Gaming Machines
The gaming machine addresses the limitations of conventional gaming machines by introducing a special game state with controllable advantageous sections, enhancing player engagement and revenue through extended gameplay and favorable game conditions.
Patent Information
- Application Number
- JP2022172393
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-10-27
- Publication Date
- 2025-05-08
- Estimated Expiration
- 2042-10-27
AI Technical Summary
Conventional gaming machines lack features that provide a more advantageous game state for players, limiting player engagement and revenue potential.
The gaming machine introduces a special game state that is more advantageous to players, featuring a normal section that is uncontrollable and an advantageous section that is controllable, with mechanisms for calculating difference information and managing game value to extend gameplay.
This solution enhances player engagement by providing a more favorable game state, increases revenue through extended gameplay, and improves the overall gaming experience by offering controlled advantageous sections.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] An example of an amusement machine is a slot machine, which is provided with an advantageous zone in which push order navigation for winning a small prize can be performed, and a normal zone in which push order navigation cannot be performed. In such slot machines, there are known machines that are provided with a counter that monitors the increase or decrease in the number of medals in the advantageous zone, and that count the difference in the number of medals by subtracting a counter for medals consumed in games during the advantageous zone and adding a counter for medals paid out, and that end the advantageous zone when the counting result reaches an upper limit number (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-198901 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 has a normal gaming state and a plurality of gaming states including a special gaming state which is more advantageous to a player than the normal gaming state, and has an uncontrollable normal zone in the special gaming state and a controllable advantageous zone in the special gaming state. 1 time Based on the consumption of the gaming value in the advantageous zone, a subtraction process is performed corresponding to the consumed gaming value, and 1 timeA difference number information calculation means for calculating difference number information between the consumed game value and the granted game value by performing an addition process corresponding to the granted game value based on the grant of the game value in the advantageous zone, and 1 time A favorable zone end control means capable of executing control to end the favorable zone, the difference number information calculation means being configured with at least 2 bytes, a storage means capable of storing numerical information regarding the difference number information, 1 time The device includes an initial value setting means which, based on the establishment of a condition for transition to a favorable zone, can set an initial value of the numerical information in the storage means to a value obtained by subtracting a specific number which is arbitrarily set from the upper countable limit number of the storage means, an update means which can update the numerical information stored in the storage means when calculating the difference number information, and a determination means which can determine whether a carry has occurred in the storage means when the numerical information is updated by the update means, and the favorable zone end control means is configured to establish the restriction condition when the determination means determines that a carry has occurred in a specified storage area of the storage means. [Brief description of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of the gaming machine. [Diagram 2] 1 is a schematic perspective view showing the internal configuration of the gaming machine; [Diagram 3] 2 is a block diagram showing the control configuration of the gaming machine. [Figure 4A] 13 is a diagram showing an internal lottery table. [Figure 4B] 1 is a diagram showing the arrangement of reel symbols. [Diagram 5] This is a state transition diagram of the RT state. [Figure 6] FIG. 13 is a state transition diagram of the game state. [Figure 7] 1 is a diagram showing the state A and state E level lottery tables. [Figure 8] 1 is a diagram showing a state B level lottery table. [Figure 9] 1 is a diagram showing a state C level lottery table. [Figure 10] 1 is a diagram showing a state D level lottery table. [Figure 11] 1 is a diagram showing a state F level lottery table. [Figure 12] 13 is a diagram showing a game state transition lottery table. [Figure 13] FIG. 13 is a diagram for explaining the control when a rare replay role is won in the normal stage. [Figure 14] This is a chart showing the CZ stage B type lottery table. [Figure 15] This is a chart showing the CZ stage B game number addition lottery table. [Figure 16] This is a diagram showing the CZ stage B1 and B2 bonus lottery table. [Figure 17] This is a diagram to explain the awarding of benefits in CZ stage B. [Figure 18] 13 is a diagram showing a state-by-state probability lottery table. [Figure 19] This is a chart showing the AT continuation rate addition lottery table. [Figure 20] 13 is a diagram showing an item lottery table. [Figure 21] This is a chart showing the lottery table for adding on the transition rate to specialized stage B. [Figure 22] This is a chart showing the CB game number addition lottery table. [Figure 23] This is a chart showing the EX game number addition lottery table. [Figure 24] 13 is a diagram showing a state F probability state transition lottery table. [Diagram 25] This is a chart showing the lottery table for deriving the navigation for matching 7 white numbers. [Figure 26] 13 is a diagram showing a continuation battle lottery table. [Figure 27] This is a chart showing the AT continuation rate addition lottery table. [Figure 28] This is a chart showing the EX game number addition lottery table. [Figure 29] 13 is a diagram illustrating the continuation lottery effect using items and the awarding of benefits. FIG. [Diagram 30] FIG. 13 is a diagram for explaining the storage area of the difference number counter in the gaming machine according to the fifth modified example. [Diagram 31] 13 is a flowchart showing a difference number counter initial value setting process in a main control unit in a gaming machine according to a fifth modified example. [Diagram 32] 13 is a flowchart showing a difference number counting process in a main control unit in a gaming machine according to a fifth modified example. [Diagram 33] 13 is a diagram for explaining the counting of the difference in the number of coins in variant example 5 of the gaming machine. [Diagram 34] FIG. 13 is a diagram showing an image on the main display when the difference in number of coins display process is performed in variant 5 of the gaming machine. 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. First, the overall configuration of the slot machine 1 will be described. The slot machine 1 is one embodiment of a gaming machine according to the present invention, and is installed in an amusement arcade or the like. As shown in Figures 1 to 3, the slot machine 1 is equipped with a front door 1a, a cabinet 1b, a medal insertion slot 2, a bet button 2a, a medal selector 2b, a performance button 2c, a start lever 3, a drum unit 4, a reel 41, a stop button 5, a display window 6, a medal payout device 7, a hopper 7a, a medal payout outlet 7b, a display 8, a speaker 9, a lamp 11, a navigation lamp 12, an advantageous zone lamp 13, a power supply unit 14, a probability setting device 15, a main control unit 10, a sub-control unit 20, etc.
[0008] The main control unit 10 and the sub-control unit 20 each include a storage unit (storage means) and a control unit (control means), and are devices capable of various types of calculation processing and various types of control, and are included in the concept of a computer. Each storage unit includes a ROM for storing a control program related to a game, various lottery tables, etc., and a RAM having a storage area for temporarily storing various data and a working area for the CPU, etc. Each control unit includes a CPU, etc. Each control unit appropriately reads out and executes various control programs, etc., stored in the corresponding storage unit, to realize various functions of the present embodiment.
[0009] The slot machine 1, like a normal slot machine, is provided with a housing 1b having an opening on the front side, and a front door 1a that opens and closes to cover the opening. 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 the upper surface of this step is provided with a medal insertion slot 2 for inserting medals, 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 displayed on the display 8. In addition, on the front surface of the stepped portion, there are provided a start lever 3 which the player operates when starting a game, and a stop button 5 which the player presses to stop the reel 41.
[0010] Additionally, above the display window 6, navigation lamps 12 (navigation lamps 12a, 12b, 12c) capable of informing the player of the operation sequence of the stop buttons 5 are disposed in correspondence with the reels 41a, 41b, 41c. Note that the navigation lamps 12 may be controlled to light up, for example, the "dot" portions of a 7-segment display (also called "7-seg") constituting a push order display section that displays the operation sequence of the stop buttons 5. Below the display window 6, for example, a favorable zone lamp 13 consisting of an LED is disposed. The favorable zone lamp 13 is controlled to light up during a favorable zone (described later). Note that instead of the favorable zone lamp 13, for example, a 7-segment "dot" portion constituting a payout number display section that displays the number of medals paid out, etc., may be controlled to light up. In addition, it is not necessary to provide the favorable zone lamp 13, and instead of the favorable zone lamp 13, it is possible to provide an AT state lamp that lights up during the AT stage described below.
[0011] A display 8 that functions as a notification means and a display means is provided at the top of the front door 1a. The display 8 is, for example, a liquid crystal display capable of displaying a plurality of pieces of information, and performs various effects using images, displays various pieces of information in games, 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 to function as a single display unit. The sub-display may be disposed closer to the reel 41 than the main display, so that the displayed image can be easily viewed while watching the reel 41 rotate or stop. Moreover, the display may be provided on a lower panel display, which is a large display unit disposed below the slot machine 1.
