Gaming Machines
The gaming machine addresses the limitations of conventional gaming machines by integrating a lottery system and variable display means, allowing players to control and display identification information, thereby enhancing engagement and interaction through dynamic game states.
Patent Information
- Application Number
- JP2024025483
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-02-22
- Publication Date
- 2025-04-09
- Estimated Expiration
- 2040-04-09
AI Technical Summary
Conventional gaming machines lack advanced features for variable display and control of game states, leading to limited player interaction and engagement.
The gaming machine incorporates a lottery system, stop operation mechanism, and variable display means to allow players to control and display identification information based on lottery results, enabling multiple game states and reporting specific information during designated game states.
This solution enhances player engagement by providing dynamic game states and interactive control options, increasing the chances of winning and improving overall gaming experience.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] 2. Description of the Related Art As a gaming machine, a slot machine is known in which a player can play multiple pseudo games by consuming gaming media for one game (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2014-83374 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]
[0005] In order to solve the above problems, the gaming machine of the present invention comprises lottery means capable of executing a lottery relating to a game, stop operation means which a player can operate to stop the game, display means capable of variably displaying identifiers, stop control means capable of executing control to stop the display of the identifiers variably displayed by the display means in a stop display mode based on the lottery result by the lottery means and a stop operation mode to the stop operation means, game state control means capable of controlling the game state to any one of a plurality of game states including a first game state, a second game state, and a third game state which is more advantageous to the player than the first game state, and notification means capable of notifying specific information when the lottery result by the lottery means is a specific lottery result in the first game state, and when the lottery result by the lottery means is the specific lottery result and the stop operation mode to the stop operation means is a first stop operation mode, the stop control means controls the identifiers variably displayed by the display means to be stopped and displayed in a first stop display mode. and when a lottery result by the lottery means is the specific lottery result and the stop operation mode of the stop operation means is a second stop operation mode different from the first stop operation mode, the game state control means is capable of executing control to display the identifiers variably displayed on the display means in a second stop display mode, the specific information being information relating to the second stop operation mode, and when a predetermined condition is established in the first game state, the game state control means is capable of controlling the game state to the second game state for a first number of games, and when the identifiers are not displayed on the display means in the first stop display mode for the first number of games from the start of the second game state, the game state control means is capable of controlling the game state to the third game state after the first number of games have been played in the second game state, and when the identifiers are displayed on the display means in the first stop display mode when the second number of games have been played from the start of the second game state , No. After three games are played, the game state can be controlled to the third game state. the notifying means is capable of not notifying the specific information when the lottery result by the lottery means is the specific lottery result in the second gaming state; The first number of games is greater than the second number of games plus the third number of games. [Brief description of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of an amusement machine according to one embodiment of the present invention. [Diagram 2] 1 is a schematic oblique view showing the internal configuration of the gaming machine according to the present embodiment. [Diagram 3] 2 is a block diagram showing the control configuration of the gaming machine according to the present embodiment. FIG. [Figure 4] 11 is a diagram showing the arrangement of reel symbols and the configuration of specific roles according to the present embodiment. [Diagram 5] 13 is a diagram showing a payout table according to the present embodiment. [Figure 6] 13 is a diagram showing an internal lottery table according to the present embodiment. [Figure 7] FIG. 11 is a state transition diagram of the RT state according to the present embodiment. [Figure 8] FIG. 2 is a state transition diagram of the game state according to the present embodiment. [Figure 9] 13 is a diagram showing a mode selection table. [Figure 10] 13 is a diagram showing a ceiling game number lottery table. [Figure 11] 13 is a chart showing a premonition transition lottery table. [Figure 12] 13 is a chart showing a premonition game number lottery table. [Figure 13] This is a chart showing the navigation lottery table (during false omen). [Figure 14] This is a chart showing the navigation lottery table (main premonition). [Figure 15] 13 is a diagram showing a premonition lottery table. [Figure 16] This is a chart showing the AT initial game number lottery table. [Figure 17] 13 is a diagram showing a pseudo-game right acquisition lottery table. [Figure 18] 13 is a diagram showing a bell game lottery table. [Figure 19] 13 is a diagram showing a bell game type lottery table. [Figure 20] 13 is a diagram showing a lottery table for determining the number of additional games. [Figure 21] A figure showing an example of presentation in the normal state (advantageous zone). [Figure 22] This figure shows example 1 of the presentation during the premonition stage (main premonition), and shows a case where a specific result can be stopped by a stopping operation. [Figure 23] This figure shows example 2 of the presentation during the premonition stage (main premonition), and shows a case where a specific result cannot be stopped by the stopping operation. [Figure 24] FIG. 13 is a diagram showing an example of the presentation of a bell game. [Diagram 25] This is a diagram showing the first example of the Ultra Bell Game presentation, up until the stop operation is successful. [Figure 26] This figure shows presentation example 2 of the Super Bell Game, and shows that the stop operation was performed in the correct button press sequence in the actual game executed after the pseudo game ended. [Figure 27] FIG. 1A is a diagram showing the operation history in a simulated game of the Bell Game, and FIG. 1B is a diagram showing the operation history in a simulated game of the Super Bell Game. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0007] DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings.
[0008] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is one embodiment of a gaming machine according to the present invention, and like a normal slot machine, has a cabinet 1b with an opening on the front, and a front door 1a that opens and closes to cover the opening.
[0009] A display window 6 through which the rear can be seen is formed in the center of the front door 1a, and symbols displayed on the reels 41 can be seen through this display window 6. In addition, below the display window 6, a step is formed that protrudes forward, and on the upper surface of this step, there are provided a medal insertion slot 2 for inserting medals, which act as an operating means, a bet button 2a which the player presses to set the number of bets when starting a game, and an effect button 2c which the player operates to change the effects, etc. displayed on the display 8. In addition, the front surface of the stepped portion is provided with a start lever 3 which acts as an operating means and is operated by the player when starting a game, and a stop button 5 which is pressed by the player when stopping the reel 41.
[0010] In addition, above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop button 5. In addition, below the display window 6, there is provided an advantageous zone lamp 13 that notifies the player that the player is in an advantageous state. Note that, instead of the advantageous zone lamp 13, for example, the "dot" portion of a 7-segment display (also called "7-seg") that constitutes the payout number display section that displays the number of medals paid out may be lit up.
[0011] A display 8 that functions as a notification means is provided on the upper portion of the front door 1a. The display 8 is, for example, a liquid crystal display, and displays various effects using images, various information regarding the game, and the like. As shown in Fig. 1, one display 8 is provided, but multiple displays may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side, so that the main display and the sub-display function as a single display unit. Also, a display may be provided on a lower panel display, which is a large display unit arranged below the slot machine 1.
[0012] Above the display 8, there is provided a speaker 9 which acts as an alerting means and produces sound effects and notifications, and a lamp 11 which produces light effects and notifications in response to the winning combination or the effects displayed on the display 8. Further, at the bottom of the front door 1a, there is provided a medal payout opening 7b through which medals are paid out.
[0013] The top of the cabinet 1b is equipped with a main control unit 10 that provides overall control of the game, and the top of the front door 1a is equipped with a sub-control unit 20 that controls aspects of the game, etc., under the control of the main control unit 10. The center of the housing 1b is provided with a drum unit 4 that rotates the reel 41. The drum unit 4 is provided with reels 41a, 41b, and 41c that are arranged in parallel in the horizontal direction, and each of the reels 41a to 41c is configured to be rotatable by driving a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer periphery of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. In addition, the lower part of the cabinet 1b is equipped with a medal payout device 7 that pays out medals, and a hopper 7a that stores the medals, and the medals paid out from the medal payout device 7 are paid out to the player via a medal payout outlet 7b.
[0014] A power supply unit 14 is provided at the bottom of the housing 1b. The power supply unit 14 is a device for supplying power to each device including the main control unit 10 and the sub-control unit 20. It monitors the voltage or frequency of the power supply input from outside the slot machine 1, and outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped when the voltage or frequency drops below a predetermined value. Furthermore, when the power supply device 14 detects a supply of power indicating a voltage or frequency exceeding a predetermined value due to power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has started.
[0015] Fig. 3 shows the configuration of the control system of the slot machine 1. Note that the same reference numerals are used to designate components that are the same as or equivalent to those described in Figs. 1 and 2. The main control unit 10 is equipped with a CPU (not shown) that performs various calculation processes, a ROM (not shown) that stores control programs related to games and lottery tables for drawing lots for small prizes, etc., and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. The main control unit 10 is also connected to a bet button 2a, a medal selector 2b, a start lever 3, and a stop button 5 (stop buttons 5a to 5c), and is configured to be able to input signals from sensors built into each device. The main control unit 10 functions as a lottery means capable of executing a lottery relating to a game. Specifically, the main control unit 10 performs a process for starting a game based on a signal from the start lever 3, a process for sampling random numbers from a random number generator (not shown), etc. Then, the main control unit 10 performs an internal lottery process for determining a winning combination for the current game from among multiple winning combinations based on the sampled random number, and controls the reels 41 to stop with a combination of symbols according to the winning result of the internal lottery process. Moreover, the main control unit 10 realizes various functions of the embodiments described below by appropriately reading and executing control programs and the like stored in the ROM.
[0016] In addition, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of the stop buttons 5a to 5c, transition of game states, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs to the sub-control unit 20 a signal indicating that the start lever has been operated. Furthermore, when any of the stop buttons 5a to 5c is operated, the main control unit 10 outputs to the sub-control unit 20 a signal that enables identification of which stop buttons 5 were operated and in what order. In addition, when each of the reels 41a to 41c is stopped by operating the stop button 5, the main control unit 10 outputs to the sub-control unit 20 information that can identify which reels 41 have stopped, in what order, and the patterns on the upper, middle, and lower rows. Furthermore, when the gaming state of the slot machine 1 is changed, the main control unit 10 outputs to the sub-control unit 20 information that can identify which gaming state the slot machine 1 has changed to.
[0017] The main control unit 10 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the main control unit 10 receives the power-off signal, it executes a power-off process to store (save) the game information at the time of the input in the RAM. This game information includes, for example, the game state at that time, winning combinations, the stopping state of the reels 41, the number of bets, and the like. Furthermore, when the main control unit 10 receives a power return signal, it executes a power return process to load the game information stored (saved) in the RAM and resume the game. That is, when the main control unit 10 receives a power return signal, it returns to the state immediately before the power was turned off based on the loaded game information. Furthermore, in the power recovery process, the main control unit 10 transmits game information to the sub-control unit 20. This allows the sub-control unit 20 to resume presentation based on the game state immediately before the power was cut off.
[0018] In addition, the main control unit 10 is connected to the drum unit 4, the medal payout device 7, the advantageous zone lamp 13, and the sub-control unit 20, and is configured to be able to output signals to each device. Specifically, based on signals from the start lever 3 and the stop button 5, the main control unit 10 performs processes such as driving the drum unit 4 to rotate and stop the reels 41a to 41c, driving the medal payout device 7 to pay out medals, and turning on the advantageous zone lamp 13 when a gaming state advantageous to the player occurs.
[0019] The sub-control unit 20 is equipped with a ROM (not shown) that stores various information such as programs related to the performance, image data for the performance, audio data, etc., and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. The sub-controller 20 is also connected to a performance button 2c and is configured to be able to input signals from sensors built into the devices, and is also connected to a display 8, a speaker 9, a lamp 11, and a navigation lamp 12 and is configured to be able to output signals to each device. For example, the sub-controller 20 is capable of controlling the switching timing of each performance based on a signal from the performance button 2c. In addition, the sub-control unit 20 operates as a performance control means, and in response to one-way commands (control information) from the main control unit 10, performs image processing for a specified performance on the display 8, audio output processing for various performances and notifications on the speaker 9, and lighting processing for lamps 11 and navigation lamps 12 composed of LEDs, etc.
[0020] The sub-controller 20 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the sub-controller 20 receives the power interruption signal, it stores (saves) in RAM the performance information that specifies the performance content being executed at the time of the power interruption signal. This performance information includes, for example, various information displayed on the display 8. Furthermore, when the sub-controller 20 receives a power return signal, it resumes the presentation based on the game information received from the main controller 10 and the presentation information stored (saved) in the RAM.
[0021] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control unit 10. When starting a game, the number of bets is set using medals (including credit medals). The number of bets can be set either by inserting medals directly into the medal insertion slot 2 or by pressing the bet button 2a.
[0022] In the method of setting the number of bets by inserting medals into the medal insertion slot 2, the inserted medals are detected by the medal selector 2b located on the back side of the front door 1a, and the number of bets corresponding to the number of medals inserted (however, the upper limit is 3 bets corresponding to 3 medals) is set. The upper limit of the number of bets may be "1", "2", "4" or more.
[0023] When the bet button 2a is pressed, a predetermined number (e.g., 3 medals) is subtracted from the credit medals stored internally as data to be used in one game, and the subtracted amount is set as a bet of 3 medals. In addition, by providing a 2 bet button for setting the number of medals corresponding to 2 medals as the bet button, 2 bets may be set by pressing the 2 bet button once. In addition, by providing a 1 bet button that sets the number of medals corresponding to one coin, a 2 bet may be set by pressing the 1 bet button twice, and a 3 bet may be set by pressing the 1 bet button three times. Furthermore, credit medals are added by inserting medals into the medal insertion slot 2 or winning, and up to 50 medals can be credited (stored), for example.
[0024] In this manner, the number of bets set by directly inserting medals into the medal insertion slot 2 or by pressing the bet button 2a is stored in a storage means such as a RAM provided in the main control unit 10. Then, when the number of bets reaches a number that allows one game to be played, the game becomes ready to start. In this state where a game can be started, the operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, the game starts, the reels 41a to 41c on which a plurality of symbols are displayed start to move, and an internal lottery process is executed to determine a winning combination for the current game before the reel 41 stops from among a plurality of winning combinations (including losing combinations) such as replay combinations and small combinations. In addition, the "pseudo game" described below allows players to play the game without using (betting on) medals.
[0025] Each of the reels 41a to 41c is an example of a variable display means, and has a plurality of (for example, 20) symbols on the periphery of each of the reels 41a to 41c that serve as identification information. For example, as shown in Fig. 4(a), symbols such as "replay", "bell", "red 7", "blue 7", "white 7", and "bar" are displayed, and the rotation speed is gradually increased from a stopped state, and then the reels reach a steady rotation at a constant speed. When such steady rotation is reached, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become operable to be pressed. Furthermore, the configuration of the reels 41a to 41c is not limited to this, and for example, the number of symbols on the periphery may be other than 20.
[0026] When the reels 41a to 41c rotate forward, the symbols are displayed in a changing manner from top to bottom through the display window 6, and when the reels 41a to 41c rotate backward, the symbols are displayed in a changing manner from bottom to top through the display window 6. In the case of forward rotation, the symbols change in descending order according to the symbol numbers shown in FIG. 4(a), and in the case of reverse rotation, the symbols change in ascending order. It should be noted that the symbol numbers shown in FIG. 4(a) are not physically attached to the outer peripheral surfaces of the reels 41a to 41c, but are virtual numbers used to designate specific symbols in a program for controlling the stopping of each symbol.
