first magnification determination process is (80+70+60+100) / 4=77.5%. The average value of the award probability associated with the multiple candidates in the second magnification determination process is (100+50+70+60) / 4=70%. The average value of the award probability associated with the multiple candidates in the third magnification determination process is (20+100+30) / 3=50%. The average value of the award probability associated with the multiple candidates in the second determination process is lower than the average value of the award probability associated with the multiple candidates in the first determination process. In other words, as the match progresses, the average magnification of the multiple candidates increases, and the expectation value of winning a large amount of the added difference number increases, but conversely, the average value of the award probability decreases, making it difficult to win. This makes it possible to maintain the game balance.

[0146] FIG. 13 is a diagram showing an example of a problem when there is an upper limit to the number of added difference sheets. FIG. 14 is a diagram showing an example of a presentation in the addition determination process. In this embodiment, the upper limit of the number of added difference sheets in one AT is set in advance, and the number of added difference sheets exceeding the upper limit cannot be awarded. For example, if the upper limit is 2000 sheets, and as shown in FIG. 13, the reference number is 100 sheets, 3 times is awarded in the first magnification determination process (first game), and 5 times is awarded in the second magnification determination process (second game), the award of 100 sheets x 3 x 5 = 1500 sheets is confirmed at the time of completion of the execution of the second magnification determination process. In this state, if 5 times or 6 times is awarded in the third magnification determination process, the upper limit of 2000 sheets will be exceeded, and the number of sheets actually awarded will be the upper limit of 2000 sheets. This would result in a discrepancy between the number of coins expected to be awarded in the presentation (7,500 coins, 9,000 coins) and the number of coins actually awarded, which could lead to distrust among players.

[0147] Therefore, as shown in FIG. 14, when the added difference number obtained by the multiplier given by the execution of the multiplier determination process exceeds the upper limit of 2000 (7500, 9000), the multiplier of the third multiplier determination process (third game) is notified in the second manner in which the numerical value cannot be recognized. In the example of FIG. 14, it is not notified in the first manner in which the numerical values ​​of "5 times" and "6 times" can be recognized, but in the second manner in which the numerical value "Max times" cannot be recognized. Then, when any of the multipliers is given in the third multiplier determination process (third game), the added difference number is notified as "100 pieces x 3 times x 5 times x Max times = 2000 pieces". On the other hand, as shown in FIG. 9, when the added difference number obtained by the multiplier given by the execution of the multiplier determination process does not exceed the upper limit of 2000, the multiplier of each multiplier determination process is notified in the first manner in which the numerical value can be recognized.

[0148] <Flow of operation processing of slot machine 1> The flow of the add-on determination process of the slot machine 1 according to this embodiment will be described with reference to Figures 15 and 16. Figures 15 and 16 are flowcharts showing the add-on determination process of the slot machine 1.

[0149] The add-on determination process mainly consists of three games. When the process proceeds to the add-on determination process, in step ST1, the game control unit (general term for the main control unit 61) determines the reference number. When the bet switch 41 is operated to place a bet and start the first game, in the next step ST2, the performance control unit 630 notifies multiple candidates for the first rate determination process. When the lever 42 is operated, in the next step ST3, the game control unit selects one rate from multiple candidates for the first rate determination process, and the performance control unit 630 notifies the selected rate. The selection of the candidate is determined randomly. In the next step ST4, the game control unit executes a determination process of whether to award the selected rate. In the determination process, the table shown in FIG. 12 is used to determine whether to award a rate in the lottery process. In the next step ST5, the performance control unit 630 notifies the performance of a battle each time the three stop switches 40a, 40b, and 40c are pressed, and notifies the decision result of whether or not the selected multiplier is awarded when the third stop switch is pressed. If it is decided that a multiplier is awarded, a victory performance is announced and the selected multiplier is awarded. On the other hand, if it is decided that a multiplier is not awarded, a defeat performance is announced.

[0150] In the next step ST6, the game control unit (main control unit 61) calculates all patterns of the reference number, the multiplier obtained in the first multiplier determination process, and the possible number of coins obtained in the second multiplier determination process and the third multiplier determination process. If the calculated number exceeds the upper limit value of the add-on determination process, the game control unit (main control unit 61) decides that the multiplier for that pattern will be notified in the second mode in which the numerical value cannot be recognized, and transmits the result of the decision to the sub-control unit 63. If the calculated number does not exceed the upper limit value of the add-on determination process, the game control unit decides to continue the notification in the first mode in which the numerical value can be recognized, and transmits the result of the decision to the sub-control unit 63.