[0012] Above the display 8, there is a speaker 9 that acts as a notification means by providing sound effects and notifications, and a lamp 11 that emits light when each winning combination is achieved and provides light effects and notifications corresponding to 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. Furthermore, the center of the housing 1b is provided with a drum unit 4 that rotates and drives 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 these reels 41a to 41c are each configured to be rotatable by driving a stepping motor (not shown).
[0014] The reels 41a to 41c are an example of a variable display means, and the periphery of the reels 41a to 41c displays a plurality of (e.g., 20) symbols that serve as identification information, such as "REPLAY," "BELL," "BAR," "CHERRY," "WHITE 7," etc. 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. 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.
[0015] 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.
[0016] 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 performs the drawing of winning roles and the control of the progress of the game, while the sub-control unit 20 performs various presentation controls based on the control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is limited to one direction only, from the main control unit 10 to the sub-control unit 20, to prevent input of unauthorized signals from the sub-control unit 20 to the main control unit 10. The main control unit 10 is connected to the bet button 2a, medal selector 2b, start lever 3, stop button 5, drum unit 4, medal payout device 7, advantageous zone lamp 13, probability setting device 15 (setting means), and sub-control unit 20 via communication cables, and is capable of controlling each device.
[0017] The probability setting device 15 can change the probability of being awarded a game-related status level (described later) in multiple stages (for example, six stages), thereby changing the degree of advantage for the player in multiple stages, and the main control unit 10 stores one of the setting values in the memory unit based on the probability setting operation in the probability setting device 15, and controls the probability of being awarded a bonus based on the stored setting value. Of the setting values (first setting value, second setting value) set by the probability setting device 15, setting 1 is the lowest probability value, the larger the number, the higher the probability value, and setting 6 is the highest probability value. Therefore, setting 1 is the setting that is most disadvantageous to the player, and the larger the number, the more advantageous it is to the player, with setting 6 being the most advantageous setting to the player.
[0018] In addition, by directly or indirectly changing the probability of transitioning to a game state (e.g., an AT stage) that is advantageous to the player, the degree of advantage of the player can be changed in multiple stages by using the setting value in the probability setting device 15. In addition to the game state, the probability of winning a predetermined small combination (for example, a bell combination) may be made variable in multiple stages (for example, six stages). Also, although the setting value can be set in six stages, it is not limited to this, and may be, for example, four stages (setting values 1, 2, 5, 6) or three stages (setting 1, setting 3, setting 6), or may be a fixed probability value.
[0019] The main control unit 10 performs processes such as starting a game based on a signal from the start lever 3 and sampling random numbers from a random number generator (not shown).The main control unit 10 then performs an internal lottery process based on the sampled random numbers.The main control unit 10 also realizes various functions of the embodiments described below by appropriately reading and executing control programs and the like stored in the storage unit. That is, the main control unit 10 is equipped with a lottery means for executing a lottery for a role (winning role) associated with the identification information displayed in a stopped state on the variable display means (reel 41) in response to the execution of a game, and a judgment means for judging whether or not to grant a privilege such as the right to transition to a game state. In addition, the selection pattern using random numbers may be other than the patterns described above, and the selection of roles may be performed based on random numbers generated by software, and the selection of transitions to AT stages, etc. may be performed based on random numbers generated by a random number generator, or all selections may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0020] The main control unit 10 also controls the rotation of the reels 41 based on a signal from the start lever 3. The main control unit 10 detects the rotation position of each of the reels 41a-41c based on a signal from a sensor (not shown) provided on each of the reels 41a-41c, and is capable of grasping the rotation position of the symbols on each of the reels 41a-41c. Then, based on a signal from the stop button 5, the main control unit 10 performs control to stop a desired symbol within the display window 6.
[0021] Furthermore, 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 a signal indicating that the start lever has been operated to the sub-control unit 20, and when each of the stop buttons 5a to 5c is operated, the main control unit 10 outputs a signal that enables identification of which stop buttons 5 were operated and in what order, and when each of the reels 41a to 41c is stopped by operation of the stop button 5, the main control unit 10 outputs information to the sub-control unit 20 that enables identification of which reels 41 have stopped and in what order, and the patterns on the upper, middle and lower rows, etc. Therefore, the sub-controller 20 can recognize the stopping mode of the symbols according to the operation mode of the stop buttons 5a to 5c by the player. Furthermore, when the game state is shifted, the main control unit 10 outputs to the sub-control unit 20 information that enables identification of which game state the game state has been shifted to.
[0022] 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 power-off signal is input, the main control unit 10 executes a power-off process to store (save) the game information at the time of input. 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, etc. In addition, when the main control unit 10 receives a power return signal, it executes a power return process to read out the stored (saved) game information 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 read 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.
[0023] The sub-controller 20 is connected to and capable of communicating with the performance button 2c, the speaker 9, the display 8, the lamp 11, and the navigation lamp 12 via communication cables. The sub-controller 20 controls these devices in response to commands (control information) from the main controller 10.
[0024] The sub-controller 20 stores various information such as programs relating to performance, performance image data, audio data, etc. in the memory unit. The sub-controller 20 operates as a presentation control means, and performs processes such as presentations synchronized with the play of the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the display 8, the lamps 11, the speaker 9, etc. to output presentation images and sound effects that indicate the transition of the game state, and lamp presentations.
[0025] The sub-controller 20 is also configured to be able to input a power-off signal and a power-return signal from the power supply device 14. When the sub-controller 20 inputs a power-off signal, it stores (backs up) performance information that specifies the performance content being executed at the time of input. 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 presentation information stored (saved) in the game information received from the main controller 10.
[0026] In such a slot machine 1, under the control of the main control unit 10, the following slot machine games can be executed. 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.
[0027] In the method of setting the number of bets by inserting medals into the medal insertion slot 2, the medal selector 2b provided on the back of the front door 1a detects the inserted medals and sets the number of bets corresponding to the number of medals inserted (however, the upper limit is 3 bets corresponding to 3 medals). If medals exceeding 3 bets are inserted, they are internally stored as data as credit medals. The upper limit of the number of bets may be "1", "2", "4" or more.
[0028] When the bet button 2a is pressed, a predetermined number (e.g., 3 medals) is subtracted from the credit medals stored internally as data as the number of medals 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.
[0029] In this way, the number of bets set by directly inserting coins into the coin insertion slot 2 or by pressing each bet button is stored in the memory section of the main control section 10, and when the number of bets reaches the number sufficient for one game, the game can be started. When the game can be started, the operation of the start lever 3 is valid, and when the start lever 3 is tilted, the game starts, the reels 41 start to move, and an internal lottery process is executed to determine the lottery result of the current game. In the internal lottery process, the winning combination for the current game is determined by lottery from among multiple winning combinations based on a predetermined winning probability. The reel 41 gradually increases its rotation speed from a stopped state, and then reaches a steady rotation at a constant speed. When the steady rotation is reached, the stop buttons 5a to 5c provided corresponding to each of the reels 41a to 41c become operable by pressing them.
[0030] The stop buttons 5a to 5c are an example of an operating means (stop operating means) for performing a stop operation on the reel 41, and when pressed in a state in which they can be pressed, each reel 41a to 41c is controlled to stop with a combination of patterns that is allowed based on the timing of the operation and the lottery results of the internal lottery process (stop control means). The stopping control of each reel 41a to 41c has a pull-in range set for each, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stopping operation is performed can be pulled in, and only any of the symbols within this pull-in range can be stopped on a winning line (hereinafter also referred to as a winning line).
[0031] After the third reel is stopped, the combination of symbols that stop (hereinafter also referred to as the "stop display") on the winning line as a result of the game is determined. If the combination of symbols is a predetermined combination, it is determined to be a winning combination, and a game value (e.g., medals) according to the combination of symbols is awarded. The third reel refers to the reel that is stopped in the third and final operation when the three reels 41a to 41c are stopped once each for a total of three times. Furthermore, "after the third reel is stopped" refers to the time after the player releases his / her finger from the stop button 5 that was used to stop the third reel.
[0032] In this embodiment, winning is determined based on the combination of symbols that stop on the middle line out of a total of five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. Of these, only the middle line is considered to be a valid line. The number of winning lines for determining a win is not limited to one line, but can be changed as appropriate depending on the relationship between the arrangement of the symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like. The slot machine game is executed in the above manner.