[0027] The stop buttons 5a to 5c are an example of a stop operation means for stopping the reel 41. For example, the stop buttons 5a to 5c are capable of being pressed when an illumination means such as an LED built into them is turned on. When each stop button 5 is pressed in this state, each reel 41a to 41c is controlled to stop and display a combination of symbols (stop display mode) that is allowed based on the timing of the operation (stop operation mode) and the lottery result of the internal lottery process. In other words, the main control unit 10 functions as a stop control means that executes control to stop the display of the symbols being variably displayed on the reels 41a to 41c, which are variable display means, in a stop display mode based on the lottery result by the lottery means and the stop operation mode of the stop button 5, which is the stop operation means.
[0028] The reel 41 is controlled to stop based on the operation timing of the stop button 5 so as to stop with a combination of symbols according to a winning result of the internal lottery process. In addition, if a pressing operation is performed before the symbol corresponding to the winning combination reaches an active line, the timing for stopping the reels 41a to 41c is delayed to stop the symbol on the active line, a so-called pull-in stop control is performed. Specifically, a determination is made as to whether or not there is a symbol corresponding to a winning role within the range of the number of slip frames (e.g., 0 to 4 symbols) that can cause the reel 41 to further rotate from the timing of operation, and if there is a symbol corresponding to a winning role within the range of the number of slip frames, control is performed to pull that symbol onto the winning line.
[0029] In this embodiment, the "bell" symbols and the "replay" symbols are arranged within five consecutive frames on all of the reels 41a to 41c, so that they can always be stopped on an active line by the pull-in stop control of four frames. On the other hand, symbols other than "bell" and "replay" are not necessarily arranged within 5 consecutive frames, so even if 4-frame pull-in stop control is performed, it may not be possible to stop the symbols on the winning line, and the winning combination may be missed. In other words, in order to stop these symbols on the winning line, it is necessary to press the stop buttons 5a to 5c aiming at the desired symbol (so-called eye-pushing operation).
[0030] Then, after the third stopping operation, the combination of symbols that have stopped on the winning line is judged. If the combination is a predetermined combination of symbols, it is judged to be a winning combination, and a game value (medals) according to the combination of symbols is awarded. That is, the main control unit 10 functions as an awarding means for awarding a game value when the stopped display mode of the symbols displayed on the reels 41a to 41c, which are variable display means, is a specific stopped display mode. The third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the three reels 41a to 41c are each stopped once for a total of three times. In addition, after the third stop operation refers to the time after the player releases his / her finger from the stop button 5 that was operated to stop the third reel. Similarly, the first reel refers to the reel on which the stop operation (first stop operation) is performed in the first operation, and the second reel refers to the reel on which the stop operation (second stop operation) is performed in the second operation.
[0031] Moreover, the determination of whether or not a prize has been won is based on the state in which the three symbols displayed on each of the reels 41a to 41c stop (are displayed as stopped symbols) so as to be visible from outside the machine, and whether or not a prize has been won is determined based on the state in which the symbols stop. For example, in this embodiment, the winning judgment is based on the combination of symbols that stop only on the upward-right line (cross-up line) among the total of five lines, which are the upper, middle, and lower lines, the downward-right line, and the upward-right line. Note that the number of effective lines for judging the winning is not limited to one line, and can be changed appropriately depending on the relationship between the arrangement of the symbols, the type of the symbols, the combination of the symbols corresponding to the winning combination, etc. The slot machine game is executed in the above manner.
[0032] (Pseudo-game) The slot machine 1 of this embodiment is configured to be able to execute a typical slot machine game (normal game) as described above, and is also configured to be able to execute a "pseudo game" that is different from the slot machine game. A pseudo game is a presentation that makes the player feel as if a game is in progress by operating and stopping the reel 41 as in a normal game, even though no game is actually in progress.
[0033] In addition, in the pseudo game, the rotation of the reel 41 is started based on the operation of the start lever 3, and then, when the stop operation is performed by the stop button 5, the reel 41 is temporarily stopped, that is, stopped in a manner that allows it to be moved again (hereinafter referred to as a temporary stop state). In the provisionally stopped state, the reel 41 is controlled to move (swing) up and down while remaining stopped. By swinging the reel 41 in this manner, a player who sees the reel 41 can recognize that the game is a pseudo game that is different from a normal game. Moreover, the pseudo game is a game in which no winning occurs regardless of the stopping state of the reel 41 in the provisional stop state. That is, even if a combination of symbols corresponding to each winning combination described below is stopped and displayed in the provisional stop state, no winning occurs and no game value is given to the player (no medals are paid out). In the slot machine 1 according to this embodiment, during the AT state, it is possible to execute a bell game or a super bell game as a pseudo game, the details of which will be described later.
[0034] The slot machine 1 is provided with a probability setting means (setting means) that can change the probability of winning a specific role (e.g., a bonus role or a small role) among the roles drawn by the main control unit 10 (lottery means) by external operation (manual) using a button or the like. For example, the probability of winning a particular role can be divided into six levels, from low to high, and each level can correspond to a setting 1 through 6, thereby changing the probability of winning a particular role to a winning probability corresponding to each setting value. In this case, the probability of winning a specific role is set higher when setting 6 is set than when setting 1 is set, and as a result, the slot machine game is controlled so that it progresses more advantageously when setting 6 is set than when setting 1 is set. When the set value is changed in the probability setting means, the main control unit 10 performs a process to initialize all stored information in the RAM (such as information on the winning status of the bonus role) in the same manner as when the system of the slot machine 1 is reset. Although the setting value can be set in six stages, the present invention is not limited to this, and may be set in, for example, four stages (settings 1, 2, 5, 6) or three stages (setting 1, setting 3, setting 6).
[0035] (Winning combination and corresponding symbols) Next, each winning combination and the symbol combination corresponding to each winning combination will be described. The winning combinations include, for example, a small combination, a replay combination, and a bonus combination. Furthermore, the small roles include, for example, a watermelon role, a cherry role, and a bell role. In the following description, the cherry role and the watermelon role are collectively referred to as a "rare role."
[0036] The Watermelon role ("Watermelon") is when the combination of "Bell, Watermelon and Bell" symbols stops on an active line. There are two types of cherry roles: "weak cherry" and "strong cherry." A "weak cherry" allows a combination of symbols such as "cherry, cherry, bell" to stop on an active line, while a "strong cherry" allows a combination of symbols such as "cherry, cherry, cherry" to stop on an active line. The replay role ("normal replay") results in a matching combination of symbols regardless of the order in which you press the buttons, and the "Replay Replay Replay" combination of symbols stops and is displayed on the active line.
[0037] There are two types of bell roles: "push order bell" and "specific role." What the "Push Order Bell" and "Specific Role" have in common is that the game outcome differs depending on the order in which buttons are pressed.
[0038] The "push order bell" is a winning combination in which the combination of symbols is completed by following the operation sequence (push order) of the stop buttons 5a to 5c, and six "push order bells 1 to 6" are provided. In the following description, the "push order bells 1 to 6" are also simply referred to as "push order bells." In "Push Order Bells 1-6," when the stop buttons 5a-5c are operated in one (1 / 6) of the six possible push orders (correct push order), the corresponding combination of symbols is displayed in a frozen state. On the other hand, when the stop button 5 is operated in one of the other five (5 / 6) possible push orders (incorrect push orders), the corresponding combination of symbols is not displayed in a frozen state. For example, if you win "Push Order Bell 1", when the stop buttons 5a to 5c are operated in the push order of "left → middle → right" (the correct push order), "Bell Bell Bell" will be displayed on the active line, and when the stop buttons 5a to 5c are operated in any other push order (the incorrect push order), a different pattern combination (hereinafter referred to as "Push Order Bell Spill") will be displayed. The correct press order for "Push Order Bell 2" is "left → right → middle", the correct press order for "Push Order Bell 3" is "middle → left → right", the correct press order for "Push Order Bell 4" is "middle → right → left", the correct press order for "Push Order Bell 5" is "right → left → middle", and the correct press order for "Push Order Bell 6" is "right → middle → left", and the same stop display processing as for "Push Order Bell 1" above is executed for each.
[0039] In addition, when the "push order bell" is won, regardless of the stop button 5 operated as the second stop operation or the third stop operation, as long as only the stop button 5 operated as the first stop operation follows the correct push order, the reel 41 can be controlled to stop so that the combination of symbols corresponding to the "push order bell" stops. In this case, the "push order bell" is not limited to six patterns, and may be three patterns, "push order bell 1 to 3." In addition, the type of the symbol that stopped during the first stop operation may be added to the combinations, thereby making it possible to have 12 or more combinations.
[0040] As shown in FIG. 4(b), the "specific roles" are composed of a "specific role A" which can stop a combination of symbols corresponding to the correct push order of the "Push Order Bell" ("Bell-Bell-Bell"), and a "specific role B" which can stop a combination of symbols consisting of a "White 7" symbol or a "Bar" symbol on the left reel 41a ("White 7-Bell-Replay", "White 7-Bell-Bell", "Bar-Bell-Replay", "Bar-Bell-Bell"). In other words, if a "special role" is won, the player will also win special role A, which corresponds to the one combination of symbols mentioned above, and special role B, which corresponds to the four combinations of symbols mentioned above, and these five combinations of symbols can be displayed in a stopped state.
[0041] Moreover, the "specific combination" is a winning combination in which the combination of symbols displayed in the stopped state varies depending on the pressing order of the stop buttons 5a to 5c and the eye-pressing operation. Specifically, the combination of symbols that is stopped and displayed varies depending on the order in which the stop buttons 5 are pressed during the first stop operation. For example, if the center stop button 5b or the right stop button 5c is operated during the first stop operation, after the third stop operation, the combination of symbols corresponding to the "specific role A" ("Bell-Bell-Bell") will be displayed stopped on the pay line (see Figure 4(c)). Furthermore, if the left stop button 5a is operated during the first stop operation, after the third stop operation, a combination of symbols corresponding to the "specific role B" (such as "White 7 Bell Replay" or "Bar Bell Replay") can be displayed stopped on the pay line (see Figure 4(c)).
[0042] The conditions for the symbol combination corresponding to "specific role B" to be displayed as a stopped combination are that in addition to the push order at the time of the first stop operation, the stop display is performed when a push operation is performed at a specific timing. Specifically, during the first stop operation, if the left stop button 5a is operated at a timing when any of the symbol numbers 11 to 20 can be drawn onto the active line of the left reel 41a, the symbol combination corresponding to "specific role B" is displayed stopped on the active line.
[0043] More specifically, as the first stopping operation, when the left stop button 5a is operated at a timing when any one of the symbol numbers 12 to 20 is located in the lower row of the left reel 41a, the “bar” symbol with the fewer number of slip frames out of the symbol numbers 12 and 16 will stop in the lower row. In this case, "Bell / White 7 / Bar" or "Replay / Bell / Bar" is stopped and displayed on the top / middle / bottom rows of the left reel 41a. In the subsequent second and third stop operations, regardless of the operation sequence or operation timing (operation mode), if the middle stop button 5b is operated, the "bell" symbol with the least number of slipping frames out of the symbol numbers 2, 7, 12, and 17 will stop in the middle row on the middle reel 41b, and if the right stop button 5c is operated, the "replay" symbol with the least number of slipping frames out of the symbol numbers 3, 8, 13, and 18, and the "bell" symbol with the least number of slipping frames out of the symbol numbers 2, 7, 12, and 17 will stop in the top row on the right reel 41c. In other words, if, during the first stop operation, the stop operation is performed at a timing when any of the symbol numbers 12 to 20 is located at the bottom row of the left reel 41a, then after the third stop operation, the symbol combination corresponding to "specific role B", "Bar Bell Replay" or "Bar Bell Bell", will be displayed stopped on the winning line.
[0044] In addition, as the first stopping operation, if the left stop button 5a is operated at a timing when the "white 7" symbol of symbol number 11 is located in the lower row of the left reel 41a, the "white 7" symbol will stop in the lower row. In other words, if a stopping operation is performed when "Replay / Bell / White 7" is located in the top / middle / bottom row of the left reel 41a, "Replay / Bell / White 7 (also called a specific result)" will be displayed stopped in the top / middle / bottom row. In other words, in order to stop and display a "specific result," the player needs to perform a precise push operation (vital push) at the timing when the specific result is displayed, which requires skill on the part of the player. In the subsequent second and third stop operations, regardless of the operation mode, when the middle stop button 5b is operated, the "bell" symbol with the least number of slipping frames out of the symbol numbers 2, 7, 12, and 17 will stop in the middle row on the middle reel 41b, and when the right stop button 5c is operated, the "replay" symbol with the symbol numbers 3, 8, 13, and 18, and the "bell" symbol with the least number of slipping frames out of the symbol numbers 2, 7, 12, and 17 will stop in the top row on the right reel 41c. In other words, if, during the first stop operation, the stop operation is performed at a timing when the "white 7" symbol with symbol number 11 is located at the bottom of the left reel 41a, after the third stop operation, the symbol combination corresponding to "specific role B", "white 7 · bell · replay" or "white 7 · bell · bell", will be displayed stopped on the active line.
[0045] On the other hand, during the first stop operation, if the stop button 5a is operated at a timing when any of the symbol numbers 1 to 10 can be drawn onto the active line of the reel 41a, then after the third stop operation, a symbol combination corresponding to the "specific role A" is displayed stopped on the active line. More specifically, if the left stop button 5a is operated when any of the symbol numbers 1 to 10 is located at the bottom row of the left reel 41a, the “bell” symbol with the least number of slip frames among the symbol numbers 2, 5, 10, and 20 will stop at the bottom row. In the subsequent second and third stop operations, regardless of the operation mode, if stop button 5b is operated, the "bell" symbol with the least number of slipping frames among pattern numbers 2, 7, 12, and 17 will stop in the middle row, and if stop button 5c is operated, the "bell" symbol with the least number of slipping frames among pattern numbers 2, 7, 12, and 17 will stop in the top row. In other words, if, during the first stop operation, the stop operation is performed at a timing when any of the symbol numbers 1 to 10 is located at the bottom row of the reel 41a, then after the third stop operation, the symbol combination "Bell-Bell-Bell", which is the combination corresponding to "specific role A", will be displayed stopped on the pay line.
[0046] In this way, when a specific role is won and the first stop operation is performed at a timing when "replay / bell / white 7" is located in the upper / middle / lower row of the left reel 41a (first stop operation mode of the present invention), a specific result can be derived, and as a result, a combination of symbols corresponding to the specific role B, including the "white 7" symbol, can be stopped and displayed on the winning line (first stop display mode of the present invention). Furthermore, when a specific role is won and the first stop operation is performed at a timing when "replay / bell / white 7" is not located in the upper / middle / lower row of the left reel 41a (second stop operation mode of the present invention), a result other than the specific result (for example, when the stop button 5a is operated at a timing when any of the symbols among the symbol numbers 12 to 20 is located in the lower row of the reel 41a, "bell / white 7 / bar" or "replay / bell / bar" will be derived in the upper / middle / lower row), and as a result, a combination of symbols corresponding to the specific role B including the "bar" symbol will be stopped and displayed on the activated line (second stop display mode of the present invention). In other words, the main control unit 10, as a stop control means, is capable of executing control to stop and display the identifying information displayed variably on the display means in a first stop display mode (the left reel 41a is stopped and displayed with a specific outcome) when the lottery result by the lottery means is a specific lottery result (specific role) and the stop operation mode of the stop operation means is a first stop operation mode (when the left reel 41a is stopped or the first stop operation is performed at a timing when a replay / bell / white 7 is located in the upper / middle / lower row of the left reel 41a), and is capable of executing control to stop and display the identifying information displayed variably on the display means in a second stop display mode (the left reel 41a is stopped and displayed with an outcome other than a specific outcome) when the lottery result by the lottery means is a specific lottery result (specific role) and the stop operation mode of the stop operation means is a second stop operation mode different from the first stop operation mode (for example, a first stop operation at a timing other than when a replay / bell / white 7 is located in the upper / middle / lower row of the left reel 41a). The second stop operation mode includes a mode in which the first stop operation is performed when the symbols with symbol numbers 1 to 11 are located on the lower row of the left reel 41a, and the second stop display mode includes the symbol combination "Bell-Bell-Bell" corresponding to the specific role A.