[0151] When the bet switch 41 is operated to place a bet and start the second game, in the next step ST7, the performance control unit 630 notifies multiple candidates of the second rate determination process. The rate is notified in the manner determined in step ST6. When the lever 42 is operated, in the next step ST8, the game control unit selects one rate from the multiple candidates of the second rate determination process, and the performance control unit 630 notifies the selected rate. The selection of the candidate is determined randomly. In the next step ST9, the game control unit executes a determination process of whether to award the selected rate. In the next step ST10, the performance control unit 630 notifies the performance of a match every time the three stop switches 40a, 40b, and 40c are pressed, and notifies the determination result of whether the selected rate is awarded or not by pressing the third stop switch. Here, if it is determined that the rate is awarded, a victory performance is notified and the selected rate is awarded. On the other hand, if it is determined that the rate is not awarded, a defeat performance is notified.

[0152] In the next step ST11, the game control unit (main control unit 61) calculates all patterns of the reference number, the multipliers obtained in the first multiplier determination process and the second multiplier determination process, and the possible number of coins obtained in the third multiplier determination process. If the calculated number exceeds the upper limit of the add-on determination process, the game control unit (main control unit 61) decides to report the multiplier for that pattern in the second mode in which the numerical value cannot be recognized, and transmits the result of the decision to the sub-control unit 63. If the calculated number does not exceed the upper limit of the add-on determination process, the game control unit decides to continue reporting in the first mode in which the numerical value can be recognized, and transmits the result of the decision to the sub-control unit 63.

[0153] When the bet switch 41 is operated to place a bet and start the third game, in the next step ST12, the performance control unit 630 notifies multiple candidates of the third rate determination process. The rate is notified in the manner determined in step ST11. When the lever 42 is operated, in the next step ST13, the game control unit selects one rate from the multiple candidates of the third rate determination process, and the performance control unit 630 notifies the selected rate. The selection of the candidate is determined randomly. In the next step ST14, the game control unit executes a determination process of whether to award the selected rate. In the next step ST15, the performance control unit 630 notifies the performance of a match every time the three stop switches 40a, 40b, and 40c are pressed, and notifies the determination result of whether the selected rate is awarded or not by pressing the third stop switch. Here, if it is determined that the rate is awarded, a victory performance is notified and the selected rate is awarded. On the other hand, if it is decided not to award a multiplier, a defeat effect is announced.

[0154] In step ST16, the game control unit calculates the additional difference based on the reference number and the multiplication factor obtained in the first to third multiplication factor determination processes, and grants the additional difference. The performance control unit 630 performs a performance to indicate that the calculated additional difference is granted. However, the additional difference is calculated so as not to exceed the upper limit, as described above.

[0155] [1] To sum up, as in this embodiment, the slot machine 1 (gaming machine) includes a game control unit (main control unit 61) capable of executing a process (first to third multiplier determination process) for executing a determination process (multiplier determination process) for determining whether or not to grant a multiplier that can be used to grant a benefit (add-on difference in number of coins) multiple times, and a process (add-on determination process) for determining the amount of benefit to be granted using the multiplier determined by executing the determination process multiple times. The determination process (multiplier determination process) executed multiple times includes a first determination process (second multiplier determination process) and a second determination process (second multiplier determination process). and a second determination process (third magnification determination process) executed after the first process, each determination process being a process in which there are multiple magnification candidates and determining whether or not to grant one magnification selected from the multiple candidates, and the combination of multiple candidates in the first determination process (second magnification determination process) (3x, 4x, 4x, 5x) or the average magnification of the multiple candidates (4.00x) may be different from the combination of multiple candidates in the second determination process (third magnification determination process) (5x, 5x, 6x) or the average magnification of the multiple candidates (5.33x).

[0156] <Effects of the Invention> According to this embodiment, the expectation of winning a match and being awarded a multiplier is changed, making the game more interesting, compared to when the combination of multiple multiplier candidates or the average multiplier of multiple multiplier candidates remains unchanged.