[0033] (Winning combination and corresponding symbols) Next, each winning combination and the symbol combination corresponding to each winning combination will be described. The winning combination includes, for example, a small combination, a replay combination, a bonus combination, and the like. The minor roles include, for example, a bell role, a cherry role, a watermelon role, a chance role, a one-coin role, a miss role, and the like. Also, there are weak cherry roles and strong cherry roles. In the following description, the cherry role, the watermelon role, and the chance eye role are collectively referred to as "rare roles."
[0034] There are two types of bell roles, each with a different combination of corresponding symbols. For example, there is a common bell role with a combination of "bell, replay, bell" in the order of "left reel 41a, middle reel 41b, right reel 41c" on the winning line (similar below), and a push order bell role with a combination of "bell, bell, bell".
[0035] The common bell role is a minor role in which a corresponding combination of symbols stops regardless of the order in which the stop buttons 5a to 5c are operated (called the push order), and the push order bell role is a minor role in which a corresponding combination of symbols stops by following a specific push order.
[0036] The push order bell role has six push order bell roles 1 to 6, in which the corresponding symbol combination ("Bell Bell Bell") is stopped and displayed when the stop buttons 5a to 5c are operated in one of six possible push orders (the correct push order). When the stop buttons 5a to 5c of these push order bell roles 1 to 6 are operated in any of the other five push orders (incorrect push orders), the corresponding symbol combination is not displayed, and another symbol combination (push order bell spill or missing symbol) is displayed instead. If the stop buttons 5a to 5c are operated in an incorrect pressing sequence, and the combination of symbols corresponding to the pressing sequence bell spill ("Bell Bell Replay") cannot be stopped, a spill will occur and a losing combination (such as "Replay Cherry Bell") will be displayed. When a combination of symbols corresponding to the push order bell spill number is landed, one medal is awarded, and when a combination of symbols corresponding to a losing number is landed, no medal is awarded.
[0037] In addition, when the push order bell role is won, regardless of which stop button 5 is operated second or third, if only the first stop button 5 is operated in a specific push order, the reel 41 may be controlled to stop so that a combination of symbols corresponding to the push order bell role stops. In addition, the push order bell role is not limited to six types, and three types of push order bell roles 1 to 3 may be provided. In the following description, the push order bell roles 1 to 6 are collectively referred to simply as the push order bell role.
[0038] In addition, the slot machine 1 according to this embodiment can generate an AT (assist time) as a gaming state related to the push order bell roles 1 to 6. In the AT, when the push order bell role 1 to 6 is won through the internal lottery process, the sub-control unit 20 controls the display 8, etc. to notify the user of the order in which to press the stop buttons 5 and the patterns that serve as a guide for pressing the buttons at the correct time. That is, the main control unit 10 and the sub-control unit 20 execute control to notify information (specific information) regarding the stopping operation to derive the push order bell symbol combination (Bell-Bell-Bell) as the result of the game. Therefore, during the AT, the ball dispense speed is faster than during non-AT, and in this embodiment, the game state other than the normal stage described below is controlled by the AT.
[0039] For example, when the push order bell role 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 12 light up in the order 12a (left), 12b (middle), and 12c (right) to notify the order in which to press the stop buttons 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, even if the winning result of the internal lottery process is the push order bell combination 1 to 6, the push order of the stop button 5 is not announced. Therefore, unless the operation order of the stop button 5 operated by the player coincidentally matches the push order corresponding to the winning push order bell combination 1 to 6, the player basically cannot stop and display the combination of symbols corresponding to the winning push order bell combination 1 to 6. 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 period of time.
[0040] In the case of a weak cherry combination, the combination of "BAR, Bell, Bell" symbols can stop on the winning line, and the cherry symbol stops on the bottom row of the left reel 41a. The strong cherry role allows a combination of symbols such as "cherry-bell-bell" to stop on the winning line, and the cherry symbol will stop in the middle of the left reel 41a. The watermelon role allows the pattern combination of "watermelon, watermelon, watermelon" to stop on the winning line, and the chance role allows the pattern combination of "watermelon, bell, bell" to stop on the winning line. For the 1-coin role, a combination of symbols will stop and be displayed regardless of the order in which you press the buttons, and the combination of "Replay, Cherry, and Watermelon" symbols can stop on the winning line.
[0041] There are two types of replay roles: normal replay roles in which a combination of symbols is achieved regardless of the pressing order, and rare replay roles and special replay roles in which a combination of symbols is achieved by performing a specific pressing order and keystroke operation. A normal replay role is when the combination of "Replay, Replay, Replay" symbols appears on the winning line.
[0042] The rare replay roles include a weak cherry replay role, a strong cherry replay role, and a chance eye replay role. A weak cherry replay symbol allows the combination of "BAR·REPLAY·REPLAY" symbols to stop on the winning line, and the cherry symbol will stop on the bottom row of the left reel 41a. The Strong Cherry Replay role allows a combination of symbols such as "Cherry Replay Replay" to stop on the winning line, and the cherry symbol will stop in the middle of the left reel 41a. The chance replay role is when a combination of symbols such as "Watermelon Replay Replay" can stop on the winning line.
[0043] For the rare replay role, the stop button 5 can be operated in four (4 / 6) of the six possible push orders ("left → center → right", "left → right → center", "right → center → left", "right → left → center") to display the corresponding symbol combination. On the other hand, when the stop button 5 is operated in the other two (2 / 6) pressing sequences ("middle → left → right" and "middle → right → left" (hereinafter referred to as "middle press")), the corresponding symbol combination is not displayed, and the normal replay symbol combination (replay replay replay) is stopped.
[0044] The special replay roles are White 7 Replay, Fake White 7 Replay, and Special White 7 Replay. The White 7 Replay role allows the combination of "White 7, White 7, White 7" to stop on the winning line. The Fake White 7 Replay role allows combinations of symbols such as "Replay-White 7-White 7" to stop on the winning line. The special White 7 replay role allows combinations of symbols such as "White 7-Watermelon-White 7" to stop on the winning line.
[0045] When the White 7 Replay role is won, the corresponding symbol combination can be stopped and displayed by operating the stop button 5 in one (1 / 6) of the six possible pressing sequences ("right → middle → left" (hereinafter referred to as "reverse pressing"). In addition, in order to stop the corresponding symbol combination, a timing operation for the "white 7" symbol is required, and if the timing operation is successful, the white 7 symbols will line up in a straight line on the active line (hereinafter, this stopping pattern will be referred to as "white 7 alignment"). In addition, although details will be described later, in this embodiment, when a set of white sevens is stopped and displayed during each stage, an advantageous bonus is awarded to the player. The Fake White 7 Replay is a fake White 7 Replay, and when you win the Fake White 7 Replay, if you succeed in pressing the "White 7" symbol by pressing the reverse button, the corresponding symbol combination will stop. In other words, the "White 7" combination will not be displayed, and the player will not receive any special benefits.
[0046] When the special white 7 replay role is won, the stop button 5 is operated by pressing it in reverse, and the corresponding symbol combination can be stopped and displayed. In addition, a timing operation for the "white 7" symbol is required to stop the corresponding symbol combination, and if the timing operation is successful, the "white 7" symbol will be stopped and displayed in a diamond shape (hereinafter, this stopping pattern will be referred to as a "special white 7 combination"). In addition, in the case of the White 7 Replay role, the Fake White 7 Replay role, and the Special White 7 Replay role, if the eye-pressing operation is unsuccessful, the combination of "Replay Replay Replay" symbols may stop on a specified line.
[0047] In this way, the slot machine 1 (main control unit 10) of this embodiment is capable of executing control to cause the reel 41 to produce a first specific stopping pattern (replay-replay-replay) when the result of the role lottery is a normal replay role (normal role). Furthermore, when the result of the lottery is a specific role (strong cherry replay role), if the operation mode of the stop button 5 by the player is a first operation mode (middle press), control can be executed to cause the reel 41 to produce a first specific stop mode (replay-replay-replay), and if the operation mode of the stop operation means by the player is a second operation mode (other than middle press), control can be executed to cause the reel 41 to produce a second specific stop mode (cherry replay-replay). In addition, when the result of the lottery is a special role (weak cherry replay role), if the operation mode of the stop operation means by the player is the first operation mode (center push), it is possible to execute control to cause the reel 41 to derive a first specific stop mode (replay-replay-replay), and if the operation mode of the stop operation means by the player is the second operation mode (other than center push), it is possible to execute control to cause the reel 41 to derive a third specific stop mode (BAR-replay-cherry).