[0047] Such control of the reel 41 can be achieved by the slot machine 1 of this embodiment employing reel control that prioritizes drawing in symbols that have a large number of stoppable symbol combinations (hereinafter referred to as "combination number priority control"), and reel control that prioritizes drawing in symbol combinations that have a large number of medal payouts (hereinafter referred to as "number priority control"). The "combination number priority control" is a reel control performed by the main control unit 10 when the left stop button 5a is operated during the first stop operation (see FIG. 4(c)). For example, in the case where a "special role" is won in the internal lottery process, if the left stop button 5a is operated at a timing when any of the symbols from symbol numbers 11 to 20 can be drawn onto an active line during the first stop operation, five different symbol combinations can be stopped: the symbol combination corresponding to "special role A" ("Bell Bell Bell") and the symbol combination corresponding to "special role B" ("White 7 Bell Replay", "White 7 Bell Bell", "Bar Bell Replay", and "Bar Bell Bell"). In this case, the "bar" symbol, which has a relatively large number of possible symbol combinations that can be stopped on the left reel 41a (two possible combinations), is controlled to be drawn in preferentially over the "bell" symbol, which has a relatively small number of possible symbol combinations that can be stopped (one possible combination).
[0048] The "number-priority control" is reel control performed by the main control unit 10 when the center stop button 5b or the right stop button 5c is operated during the first stop operation (see FIG. 4(c)). For example, when a "special role" is won in the internal lottery process, as shown in FIG. 5, if the symbol combination corresponding to "special role A" ("Bell Bell Bell") stops, 10 medals are paid out, and if the symbol combination corresponding to "special role B" ("White 7 Bell Replay", "White 7 Bell Bell", "Bar Bell Replay", "Bar Bell Bell") stops, 1 medal is paid out. In this case, the "bell" symbol constituting the symbol combination corresponding to "special role A", which has a relatively large number of medals paid out (the number of medals paid out is "10"), is controlled to be drawn in preferentially over other symbols ("White 7" symbol and "Bar") constituting the symbol combination corresponding to "special role B", which has a relatively small number of medals paid out (the number of medals paid out is "1").
[0049] In this way, in the slot machine 1 according to this embodiment, by adopting "combination number priority control", during the non-AT state, when the first stop operation is performed, the player progresses the game by aiming for any one of the symbols among symbol numbers 11 to 20 on the lower row of the left reel 41a, and if a "special role" is won, a combination of symbols corresponding to "special role B", which has a relatively small number of medals paid out, can be stopped and displayed. On the other hand, by playing the game while aiming for any of the symbols numbered 1 to 10 on the lower row of the left reel 41a, if a "special role" is won, a combination of symbols corresponding to a "special role A", which pays out a relatively large number of medals, can be displayed in a stopped state.
[0050] In this way, when a "special role" is won, the player can choose whether to win "special role A" or "special role B" by operating the player, and as a result, the number of medals that the player can win during the non-AT state changes. In other words, during non-AT states, selecting the stop operation to win "specific role A" provides gameplay that allows the game to proceed in a state where medal consumption is suppressed (a so-called high coin holding state) compared to selecting the stop operation to win "specific role B".
[0051] Furthermore, in the slot machine 1 according to this embodiment, by adopting "number priority control", when a "specific role" is won during the AT state, by operating the center stop button 5b or the right stop button 5c during the first stop operation, the combination of symbols corresponding to the "specific role A" can be stopped and displayed without performing an eye-pressing operation for the symbols with the symbol numbers 1 to 10 on the left reel 41a. Therefore, each time a player wins a "special role" during the AT state, the player can win a "special role A," which pays out a relatively large number of medals, without having to perform a pressing operation on the left reel 41a, and can play the game comfortably.
[0052] In this embodiment, the "combination number priority control" assumes that the main control unit 10 controls the left reel 41a only when the left stop button 5a is operated during the first stop operation, but this is not limited to the above, and similar control may be performed when the middle stop button 5b or the right stop button 5c is operated during the first stop operation. This makes it possible to win "special role B" even if the middle stop button 5b or the right stop button 5c is operated by mistake when the "special role" is won.
[0053] The bonus role is a "bonus" with the corresponding symbol combination of "red 7, red 7, red 7." A "bonus" is a winning combination that is drawn during RT0 in the RT state described below, and can only be won in the game in which it is won. When it is won, the state transitions to the bonus state (RT2). In addition, the "bonus" is only won in a game with 3 bets (3 bet game), and is won alone without overlapping with other small winnings. However, it is not limited to this, and it may be won overlapping with some of the winnings of other small winnings (for example, chance winnings and cherry winnings).
[0054] In addition, the bonus role is a role that is subject to carry-over control by the main control unit 10, which allows the right to win a "bonus" to be carried over as long as the corresponding symbol combination does not stop in the winning game and in subsequent games. Therefore, during the period until the symbol combination corresponding to the "bonus" is stopped and displayed, the right to win the "bonus" is carried over. On the other hand, when a symbol combination corresponding to a "bonus" is stopped and displayed (a "bonus" is won), a non-carry-over state is entered in which the right to win a "bonus" is not carried over. In other words, the carry-over state indicates a state in which a bonus role has been won but the combination of symbols corresponding to the bonus role has not yet stopped (hereinafter, this state will be referred to as the bonus winning state), while the non-carry-over state indicates a state in which a bonus role has not been won (hereinafter, this state will be referred to as the bonus non-winning state).
[0055] In addition, when different roles overlap during a bonus winning state, the main control unit 10 operates to perform priority stop control to stop the combination of symbols corresponding to one of the roles on the reel 41 with priority, and the combination of symbols corresponding to the bonus role is set as the role with the lowest priority. Therefore, in a game in which a bonus role has been won, even if a bonus role has been won, if, for example, a replay role is won in that game, the symbol combination corresponding to the bonus role cannot be stopped on reel 41, but a symbol combination corresponding to the replay role will be stopped on reel 41, and the state of winning the bonus role will be carried over to the subsequent game.
[0056] Based on the combination of symbols as described above, it is determined whether or not a small win, a replay win, or a bonus win has been won. If it is determined that a win has been won, a game value is awarded based on the "payout table" shown in FIG. 5. As shown in FIG. 5, when a "special role" is won, if the combination of symbols corresponding to "special role A" is stopped, 10 medals are paid out, and if the combination of symbols corresponding to "special role B" is stopped, 1 medal is paid out. In addition, when "Push Order Bell 1 to 6" is won, if the stop buttons 5a to 5c are operated in the correct push order, the same combination of symbols as "Specific Role A" will stop, and 10 medals will be paid out. On the other hand, if the stop buttons 5a to 5c are operated in an incorrect push order when "Push Order Bell 1 to 6" is won, the corresponding combination of symbols will not be stopped, the push order bell spill will stop, and one medal will be paid out instead of the specified number of medals. In this embodiment, the combination of symbols corresponding to the "specific role A" is the same as the combination of symbols when the stop buttons 5a to 5c are operated in the correct push order when the "Push Order Bells 1 to 6" are won, and the number of medals paid out is also the same, but this is not limited to this, and a different combination of symbols may be used, and the number of medals paid out may also be different. In addition, in the slot machine 1 of this embodiment, if the stop buttons 5a to 5c are operated in an incorrect push order when the push order bell is won, the push order bell spill number is derived and one medal is paid out, but this is not limited to this. For example, even if the button press sequence is incorrect, depending on the timing of the stopping operation, a predetermined combination of symbols different from the button press sequence can be displayed, and a considerable number of medals can be paid out. In addition, when a push order bell spill number is derived, it is possible to prevent the payout of medals.
[0057] In addition, when the symbol combination corresponding to "watermelon" appears, three medals are paid out. Furthermore, by displaying a combination of symbols corresponding to a "normal replay" in a stopped state, the player can play the next game again without inserting a medal. In addition, when the combination of symbols corresponding to "weak cherry" and "strong cherry" appears, one medal will be paid out. In this embodiment, the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets. In addition, the number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.
[0058] (Observations of each winning combination) Next, the winning probability of each winning combination will be described with reference to FIG. FIG. 6 shows an internal lottery table used for drawing each role when a game is executed in each state related to a bonus role (bonus non-winning state, bonus winning state, bonus state). The internal lottery table indicates the range (number) of random numbers acquired in the internal lottery process by the main control unit 10 to be 65536, and the number of winning values (wins) among them. The internal lottery table shown in FIG. 6 indicates the probability of winning each winning combination in a 3-bet game, and indicates a case where the set values set by the probability setting means are common to all the set values in settings 1 to 6.
[0059] As shown in FIG. 6, the probability of winning each winning combination in a 3-bet game is as follows: The probability of winning for each of the "Push Order Bells 1 to 6" is set at 7610 / 65536 in both the non-bonus winning state and the bonus winning state. The probability of winning a "specific role" is set at 2957 / 65536 in both the non-bonus winning state and the bonus winning state. The probability of winning "watermelon" is set to 1156 / 65536 in the bonus non-winning state and the bonus winning state. Also, the probability of winning is set to 65536 / 65536 in the bonus state. In other words, only "watermelon" can be won during the bonus. The probability of winning a "Weak Cherry" is set to 1000 / 65536 in both the non-bonus winning state and the bonus winning state. The probability of winning a "Strong Cherry" is set to 80 / 65536 in both the non-bonus winning state and the bonus winning state.
[0060] The probability of winning the "bonus" when no bonus is won is set at 3077 / 65536. The probability of winning a "normal replay" is set at 9170 / 65536 when no bonus is won, and 11407 / 65536 when a bonus is won. In addition, the probability of a "lose" is set to 2436 / 65536 when the bonus is not won, and 3276 / 65536 when the bonus is won.
[0061] In addition, the “internal lottery table” shown in FIG. 6 shows a case where all setting values are common, but this is not limited to the above, and it is also possible to provide winning roles whose winning probability varies depending on the setting value and winning roles whose winning probability does not vary depending on the setting value. For example, "watermelon," "weak cherry," "strong cherry," and "normal replay" may be set as winning roles whose winning probability varies depending on the setting value, and the winning probability of "normal replay" may be set so that the higher the setting, the lower the winning probability, while the winning probability of winning roles other than "normal replay" may be set so that the higher the setting, the higher the winning probability. In addition, the higher the setting of some rare roles, the higher the probability of winning may be set, or the lower the setting, the higher the probability of winning a rare role. In addition, for winning roles other than rare roles such as the "push order bell", the probability of winning may be set to be higher or lower as the setting is higher.
[0062] In addition to the above configuration, the slot machine 1 according to this embodiment has the following game states and characteristic game features based on these game states. Each game state is controlled (hereinafter also referred to as transition) to each game state by the main control unit 10 operating as a game control means.
[0063] (RT state) First, with reference to FIG. 7, the RT state (hereinafter, simply referred to as RT) of the slot machine 1 according to this embodiment will be described. The slot machine 1 according to this embodiment has RT states RT0, RT1, and RT2. Although there are three RT states in this embodiment, there may be two or less or three or more.
[0064] RT0 is entered when the slot machine 1 is system reset, when the setting value is changed (including when the same setting value is set again (re-entering the setting value)), or when RT2 ends. Furthermore, RT0 ends when a bonus is won during the 3-bet game, and transitions to RT1 (arrow a in FIG. 7). In this way, RT0 is not a finite gaming state with a predetermined gaming period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless a bonus is won.
[0065] RT1 ends when a symbol combination corresponding to a bonus is displayed (a bonus is won), and the game transitions to RT2 (arrow b in FIG. 7). That is, RT1 continues from when a bonus is won until the bonus is awarded, and in RT1, the game proceeds in a bonus winning state. In this way, RT1 is not a finite gaming state with a predetermined gaming period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless a bonus combination is won. RT2 is a bonus state, in which the game is played with 3 bets, and only the "watermelon role" can be won, as shown in Figure 6. In other words, in RT2 (bonus state), the actual net increase in medals is "0 medals," and players cannot expect an increase in medals. Then, RT2 ends when the number of medals paid out reaches a predetermined number (for example, 60 medals), and the game shifts to RT0.
[0066] In addition, in the RT state of this embodiment, control is basically performed so that there is no transition from RT1 to RT2. This is for the following reasons. When a "bonus" is won in RT0, the player can win the bonus only in this bonus winning game, but since the fact that the "bonus" has been won is notified, it is basically difficult for the player to stop displaying the combination of symbols corresponding to the bonus. Therefore, from the game following the bonus winning game, the player will transition to RT1 (bonus winning state) with the right to win the "bonus" carried over. Also, as shown in FIG. 6, during RT1, the "miss" timing, which is the timing when a bonus can be won, is not won, so the bonus cannot be won. For this reason, the slot machine 1 of this embodiment does not basically transition from RT1 to RT2, and once it transitions from RT0 to RT1, the game will proceed under control of RT1 unless a system reset of the slot machine 1 is performed. However, without being limited to this, during RT1, it may be possible to win a "miss" with a predetermined probability (for example, a probability of 1 / 200), and winning a "miss" may make it possible to win a bonus during RT1.
[0067] In addition, the slot machine 1 of this embodiment can be controlled to an AT (assist time) as a gaming state related to "push order bells 1 to 6." In the AT, when the "push order bell 1-6" is selected by the internal lottery process, the sub-controller 20 controls the display 8, etc. to notify specific information (such as the order of pushing the stop button 5 and the symbols that serve as a guide for pushing), and notifies the player that the corresponding combination of symbols can be stopped. Therefore, during the AT, the ball dispense speed is faster than during non-AT. In this embodiment, the period controlled by AT is referred to as the AT state (see FIG. 8).
[0068] For example, when "Push Order Bell 1" is won, the push order consisting of the text information "1," "2," and "3" is displayed on the display 8 from left to right, the sounds "left," "middle," and "right" are output from the speaker 9, and the navigation lamps light up in the order 12a (left), 12b (middle), and 12c (right) to notify the order in which to press the stop button 5. In this embodiment, the navigation of the button press order by notification means such as the display 8, navigation lamp 12, speaker 9, etc. is also referred to as "push order navigation." In the non-AT state (excluding the premonition stage), even if the winning result of the internal lottery process is "Push Order Bell 1 to 6", the pressing order of the stop buttons 5 is not announced. Therefore, unless the operation order of the stop buttons 5 operated by the player coincidentally matches the pressing order corresponding to the winning "Push Order Bell 1 to 6", the combination of symbols corresponding to the winning "Push Order Bell 1 to 6" cannot be stopped and displayed. Therefore, the playability of the slot machine 1 is such that the player can increase the number of balls dispensed by staying in the AT state for a long time.
[0069] (Normal section, advantageous section) As shown in FIG. 8, the game on the slot machine 1 according to this embodiment has a normal zone and an advantageous zone as game zones. Specifically, the normal area is a game area in which push order navigation (specific information) cannot be notified even if the push order bell is won, and the advantageous area is a game area in which push order navigation (specific information) can be notified. The main control unit 10 operates as a zone control means to control the transition between the normal zone and the advantageous zone.