[0157] [2] In the gaming machine described in [1] above, in each determination process (multiple ratio determination process), it may be possible to execute a process of notifying multiple candidates, a process of notifying one multiplier selected from the multiple candidates, and a process of notifying the result of the determination as to whether or not the selected one multiplier will be awarded. With this configuration, rather than a single multiplier being suddenly decided upon from a number of candidate multipliers, it is possible to provide gameplay that involves a first expectation of which multiplier will be selected from a number of candidate multipliers, and a second expectation of whether the selected multiplier will be awarded, making the game more interesting.

[0158] [3] In the gaming machine described in [1] or [2] above, the multiple candidates may include a confirmed candidate that, when selected, will be awarded a multiplier of 100%. This configuration can provide a gaming experience in which the player hopes that a confirmed candidate will be selected, making the game more interesting.

[0159] [4] In the gaming machine described in [3] above, the multiplier (5x) of the confirmed candidate in the second determination process (third multiplier determination process) may be higher than the multiplier (4x) of the confirmed candidate in the first determination process (second multiplier determination process). According to this configuration, the multiplier of the confirmed candidates increases as the game progresses, making it possible to increase the expectation of progressing with the game (specifically, the expectation of obtaining a larger added difference in number of coins if the game is won, and the expectation of obtaining more game value in the AT).

[0160] [5] In a gaming machine described in any of [1] to [4] above, each of the multiple candidates is associated with a probability of awarding a multiplier, and the average multiplier (5.33x) of the multiple candidates in the second determination process (third multiplier determination process) is higher than the average multiplier (4.00x) of the multiple candidates in the first determination process (second multiplier determination process), and the average value (50%) of the award probabilities associated with the multiple candidates in the second determination process (third multiplier determination process) is lower than the average value (70%) of the award probabilities associated with the multiple candidates in the first determination process (second multiplier determination process). According to this configuration, as the game progresses, the average multiplier of the multiple options increases, and the expectation of winning a large amount of the added difference increases, but the average probability of winning decreases, making it difficult to win. This makes it possible to maintain the game balance.

[0161] [6] In the gaming machine described in any of [1] to [5] above, the gaming machine may be provided with an alarm unit (such as a liquid crystal screen 3) capable of notifying the multiplier in either a first manner in which the numerical value is recognizable or a second manner in which the numerical value is not recognizable, and the amount of benefit to be awarded has an upper limit, and the alarm unit is configured to notify the multiplier in the second manner when the value of the benefit obtained by the multiplier awarded by executing the determination process (multiplier determination process) exceeds the upper limit, and to notify the multiplier in the first manner when the value of the benefit obtained by the multiplier awarded by executing the determination process (multiplier determination process) does not exceed the upper limit. This configuration makes it possible to avoid discrepancies between the number of coins expected to be awarded in the performance (7,500 coins, 9,000 coins) and the number of coins actually awarded, thereby creating an appropriate sense of expectation for the player while avoiding causing distrust among the player.

[0162] [7] In the gaming machine described in any of [1] to [6] above, the determination process (multiple determination process) may be processing related to a battle between a first type character (ally character) and a second type character (enemy character) that battles against the first type character (ally character). According to this configuration, the decision process can be announced through the battle presentation, making the game more interesting.

[0163] [8] In the gaming machine described in [7] above, each of the multiple candidates may be linked to a battle combination selected from a plurality of first type characters (ally characters) and a plurality of second type characters (enemy characters). According to this configuration, a wide variety of battle combinations can be generated, and the strengths and weaknesses of ally characters depending on the battle combination can be expressed by varying the multiplier depending on the battle combination.

[0164] [Other embodiments] The various control means and processing procedures described in the above embodiment are merely examples, and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without departing from the spirit of the present invention.

[0165] (A) In the above embodiment, the AT execution process is a difference number management type, but is not limited to this. For example, it may be a number of games management type, in which case the add-on determination process determines the number of games to be added. It may also be an instruction function management type that manages the number of times that an instruction function can be executed, in which case the add-on determination process determines the amount of add-on to the number of times that an instruction function can be executed. Of course, it can also be applied to an AT execution process (special game state) that combines at least two of the number of games management type, difference number management type, and instruction function management type, depending on the state (scene) of the AT in the AT execution process.