[0048] The bonus roles include a big bonus role (hereinafter also referred to as a BB role), a regular bonus role (hereinafter also referred to as a RB role), and a single bonus role (hereinafter also referred to as a SB role). In the following description, when the term "bonus role" is used, it includes the role of BB and the role of RB, but excludes the role of SB. There are two types of BB roles: the "Blue 7 Big Bonus Role" (hereinafter referred to as the "Blue BB Role"), in which blue 7 symbols are lined up in a straight line on the winning line, and the "Red 7 Big Bonus Role" (hereinafter referred to as the "Red BB Role"), in which red 7 symbols are lined up in a straight line on the winning line. There are two types of RB roles: the "Red 7 Regular Bonus Role" (hereinafter referred to as the "Red RB Role"), which allows symbol combinations such as "Red 7, Red 7, White 7" to stop on the winning line, and the "White 7 Regular Bonus Role" (hereinafter referred to as the "White RB Role"), which allows symbol combinations such as "White 7, White 7, Red 7" to stop on the winning line.
[0049] The right to win the bonus role can be carried over as long as the corresponding symbol combination does not stop in the game in which the bonus role was won or in subsequent games. Therefore, the bonus winning state is maintained until the corresponding symbol combination stops to win the bonus role (hereinafter, this state is called the "bonus winning state"). On the other hand, when a bonus role is won and the symbol combination corresponding to the bonus role is displayed (a prize is won), the player moves to a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state").
[0050] In addition to being won alone, the bonus role can also be won in combination with a rare role at a predetermined rate. Specifically, when a weak cherry, strong cherry, or chance eye combination is won, the BB or RB combination is won at a predetermined rate. Also, when a watermelon combination is won, the BB combination is won at a predetermined rate.
[0051] When a bonus role overlaps with a rare role and is won, the main control unit 10 performs reel control to stop and display the combination of symbols corresponding to the minor role with priority, and performs reel control with the lowest priority for the combination of symbols corresponding to the bonus role. Therefore, in a game in which a bonus role is won by overlapping bonus roles, the combination of symbols corresponding to the bonus role cannot basically be stopped, but the combination of symbols corresponding to the rare role will be stopped, and the bonus winning state will continue in subsequent games.
[0052] The SB combination is a winning combination that ends after a predetermined number of games (for example, one game) without carrying over the winning state. For example, there are four SB roles 1 to 4, and SB role 1 displays the symbol combination "Replay BAR BAR" on the winning line, SB role 2 displays the symbol combination "Bell BAR BAR" on the winning line, SB role 3 displays the symbol combination "Watermelon BAR BAR" on the winning line, and SB role 4 displays the symbol combination "Cherry BAR BAR" on the winning line.
[0053] Based on the combination of symbols as described above, the presence or absence of a win of a small role, a replay role, a bonus role, or an SB role is determined. If it is determined that a win has been made, a game value is awarded (a medal is paid out). That is, the main control unit 10 includes a game value awarding means for awarding a game value (a medal) according to the stopping mode of the symbols. For example, in the case of a bell role (common bell role, push order bell role), when the corresponding symbol combination is stopped and displayed, 8 medals are paid out. On the other hand, when the push order bell role is won, if the stop buttons 5a to 5c are operated in the incorrect push order and the push order bell spill stops, 1 medal is paid out. In addition, when the combination of symbols corresponding to the watermelon role stops, three medals are paid out, and when the combination of symbols corresponding to each of the winning roles of the weak cherry role, strong cherry role, chance eye role, and 1 coin role stops, one medal is paid out. Furthermore, by displaying a combination of symbols corresponding to a replay role, the player can play the next game again without inserting a medal. In addition, when a combination of symbols corresponding to the bonus role and the SB role stops, no medals will be paid out.
[0054] The number of medals paid out when a combination of symbols corresponding to each winning role is stopped and displayed may be other than the above numbers. In addition, the symbol combinations corresponding to the respective winning roles may be other than those described above and can be set as appropriate. Furthermore, in this embodiment, it is assumed that 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.
[0055] (Observations of each winning combination) Next, the probability of winning each winning combination will be described with reference to FIG. 4A. FIG. 4A shows the “internal lottery table” used to draw each winning role in each bonus-related state (bonus non-winning state (RT0-RT4), bonus winning state (RT5), bonus state (RB, BB)) and in the SB state (RT0SB-RT4SB). 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. 4A shows the winning probability of each winning combination in a 3-bet game, and shows a case where the setting values set by the probability setting device 15 are common to all the setting values in settings 1 to 6.
[0056] For example, the probability of winning each winning role excluding the bonus role and the SB role is as follows in the non-bonus winning state (RT0-RT4): Push Order Bell role > Replay role > Common Bell role, 1-coin role > Weak Cherry role > Watermelon role > Chance Eye role > Strong Cherry role. In other words, the Push Order Bell role is set to be the most likely to win and the Strong Cherry role is set to be the least likely to win. In addition, the replay role is designed to have different winning roles that are the subject of the lottery for each RT state, which will be described later. For example, the strong cherry replay role is only eligible for the lottery during RT4. In addition, the white 7 replay role and the fake white 7 replay role are only eligible for the lottery during RT2-4, and the special white 7 replay role is only eligible for the lottery during RT2 and 3. In addition, if a random number other than that for each winning combination is drawn, the lottery result is set to be a losing combination. In addition, in the internal lottery table shown in FIG. 4A, among RT0SB-RT4SB in the SB state, only the winning probability of each winning combination in RT0SB is shown, and the other RT1SB-RT4SB are omitted. The probability of each winning role in RT1SB-RT4SB is set to the same as that of RT0SB, except for the replay role, which is set to the same probability of winning as RT1-RT4.
[0057] The relationship between the winning probabilities of each winning combination may be other than that shown in FIG. 4A. In addition, it is assumed that the winning probability is the same for all set values, but this is not limited to the above, and there may be winning roles whose winning probability varies depending on the set value and winning roles whose winning probability does not vary depending on the set value. For example, 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, the higher the setting, the higher the probability of winning may be set, or the lower the probability of winning may be set.
[0058] (Normal section, advantageous section) The main control unit 10 according to this embodiment is equipped with a zone control means capable of controlling the game zone to either a normal zone or an advantageous zone. The normal area is a game area in which push order navigation related to the push order bell role is not executed, and begins when the favorable area end condition is met, and ends when the favorable area transition condition is met. In this embodiment, the condition for transitioning to the advantageous zone is met when a bell role (push order bell role, common bell role) or a rare role is won in the internal lottery, and after the third reel is stopped in the winning game, the game transitions from the normal zone to the advantageous zone. In addition, in the initial state (when reset) of the main control unit 10, it is controlled to the normal zone, and in the normal zone, the advantageous zone lamp 13 is controlled to the off state.
[0059] Although the conditions for transition to the advantageous zone are met when a bell or rare role is won, this is not limited to the above, and the transition may be made when, for example, a combination of symbols corresponding to a predetermined winning role is displayed in a stopped state or a combination of symbols not corresponding to a predetermined winning role (for example, a missing number or a bell that is dropped in the push order). In addition, the player may be transitioned to an advantageous zone on the condition that the player has entered a gaming state that is advantageous to the player in terms of increasing the number of medals, and the advantageous zone may be continued if the advantageous gaming state continues.
[0060] The advantageous zone is a play zone in which push order navigation related to the push order bell role can be executed, and is a play zone that is more advantageous to the player than the normal zone because push order navigation is executed. In addition, the advantageous zone ends when a predetermined advantageous zone end condition is satisfied after the advantageous zone transition condition is satisfied in the normal zone. The condition for ending the advantageous zone is, for example, when the slot machine 1 (main control unit 10) is reset (including when the settings are changed), the advantageous zone ends and the normal zone is entered. In addition, the condition for the end of the advantageous zone is that a specified game state (e.g., AT stage, CZ stage, bonus) has ended, and the advantageous zone ends and transitions to the normal zone after the third reel of the winning game is stopped. In addition, if a predetermined number of games (for example, 300 games) have been played in the normal stage, the advantageous zone may end and the player may transition to the normal zone.