[0070] The normal section is entered when a system reset is performed on the slot machine 1 or when a setting value is changed (including re-entering a setting value). The normal section is always controlled to the normal state, which is a non-AT state. In order to distinguish between the normal state in the normal zone and the normal state in the advantageous zone, the former will be referred to as the "normal state (normal zone)" and the latter will be referred to as the "normal state (advantageous zone)."
[0071] The normal zone continues until a bell or rare role (hereinafter, these are also referred to as advantageous zone transition roles) is won by the internal lottery process, and if a advantageous zone transition role is won during the normal zone, the player will transition to the advantageous zone after the third stop operation of the winning game (arrow a in Figure 8). In addition, the advantageous zone transition role may be a winning role other than the bell role and the rare role. In addition, the transition from the normal zone to the advantageous zone may be triggered by the establishment of other conditions (the stopped display of a combination of symbols corresponding to a specified winning role, the stopped display of a combination of symbols not corresponding to a specified winning role (such as a push order bell spill)). The advantageous zone is divided into a non-AT state and an AT state, and in this embodiment, the normal state (advantageous zone) among the game states is classified as the non-AT state.
[0072] If the "favorable zone limiter" is reached during the favorable zone, the favorable zone ends and the game transitions to the normal zone (arrow g in Figure 8). During the favorable zone, the main control unit 10 operates as a counting means and stores information regarding the counter related to the favorable zone limiter shown below in the RAM. Counter A: Count of the number of games played during the favorable zone Counter B: Count of the number of coins won (difference in number of coins) during the favorable zone Specifically, when the main control unit 10 transitions from the normal zone to the advantageous zone, it starts counting the number of games played during the advantageous zone (counter A) and the number of medals won during the advantageous zone (counter B), and when the value indicated by counter A reaches a limit value (1500 games) or when the value indicated by counter B reaches a limit value (2400 medals), it forcibly ends the advantageous zone.
[0073] Since counter B is managed by the difference in number of coins, if a winning combination that pays out more coins than the number of coins bet is won in the current game, the value of counter B will increase, and if a winning combination that pays out less coins than the number of coins bet is won, the value of counter B will decrease. For example, when the value of Counter B is "100", if a 3-bet game is played and a combination of symbols corresponding to a push-order bell with a payout of 10 coins (a winning combination that pays out more coins than the bet amount) is displayed, the difference in coins, "7" (=10-3), is added to the value of Counter B, and the value of Counter B becomes "107". On the other hand, when a 3-bet game is played and a combination of symbols corresponding to a cherry role with a payout of 1 coin (a winning role with a payout of less coins than the bet amount) is displayed, the difference in coins, "2" (=3-1), is subtracted from the value of counter B, and the value of counter B becomes "98". In addition, when the value of counter B becomes a negative value, the value of counter B is set to "0" (initialized). For example, when the value of counter B is "0", if a 3-bet game is executed and a "lose" is won, the difference in number of coins, "3" (=3-0), is subtracted from the value of counter B, but the value of counter B is corrected to "0". In this way, when the value of counter B becomes a negative value, the value of counter B may not be set to "0" (initialized), but may simply be set to the difference between the number of bets and the number of coins paid out.
[0074] In addition, if the number of remaining games in the AT state becomes 0, the game will transition from the advantageous zone to the normal zone. In addition, when a predetermined winning combination (a normal zone transition combination) is won during the advantageous zone, the zone may be shifted to the normal zone. For example, a "push order replay" is provided, which is a winning combination of symbols that are stopped and displayed according to the push order, and when the stop buttons 5a to 5c are operated according to the correct push order upon winning the push order replay, the advantageous zone may end and the zone may be shifted to the normal zone.
[0075] In addition, when transitioning to the advantageous zone, the advantageous zone lamp 13 is turned on, and the light remains on until the advantageous zone ends. However, in order to prevent a decline in interest, it may be configured to light only during a state in which an increase in medals is actually expected. For example, during a normal state, the advantageous zone lamp 13 may not be lit, or may not be lit until the push order navigation is executed for the first time.
[0076] (Details of each game state) Next, with reference to FIG. 8, each game state of the slot machine 1 according to this embodiment, transitions between each game state, and game characteristics based on each game state will be described. The main control unit 10 can independently control the transition between the normal zone and the advantageous zone, the transition between RT0 and RT2, and the transition between each game state shown in Fig. 8. However, as described above, the game in this embodiment is basically played in RT1, so the game in each game state is basically played while staying in RT1. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third stop operation of the game in which the transition condition is established (or after the end of the medal payout). However, this is not limited to this, and transition may occur from the next game after the transition condition is established.
[0077] As shown in FIG. 8, the slot machine 1 of this embodiment has multiple game states including a normal state (normal section), a normal state (advantageous section), a premonition stage (real premonition, false premonition), a weak AT stage, a medium AT stage, and an ending, and the main control unit 10, as a game state control means, controls the transition between game states based on the establishment of predetermined transition conditions.
[0078] (Normal state (normal section)) The normal state (normal section) is classified as a normal section, and therefore stays in the normal state when a system reset is performed on the slot machine 1 or when a setting value is changed (including re-entering a setting value). Also, as mentioned above, if the "favorable zone limiter" is reached during the favorable zone, the favorable zone ends and the game transitions to the normal zone (arrow g in Figure 8). In addition, if the number of remaining games in the AT state becomes 0, the game will transition from the advantageous zone to the normal zone. The normal state (normal zone) ends when the player wins a favorable zone transition role through the internal lottery process (the favorable zone transition condition is met) and transitions to the normal state (favorable zone) (arrow a in Figure 8). In other words, the period during which the player stays in the normal state (normal section) is extremely short, and the player stays in a gaming state other than the normal state (normal section) most of the time during the game.
[0079] In the normal state (normal area), a "mode lottery" is executed when a favorable area transition role (bell role or rare role) is won. Specifically, by referring to the "mode selection table" shown in FIG. 9, one of modes A to D is selected by selection. That is, the mode in which the user will stay during the advantageous zone is determined from modes A to D. The mode lottery has a set probability of winning modes A to D for each advantageous zone transition role. For example, if you win the Bell role, there is a relatively high probability that Mode A will be selected, such as a 128 / 256 chance of Mode A being selected. In addition, if a rare role is won, there is a relatively high probability that Mode C will be determined, such as a 128 / 256 probability of Mode C being determined.
[0080] In addition, in the normal state (normal zone), a "ceiling game number lottery" is executed when a favorable zone transition role is won. The ceiling game number is the number of games from entering the advantageous zone to entering the AT state. Specifically, the "ceiling game number lottery" determines the ceiling game number by lottery from among "128", "256", "384", "512", "768", or "1024" by referring to the "ceiling game number lottery table" shown in Figure 10. In the "ceiling game number lottery table", the ceiling game number is set corresponding to the mode determined by mode lottery. For example, in the case of "Mode A," the ceiling number of games is determined to be one of "256," "384," "512," "768," or "1024," and of these, "1024 games" is determined with a high probability of 128 / 256. In "Mode B," the number of games will be determined to be one of 256, 384, 512, 768, or 1024, of which "512 games," "768 games," and "1024 games" are each determined with a probability of 64 / 256. In "Mode C," the result will be one of 128, 256, 384, 512, or 768, of which "256 Games" has a high probability of being determined at 128 / 256. In "Mode D", "128 Games" is determined with 100% probability. In this way, the "ceiling game number lottery" makes it more likely that a smaller ceiling game number will be determined in mode C or mode D than in mode A or mode B, making it more likely that when staying in mode C or mode D, the player will transition to the AT state at a relatively early stage. As described later, in the slot machine 1 of this embodiment, the game transitions from the normal state (advantageous zone) to the AT state via the premonition stage, and control is executed to transition to the AT state when the total number of games in the normal state (advantageous zone) and the number of games in the premonition stage reaches the ceiling number of games. However, this is not limited to the above, and control may be executed to transition to the AT state without going through the premonition stage when the number of games in the normal state (advantageous zone) reaches the ceiling number of games.
[0081] (Normal state (favorable zone)) The normal state (advantageous zone) is a game state which is entered after the end of the normal state (normal zone) (arrow a in Figure 8), and is controlled to be a non-AT state. The normal state (advantageous zone) corresponds to the first gaming state of the present invention. During the normal state (advantageous zone), the game proceeds in the mode determined by mode lottery. In the normal state (advantageous zone), a premonition transition lottery is held when a specified role is won. Specifically, when the main control unit 10 wins any of the specific roles, watermelon, weak cherry, or strong cherry in the internal lottery process, it determines by lottery whether the winning combination is a "miss," a "false omen," or a "real omen," by referring to the "omen transition lottery table" shown in Figure 11. If the main control unit 10 determines that the result is a "false premonition" or a "real premonition," it will transition to the premonition stage (arrow b in Figure 8), and if it determines that the result is a "miss," it will continue in the normal state (advantageous zone). In other words, the main control unit 10, as a game state control means, controls the game to the second game state (main premonition) when a predetermined condition is met in the first game state (normal state (favorable zone)) (when the main premonition is won in the premonition transition lottery). If a "false premonition" or a "real premonition" is determined, a "premonition game number lottery" is carried out, and the premonition stage continues until the number of premonition games determined in the lottery has been played. Specifically, the "lottery for the number of premonition games" refers to the "lottery table for the number of premonition games" shown in Figures 12(a) and (b) to determine the number of premonition games by lottery from among "8", "16", "24", "32", and "48". Note that the number of premonition games may be one type. More specifically, when the mode in which the player is staying in the advantageous zone is "Mode A" or "Mode B", the number of premonition games is determined by referring to the premonition game number lottery table shown in Figure 12(a), and when the mode in which the player is staying in the advantageous zone is "Mode C" or "Mode D", the number of premonition games is determined by referring to the premonition game number lottery table shown in Figure 12(b). The determined number of premonition games is stored in the storage means. In other words, the main control unit 10, as a determination means, conducts a premonition game number lottery to determine the number of premonition games based on the fact that a predetermined condition is met (winning the main premonition) in the normal state (advantageous zone), which is the first gaming state, and stores the number of premonition games determined by the determination means in the memory means.
[0082] (Premonition stage) The premonition stage is basically the gaming state in the stage (premonition) before transitioning to the AT state. During the premonition stage, the sub-controller 20 notifies the player that he or she is in the premonition stage by displaying a special effect on the display 8, or the like. There are two types of premonition stages: "real premonitions" in which the game transitions to the AT state after the stage, and "false premonitions" in which the game does not transition to the AT state after the stage, but both are designed to have the same presentation. By doing this, the player cannot know whether the premonition stage he is currently in is a "real premonition" or a "false premonition." The "main premonition" corresponds to the third gaming state of the present invention. However, it is also possible to create a performance that makes it possible to identify whether it is a "real omen" or a "false omen."
[0083] The "real premonition" occurs when the number of games in the normal state (advantageous zone) reaches a predetermined number (e.g., 10 games) less than the ceiling game number determined in the ceiling game number lottery (first case), or when the "real premonition" is determined in the premonition transition lottery (second case) (arrow b in Figure 8). In the first case, the "main premonition" ends when the specified number of games have been played (i.e., the number of games in the normal state (advantageous zone) reaches the ceiling number of games), and the player transitions to the AT state. In the second case, the "main premonition" ends when the number of premonition games determined in the premonition game number lottery is consumed and the number of remaining games becomes 0, and the game transitions to the AT state (arrow d in Figure 8). A "false premonition" occurs when a "false premonition" is determined in the premonition transition lottery, and the game transitions from the normal state (favorable zone) (arrow b in Figure 8). The game ends when the number of premonition games determined in the premonition game number lottery is played, and the game transitions to the normal state (favorable zone) (arrow c in Figure 8). In other words, the main control unit 10, as a subtraction means, subtracts the number of premonition games stored in the memory means based on the execution of a game (1 game), and as a game state control means, when, in a real premonition, the number of premonition games stored in the memory means reaches an end value (the number of remaining games is 0) as a result of subtraction by the subtraction means, it controls to the third game state (AT state), and when, in a false premonition, the number of premonition games is subtracted by the subtraction means and reaches an end value (the number of remaining games is 0), it controls to the first game state (normal state (favorable zone)). In addition, the subtraction means is not limited to subtraction for each game, and other subtraction methods may be used, such as subtracting one or more numbers when a predetermined role (e.g., a replay, etc.) is won, or the number to be subtracted may be drawn by lottery.
[0084] As mentioned above, the number of premonition games varies depending on the mode in which you stay in the advantageous zone. In the case of "Mode A" or "Mode B", the number of premonition games for a "false premonition" is determined to be one of "8", "16", "24", or "32", and the number of premonition games for a "real premonition" is determined to be one of "8", "16", "24", "32", or "48" (Figure 12(a)). In addition, in the case of "Mode C" or "Mode D", the number of premonition games for a "false premonition" will be determined to be either "8", "16", or "24", and the number of premonition games for a "real premonition" will be determined to be either "8", "16", "24", or "32". In this way, the "premonition game number lottery" makes it more likely that a smaller number of premonition games will be determined in modes C and D than in modes A and B, making it more likely that when staying in modes C and D, the player will transition to the AT state at a relatively early stage.
[0085] (Navi during the premonition stage) During the premonition stage, a "navigation lottery" is executed in a game in which a predetermined role is won, and the execution / non-execution of navigation such as push order navigation in that game is controlled according to the result of the navigation lottery.
[0086] (Navigation during false premonition) During the false premonition, if the player wins the "Push Order Bell", "Specific Role", or "Miss", a navigation lottery is executed to determine the navigation mode for the game that has been won from among "Non-Announcement", "Push Order Navigation", and "Specific Navigation" by referring to the navigation lottery table (during the false premonition) shown in Figure 13. If the navigation lottery determines that "push order navigation" or "specific navigation" is selected, the determined navigation is executed, but if "non-notification" is selected, no navigation is executed. As shown in Figure 13, in a game in which a "miss" is won, a "non-alert" or "specific navigation" is executed, in a game in which a "push order bell" is won, a "non-alert" or "push order navigation" is executed, and in a game in which a "specific role" is won, only the "push order navigation" is executed.
[0087] "Push order navigation" is a navigation that can be executed in games in which the "Push order bell" or "specific role" has been won. When the "push order navigation" is determined by a navigation lottery in a game in which the "push order bell" is won, the correct push order for that "push order bell" will be announced in that game. For example, in a game in which you win "Push Order Bell 1," the push order will be announced as "left → middle → right." Therefore, when the stopping operation is performed according to the "Push Order Navigation", the symbol combination ("Bell Bell Bell") that corresponds to the winning "Push Order Bell" is displayed, and 10 medals corresponding to that symbol combination are paid out. When the "push order navigation" is determined by a navigation lottery in a game in which a "specific role" is won, the push order of "center → left → right" is announced. Therefore, when the stopping operation is performed according to the "push order navigation", the combination of symbols corresponding to the winning "specific role A" is displayed. In other words, in this case, based on the "number priority control", the symbol combination corresponding to the "specific role A" ("Bell Bell Bell") is stopped and displayed, and 10 medals corresponding to that symbol combination are paid out. When a "specific role" is won, the first stopping operation of the center reel 41b or the right reel 41c will stop the symbol combination corresponding to the "specific role A", so the pressing order is not limited to "center → left → right", and it is also possible to announce pressing orders such as "center → right → left", "right → left → center", or "right → center → left". In addition, when a "specific role" is won and one of the following is announced: "center → left → right," "center → right → left," "right → left → center," or "right → center → left," it may be possible to make only some of the announcements (for example, "right → center → left") more likely to be executed the higher the setting. For example, for settings 1 to 3, each push order navigation will be executed with a 25% probability, and for settings 4 to 6, "center → left → right" will be executed 20%, "right → center → left" 30%, and the rest will be executed 25% of the time. In addition, the "push order navigation" is always executed in games in which a "specific role" is won, but is not executed in games in which a "loss" is won (see Figure 13).