[0166] (B) In the above embodiment, the multiplier can be used to provide a benefit of the additional number of coins, which is one of the parameters related to the length of play in the special play state, but the benefit is not limited to the parameter related to the length of play in the special play state. For example, the multiplier may be used to determine the amount of increase in the expectation of transition to the special play state (parameter related to the expectation of transition to the special play state). The multiplier may also be used to provide a benefit of the amount of parameters related to the expectation of transition from the general play state to the CZ, or may be used to determine the amount of game parameters such as points related to play. An example of the use of points (game parameters) related to play is that when the amount of points (game parameters) accumulates to a certain amount, the main control unit 61 executes a process of transitioning to the CZ. Also, when the amount of points (game parameters) accumulates to a certain amount, the main control unit 61 executes a process of providing an icon or item (game medium) that increases the expectation of winning the AT. That is, in the above embodiment, the present invention is applied to the process of adding a parameter (amount difference) related to the period of play, but it is not limited to this, and can be applied to various processes as long as it is a process of determining the amount of benefit related to play. For example, it may be applied to the process of determining the initial play period (initial number of games, initial amount difference, etc.) in the AT state, or it can be applied to the point granting process for acquiring more points in a game in which points are accumulated in the general play state, CZ, and AT state.

[0167] (C) In the above embodiment, the magnification determination process is executed three times, but the number of times the magnification determination process is executed can be changed as appropriate so long as it is executed once or multiple times.

[0168] (D) In ​​the above embodiment, the battle order of the ally characters in the first to third rate determination processes is fixed to ally characters A, B, and C in that order, but is not limited thereto. For example, the battle order of the ally characters may be determined by drawing lots. In addition, the order of the friendly characters may also serve as a performance suggesting the set value. For example, although the battles are usually performed in the order of friendly character A → friendly character B → friendly character C, if the battles are performed in the order of friendly character C → friendly character B → friendly character A, it is possible to suggest that the set value is a relatively high value (high setting) of ball payout expectation. Also, the same ally character may appear two or more times in a series (three times) of multiplier determination processes. In this case, when the same ally character appears two or more times, it may be determined that a multiplier is provided in the multiplier determination process when the same ally character appears two or more times. In this way, although different ally characters usually appear, it is possible to provide a game that can give hope for winning the match (a multiplier is provided) by the sense of incongruity of the same ally character appearing two or more times. Also, the probability that the same ally character appears multiple times may differ depending on the setting value. When the setting value is a relatively high value (high setting) of ball output expectation, the same ally character is likely to appear multiple times. This makes it possible to suggest that the setting value is a relatively high value (high setting) of ball output expectation. In addition, the ally characters may include rare ally characters that appear less frequently than normally appearing ally characters. When a rare ally character appears, the multiplier determination process may determine whether the rare ally character wins a match against any enemy character (a multiplier is awarded), or if the rare ally character wins a match, the rare ally character may be awarded the highest multiplier among multiple candidates.

[0169] (E) In the above embodiment, the determination of the grant of the multiplier in each multiplier determination process in the add-on determination process is executed at the start of each game, but is not limited to this. For example, the selection of the multiplier and the determination of the grant of the multiplier in all multiplier determination processes may be executed at once at the timing of transition to the add-on determination process. Before the sub-controller 63 notifies the multiple magnification candidates, the main controller 61 may execute a process of selecting one magnification from the multiple magnification candidates and a process of determining whether to grant the selected one magnification. In this way, it becomes possible to eliminate the need to calculate all patterns including all candidates for whether the notification mode of each of the multiple magnification candidates is the first mode or the second mode. In other words, when the number of magnification candidates is four, four patterns of calculation are required, but only one pattern of calculation is required, and the calculation cost can be reduced.

[0170] (F) In the above embodiment, the grant of the magnification is determined in each magnification determination process, and the added difference number is determined based on the reference number and the granted magnification, but this is not limited to this. For example, when moving to the added-on determination process, the added difference number may be determined first, and the reference number and the granted magnification may be determined so that the determined added difference number is consistent.