[0061] Also, as a condition for ending the advantageous zone, if the advantageous zone limiter is reached, the advantageous zone ends and transitions to the normal zone. A favorable zone limiter is one that meets one of the following conditions: "The number of games during one favorable zone (number of favorable zone games) reaches the upper limit number of games (for example, 4,000 games)" or "The number of coins won during one favorable zone (the difference in number of coins (number of medals inserted - number of medals paid out)) reaches the upper limit number of coins (for example, 2,400 coins)." In addition, the advantageous zone limiter may omit either the maximum number of games or the maximum number of coins. In addition, the condition for the upper limit number of coins may be "the number of coins won during one advantageous period (net increase in number of coins (so-called MY)) has reached the upper limit number of coins (for example, 2,400 coins)."
[0062] In addition, the above-mentioned conditions for ending the advantageous zone are merely examples, and may include, for example, "at least one push order bell has been announced," "a combination of symbols corresponding to a bonus role has been displayed in a stopped state," etc. In addition, when a predetermined winning role (a role that transitions to the normal zone) is won during the advantageous zone, the advantageous zone may end and the player may transition to the normal zone.
[0063] In the favorable zone, the favorable zone lamp 13 is controlled to be lit. However, without being limited to this, the advantageous zone lamp 13 may start lighting up when the game state becomes advantageous for the player after the transition to the advantageous zone, in which the number of medals increases. In addition, the favorable zone lamp 13 may not be lit even when a transition to a favorable zone has occurred, or it may be lit only when a transition to an AT state has occurred even when a transition to a favorable zone has occurred. In addition, it is not necessary to provide the favorable zone lamp 13, but instead it is preferable to provide an AT state lamp controlled by the main control unit 10 and turn on the AT state lamp during the AT state.
[0064] (Game-related counters) During the favorable zone, the main control unit 10 operates as a counting means and stores information regarding the counters shown below in the memory unit. 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 Counter A and Counter B are counters related to the favorable zone limiter (the maximum number of times a game can be played in the favorable zone). 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 (4000 games) or when the value indicated by counter B reaches a limit value (2400 medals), it forcibly ends the advantageous zone. Counter A and Counter B also function as ending limiters (maximum number of games played until the ending in the advantageous zone). For example, when the value indicated by Counter A reaches a predetermined number (e.g., 3950 games), or when the value indicated by Counter B reaches a predetermined number (e.g., 2300 coins), the main control unit 10 controls the game to forcibly transition to Ending B, which will be described later. The values of counter A and counter B are erased (initialized) when the favorable period ends.
[0065] 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 state control means.
[0066] (RT state) With reference to FIG. 5, the RT (replay time) 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 to RT5. Note that, although there are six RT states in this embodiment, there may be other states.
[0067] RT1 begins when the bonus ends. In addition, when the SB role is won, RT1 ends when the combination of symbols corresponding to the SB role cannot be stopped (the SB spill symbol is displayed as stopped), and transitions to RT0 (arrow a in Figure 5). In addition, RT1 ends when the combination of symbols corresponding to the weak cherry role stops, and transitions to RT2 (arrow b in Figure 5). In addition, RT1 ends when a combination of symbols corresponding to a chance eye role stops, and transitions to RT3 (arrow c in Figure 5). In addition, RT1 transitions to RT5 if a bonus role is won (arrow g in FIG. 5), and transitions to SB if a SB role is won (arrow j in FIG. 5). 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 specific trigger occurs.
[0068] RT0 is entered when the slot machine 1 (main control unit 10) is reset, or when the set value is changed (including when the same set value is set again (re-entering the set value)). Note that when the set value is changed, the RT before the change of the set value may be entered. In addition, RT0 is entered when the SB spill symbol is displayed in RT1, RT2, or RT3, or when 10 games have been played in RT4. In addition, RT0 ends when the combination of symbols corresponding to the weak cherry role stops, and transitions to RT2 (arrow b in Figure 5). In addition, RT0 ends when a combination of symbols corresponding to a chance eye role stops, and transitions to RT3 (arrow c in Figure 5). In addition, RT0 ends when the push order bell spill stops, and transitions to RT1 (arrow f in Figure 5). In addition, RT0 transitions to RT5 if a bonus role is won (arrow g in FIG. 5), and transitions to SB if a SB role is won (arrow j in FIG. 5). 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 specific trigger occurs. In addition, in RT0, the transition to RT2 or RT3, which is advantageous to the player, occurs when a rare role (weak cherry role, chance eye role) is won, which can further increase the player's expectations of winning a rare role.
[0069] RT2 begins when a combination of symbols corresponding to a weak cherry role stops during RT0. RT3 is triggered when a combination of symbols corresponding to a chance eye role stops in RT0. In addition, RT2 and RT3 end when the combination of symbols corresponding to the Weak Cherry Replay role, the Chance Eye Replay role, or the Special White 7 Replay role stops, and transition to RT4 occurs (arrow d in Figure 5). In RT2 or RT3, when a combination of symbols corresponding to the special white 7 replay role (special white 7s) appears, the player can recognize that he or she has entered a more advantageous state (RT4).
[0070] Moreover, RT2 and RT3 end when the SB spill symbol is stopped and displayed, and transition to RT0 occurs (arrow a in FIG. 5). In addition, RT2 and RT3 end when the push order bell spill stops, and transition to RT1 occurs (arrow f in Figure 5). In addition, RT2 ends when a combination of symbols corresponding to a chance eye role stops, and transitions to RT3 (arrow c in Figure 5). In addition, RT3 ends when the combination of symbols corresponding to the weak cherry role stops, and transitions to RT2 (arrow b in Figure 5). In addition, RT2 and RT3 transition to RT5 when a bonus role is won (arrow g in FIG. 5), and transition to SB when a SB role is won (arrow j in FIG. 5). In this way, RT2 and RT3 are not finite game states with a predetermined game period, but are infinite game states (infinite RT) that do not transition to other game states unless a specific trigger occurs.
[0071] RT4 is triggered when a combination of symbols corresponding to the Weak Cherry Replay, Chance Eye Replay, or Special White 7 Replay stops in RT2 or 3. In addition, RT4 ends when 10 games have been played, and transitions to RT0 (arrow e in FIG. 5). The number of games stayed in RT4 is not limited to 10 games, and may be any number of games. In addition, if a bonus role is won, RT4 transitions to RT5 (arrow g in FIG. 5), and if a SB role is won, transitions to SB (arrow j in FIG. 5). In this way, RT4 is a finite game state (finite RT) that ends when a predetermined number of games are played.
[0072] In addition, RT4 is a state in which the probability of winning a replay role is higher than in other RTs, and is an advantageous state (specific gaming state) for the player. Specifically, as shown in FIG. 4A, the strong cherry replay role is set to be won only in RT4, and the weak cherry replay role and the white 7 replay role are set to be won with a high probability. Therefore, in each stage, while staying in RT4, the game progresses advantageously. For example, in the normal stage, it becomes easier to transition to the CZ stage. Also, in the CZ stage, it becomes easier to receive benefits related to the AT stage. Also, in the AT stage, it becomes easier to continue the AT stage.
[0073] RT5 is entered when a bonus role is won in RT0-4. In addition, RT5 ends when the combination of symbols for the bonus role stops, and the game transitions to the bonus (arrow h in FIG. 5). That is, RT5 continues from when a bonus role is won until the bonus role is won, and in RT5, the game proceeds in a state where the bonus role is internally won (bonus winning state). In this way, RT5 is a bonus winning state, but is not a finite gaming state with a predetermined gaming period, but an infinite gaming state (infinite RT) that will not transition to another gaming state unless a bonus role is won.
[0074] The bonus begins when a combination of bonus symbols stops (wins) in RT5. Moreover, the bonus ends when a predetermined number of medals are paid out, and the game shifts to RT1 (arrow i in FIG. 5). In this way, the bonus is a gaming state that ends when a predetermined number of medals are paid out.