[0088] During the false premonition, the "specific navigation" is a navigation that can only be executed if you win the "miss" prize. When a "specific navigation" is determined by a navigation lottery in a game in which a "miss" has been won, information encouraging the player to "stop and display a replay / bell / white 7 on the top / middle / bottom row of reel 41a with the first stopping operation" is announced in that game (for example, "Aim for a replay / bell / white 7 on the left reel"). In other words, the "specific navigation" is a navigation that notifies information that, if a stopping operation is performed in accordance with the above notification information in a game in which a "specific role" is won, a combination of patterns corresponding to a "specific role B" will be stopped and displayed based on "combination number priority control." However, since this is actually a navigation executed in a game in which a "lose" has been won, even if a stop operation is performed in accordance with the above notification information, the combination of symbols corresponding to the specific role B will not be stopped and no medals will be paid out. As will be explained in the "Premonition Lottery" section below, "specific results" are results that can trigger special benefits, such as shortening the premonition stage and transitioning to the AT state sooner. For this reason, if a specific navigation is executed during a false premonition, a bonus in the form of game value is not awarded, but it is possible to create a performance that heightens the expectation of the bonus being awarded, and it is possible to increase interest by adding complexity and unexpectedness to the game.
[0089] (Navigation during this premonition) During this premonition, if the ``Push Order Bell'' or ``Specific Role'' is won, a navigation lottery is performed to determine either ``Non-Announcement,'' ``Push Order Navigation,'' or ``Specific Navigation'' by referring to the navigation lottery table (during this premonition) shown in Figure 14. As shown in Figure 14, in a game in which the "Push Order Bell" is won, a "Non-alert" or "Push Order Navigation" is executed, and in a game in which the "Specific Role" is won, a "Push Order Navigation" or "Specific Navigation" is executed. Unlike during false premonitions, navigation will not be performed in games where the winning combination is a "lose."
[0090] The "push order navigation" during the "real premonition" is the same as the "push order navigation" during the "false premonition", so a detailed explanation will be omitted. The "specific navigation" during the "real premonition" is different from the "specific navigation" during the "false premonition", and is a navigation that can only be executed if a "specific role" is won. When a "specific navigation" is determined by a navigation lottery in a game in which a "specific role" is won, information encouraging the player to "stop and display a replay / bell / white 7 on the top / middle / bottom row of reel 41a with the first stopping operation" is announced in that game (for example, "Aim for a replay / bell / white 7 on the left reel"). Therefore, when the stopping operation is performed according to the "push order navigation", after the third stopping operation, the combination of symbols corresponding to the winning "specific role" is stopped and displayed. In other words, in this case, based on the "number of combinations priority control", the symbol combination corresponding to "specific role B" ("white 7 · bell · replay" or "white 7 · bell · bell") is stopped and displayed, and one medal corresponding to the symbol combination is paid out.
[0091] In this way, during a "real premonition," a "specific navigation" may be executed if a "specific role" is won, but during a "false premonition," a "specific navigation" is executed if a "miss" is won in the navigation lottery. Specifically, the main control unit 10, as a special information notifying means, notifies special information, which is information regarding the first stop operation mode, when the lottery result by the lottery means in the second gaming state (real premonition) is a specific lottery result (winning a specific role), (executes specific navigation such as "aim for replay / bell / white 7 on the left reel"), as a determining means, determines the number of false premonition games based on the fact that a specific condition is established in the first gaming state (normal state (advantageous zone)) (winning "false" in the premonition transition lottery and determining a predetermined number of premonition games in the additional game number lottery), as a storing means, stores the number of false premonition games determined by the determining means, and as a subtracting means, stores the number of false premonition games determined by the determining means. The number of games is subtracted based on the execution of a game, and as a game state control means, when the specific condition is met in the first game state (normal state (favorable zone)), control is made to the fourth game state (false premonition), and when the number of false premonition games stored in the memory means in the fourth game state reaches an end value (the number of remaining games in the premonition stage is 0) by being subtracted by the subtraction means, control is made to the first game state (normal state (favorable zone)), and as a special information notification means, when the lottery result by the lottery means in the fourth game state (false premonition) is a special lottery result (winning a "miss") different from the specific lottery result (winning a specific role), special information is notified (specific navigation is executed as false navigation).
[0092] This allows the specific results to be stopped when a specific navigation is executed during a real premonition, but since the premonition stage does not notify the player whether it is a false premonition or a real premonition, the player can be made aware that the specific navigation may be a false navigation (specific navigation executed during a false premonition). In other words, it is possible to make the player aware that "specific navigation" does not always equal "specific role winning game," but that there is a possibility that "specific navigation" ≠ "specific role winning game." Therefore, even if the player is unable to stop a specific combination in a winning game of a specific role, it is possible to make the player think that "it was a false navigation," and the sense of loss caused by not being able to stop the specific combination can be reduced.
[0093] Incidentally, in a game in which a specific combination is won, one or ten medals are paid out, whereas in the case of a "lose" combination, no payout is made. Therefore, a player can tell whether or not the navigation is false based on whether or not any medals are paid out in a game in which a specific navigation is executed. Therefore, a common bell role is provided that has the same combination of symbols (bell, bell, bell) as the combination in specific role A, and pays out 10 medals, the same number as the number of medals paid out when specific role A is won. If a specific result cannot be stopped when the specific role is won, the combination of symbols is displayed as stopped, and a specific navigation is executed when the common bell is won. In this way, it is possible to avoid noticing whether the specific navigation when a specific role is won during this premonition is a false navigation.
[0094] As shown in Figures 13 and 14, the navigation lottery table has a low setting (setting values 1 to 3) and a high setting (setting values 4 to 6), and when the setting value of the slot machine 1 is set to a low setting, the navigation lottery and navigation are performed with reference to the low setting, and when the setting value of the slot machine 1 is set to a high setting, the navigation lottery and navigation are performed with reference to the high setting. In addition, in the navigation lottery table, table data is provided for each mode, and the navigation lottery is executed by referring to the table data corresponding to the mode in which the user is staying. For example, in modes C and D, the probability of winning the "Push Order Navigation" in a game in which the "Push Order Bell" is won is 32 / 256, which is set higher than the probability in modes A and B. For this reason, when you are in mode C or mode D, the "push order navigation" will be executed with a higher probability than when you are in mode A or mode B.
[0095] (Lottery during premonitions) During the premonition stage, a "premonition lottery" will be held to shorten the premonition stage, triggered by the winning of a rare or specific role. If the result of the premonition lottery is a "win", the number of remaining games in the premonition stage will be reduced to "0". In short, the premonition lottery is an AT transition lottery that determines whether you will transition to the AT state, and winning the lottery will trigger a transition to the AT state. Specifically, the "Premonition Lottery" is conducted when a rare combination of watermelon, weak cherry, or strong cherry is won during a real premonition or a false premonition, or when a specific combination is won during a real premonition and a specific navigation is executed in the game in which the combination was won and a specific result is displayed (see * in Figure 15), and a "Miss" or "Win" is determined by lottery with reference to the "Premonition Lottery Table" shown in Figure 15. If you win the premonition lottery that is executed based on winning a rare role during a real premonition or a false premonition, the premonition stage will end and you will move to the AT state. Furthermore, if a specific role is won during this premonition, and the player is able to follow the specific navigation to cause a specific result to stop and be displayed in the winning game (if the player is able to derive the specific result with perfect pressing), the premonition stage will end and the game will move to the AT state (see Figure 15). On the other hand, even if a specific role is won during this premonition, if the player is unable to stop and display the specific result in the winning game (if the player is unable to derive the specific result by perfect pressing), the premonition stage will be maintained (except for the final game of the premonition stage).
[0096] In other words, the main control unit 10, as a game state transition control means, controls the transition to a third game state (AT state) when, in the second game state (main premonition), the identification information is displayed in a first stop display mode on the display means (when a specific outcome can be displayed in a stopped state on the left reel 41a) before the number of premonition games stored in the memory means reaches the end value (the number of games remaining in the premonition stage is 0), and is capable of maintaining the second game state (main premonition) when the identification information is displayed in a second stop display mode on the display means (when a outcome other than the specific outcome is displayed in a stopped state) before the number of premonition games reaches the end value (the number of games remaining in the premonition stage is 0).
[0097] By shortening the premonition stage in this way, if you are in the premonition stage, it is possible to transition to the AT state immediately without waiting for the end of the premonition stage. In addition, if the player wins the lottery during the false premonition, the game can be set to transition to the normal state (advantageous zone). This allows the player to be given an opportunity to transition to the real premonition earlier. In other words, when a specific result is derived by a stopping operation at a specific timing, the number of games in the premonition stage is shortened and varied, thereby preventing the premonition stage from becoming monotonous. In addition, because a specific result is derived when the stopping operation is performed at a specific timing, the more skilled a player is, the higher the probability of deriving a specific result becomes, and the more skilled a player is, the more advantageous the game state becomes to transition to, for example, an AT, giving the more skilled player a sense of satisfaction and superiority. The premonition stage may be shortened not only by setting the remaining number of games to 0, but also by subtracting a predetermined number of games (for example, 10 games) from the remaining number of games, or by determining the number of games to be subtracted by lottery. In addition, when a rare combination is won, a predetermined number (for example, 100 games) may be subtracted from the number of remaining games, or the number of games to be subtracted may be determined by lottery. In addition, the shortening may be performed when a specific outcome is successfully achieved by a perfect push on reel 2 or 3 instead of reel 1 (left reel 41a), or when a specific outcome is successfully achieved without a perfect push. For example, a specific result may be derived only based on the stopping timing (pull-in control by stopping operation within the range of the number of sliding frames) or only when the stopping operation is performed in a specified pressing order.
[0098] (AT state) The AT state is a game state to which the player transitions after the end of the premonition stage (main premonition) (arrow d in Figure 8). The AT state is a game state in which the sub-control unit 20 notifies the player of the correct push order of the winning "push order bells 1 to 6" (i.e., push order navigation) with a high probability (ratio), and is an advantageous game state for the player in that the player's medals increase by a certain amount by performing a stop operation according to the push order navigation. Therefore, the player plays the game while hoping to stay in the AT state for as long as possible. The AT state is composed of multiple stages, which will be described later, and the execution rate of the push order navigation differs for each stage.
[0099] The AT state is a game number-managed AT, and ends when the number of games played in the AT state reaches a specified number of games (when the number of remaining games becomes 0) and the advantageous period ends. The "predetermined number of games" basically corresponds to the "AT initial number of games" determined by the "AT initial number of games lottery." Specifically, the "AT initial game number lottery" determines the AT initial game number from among "50," "70," or "100" by lottery, by referring to the AT initial game number lottery table shown in FIG. The timing for executing the AT initial game number lottery is when the advantageous zone transitions (when the mode lottery is executed), but is not limited to this, and it may be, for example, at the start of the AT state or before the start of the AT state (when the ceiling game number or premonition game number is exhausted, etc.).
[0100] The AT state consists of multiple stages that are controlled based on the difference in number of coins. The "difference in number" is the difference between the number of medals inserted (number inserted) and the number of medals paid out (number paid out), and is the number of medals actually won by the player. Specifically, it is counted in the same way as the counting method of Counter B described above. For this reason, if the count value becomes a negative value, the count value is set to "0" (initialized). However, when the count value becomes a negative value, the count value is not reset to "0" (initialized), and the difference between the number of coins inserted and the number of coins dispensed can be simply used as the difference in the number of coins. Specifically, the AT state first transitions from the "premonition stage" to the "weak AT stage", then transitions to the "medium AT stage" when the difference in the number of coins in the favorable zone reaches 500 coins, then transitions from the "medium AT stage" to the "ending" when the difference in the number of coins in the favorable zone reaches 2000 coins, and then transitions from the "ending" to the normal state (normal state) when the difference in the number of coins in the favorable zone reaches 2400 coins.
[0101] In addition, during the "weak AT stage", the push order navigation is executed with a 60% probability, during the "medium AT stage", the push order navigation is executed with an 80% probability, and during the "ending", the push order navigation is executed with a 100% probability. Specifically, if the push order bell is won during the AT state (excluding during the ending), a lottery (also called a navigation lottery) is held to see whether push order navigation will be executed in that winning game. During the "weak AT stage", the probability of winning push order navigation in that navigation lottery is set to 60%, and during the "medium AT stage", the probability of winning push order navigation in that navigation lottery is set to 80%. In addition, the probability of winning the push order navigation in the navigation lottery may be the same for each stage. In addition to managing the AT state by the number of games played, it may also be managed by, for example, the number of times push order navigation occurs, the number of times small prizes are won, the number of medals won, the number of medals paid out, etc.
[0102] (Lottery for pseudo-play rights) If a rare role is won during the AT state, a lottery for the right to play the game will be held. The pseudo-game right acquisition lottery is a lottery regarding the acquisition of rights that lead to playing the Bell Game and Super Bell Game described below. Specifically, if a "watermelon" or "weak cherry" is won, the winning number will be determined by lottery from among "0", "1", "2", or "3" by referring to the "pseudo-play right acquisition lottery table (watermelon / weak cherry)" shown in Figure 17(a). In addition, if the "Strong Cherry" is won, the "Pseudo Game Right Acquisition Lottery Table (Strong Cherry)" shown in Figure 17(b) will be referenced to determine by lottery one of "1", "2", "3", "1+Bell Game", "2+Bell Game", or "3+Bell Game". If the player chooses either "1," "2," or "3," they will receive the determined number of "pseudo game execution rights," and if the player chooses either "1 + bell game," "2 + bell game," or "3 + bell game," they will receive the determined number of "pseudo game execution rights" and the "bell game execution right." The "pseudo game execution right" is the right to execute a pseudo game, and the "bell game execution right" is the right to execute a bell game or a super bell game. The number of pseudo game execution rights acquired is stored in a storage means. In the "pseudo game right acquisition lottery", the probability of winning is set for each setting value. For example, in the pseudo-game right acquisition lottery table shown in FIG. 17(a), the winning probability of the acquisition number "3" for the setting value 5 is 64 / 256, which is set higher than the other setting values.
[0103] (Bell Game Lottery) If the push order bell is selected during the AT state, a "Bell Game Lottery" will be held with the chance of winning the "Bell Game Execution Right." The "Bell Game Lottery" determines whether or not a player wins by lottery, with reference to the "Bell Game Lottery Table" shown in FIG. 18. If the player wins, he or she will receive a "Bell Game Play Right."
[0104] (Bell game type lottery) The bell game type lottery is a lottery to determine the type of bell game, which is held when a player wins the bell game lottery and thereby acquires the right to play the bell game, or when a player acquires the right to play the bell game in a pseudo-game right acquisition lottery. Specifically, the "Bell Game Type Lottery" refers to the "Bell Game Type Lottery Table" shown in FIG. 19 to determine by lottery whether the game will be a "Bell Game" or a "Super Bell Game." In the "Bell Game Type Lottery", the probability of winning is set for each setting value. For example, as shown in FIG. 19, the slot machine 1 with the setting value 6 is more likely to determine the super bell game than the slot machines 1 with the setting values 1 to 5.