[0171] (G) In the above embodiment, the enemy characters for the confirmed candidate battle combinations are all different in the first, second, and third rate determination processes (enemy characters D, A, and C, respectively), but are not limited to this. For example, the enemy characters for the confirmed candidate battle combinations may be the same in all rate determination processes, or may be the same in at least two rate determination processes. If a battle combination involving the same enemy character is a confirmed candidate in at least two of the multiple multiplier determination processes, the multiplier of the confirmed candidate may be set each time in each multiplier determination process, or the multiplier of the confirmed candidate may be the same in each multiplier determination process.

[0172] (H) In the above embodiment, the candidates for the multipliers in each multiplier determination process include, but are not limited to, a confirmed candidate and a normal candidate with a non-100% probability of being awarded. For example, candidates having meanings other than the confirmed candidates, such as a strong enemy character, a revenge character, a double character, etc., may be included. Candidates related to strong enemy characters are candidates to which benefits other than the multiplier are given along with the grant of the multiplier. Examples of benefits other than the multiplier include the benefit of determining that the process will move to the add-on determination process again after the add-on determination process is completed, the benefit of changing the internal mode in the AT execution process used to determine the reference number when moving to the add-on determination process to a more advantageous internal mode, the benefit of moving to another add-on determination process other than the add-on determination process using the multiplier described in this case, the benefit of setting multiple types of advantage degrees in the add-on determination process described in this case, and the benefit of moving to or changing to an add-on determination process with a more advantageous advantage degree. The candidates for the revenge character are the enemy characters who were defeated in the previous magnification determination process, and are candidates that inherit the magnification from the previous magnification determination process. For example, if you are defeated by enemy character A (2x) in the first magnification determination process, enemy character A will appear in the second magnification determination process and its magnification will be the same magnification (2x). Candidates related to double characters have a lower probability of being awarded than other enemy characters (candidates) with the same multiplier as the candidate, but when the multiplier of a candidate related to a double character is awarded, a lottery process is carried out to determine whether the multiplier will be doubled, and if the lottery process is won, the multiplier will increase further, and if the lottery process is not won, the multiplier will be awarded as is. For example, if the multiplier of a double character is 3x, and there is a normal character other than the double character that is 3x, the award probability of the double character is lower than the award probability of the normal character. If you defeat a double character and are awarded 3x, if you win the lottery process, you will be awarded 6x, but if you do not win the lottery process, you will be awarded 3x.

[0173] (I) In the above embodiment, the reference number is selected from a plurality of predetermined values, but is not limited thereto and may be a fixed value. In addition, the reference number may be determined and notified before the rate determination process, or after all rate determination processes are completed. The tendency to select the reference number may also differ depending on the set value. For example, if the set value is an even number, which is any number from 1 to 6, then 20 sheets are likely to be selected as the reference number, and if the set value is an odd number, then 30 sheets are likely to be selected as the reference number. The value determined as the reference number may itself suggest the set value. For example, if the reference number is 33, it suggests that the set value is not a specific set value such as "3", and if the reference number is 66, it suggests that the set value is a specific set value such as "6".

[0174] (J) In the above embodiment, the average magnification is, but is not limited to, the average magnification of the multiple candidates in the first magnification determination process < the average magnification of the multiple candidates in the second magnification determination process < the average magnification of the multiple candidates in the third magnification determination process. For example, the average magnification of the multiple candidates in the first magnification determination process > the average magnification of the multiple candidates in the second magnification determination process > the average magnification of the multiple candidates in the third magnification determination process may be used. In the above embodiment, the average value of the award probability is, but not limited to, the average value of the award probability of the multiple multiplier candidates in the first multiplier determination process > the average value of the award probability of the multiple multiplier candidates in the second multiplier determination process > the average value of the award probability of the multiple multiplier candidates in the third multiplier determination process. For example, the average value of the award probability of the multiple multiplier candidates in the first multiplier determination process < the average value of the award probability of the multiple multiplier candidates in the second multiplier determination process < the average value of the award probability of the multiple multiplier candidates in the third multiplier determination process may be used.

[0175] (K) In the above embodiment, multiple matches are played across multiple games, with one match per game, but this is not limited to the above. One match (one rate determination process) may extend across multiple games. Also, one match (one rate determination process) is one game in principle, but one match (one rate determination process) may be executed across multiple games when a predetermined condition is met. For example, a defeat effect may be executed in a certain match (certain rate determination process) in a certain game, and the operation of the bet switch 41 to start the next game may trigger an effect in which the defeated ally character stands up, revives, and wins. In this case, the rate awarded may be increased from the original rate. Specifically, in the case of a match combination with a rate of 3, 3 times may be awarded in the case of a normal win, but 3 times + 1 times = 4 times may be awarded in the case of a revived win.