[0075] SB is triggered by winning the SB role in RT0-4 and winning the SB role in that game. On the other hand, if the SB role is not won in the winning game, the right to transition to SB will be lost and there will be no transition to SB. There are five SBs, RT0SB-RT4SB, and the SB is entered according to the RT in which the player was staying when entering the SB. Specifically, if the player was in RT0, the SB will be entered into RT0SB, if the player was in RT1, the RT1SB will be entered into RT1SB, if the player was in RT2, the RT2SB will be entered into RT2SB, if the player was in RT3, the RT3SB will be entered into RT3SB, and if the player was in RT4, the RT4SB will be entered into. In addition, the SB ends when one game is played, and transitions (returns) to the RT before the start (arrow k in FIG. 5). In addition, when the SB combination is won, the player may be notified by the lamp 11 or the like that the SB combination is not won.
[0076] In this manner, in this embodiment, multiple RT states with different degrees of advantage are provided, and the player is transitioned from an RT that is relatively unfavorable to the player to an RT that is relatively favorable to the player, and the game has a feature in which, by winning a bonus role among RT0 to RT4, the player is transitioned to a bonus via RT5. In such a game, staying in RT4 is an advantageous game state for the player, and furthermore, repeating a loop in which the game transitions (returns) to RT4 again at RT0, which is transitioned to after the end of RT4, will progress the game in an advantageous manner for the player. Therefore, in RT2 or RT3, which can transition to RT4, it is preferable for the player not to transition (fall) to RT1 by stopping the push order bell spill. In the above RT transition, it has been explained that the transition is controlled so that transitions can be made from RT0 and RT1 to RT2 and RT3, and that transitions between RT2 and RT3 can be made between each other. However, this is not limited to the above, and transitions to RT2 and RT3 may be triggered by the winning of a role that can only be won at RT0 (for example, a special replay role, etc.), and transitions to RT2 and RT3 may be controlled so that transitions are made only from RT0.
[0077] (Details of each game state (stage)) Next, with reference to FIG. 6, 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. In addition, the main control unit 10 can independently perform transition control between normal zones and advantageous zones, transition control of RT, and transition control between each game state (stage). Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel 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.
[0078] As shown in FIG. 6, the game of the slot machine 1 of this embodiment is executed in a plurality of game states (stages) including a normal stage, a CZ stage, an AT stage, an ending, and a bonus. The main control unit 10 operates as a game state control means, and is capable of controlling a transition from one game state to another game state based on the establishment of a predetermined transition condition. The normal stage is controlled as a non-AT. Therefore, the longer a player stays in the normal stage, the longer the period during which the player's medals are difficult to increase, which is disadvantageous to the player. On the other hand, stages other than the normal stage are controlled as an AT. Therefore, players play with the aim of moving from the normal stage to the CZ stage or AT stage, and in particular, to stay in the AT stage for a long time. In addition, some stages other than the normal stages may be non-AT or partially AT (for example, 50% may be AT).
[0079] (Normal Stage) The normal stage (normal game state) is entered when the slot machine 1 is reset, when the setting value is changed (including re-entering the setting value), or when the advantageous zone ends. It may also enter after the end of the CZ stage, AT stage, and Ending B. When the slot machine 1 (main control unit 10) is reset, the slot machine 1 (main control unit 10) is in the normal stage, which is controlled to be in the normal zone. When the advantageous zone transition condition is satisfied in the normal stage during the normal zone, the main control unit 10 controls the slot machine 1 to be in the advantageous zone from the normal zone. In other words, during the normal stage, the time spent in the normal zone is extremely short, and the player will spend most of the time in the advantageous zone. In addition, in the normal stage, it may be possible to make it difficult to recognize from the outside that the game is being controlled in the normal zone. For example, the display screen displayed on the display device 8 may have the same background image during the normal zone and during the advantageous zone. In this way, by sharing the display screen, it is possible to make it difficult to recognize that the game has moved from the normal zone to the advantageous zone.
[0080] (Processing when moving to favorable zone) Next, we will explain the processing that is executed when the favorable zone transition condition is met in the normal stage. When the favorable zone transition condition is met, the main control unit 10 executes a state level lottery. The state level is a parameter that is referred to at each stage when a predetermined condition is established during the advantageous period and affects the progress of the game. For example, there are levels for six types of states (state A to state F) as shown below. Details of each state level will be described later. · State A level (level related to state A, which indicates the ease of adding AT continuation rate) · State B Level (Level of state B indicating how easy it is to obtain an item) · State C level (level related to state C that indicates the ease of transition to specialization stage B) · State D level (level related to state D, which indicates the ease of adding CB game numbers) · State E level (level related to state E, which indicates the ease of adding EX game numbers) · State F level (The level of State F, which indicates the likelihood of a white seven navigation occurring)
[0081] Each status level is set, for example, in three stages (Level 1 to Level 3), and based on the relationship of Level 1 < Level 2 < Level 3, the higher the level value determined, the more advantageous it is for the player to progress in the game. However, the number of status levels is not limited to these, and any number of status levels may be provided, and may be five or less, or seven or more.
[0082] The main control unit 10 determines the level value of each status level in the status level lottery. The level value of each status level determined in the status level lottery is maintained until the advantageous zone ends. However, this is not limited to this, and each status level may be re-determined at a predetermined timing during the advantageous zone. Furthermore, the timing for determining each state level is not limited to when the advantageous zone transition condition is met, but may be other timing (for example, when the AT stage starts).
[0083] (Status level lottery) The state level lottery for each state will now be described in detail. The main control unit 10 refers to the "State A, State E Level Selection Table" shown in Figure 7 to simultaneously determine the state A level and state E level by lottery based on the setting values set in the probability setting device 15, and stores the result in the memory unit of the main control unit 10. For example, as shown in FIG. 7, when level pattern 6 is determined, "level 2" is determined as the condition A level, and "level 3" is determined as the condition E level. Although detailed explanation is omitted, the other level values are also determined simultaneously with the state A level and state E level according to the level pattern selected based on each selection rate shown in the figure. Details will be described later, but the state A level is referenced in the lottery for adding on the AT continuation rate executed in the AT stage and specialized stage A, and the state E level is referenced in the lottery for adding on the number of EX games executed in the AT stage and specialized stage B. The higher the level that is determined, the easier it is for the AT stage to be continued (extended).
[0084] In the state A and state E level lottery, as shown in FIG. 7, both the state A level and the state E level are set so that they are difficult to determine at a high level. This is because state A and state E are indicators that are directly related to the number of balls won, and if the state levels of both states were frequently determined to be at high level values, the probability that a player would win a large number of balls would become significantly higher. Therefore, in order to appropriately adjust the profit balance between the gaming facility and the player, the state levels of both states are unlikely to be determined to be at high level values. In the above description, the status A and status E level lottery involves determining the status A level and status E level simultaneously, but this is not limiting and the status A level and status E level may be determined separately. In addition, although the above description concerns a case in which both the state A level and the state E level are set so that they are unlikely to be determined at high level values, this is not limited to the above, and the higher the setting value set in the probability setting device 15, the more likely it is that both will be determined at high level values.
[0085] The main control unit 10 determines the state B level by lottery based on the setting value set in the probability setting device 15 by referring to the "state B level lottery table" shown in Figure 8, and stores the result in the memory unit of the main control unit 10. For example, as shown in FIG. 8, "Level 2" is more likely to be selected for even number settings (setting 2, setting 4, setting 6), while "Level 1" and "Level 3" are more likely to be selected for odd number settings (setting 1, setting 3, setting 5), with "Level 1" being more likely to be selected than "Level 3." As will be described in more detail later, the state B level is referenced in the lottery for acquiring items that is carried out in the AT stage, and the higher the level that is determined, the easier it is to acquire items that will give you an advantage in the battle stage, which will be described later.
[0086] The main control unit 10 determines the state C level by lottery based on the setting value set in the probability setting device 15 by referring to the "state C level lottery table" shown in Figure 9, and stores the result in the memory unit of the main control unit 10. For example, as shown in FIG. 9, "Level 2" is more likely to be selected for even number settings (setting 2, setting 4, setting 6), while "Level 1" and "Level 3" are more likely to be selected for odd number settings (setting 1, setting 3, setting 5), with "Level 1" being more likely to be selected than "Level 3." As will be described in detail later, the state C level is referenced in the additional lottery for the transition rate to specialized stage B that is carried out in the AT stage, and the higher the level that is determined, the easier it is to transition to specialized stage B.