[0105] (Bell Game and Super Bell Game) The Bell Game and Super Bell Game are games that can be played if the push order bell is won during the AT state. Specifically, if the "Bell Game" is determined in the bell game type lottery, the bell game is played, and if the "Super Bell Game" is determined, the super bell game is played. During the AT state, if the push order bell is won, or if the navigation lottery, which has a set probability of winning (for example, weak AT stage: 60%, medium AT stage: 80%) is won, the push order navigation will be executed. However, when the bell game or super bell game is played, the push order navigation will not be executed even if the navigation lottery is won. In other words, the Bell Game and Super Bell Game are basically played in a situation where push order navigation is not executed.
[0106] The Bell Game and Super Bell Game are games that consist of a winning push-order bell game. For this reason, the Bell Game and Super Bell Game are basically selection games in which it is possible to win a push order bell when the stop operation is performed in the correct push order for that bell when push order navigation is not being executed. However, in the case of the Bell Game and Super Bell Game, if the "right to execute a pseudo game" has been acquired, the pseudo game will be executed before the actual game is executed.
[0107] The pseudo game in the bell game is a type of game in which the player hits the first stop operation of the correct push order of the winning push order bell by performing the first stop operation. Specifically, if the first stop operation by the player matches the first stop operation in the correct push order of the bell, the bell symbol is displayed as a provisional stop on the winning line, etc., to notify the player that the game has been "successful." However, if the first stop operation by the player does not match the first stop operation in the correct push order, in other words, if the player has "failed" the game, the bell symbol is not displayed as a provisional stop on the winning line, and other symbols are displayed as provisional stops on the winning line. Although the stopping operation is assumed to be the operation of the stop button 5, it is not limited to this and various operating means such as the bet button 2a, the start lever 3, the effect button 2c, etc. can be used.
[0108] In the bell game, by "succeeding" in the pseudo-game game, the player can identify the first stopping operation of the correct push order for the push order bell, which is the winning role. For example, if the game result when the left stop button 5a is operated to stop is "success", it can be determined that the first stop operation in the correct pressing order is "left", and the winning role can be determined to be either "Push Order Bell 1" or "Push Order Bell 2". Even if you fail, you can narrow down the correct button press sequence and winning role. For example, if the game result when the left stop button 5a is pressed is a "failure," it can be determined that the first stop operation in the correct pressing order is "middle" or "right," and the winning role can be determined to be one of "Push Order Bell 3," "Push Order Bell 4," "Push Order Bell 5," or "Push Order Bell 6." A pseudo game can be executed the number of times according to the number of pseudo game execution rights acquired, and one pseudo game execution right is consumed each time a pseudo game is executed. By performing the simulated play in the bell game twice, it is possible to reliably identify the first stopping operation in the correct button press sequence. For example, if the game result when the left stop button 5a is operated to stop in the first simulated game is "failure," and the game result when the middle stop button 5b is operated to stop in the second simulated game is also "failure," it can be determined that the first stop operation in the correct pressing sequence is "right." This also makes it possible to determine whether the winning role is "Push Order Bell 5" or "Push Order Bell 6." The "success" / "failure" of the pseudo game can also be notified by a display device 8 or the like.
[0109] In this way, in the pseudo-game of the bell game, it is possible to identify the first stopping operation of the correct push order for the push order bell, which is the winning role, by performing a stopping operation. Here, the winning state of the push order bell is carried over to the main game which is executed after the bell game is executed. Therefore, by performing the stopping operation in this game according to the correct button press sequence identified through the pseudo game, it is possible to win the button press sequence bell. For this reason, the simulated play in the bell game also functions as a push order navigation that suggests some of the correct push order in the actual game. The pseudo game in the bell game ends when any of the following conditions are met: (1) the number of pseudo game execution rights is consumed and reaches 0, (2) the bell pattern stops on the cross-up line, or (3) two pseudo games are executed. Of these, the reason why the pseudo game ends under condition (2) is that no matter how many times the pseudo game is executed, it only determines the correct button press sequence for the first stop operation in the main game, but does not determine the correct button press sequence for the second stop operation. Therefore, there is no point in executing the pseudo game after the correct button press sequence for the first stop operation is determined. The reason why the pseudo game ends under condition (3) is the same as the reason why it ends under condition (2): if the pseudo game is performed twice, the correct button press sequence for the first stop operation will definitely be known, so there is no point in performing the pseudo game three or more times. The end condition of the pseudo game may be one or two of the above-mentioned (1) to (3), or may include different end conditions.
[0110] When a pseudo game is executed in a bell game, after the execution of the pseudo game, the actual game is executed with the winning state of the push order bell carried over. Specifically, a first stop operation in a pseudo game causes the corresponding reel 41 to be temporarily stopped, thereby executing a first stop display control for temporarily stopping and displaying the changing displayed symbols in a manner that allows them to be changed again, and when a game start operation (such as a start lever operation) is performed in the temporary stop state, the rotation of all reels 41a to 41c is restarted, thereby causing the temporarily stopped displayed symbols to change again, thereby executing the actual game. For this reason, in this game, if the stopping operation is performed in the correct push order of the push order bells, the corresponding pattern combination (bell, bell, bell) will be displayed stopped in a manner that cannot be changed again (the push order bells will win), and 10 medals will be paid out.
[0111] The pseudo game in the Super Bell Game is a game in which the first to third stop operations of the correct push order of the winning push order bell are matched by the player's first to third stop operations. Specifically, if the first through third stop operations by the player match the first through third stop operations of the correct push order for the bell, the bell symbol combination "Bell Bell Bell" is displayed provisionally on the winning line, etc., to notify the player that the game has been "successful." However, if the first through third stop operations by the player do not match the correct push order, in other words, if the player has "failed" the game, the symbol combination "Bell Bell Bell" is not displayed provisionally on the winning line, and other symbol combinations are displayed provisionally on the winning line.
[0112] In the Super Bell Game, by "succeeding" in the pseudo-play game, the player can identify all of the correct push orders (first to third stop operations) of the push order bell, which is the winning combination. For example, if the game result is "success" when the stopping operation is performed in the "left → center → right" push order, it can be determined that the push order is the correct push order and the winning role is "Push Order Bell 1." Even if you fail, you can narrow down the correct button press sequence and winning role. For example, if the game result is a "failure" when the stopping operation is performed in the "left → center → right" push order, it can be determined that the winning role is a "Push Order Bell" role other than "Push Order Bell 1". A pseudo game can be executed the number of times according to the number of pseudo game execution rights acquired, and one pseudo game execution right is consumed each time a pseudo game is executed. By playing the simulated game multiple times, the correct button press sequence can be narrowed down. For example, if the game result is a "failure" when the pressing order is "left → center → right" in the first simulated game, and the game result is also a "failure" when the pressing order is "left → right → center" in the second simulated game, it can be determined that the winning role is one of "Push Order Bell 3," "Push Order Bell 4," "Push Order Bell 5," or "Push Order Bell 6." For this reason, the correct push order can be determined by playing the pseudo-game five times in the Super Bell Game. This is because there are six types of push order bells (push order bells 1 to 6) that correspond to the six patterns (six options) of push orders. The "success" or "failure" of the pseudo game can be notified on the display 8 or the like.
[0113] In this way, even in the simulated game of the Super Bell Game, the correct push order for the push order bell, which is the winning role, can be identified by performing a stopping operation. Therefore, by performing the stopping operation in this game according to the correct button press sequence identified through the pseudo game, it is possible to win the button press sequence bell. For this reason, the simulated gameplay in the Super Bell Game also functions as a button press navigation system that can suggest the correct button press order in the actual game. The pseudo-game in the Super Bell Game ends when any of the following conditions are met: (1) the number of pseudo-game execution rights is consumed and reaches 0, (2) the reels stop in a manner that results in "Bell Bell Bell" lining up on the cross-up line, or (3) five pseudo-games are executed. Of these, the reason why the pseudo-game ends under condition (2) is that there is no point in playing the pseudo-game after the correct button press sequence has been determined. The reason why the pseudo game ends under condition (3) is the same as the reason why it ends under condition (2): after playing the pseudo game five times, the correct button press sequence is definitely known, so there is no point in playing the pseudo game six or more times. The end condition of the pseudo game may be one or two of the above-mentioned (1) to (3), or may include different end conditions.
[0114] Even when a pseudo game is played in the Super Bell Game, after the pseudo game is played, the actual game is played with the winning state of the push order bell carried over. Specifically, the reels 41a to 41c are put into a temporary stop state by the first to third stop operations in the pseudo game, and a first stop display control is executed to temporarily stop and display the changing displayed symbols in a manner that allows them to be changed again. When a game start operation (such as a start lever operation) is performed in the temporary stop state, the rotation of all the reels 41a to 41c is restarted, and the stopped displayed symbols are changed again to execute the actual game. For this reason, in this game, if the stopping operation is performed in the correct push order of the push order bells, the corresponding pattern combination (bell, bell, bell) will be displayed stopped in a manner that cannot be changed again (the push order bells will win), and 10 medals will be paid out. It should be noted that the starting mode of the reel 41 in this game can be made different depending on the game result (success / failure) of the pseudo game. For example, if the player wins the game, the reels 41 are rotated in reverse in the order corresponding to the correct button press sequence, and if the player loses the game, all the reels 41 are rotated in the forward direction at the same time. In other words, the correct push order of the push order bell can also be determined by the rotational movement of the reel 41.
[0115] In this way, the pseudo-game in the bell game and super bell game is executed based on the fulfillment of predetermined conditions during the AT state. Specifically, the main control unit 10, as a right granting means, can grant the right (pseudo game execution right) to execute the first stop display control (control related to pseudo game) based on the fulfillment of a specific condition (winning the lottery to acquire the pseudo game right), and as a stop control means, when the right to execute a pseudo game is granted by the right granting means, the main control unit 10 executes the first stop display control (control related to pseudo game) when a predetermined condition is fulfilled (winning the bell game lottery).
[0116] In addition, the bell game and super bell game are executed as pseudo games in which no medals are paid out, and after the pseudo games are executed, the main game in which medals are paid out is executed. Specifically, the main control unit 10, as a stop control means, is capable of executing a first stop display control (control related to pseudo game) for stopping and displaying the identification information displayed variably on the display means in a manner that allows it to be changed again, based on the lottery result by the lottery means (winning the push order bell) and the stop operation mode of the stop operation means, when a predetermined condition is met (when the bell game lottery is won), and is capable of executing a second stop display control (control related to the actual game) for stopping and displaying the identification information that has changed again after the identification information has been stopped and displayed by the first stop display control in a manner that does not allow it to be changed again, based on the lottery result and the stop operation mode of the stop operation means.As an awarding means, when the identification information is stopped and displayed by the first stop display control (control related to pseudo game) on the display means, no game value is awarded, and when the identification information is stopped and displayed by the second stop display control (control related to the actual game) on the display means (when a combination of bell patterns is stopped and displayed), game value is awarded (10 medals are paid out).
[0117] In addition, when there are a plurality of pseudo game execution rights, a plurality of pseudo games are executed, and the main game is executed after the execution of the plurality of pseudo games. Specifically, the main control unit 10, as a stop control means, is capable of executing a first stop display control (control related to a pseudo game) multiple times when multiple pseudo game lottery rights (pseudo game execution rights) are granted by the right granting means and when a predetermined condition is met (when the bell game lottery is won), and is capable of executing a second stop display control (control related to the actual game) after executing the first stop display control (control related to a pseudo game) multiple times.
[0118] In this way, in the Bell Game and Super Bell Game, if the right to play the pseudo game has been acquired, a pseudo game that can suggest all or part of the correct push order for the winning push order bell is played, and a main game in which the winning state of the push order bell is carried over is played after the pseudo game is completed. For this reason, with the Bell Game and Super Bell Game, players can enjoy a simulated game of guessing the correct button press sequence, while referring to the suggested button press sequence in the simulated game and then perform the stopping operation in the game, making it easier to obtain gaming value.
[0119] The Bell Game and Super Bell Game are games that are executed when the push order bell is won during the AT state, and are basically played in a situation where the push order navigation is not executed regardless of the results of the navigation lottery. However, if the navigation lottery is won, it is possible to play the Bell Game or Super Bell Game while allowing the push order navigation to be executed. For example, when a bell game or the like is executed during a "weak AT stage", push order navigation may be executed with a 30% probability, and when a bell game or the like is executed during a "medium AT stage", push order navigation may be executed with a 40% probability. This makes it easier to succeed in the bell game and super bell game.
[0120] Furthermore, the pseudo game in the bell game may be a game in which not only the first stop operation but also the second stop operation and / or the third stop operation is hit. For example, if a player's first stop operation in a bell game matches the correct button press sequence, the player may be allowed to perform a second stop operation in succession, and the game result, including whether the second stop operation was correct or incorrect, may be notified. In addition, if the first stop operation in the pseudo-game of the Super Bell Game is performed in an incorrect button sequence, the second stop operation can be restricted, and only the correct / incorrect answer of the first stop operation can be announced as the game result. In addition, the simulated game in the super bell game may be such that success / failure is determined for each stop operation and each result is notified. Examples of the presentation of the Bell Game and Super Bell Game will be described later.
[0121] (Number of additional games will be drawn) When a stop operation is performed in the correct push order during a bell game or super bell game (main game), the main control unit 10 adds to the number of games in the AT state. Specifically, a "number of added games lottery" is conducted to determine the number of added games. The number of additional games is determined by lottery by referring to the "Number of Additional Games Lottery Table" shown in Figure 20, and the result is determined by lottery from among "30", "50", "100", or "100+bell games". If the "Number of Added Games Lottery" determines either "30," "50," or "100," the determined number of added games will be added to the remaining number of games in the AT state. If the "100+ Bell Game" is determined by the "Additional Game Number Lottery," "100 games" will be added to the number of remaining games in the AT state, and if the push-order bell is drawn again in a subsequent game, the Bell Game or Super Bell Game will be played again. In other words, if the lottery result includes "Bell Game," if the push order bell is won in a subsequent game, a bell game type lottery will be held, and the bell game or super bell game determined by the lottery will be played. As shown in the additional game number lottery table of FIG. 20, in the additional game number lottery, the winning probability is set for each number of games for each set value. This makes it easier for a relatively small number of games to be determined at a lower setting, and easier for a relatively large number of games to be determined at a higher setting, for example. In addition, the additional game number lottery table in this embodiment is a table that is commonly referenced by the bell game and the super bell game, but separate tables can also be provided for each. In this case, for example, a table for an ultra bell game can be set so that a larger number of games (for example, 100 games) is determined with a relatively high probability compared to a table for a bell game.
[0122] In this way, by drawing a lottery for the number of additional games, it is possible to award a number of games as an extension benefit for extending the AT state. Specifically, the main control unit 10, as an extension benefit awarding means, is capable of awarding an extension benefit (adding on the number of games in the AT state) to extend a specific game state (AT state) that is advantageous to the player, and when a predetermined condition is met (when the bell game lottery is won), the second stop display control (control related to this game) awards an extension benefit (adding on the number of games in the AT state) when the identification information is stopped and displayed on the display means in a specific stop display mode (when the combination of patterns corresponding to the push order bell can be stopped and displayed, i.e., when the push order bell is won). In addition, the "extension benefit" awarded by the extension benefit awarding means is not limited to the above, and other extension benefits such as the number of sets, the difference in number of coins, the number of times a specific minor role is won, etc. can also be applied. The number of games during AT state is added when the Bell Game or Super Bell Game is successful, but it can also be set to always be added if the Navi Lottery is won. In this case, the number of added games may be determined by referring to a lottery table for determining the number of added games, or a preset fixed number of games may be added.