[0176] (L) In the above embodiment, the multiple candidate multipliers and the probability of award in each multiplier determination process are fixed as shown in FIG. 12, but are not limited to this and may be variable. For example, they may be changed by an internal win on a rare role or an internal mode, triggered by the operation of the operation unit 4 such as the bet switch 41. When the multiplier or the expected degree of award is changed, the fact that it has been changed may or may not be notified.

[0177] (M) In the above embodiment, the reference number determination process is determined according to the internal mode in the AT execution process, but is not limited to this. For example, the reference number determination process may determine the reference number according to the internal mode in the AT execution process and the role or winning role that is internally won in the game in which the reference number determination process is executed. For example, in the process of executing the reference number determination process, if the first role such as a push order bell is won, 20 coins will be won with a 60% probability, and 30 coins will be won with a 40% probability, and if the second role different from the first role such as watermelon is won, 20 coins will be won with a 30% probability, 30 coins will be won with a 40% probability, and 50 coins will be won with a 30% probability. Depending on the role or winning role that is internally won in the game in which the reference number determination process is executed, the multiple candidate combinations of the reference number or the winning probability of each candidate may be made different.

[0178] (N) In the above embodiment, the main control unit 61 transmits information regarding the determined multiple multiplier candidates, the selected multiplier, and whether or not to grant the selected multiplier to the sub-control unit 63, but is not limited to this. For example, the main control unit 61 may determine by lottery whether or not to grant a multiplier, and if so, which multiplier to grant, and transmit the result of the determination to the sub-control unit 63. In this case, as a first example, the sub-control unit 63 may determine whether to announce a combination of multiple candidate multipliers as an effect, based on the result received from the main control unit 61. For example, when the sub-control unit 63 receives information indicating that a multiplier (5x) is to be applied, the sub-control unit 63 may determine a combination of multiple candidate multipliers including the multiplier (5x) and display them on the liquid crystal screen 3. As another second example, the sub-control unit 63 may store various (plural) combination patterns consisting of multiple multiplier candidates in data such as a table, and may select from that data a combination according to the result of the decision received from the main control unit 61 (for example, a decision to grant a multiplier (3x)), and display multiple multiplier candidates. When a result indicating that a multiplier (3x) has been granted is received from the main control unit 61, a presentation in which an enemy character associated with the multiplier (3x) is selected may be announced. As another third example, the sub-control unit 63 may not have data relating to combination patterns consisting of multiple magnification candidates, but may store individual image data for each of the multiple magnification candidates, and from that data, select an image relating to the magnification to be applied (3x) received from the main control unit 61 and an image relating to a magnification other than the applied magnification (magnification other than 3x), and display them on the LCD screen 3.

[0179] The bet switch 41 may be provided with a MAX bet switch for automatically betting the above-mentioned predetermined number of gaming values ​​(e.g., 3 coins), and a bet switch for betting a gaming value less than the above-mentioned predetermined number of gaming values ​​(e.g., 1 coin or 2 coins), separately.

[0180] In the above embodiment, the bet switch 41 and the lever 42 are provided separately, but the lever 42 may also function as the bet switch 41 .

[0181] In the above embodiment, the AT and the bonus are exemplified as advantageous gaming states, but the advantageous gaming state may include the ART. The CZ is a gaming state in which the probability of entering the AT and the probability of replaying are higher than in the case of not being the CZ. The ART is a gaming state in which the probability of replaying is higher than in the general gaming state and the correct operation mode of the operation mode role is notified. The probability of entering at least one of the AT, CZ, and ART may change depending on the setting value. The performance of the AT, CZ, and ART may change depending on the setting value.

[0182] In addition to images, the effects suggesting the setting value may also include special patterns that can be seen through the reel window 200 when the rotation of the reels 20a, 20b, and 20c is stopped.