[0087] The main control unit 10 determines the state D level by lottery based on the setting value set in the probability setting device 15 by referring to the "state D level lottery table" shown in Figure 10, and stores the result in the memory unit of the main control unit 10. For example, as shown in FIG. 10, "Level 1" is more likely to be selected for odd-number settings (setting 1, setting 3, setting 5), while "Level 2" and "Level 3" are more likely to be selected for even-number settings (setting 2, setting 4, setting 6), with "Level 2" being more likely to be selected than "Level 3." As will be described in detail later, the state D level is referenced in the lottery for adding the number of CB games executed in the AT stage, and the higher the level that is determined, the easier it is to add on the number of CB games.
[0088] The main control unit 10 determines the state F level by lottery based on the setting value set in the probability setting device 15 by referring to the "state F level lottery table" shown in Figure 11, and stores the result in the memory unit of the main control unit 10. For example, as shown in FIG. 11, "Level 1" is set to be more likely to be selected for odd-number settings (setting 1, setting 3, setting 5), "Level 2" is set to be more likely to be selected for even-number settings (setting 2, setting 4, setting 6), and "Level 3" is set to be less likely to be selected for setting 6. As will be described in more detail later, the state F level is referenced in the lottery for deriving the white 7 matching navigation executed in the AT stage, and the higher the level determined, the more likely a navigation that allows the white 7 matching (hereinafter referred to as the white 7 matching navigation) will occur.
[0089] In this way, when transitioning from the normal zone to the advantageous zone, the level value of the status AF within this advantageous zone is determined. This makes it possible to generate, during the normal stage, an effect suggesting the degree of expectation in the next AT stage to be transitioned to, based on the determined level value of each state. For example, if a high level value is selected for the state A level, a presentation can be generated that suggests that the next AT stage to be transitioned to is likely to loop (continue). This makes the player think, "I want to move to the AT stage within this advantageous period," thereby increasing his / her desire to continue playing and improving the operating rate of the gaming machine. Furthermore, by providing a plurality of status levels, it is possible to realize a wide variety of game contents, which prevents the game from becoming monotonous and makes it possible to increase the interest of the game.
[0090] In addition, the normal stage has a plurality of probability states, for example, a normal probability state and a high probability state are set. The probability of transition to the CZ stage or the AT stage is controlled to be higher when the high probability state is controlled than when the normal probability state is controlled. In addition, during the high probability state, the probability of winning the bonus role may be increased. The transition of the probability state is controlled so that, for example, when a rare role is won, the normal probability state is changed (promoted) to a high probability state at a predetermined probability. On the other hand, for example, when a replay role, a bell role, or a miss role is won, the high probability state is changed (demoted) to a normal probability state at a predetermined probability. In addition, the transition of the probability state is not limited to being based on a winning combination, and the probability state may be switched every predetermined number of games. When the probability state transitions from the normal probability state to the high probability state, the sub-control unit 20 controls the display 8 to notify the user that the state is in the high probability state. For example, the high probability state is notified by changing the background of the stage from a daytime background to an evening background.
[0091] The normal stage has a normal stage A and a normal stage B. (Normal Stage A) The normal stage A is the first game state in which the player remains after entering the normal stage. In the normal stage A, a lottery for transition to the normal stage B and the CZ stage is held based on the winning combination in the internal lottery process. In the transition lottery, the winning probability differs based on the current probability state and the current play period. Specifically, when the player is in the normal zone, a lottery is conducted based on a predetermined probability of winning when a rare role is won in the internal lottery process by referring to the "Game State Transition Lottery Table (Normal Zone)" shown in Figure 12(a). For example, it is easier to win based on the relationship of watermelon role < weak cherry role < chance eye role < strong cherry role. In addition, if a rare replay role is won, the transition lottery is controlled so that it is not held.
[0092] In addition, when the player is in the advantageous zone and in the normal probability state, a lottery is conducted based on a predetermined probability of winning when a rare role or rare replay role is won in the internal lottery process by referring to the "Game State Transition Lottery Table (Advantageous Zone + Normal Probability State)" shown in Figure 12(b). For example, it is easier to win based on the relationships of Watermelon role < Weak Cherry role, Weak Cherry Replay role < Chance Eye role, Chance Eye Replay role < Strong Cherry Replay role < Strong Cherry role.
[0093] In addition, when the player is in the advantageous zone and in a high probability state, a lottery is conducted based on a predetermined probability of winning when a rare role or rare replay role is won in the internal lottery process by referring to the "Game State Transition Lottery Table (Advantageous Zone + High Probability State)" shown in Figure 12 (c). For example, it is easier to win based on the relationship of Weak Cherry role, Weak Cherry Replay role < Watermelon role < Chance Eye role < Chance Eye Replay role < Strong Cherry role < Strong Cherry Replay role.
[0094] As shown in Figures 12(b) and (c), in normal stage A, while remaining in the advantageous zone, the probability of transitioning to normal stage B or the CZ stage is controlled to be higher in the high probability state than in the normal probability state. If the transition lottery is won, the main control unit 10 controls the transition from the normal stage A to the normal stage B or the CZ stage (arrows a, c in FIG. 6).
[0095] (Press order guessing) In normal stage A, in addition to being able to move to the CZ stage by winning the transition lottery mentioned above, it may also be possible to move to the CZ stage. In normal stage A, if the push order bell role is won, the push order guessing effect will be executed with a specified probability. The push order guessing effect is an effect state in which the player can correctly guess the push order for the push order bell role on his or her own. For example, the display 8 shows a predetermined effect image (6-choice challenge!) and a push order navigation as "?".
[0096] In the push order guessing performance, if the push order is correct, the main control unit 10 controls to transition to the CZ stage (arrow c in FIG. 6). On the other hand, in the push order guessing performance, if the push order is incorrect, the main control unit 10 continues to control to normal stage A. In addition, if the push order is incorrect in the push order guessing performance, it may be controlled to transition to normal stage B. This allows the player to continue in a state where there is a high expectation of transitioning to the CZ stage even if the push order is incorrect.
[0097] In addition, the "predetermined probability" that the push order guessing effect can occur changes depending on the occurrence of SB spills in the advantageous zone. Specifically, the probability increases as the number of consecutive SB spills increases. For example, if the SB spills are displayed three times in a row, the probability is 30%, and if the SB spills are displayed four times in a row, the probability is 50%. In addition, if a number other than the SB spill number appears, the probability is reset (0%).
[0098] (Normal Stage B) Normal stage B is a gaming state that can be entered from normal stage A and can be stayed in for a predetermined number of games (10 games + α). Normal stage B ends after 10 games, when the SB spill eye stops or SB ends. Specifically, if the SB role is not won after 10 games, normal stage B ends, but if the SB role is won after 10 games, normal stage B continues. In other words, even after 10 games have been played, normal stage B can be extended by an additional number of games by hitting the SB spill stop display or winning the SB role. In addition, if a rare combination is won during the SB entered after 10 games are consumed, control is again set to normal stage B. In other words, "10 games + α" is reset. However, this is not limited to this, and if a rare combination is won during SB, it may continue until the SB spill stop display or the SB combination is won again.
[0099] In normal stage B, when a rare role is won in the internal lottery process, a lottery is held to transition to the CZ stage based on a specified probability of winning. In other words, in normal stage B, you will play with the aim of gaining the right to move to the CZ stage within "10 games + α". For example, it is easier to win based on the relationship of Watermelon role < Weak Cherry role < Chance Eye role < Strong Cherry role, and it is set to have a higher probability of winning than the transition lottery normally held in Stage A. If the transition lottery is won, the main control unit 10 controls the transition from normal stage B to the CZ stage (arrow d in Figure 6), and if the transition lottery is not won, the main control unit 10 controls the transition to normal stage A (arrow b in Figure 6).
[0100] (Control when rare replay is won in normal stages) Next, with reference to FIG. 13, a characteristic control when a rare replay combination is won in the normal stage will be described. For example, after the AT stage ends, the RT state may move to the normal section and normal stage while remaining in RT4 (specific game state). During RT4, as described above, the player can win a special role (for example, a strong cherry replay role) that is very advantageous to the player. Also, as described above, during the normal section and normal stage, even if a specific role (strong cherry replay role) is won, the lottery for transition to the normal stage B or CZ stage is not executed. In other words, if a specific role is won in the normal stage during RT4, there is a high probability that a bonus (the right to transition to another game state) will be awarded if the player is controlled to the advantageous zone, but if the player is controlled to the normal zone, no bonus will be awarded.