[0123] Next, a rendering example will be described with reference to FIGS. FIG. 21 is a diagram showing an example of a presentation during the normal state (advantageous zone). (1) is a diagram showing a typical presentation display during the normal state (advantageous zone). The presentation mode (display mode of the display device 8, lighting mode of the lamps, etc.) during the normal state (advantageous zone) is assumed to be the same as that during the normal state (normal zone), but may be a different presentation mode. In addition, some or all of the presentation aspects may be the same in each game state, or may be different. FIG. 12B shows a state immediately after the start of a game in which a specific combination has been won in the normal state (advantageous zone) (a state in which the reels 41a to 41c are spinning). In addition, (2) indicates that, based on the winning of a specific role during the normal state (advantageous zone), a push order navigation is being executed in the winning game to prompt the player to stop in the push order of "center" → "left" → "right." FIG. 13C shows that the center stop button 5b has been operated to perform the first stop operation, causing the bell symbol to be stopped and displayed in the middle row (on the active line) on the center reel 41b. FIG. 14(4) shows that the left stop button 5a has been operated to perform the second stop operation, causing the bell symbol to be stopped and displayed in the lower row (on the active line) of the left reel 41a. FIG. 15(5) shows that the right stop button 5c has been operated to perform the third stop operation, causing the bell symbol to be stopped and displayed in the upper row (on the active line) of the right reel 41c. In other words, when the stopping operation is performed in the push order shown in (3) to (5) in accordance with the push order navigation shown in (2), the main control unit 10 performs control to stop and display the combination of patterns (Bell-Bell-Bell) corresponding to the specific role A on the activated line (cross-up line). Specifically, in the first game state (normal state (advantageous zone)), when the lottery result by the lottery means is a specific lottery result (when a specific role is won), the main control unit 10, as a specific information notification means, notifies the player of specific information (push order of "middle → left → right") which is information relating to a third stop operation mode (first stop operation mode of the middle reel 41b) different from the first stop operation mode (mode of the first stop operation of the left reel 41a), and as a stop control means, when the lottery result by the lottery means is a specific lottery result (winning a specific role) and the stop operation mode to the stop operation means is the third stop operation mode (stop operation mode in accordance with the push order of "middle → left → right"), executes control to stop and display the identification information variably displayed by the display means in the third stop display mode (combination of patterns corresponding to the specific role A). The third stop operation mode only needs to be different from the first stop operation mode, and may be the same as the second stop operation mode.
[0124] In this way, when a specific combination is won during the normal state (advantageous zone), a push order navigation is executed to prompt the player to perform a stop operation of the middle stop button 5b as the first stop operation, thereby preventing the left stop button a from being operated as the first stop operation and preventing a specific result from being displayed as stopped on the left reel 41a. This is because, if a special result such as a specific result were to be displayed (derived) during the normal state (advantageous zone), the player might expect to be granted some kind of special benefit (for example, transition to an AT state, etc.); however, in the slot machine 1 of this embodiment, such a special benefit is not granted during the normal state (advantageous zone), which may give the player a sense of loss or reduce his interest in the game. In addition, when a specific result is derived, a specific role B can be won, but the number of medals paid out is smaller than that of specific role A, which is a problem that leads to a decrease in interest in the game. In other words, during the normal state (advantageous zone), the occurrence of such problems is avoided by executing a push order navigation that prevents the derivation of specific outcomes. During the normal state (normal section), push order navigation cannot be executed, so even if a specific role is won, push order navigation will not be executed; however, it is possible to notify the player of the push order or that a specific role has been won. Also, during the normal state, the navigation may not be displayed regardless of whether the area is favorable or not. In another embodiment, the specific role is not a role that generates a payout, but a replay role in which the game value granted to the player does not change depending on the stopping result, and when the replay role is won, control is performed so that the specific result is derived if a specific stopping operation is performed, and control is performed so that the specific result is not derived if a non-specific stopping operation is performed, and during the normal state (advantageous zone), a notification is given to encourage a non-specific stopping operation when the replay role is won, so that the game value granted to the player is the same regardless of whether the derivation of the specific result is avoided or not. This makes it possible to reduce the payout of medals during normal operation, i.e., the so-called "base."
[0125] FIG. 22 is a diagram showing a first example of presentation during the premonition stage (main premonition), and shows a case where a specific result can be derived by a stop operation. (1) shows a typical presentation display during the premonition stage (main premonition). As shown in (1), during the premonition stage, no displays or effects are provided that would enable one to distinguish whether the premonition is real or false. For this reason, in this example, the player will proceed with the game without knowing that the premonition stage is the real premonition. FIG. 13(2a) is a diagram showing a state immediately after the start of a game in which a specific combination has been won during the premonition stage (main premonition) (a state in which the reels 41a to 41c are spinning). In addition, (2a) indicates that, based on the winning of a specific role during the normal stage (main premonition), a specific navigation (display of "Aim for replay / bell / white 7 on the left reel!!") is being executed in the winning game to prompt the left reel 41a to stop a specific outcome. In addition, the specific navigation may include information that explicitly (emphasizes) the first stop operation in the push order (displaying a “1” indicating the first stop operation in the display area above the left reel 41a), as shown in (2b), or may be in a form that does not explicitly state or implies the push order, as shown in (2a). FIG. 13C is a diagram showing the state when the left stop button 5a is operated to perform the first stop operation. (3) specifically indicates a state in which a specific result (replay / bell / white 7) is displayed on the left reel 41a as a result of the left stop button 5a being operated to perform the first stop operation at the appropriate timing (successfully pressing the button perfectly) in accordance with the specific navigation. As shown in (3), the display 8 displays information ("V") indicating that a specific result has been derived and therefore the transition to the AT state has been confirmed. An illustration of when the second stopping operation is performed is omitted. FIG. 14(4) shows the state in which all the reels 41a to 41c have stopped after the third stop operation. (5) shows the state at the start of the AT state. In other words, (5) indicates that based on the specific result shown in (3) being derived during this premonition, the premonition stage was shortened (the number of remaining games became 0), and the game after (4) transitioned to the AT state. In this embodiment, the premonition stage is shortened by successfully performing a vita-push of a specific number on the left reel 41a, but a reel 41 other than the left reel 41a may be used, and the premonition stage can also be shortened by successfully performing a vita-push of a specific number on multiple reels 41. It is also possible to prevent certain navigations from being performed during the premonition stage. In this way, only knowledgeable players (players who know the benefits that come from deriving a specific outcome) can aim for a specific outcome, and the player can be provided with the feeling of lining up bonus symbols before the transition to the bonus determination screen in the so-called A type.
[0126] FIG. 23 is a diagram showing a second example of presentation during the premonition stage (main premonition), and shows a case where a specific result cannot be derived by a stop operation. (1) is a diagram showing a typical presentation display during the premonition stage (main premonition). 13A and 13B are diagrams showing a state (a state in which the reels 41a to 41c are spinning) immediately after the start of a game in which a specific combination has been won during the premonition stage (main premonition). In addition, (2a) and (2b) indicate that, based on the winning of a specific role during the premonition stage (main premonition), a specific navigation (display of "Aim for replay / bell / white 7 on the left reel!!") is executed in the winning game to prompt the left reel 41a to stop a specific outcome. FIG. 13C is a diagram showing the state when the left stop button 5a is operated to perform the first stop operation. (3) Specifically, this indicates that although the left stop button 5a was operated to perform the first stop operation, the stop operation was not performed at the appropriate time, and as a result, a result that was not a specific result was displayed on the left reel 41a. In other words, this indicates that the specific result could not be derived due to a failure to press the button correctly. FIG. 14(4) shows the state in which all the reels 41a to 41c are stopped after the third stop operation. (5) indicates that the premonition stage is continuing because a specific result could not be derived in (3). In other words, this indicates that the player failed to press the button properly and was unable to derive a specific result, and therefore was unable to transition to the AT state. In addition, if it is the final game of this premonition, "V" will be displayed even if the specific result is not derived, but if the specific result is not derived even in the final game of this premonition, "V" may not be displayed. In addition, in this embodiment, the AT state will be entered regardless of whether "V" is displayed or not, but if a specific outcome cannot be derived when a specific role has been won in the final game of this premonition, a predetermined number of games (e.g., 5 games) may be added to the remaining number of games of this premonition to extend this premonition.
[0127] FIG. 24 is a diagram showing an example of the presentation of the bell game. FIG. 1(1) shows the state at the start of the bell game. As shown in (1), the display 8 indicates that a bell game is about to start. This allows the player to know that the bell game has started and that he or she has won the push order bell. The winning state of the push order bell is carried over to the actual game that is executed after the pseudo game ends. Also, as shown in (1), the display 8 displays information indicating that the number of pseudo game execution rights is two ("2 remaining"). FIG. 12B shows the state immediately after the start of the first pseudo game (the reels 41a to 41c are spinning). As shown in (2), the display 8 displays information indicating that one pseudo-game execution right has been consumed with the execution of the first pseudo-game ("1 remaining"), that the pseudo-game is currently being executed ("FREE PLAY"), and encouraging the player to stop and display the bell symbol on the active line ("Stop the bell on the cross-up line!!"). As shown in (2) to (5), "FREE PLAY" is information displayed during a simulated game. FIG. 13C is a diagram showing the state when the left stop button 5a is operated to stop the vehicle. (3) Specifically, this indicates a state in which the stop operation of the left stop button 5a did not match the first stop operation in the correct pressing sequence, and therefore the bell symbol could not be temporarily displayed in the lower row (on the cross-up line) of the left reel 41a (the bell symbol was temporarily displayed in the middle row). In the figure, the jagged lines on the left and right of the bell symbol represent a temporary stopped state in which the bell symbol stops while swinging up and down due to the swinging of the reel 41. As shown in (3), the display 8 displays information indicating that the bell pattern could not be temporarily stopped on the cross-up line, i.e., that the stopping operation has failed ("Too bad..."), as well as information encouraging the player to continue playing the game ("Pull the lever"). FIG. 14(4) shows a state immediately after the second pseudo game is started in response to the operation of the start lever (a state in which the reels 41a to 41c are spinning). As shown in (4), the display 8 indicates that two pseudo-game execution rights have been consumed with the execution of the second pseudo-game ("0 remaining"), and also indicates information encouraging the player to stop the bell symbol on the winning line ("Stop the bell on the cross-up line!!"). FIG. 15(5) shows a state in which the bell symbol is temporarily stopped and displayed in the middle row (on the cross-up line) of the center reel 41b by the first stop operation. As shown in (5), the display 8 displays information indicating that the bell symbol has been stopped and displayed on the cross-up line (such as “Success”), as well as information encouraging the player to progress in the game (such as “Pull the lever”). This allows the player to determine that the type of the winning push order bell (winning role) is push order bell 3 or 4, and that the first stop operation of the correct push order is "middle."
[0128] (6a) to (10a) are figures showing examples of presentations in the actual game that are executed after the pseudo game ends, and are figures showing the case in which the stopping operation by the player in the actual game matches the stopping operation of the correct button press sequence. FIG. 6(a) is a diagram showing the state immediately after the start of the game (the reels 41a to 41c are spinning). As shown in (6a), the display 8 displays information encouraging the player to line up the bell symbols ("Line up the bells!"). In other words, the information is displayed to encourage the display of the combination of symbols "Bell Bell Bell" that corresponds to the push order bell, and to encourage the player to stop the game in the correct push order. Note that the "?" in the figure indicates that the push order navigation is not being executed. FIG. 7A shows that the intermediate stop button 5b has been operated to perform the first stop operation. (7a) specifically indicates that the center stop button 5b is operated to perform the first stop operation, causing the bell symbol to be stopped and displayed in the center row of the center reel 41b. In other words, this indicates that the first stopping operation was performed in accordance with the correct button press sequence (the first stopping operation was "middle") specified in the pseudo-game, causing the bell symbol to stop and be displayed on the active line. FIG. 8a shows that the left stop button 5a is operated to perform the second stop operation, causing the bell symbol to be stopped and displayed on the lower row of the left reel 41a. In other words, this indicates that the second stopping operation was performed in the correct sequence, and the bell symbol was displayed stopped on the active line. FIG. 9a shows that the right stop button 5c is operated to perform the third stop operation, causing the bell symbol to be stopped and displayed on the upper row of the right reel 41c. In other words, this indicates that the third stopping operation was the correct button press sequence, and the bell symbol was displayed stopped on the active line. In other words, because the first, second and third stopping operations were all correct push-button sequences, the combination of symbols corresponding to the push-button bell, "Bell Bell Bell", was displayed on the cross-up line. (10a) shows that 100 games were added based on hitting the push order bell. Specifically, a lottery for the number of added games is held based on the winning push order bell, and the number of added games won in the lottery ("+100") is displayed on the display 8. In this example, the number of remaining games in the AT state is not displayed on the display 8, but the number of remaining games may be displayed. In this case, in (10a), the number of remaining games is displayed as the number of remaining games added to the number of added games.
[0129] (6b) to (10b) are figures showing examples of presentations in the actual game that are executed after the pseudo game ends, and show cases in which the stopping operation by the player in the actual game does not match the correct button press sequence. FIG. 6b shows the state immediately after the start of the game (the reels 41a to 41c are spinning). As shown in (6b), the display 8 displays information encouraging the player to line up the bell symbols ("Line up the bells!"). FIG. 7B shows that the intermediate stop button 5b has been operated to perform the first stop operation. (7b) specifically indicates that the center stop button 5b is operated to perform the first stop operation, causing the bell symbol to be stopped and displayed in the center row of the center reel 41b. In other words, this indicates that the first stopping operation was performed in accordance with the correct button press sequence (the first stopping operation was "middle") specified in the pseudo-game, causing the bell symbol to stop and be displayed on the active line. FIG. 8b shows that the right stop button 5c has been operated to perform the second stop operation. (8b) specifically indicates that the right stop button 5c is operated to perform the second stop operation, causing the bell symbol to be stopped and displayed in the middle of the right reel 41c. In other words, in the simulated play of the bell game, the correct button press sequence from the second stop operation onwards cannot be determined, but as the second stop operation, of the two options "left" or "right", the incorrect "right" was selected, which meant that the bell symbol did not stop on the active line, indicating that the button press sequence was incorrect. FIG. 9B shows that the left stop button 5a has been operated to perform the third stop operation. (9b) specifically indicates that the left stop button 5a has been operated to perform the third stop operation, causing the bell symbol to be stopped and displayed on the upper row of the right reel 41a. In other words, this indicates that the stopping operation was not performed in the correct button press order, and therefore "Bell Bell Bell" could not be displayed on the valid line. (10b) shows that the push order bell was not won. In other words, since the symbol combination "Bell Bell Bell" corresponding to the push order bell could not be stopped and displayed, the display 8 displayed information indicating that the push order bell did not win ("Too bad...").