[0183] In the above embodiment, the gaming machine is an AT type slot machine. However, the gaming machine may be an ART type slot machine or other type of machine other than the AT type. In addition, the gaming machine is not limited to a slot machine, and may be a pachinko machine. For example, in the case of a game in which the amount of points for the performance is accumulated and new performances are released using the accumulated points, there are normal scenes and special scenes in which more points can be acquired than in the normal scenes, and the present invention can be applied to these special scenes. In this case, since the points are only used for the performance, all the processes related to the present application (for example, the process of determining the standard number of coins, the process of determining the first to third multiplication rates, and the process of displaying the number of coins awarded) can be executed by the performance control unit 630.

[0184] In the above embodiment, the gaming machine is a medal-less machine. However, the gaming machine is not limited to a medal-less machine, and may be a conventional slot machine that uses real medals.

[0185] In the above embodiment, the card unit 9 and the slot machine 1 are separate from each other. However, at least a part of the functions of the card unit 9 may be provided in the slot machine 1.

[0186] Even when these other embodiments are adopted, the effects of the present embodiment are exhibited. In addition, the present embodiment can be appropriately combined with other embodiments, and other embodiments can be appropriately combined with each other. [Explanation of symbols]

[0187] 1. Slot machines (amusement machines) 612 Game result determination unit (game control unit) 614 Game progress control unit (game control unit) 630 Production Control Unit

Claims

1. a game control unit capable of executing a process of multiple times to determine whether or not to grant a multiplier that can be used to grant a benefit, and a process of determining an amount of the benefit to be granted using the multiplier that has been determined to be granted by executing the multiple times of the determination process; the determination process executed a plurality of times includes a first determination process and a second determination process executed after the first determination process, Each of the determination processes is a process in which there are a plurality of candidates for the magnification, and a process is determined as to whether or not to grant one magnification selected from the plurality of candidates, a combination of the plurality of candidates in the first determination process is different from a combination of the plurality of candidates in the second determination process, or an average magnification of the plurality of candidates in the first determination process is different from an average magnification of the plurality of candidates in the second determination process, A gaming machine capable of executing, in each of the decision processes, a process of notifying the plurality of candidates, a process of notifying one multiplier selected from the plurality of candidates, and a process of notifying the result of a decision as to whether or not the one selected multiplier will be awarded.

2. a game control unit capable of executing a process of multiple times to determine whether or not to grant a multiplier that can be used to grant a benefit, and a process of determining an amount of the benefit to be granted using the multiplier that has been determined to be granted by executing the multiple times of the determination process; the determination process executed a plurality of times includes a first determination process and a second determination process executed after the first determination process, Each of the determination processes is a process in which there are a plurality of candidates for the magnification, and a process is determined as to whether or not to grant one magnification selected from the plurality of candidates, a combination of the plurality of candidates in the first determination process is different from a combination of the plurality of candidates in the second determination process, or an average magnification of the plurality of candidates in the first determination process is different from an average magnification of the plurality of candidates in the second determination process, Each of the plurality of candidates is associated with a probability of being awarded a multiplier, an average magnification of the plurality of candidates in the second determination process is higher than an average magnification of the plurality of candidates in the first determination process; A gaming machine, wherein the average value of the award probability associated with the multiple candidates in the second determination process is lower than the average value of the award probability associated with the multiple candidates in the first determination process.

3. a game control unit capable of executing a process of multiple times to determine whether or not to grant a multiplier that can be used to grant a benefit, and a process of determining an amount of the benefit to be granted using the multiplier that has been determined to be granted by executing the multiple times of the determination process; the determination process executed a plurality of times includes a first determination process and a second determination process executed after the first determination process, Each of the determination processes is a process in which there are a plurality of candidates for the magnification, and a process is determined as to whether or not to grant one magnification selected from the plurality of candidates, a combination of the plurality of candidates in the first determination process is different from a combination of the plurality of candidates in the second determination process, or an average magnification of the plurality of candidates in the first determination process is different from an average magnification of the plurality of candidates in the second determination process, a notification unit capable of notifying the magnification in either a first manner in which a numerical value is recognizable or a second manner in which the numerical value is not recognizable; There is an upper limit to the amount of the benefit that is granted, The gaming machine is configured so that the notification unit is capable of notifying the multiplier in the second manner when the value of the benefit obtained by the multiplier granted by executing the determination process exceeds the upper limit value, and of notifying the multiplier in the first manner when the value of the benefit obtained by the multiplier granted by executing the determination process does not exceed the upper limit value.

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