[0130] 25 and 26 are diagrams showing examples of the presentation of the Super Bell Game. FIG. 25(1) shows the state at the start of the Super Bell Game. As shown in FIG. 25(1), the display 8 displays that the super bell game is about to start. This allows the player to understand that the Super Bell Game has started and that he or she has won the push order bell. In addition, the winning state of the push order bell is carried over to the actual game that is executed after the pseudo game ends. Also, as shown in FIG. 25(1), the display 8 displays information indicating the number of pseudo game execution rights ("2 remaining"). FIG. 25(2) is a diagram showing the state immediately after the start of the first pseudo game (the reels 41a to 41c are spinning). As shown in FIG. 25(2), the display 8 displays information indicating that one pseudo-game execution right has been consumed with the execution of the first pseudo-game ("1 remaining"), that the pseudo-game is currently being executed ("FREE PLAY"), and encouraging the player to stop and display the bell symbols (Bell Bell Bell) on the winning line ("Line up the bells!!"). As shown in FIGS. 25(2)-(9) and 26(1)-(3), "FREE PLAY" is information displayed during a simulated game. FIG. 25(3) is a diagram showing the state when the first stop operation of the left stop button 5a is performed. Figure 25 (3) specifically shows a state in which the first stop operation of the left stop button 5a did not match the first stop operation in the correct pressing order, and therefore the bell symbol could not be temporarily displayed in the lower row (on the cross-up line) of the left reel 41a (the bell symbol was temporarily displayed in the middle row). FIG. 25(4) shows a state in which a bell symbol is temporarily stopped and displayed in the middle of the center reel 41b as a result of the second stop operation of the center stop button 5b being performed. FIG. 25(5) shows a state in which a bell symbol is temporarily stopped and displayed on the upper row of the right reel 41c as a result of the second stop operation of the right stop button 5c being performed. In other words, because the stopping operation was not performed in the correct button press order, the combination of symbols corresponding to the button press bell, "Bell Bell Bell", could not be displayed on the cross-up line. In addition, the display 8 displays information indicating that the bell symbol could not be stopped and displayed on the cross-up line ("Too bad..."), as well as information encouraging the player to continue playing the game ("Pull the lever"). FIG. 25(6) is a diagram showing a state immediately after the second pseudo game is started in response to the operation of the start lever (a state in which the reels 41a to 41c are spinning). As shown in FIG. 25(6), the display 8 indicates that two pseudo-game execution rights have been consumed with the execution of the second pseudo-game ("0 remaining"), and also indicates information encouraging the player to stop and display the bell symbol on the active line ("Stop the bell on the cross-up line!!"). FIG. 25(7) is a diagram showing a state in which the bell symbol has been temporarily stopped and displayed in the middle row of the center reel 41b by the first stop operation. FIG. 25(8) shows a state in which a bell symbol is temporarily stopped and displayed in the lower row of the left reel 41a as a result of the second stop operation. FIG. 25(9) shows a state in which the bell symbol is temporarily stopped and displayed on the upper row of the right reel 41c by the third stop operation. In other words, because the stopping operation was performed in the correct button press sequence, the combination of symbols corresponding to the button press bell, "Bell Bell Bell", was provisionally displayed on the cross-up line. As shown in Figure 25 (9), the display 8 displays information (such as "Success") on the cross-up line indicating that the combination of patterns (bell, bell, bell) corresponding to the push order bell has been temporarily stopped and displayed. This allows the player to determine that the correct push order is "middle → left → right" and that the type of the winning push order bell (winning role) is push order bell 3.
[0131] FIG. 26(1), following FIG. 25(9), shows that the center reel 41b has started to rotate in the reverse direction first in response to the operation of the start lever. FIG. 26(2) shows that the left reel 41a starts to spin in the reverse direction secondly. FIG. 26(3) shows that the right reel 41c starts to spin in the reverse direction thirdly. In this way, when a stop operation is performed in the correct push-button sequence in a pseudo game, reel control is performed so that the corresponding reels 41a to 41c are rotated in reverse order in accordance with the correct push-button sequence. In other words, the correct button press order is suggested by the start order of the reverse rotation of the reels 41a to 41c. By suggesting the correct button press order by the reverse rotation of the reel 41, it is possible to make the correct button press order more noticeable to the player and provide an unexpected effect. Incidentally, up to Figure 26(3) is an example of the simulated game presentation in the Super Bell Game.
[0132] 26(4) to (7) are diagrams showing examples of effects in a main game executed after the pseudo game ends. FIG. 26(4) is a diagram showing the state immediately after the start of the game (the state in which the reels 41a to 41c are spinning). That is, after the reels 41a to 41c rotate in the reverse direction, reel control is performed to change the rotation direction after a predetermined time has elapsed, thereby indicating a state in which all the reels 41a rotate in the forward direction. As shown in FIG. 26(4), the display 8 displays information encouraging the player to line up bell symbols ("Line up the bells!"). FIG. 26(5) is a diagram showing that the intermediate stop button 5b has been operated to perform the first stop operation. FIG. 26(5) specifically shows that the center stop button 5b is operated to perform the first stop operation, causing a bell symbol to be displayed in the center row of the center reel 41b. FIG. 26(6) is a diagram showing that the left stop button 5a has been operated to perform the second stop operation. FIG. 26(6) specifically shows that the left stop button 5a is operated to perform the second stop operation, causing a bell symbol to be displayed in a stopped state on the bottom row of the left reel 41a. FIG. 26(7) is a diagram showing that the right stop button 5c has been operated for the third stop. FIG. 26(7) specifically shows that the right stop button 5c has been operated to perform the third stop operation, causing a bell symbol to be displayed in a stopped state on the upper row of the right reel 41c. In other words, because the stopping operation was performed in the correct button press sequence, the combination of symbols corresponding to the button press bell, "Bell Bell Bell", was displayed on the cross-up line. Also, as shown in FIG. 26(7), the display 8 displays that "100 games" have been added. Specifically, a lottery for the number of additional games is held based on the winning push order bell, and the number of games determined in the lottery ("+100") is displayed on the display 8.
[0133] In addition, if the AT state ends while the acquired pseudo-game execution rights are not all used up and are still held (if the number of remaining games becomes 0), an AT continuation lottery may be held in which the continuation of the AT state depends on the number of rights held (for example, a lottery with a flat 10% probability of winning each time). In addition, if the right still remains even after winning the AT continuation lottery, the player may return to the AT state while retaining that right, or the player may clear that right (set the number of rights to 0) and return to the AT state. For example, if you play the Super Bell Game while holding five pseudo-game execution rights, and are successful on the second pseudo-game (if you are able to stop the game in the correct order of pressing the push order bells), you can return to the AT state while still holding three pseudo-game execution rights, and if you win the push order bell in that state, you can also play the Super Bell Game again. In addition, when the number of remaining games in the AT state becomes 0 while the right to execute a pseudo game is held, a bell game or super bell game can be executed to give the player an opportunity to continue the AT state. In other words, in this case, if the bell game or super bell game is successful, the number of games is added through a lottery for the number of added games, and the AT state can be continued for the number of added games. In addition, when a bell game or super bell game is executed in a game in which the number of games remaining in the AT state becomes 0 while the right to execute a pseudo game is held (the final game in the AT state), if a specified winning combination other than the push order bell (for example, replay, cherry, etc.) is won in that game, the AT state may be continued if the combination of patterns corresponding to the winning combination can be displayed in the game (a prize is won), or it may be continued regardless of whether a prize is won or not. In addition, when the number of remaining games in the AT state becomes 0 while the right to execute a pseudo game is held, a bell game lottery may be held according to the number of rights held. In addition, if the right to play a pseudo-game has been acquired but the number of remaining games in the AT state reaches 0 without ever winning the push order bell, the AT state may be continued until the push order bell is won, or the bell game or super bell game may be always executed upon winning the push order bell. By doing this, the more pseudo-game execution rights a player has, the easier it becomes to continue the AT state, and the rights acquired can be prevented from going to waste. For example, if you are in the middle AT stage and in the final game of the AT state (0 games remaining), and there is a difference of 5 coins left to move on to the ending (if the difference in coins won is 1995 coins), and you hold the right to execute a pseudo-game, if you are successful in that game you will be able to continue in the AT state and move on to the ending.
[0134] It is also possible to display the operation history during the simulated game. FIG. 27(a) is a chart showing the operation history of a player in a simulated game of the Bell Game, and FIG. 27(b) is a chart showing the operation history of a player in a simulated game of the Super Bell Game. These operation histories may be displayed on the display 8 during the bell game, the super bell game, or during the main game, and can also be displayed / hidden on the display 8 depending on the operation of a specified operating means (e.g., the performance button 2c). As shown in these figures, the operation history is data that corresponds to the order in which stop operations are pressed during simulated play and the results (○: success, ×: failure) for each operation, and is stored in the memory means each time a stop operation is performed. For example, by referring to the operation history in FIG. 27(a), it can be understood that the correct button press sequence for the first stop operation is "middle." In FIG. 27(a), if the second result is × (failure), it can be automatically determined that the correct button press sequence for the first stop operation is “right”. Moreover, by referring to the operation history in FIG. 27(b), it can be understood that the correct pressing order for the first to third stop operations is "center → left → right." Such an operation history display allows the player to refer to the results of the simulated game without relying on his / her own memory, so that the stopping operation in the actual game can be performed accurately while reducing the memory burden on the player.
[0135] As described above, the gaming machine of the present invention is capable of executing a pseudo game before the start of a main game, and the winning role referenced in the main game and the pseudo game is common, and the stopping of reel 41 in the pseudo game is controlled according to the winning role, thereby providing a function of predicting the winning role in the pseudo game. In other words, a pseudo game involving the selection of button presses and button order bells is executed, and the type of winning role and the button press order are suggested based on the stopping pattern of the symbols in the pseudo game. As a result, players who are good at pressing buttons by eye can easily hit the push order bell in the actual game that is played after the pseudo-game, which allows players to receive bonuses such as additional prizes, thereby realizing a pseudo-game that is beneficial even for advanced players.
[0136] In addition, in the present invention, if a specific result is derived during the premonition stage of the AT state, the number of premonition games is shortened, and the specific result is derived when a stopping operation is performed at a specific timing. In this way, by making it possible to shorten the number of games in the premonition stage, the number of premonition games fluctuates, thereby preventing the premonition stage from becoming monotonous. In addition, because a specific result is derived by performing a stopping operation at a specific timing, the more skilled a player is, the higher the probability of deriving a specific result becomes, and the more skilled a player is, the more advantageous the game state becomes to transition to, for example, an AT, giving the more skilled player a sense of satisfaction and superiority. In addition, by announcing such specifications after the utilization of gaming machines has decreased, it will also help promote utilization.
[0137] On the other hand, as a conventional gaming machine, Patent Document (JP Patent Publication No. 2014-83374) discloses a gaming machine that can execute multiple pseudo games by consuming gaming media for one game. This gaming machine has the advantage that players can practice hitting the buttons while playing the simulated game, allowing them to improve their skills in hitting the buttons without wasting gaming media. However, there is a problem in that players who are good at hitting the buttons cannot gain any benefit from being able to play the simulated game. In addition, as a conventional gaming machine, a patent document (JP 2019-72265) discloses a gaming machine that determines the number of premonition games based on the establishment of predetermined conditions, and transitions to a specific gaming state that is advantageous to the player by playing that number of premonition games. In this gaming machine, the game does not move to a specific game state until a determined number of premonition games have been played, so there is a risk that the premonition period may feel monotonous. In addition, since the number of premonition games cannot be shortened depending on the skill of the player, there is also a problem that it is not possible to give a sense of satisfaction and superiority to highly skilled players.
[0138] According to the slot machine 1 of this embodiment, a pseudo game involving the selection of push-buttons and push-order bells is executed, and the type of winning role and the push order are suggested based on the stopping pattern of the symbols in the pseudo game. Also, during the premonition stage of the AT state, a specific result is derived by stopping the slot at a specific timing, thereby shortening the number of premonition games. Therefore, it is possible to solve all or part of the above-mentioned problems that conventional gaming machines need to improve.
[0139] The above describes a preferred embodiment of the gaming machine of the present invention. However, it goes without saying that the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, the display mode during the normal state (normal section) and the display mode during the premonition stage (either a real premonition or a false premonition, or both) may be the same or different. Furthermore, the tables referenced in the various processes are merely examples, and are not limited to the tables described above. For example, the lottery results and allocation rates (probabilities of winning) that can be selected in each table are merely examples, and other lottery results and allocation rates (probabilities of winning) may be used. Also, while a table in which the allocation rate differs for each setting value has been exemplified (for example, the navigation lottery table), these may be common to all settings. Also, although a table in which the allocation rate is common to all settings has been exemplified (for example, the premonition transition lottery table), these may be made different for each setting value.
[0140] Also, during the ending, a pseudo game similar to that in a bell game or the like can be executed, and if successful, a presentation can be made suggesting a set value.
[0141] In addition, in this embodiment, the main control unit 10 performs operations as various means such as game control means, but the sub-control unit 20 can perform some or all of these operations and operate as the various means. Conversely, while the sub-controller 20 operates as a means for executing a presentation on the display device 8 etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.
[0142] In addition, in the present embodiment, the gaming machine is a slot machine, but the present invention is not limited to this example, and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may be a so-called medal-less gaming machine that can execute a game using pseudo gaming media in data format without using actual gaming media such as medals. Furthermore, the gaming machine may be a so-called enclosed gaming machine that can execute a game by circulating gaming media such as gaming balls internally without dispensing them to the outside. [Explanation of symbols]
[0143] 1. Slot Machines 41 Reel 5 Stop button 8 Display 10 Main control unit 20 Sub-control section
Claims
1. A lottery means capable of executing a lottery relating to a game; A stop operation means that allows a player to perform a stop operation; A display means capable of variably displaying the identification information; a stop control means for executing control to stop display the symbol information displayed by the display means in a stopped display mode based on a lottery result by the lottery means and a stop operation mode to the stop operation means; a game state control means capable of controlling a game state to any one of a plurality of game states including a first game state, a second game state, and a third game state which is more advantageous to a player than the first game state; a notification means for notifying specific information when a lottery result by the lottery means is a specific lottery result in the first gaming state; Equipped with The stop control means When the lottery result by the lottery means is the specific lottery result and the stop operation mode of the stop operation means is a first stop operation mode, control can be executed to stop and display the symbol information variably displayed by the display means in a first stop display mode, When the lottery result by the lottery means is the specific lottery result and the stop operation mode of the stop operation means is a second stop operation mode different from the first stop operation mode, control can be executed to stop and display the symbol information variably displayed by the display means in a second stop display mode, The specific information is Information regarding the second stop operation mode, The game state control means includes: When a predetermined condition is satisfied in the first gaming state, the gaming state can be controlled to the second gaming state for a first number of games; When the identification information is not displayed in the first stopped display mode on the display means during the first number of games from the start of the second gaming state, the display means can be controlled to the third gaming state after the first number of games is played in the second gaming state, When a second number of games have been played since the start of the second gaming state, if the identification information is displayed on the display means in the first stopped display mode, it is possible to control the display means to the third gaming state after a third number of games have been played; The notification means includes: In the second gaming state, when the lottery result by the lottery means is the specific lottery result, it is possible not to notify the specific information; The first number of games is The number of games is greater than the number of games obtained by adding the second number of games to the third number of games. A gaming machine characterized by:
2. A RT state control means capable of controlling the RT state to any one of a plurality of RT states including a first RT state and a second RT state, The RT state control means In the first RT state, when the identification information is displayed on the display means in the first stopped display mode, the first RT state is maintained.
2. The gaming machine according to claim 1 .
Citation Information
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