[0101] Therefore, when a specific role is won during RT4 and during the normal section, the slot machine 1 (sub-control unit 20) according to this embodiment is configured to notify specific information (push order navigation) (hereinafter referred to as push order avoidance navigation) that prompts the player to operate using the first operation mode (center push) (A in Figure 13). Then, when the player performs a stop operation in accordance with the push sequence avoidance navigation, the first specific stop mode (replay-replay-replay) will be displayed as stopped. This makes it possible to avoid the second special stop mode (Cherry Replay Replay), which is very advantageous to the player, being displayed when the player has won a Strong Cherry Replay during RT4 and during the normal interval, and prevents the player from feeling a sense of loss due to winning a special role.
[0102] In addition, when staying in RT4 and in the normal section, the specific information (push order avoidance navigation) that is notified when a specific role is won can include setting value information regarding the setting value set by the probability setting device 15. For example, when displaying the push order consisting of text information such as "1", "2", "3" etc. on the display 8 as a push order avoidance navigation, a predetermined image (e.g., a character image) may also be displayed. The character image to be displayed is selected according to each setting value, and the setting value can be predicted to some extent from the displayed character. However, without being limited to this, as a push order avoidance navigation, the voices of "left", "middle", and "right" output from the speaker 9 may also include other sound effects and voices to make it possible to predict the setting value. Furthermore, when reporting the setting value information, the reliability may be varied. For example, the reliability may be varied depending on the facial expression of the character, or the type of voice to be output. As a result, when a specific role is won during the normal interval while in RT4, the setting value set by the probability setting device 15 can be indicated to the player, thereby preventing the player from feeling a sense of loss due to winning the specific role.
[0103] In addition, when a specific role is won during RT4 and in the normal section, if the setting value set by the probability setting device 15 is a specific setting value (the second setting value (e.g., setting 6)), the push order avoidance navigation can be prevented from being announced. This allows the second specific stop pattern (Cherry Replay Replay) to be displayed even if a specific role is won, and can be associated with "the second specific stop pattern being displayed during the normal section = high setting confirmed." As a result, the specific set value can be definitively notified to the player, and a sense of loss due to winning a specific combination can be prevented.
[0104] In addition, in the normal stage, when a specific combination is won during RT4 and in the advantageous zone, the specific information (push order avoidance navigation) that prompts the player to operate in the first operation mode (center push) is not announced (B in FIG. 13). In other words, the stop display of the second specific stop mode (Cherry Replay Replay) is permitted. In this case, a cut-in effect is executed on the main screen of the display device 8 to inform the player that a specific combination has been won. The cut-in effect is executed, for example, by displaying a predetermined character image for a moment (for example, for one second). This allows the player to recognize that he or she has won a specific combination and cause the second specific stop pattern (Cherry Replay Replay) to be displayed, which is very advantageous to the player. In addition, in the normal stage, when you are in RT4 and in the advantageous zone, even if you win a special role such as a weak cherry replay role or a chance eye replay role, the push order avoidance navigation will not be announced (D in Figure 13).
[0105] In addition, in the normal stage, when staying in RT4 and during the normal section, if a special role (for example, a weak cherry replay role) is won, specific information (push order avoidance navigation) that prompts the operation by the first operation mode (middle push) is not announced (C in FIG. 13). In other words, when a special role is won, the stop display of the third specific stop mode (BAR·Replay·Cherry) is allowed. This is for the following reasons. As shown in Figures 12(b) and (c), when a special role is won while in the advantageous zone, the probability of being granted a special privilege (the right to transition to another game state) is set lower than when a specific role is won. Therefore, since the player feels less of a loss when a special role is won compared to when a specific role is won, the third specific stop pattern is allowed to be displayed without announcing the push order avoidance navigation. This allows the player to recognize whether a special role has been won even during the normal interval, and can be used to determine, for example, the current RT state or setting. In addition, without being limited to this, if a special role such as a weak cherry replay role or a chance eye replay role is won during RT4 and in the normal section, a push order avoidance navigation may be announced.
[0106] (CZ Stage) The CZ stage (first game state) is a game state entered from the normal stage and controlled by the AT. Also, in the CZ stage, if you are in RT2 or RT3, you can avoid the display of the push order bell spill, making it easier to move to RT4, and the game will progress in an advantageous manner for the player.
[0107] The CZ stage is composed of a first half (CZ stage A) and a second half (CZ stage B), and the second half (CZ stage B) is further composed of CZ stage B1 (normal first game state) and CZ stage B2 (special first game state). Each CZ stage continues until a specified number of games set for each stage has been played, and after the end of CZ stage A, the main control unit 10 controls the transition to CZ stage B1 or CZ stage B2 (arrows e, f in Figure 6).
[0108] The transition destination from CZ Stage A (CZ Stage B1 or CZ Stage B2) is determined when the transition to the CZ Stage is confirmed during the normal stage. Specifically, the main control unit 10 determines CZ stage B1 or CZ stage B2 by lottery based on the setting value set in the probability setting device 15 by referring to the "CZ stage B type lottery table" shown in Figure 14. For example, as shown in FIG. 14, the CZ stage B2 is set to be more likely to be selected in the odd number settings (setting 1, setting 3, setting 5) than in the even number settings (setting 2, setting 4, setting 6). However, without being limited to this, the setting may be such that CZ stage B2 is more likely to be selected when an even number is set than when an odd number is set, and the ease of selection may be set to be the same for CZ stage B1 and CZ stage B2.
[0109] (CZ Stage A) CZ stage A continues to be played for a specified number of games (for example, 10 games). CZ Stage A determines the number of games you will play in CZ Stage B. Specifically, the main control unit 10 determines by lottery whether or not to add the number of games to the initial number of games (10 games) in CZ stage B by referring to the "CZ stage B game number addition lottery table" shown in Figure 15. For example, as shown in FIG. 15, based on the relationship of rare roles, non-common bell roles < common bell roles < watermelon roles, weak cherry roles < chance eye roles < strong cherry roles, the likelihood of winning the additional lottery is increased. In addition, the rare combination that triggers the additional lottery includes a rare replay combination. However, the rare replay combination may be excluded from the lottery. If you win the additional lottery, "1 game" will be added to the initial number of games. In other words, if you win the additional lottery for all games (10 games) in CZ Stage A, the number of games stayed in CZ Stage B will be 20 games (initial number of games (10 games) + additional number of games (10 games)). Note that the number of games added is not limited to 1 game, and may be 2 games or more.
[0110] (CZ Stage B) CZ stage B starts after CZ stage A ends, and the game is played in CZ stage B1 or CZ stage B2, as determined by a lottery for the CZ stage B type. In addition, the game continues for the number of games stayed determined in CZ stage A. CZ stage B1 is a game state in which the right to transition to the AT stage (second game state) is not granted at the start of play, and CZ stage B2 is a game state in which the right to transition to the AT stage is granted at the start of play. Therefore, while in CZ stage B1, players will play in the hope that they will be granted at least the right (privilege) to transition to the AT stage before the number of games they are playing is played.
[0111] Specifically, the main control unit 10 operates as a judgment means, and judges (by lottery) whether or not to grant a special benefit (such as the right to transition to the AT stage, the right to transition to a specialized stage (third game state), or an extension benefit to extend the AT stage) when a white 7 replay role, a common bell, or a rare role (including a rare replay role) is won. During your stay in CZ Stage B1, a lottery will be held to determine whether or not to grant a bonus by referring to the "CZ Stage B1 Bonus Granting Lottery Table" shown in Figure 16(a). For example, it is easier to win based on the relationship of Common Bell, Watermelon, Weak Cherry < Chance Eye < Strong Cherry < White 7 Replay. If you win the White 7 Replay, you are guaranteed to win. During your stay at CZ Stage B2, a lottery will be held to determine whether or not to grant a bonus by referring to the "CZ Stage B2 Bonus Granting Lottery Table" shown in Figure 16(b). For example, it is easier to win based on the relationship of the common bell role, watermelon role, weak cherry role < chance eye role < strong cherry role, and white 7 replay role. If you win the white 7 replay role or the strong cherry role, the win is confirmed. As shown in Figures 16(a) and (b), the probability of winning is set to be higher in CZ stage B2 than in CZ stage B1. If a player wins the lottery, at least one of multiple bonuses will be awarded.
[0112] (Granting of benefits in CZ Stage B) Next, we will explain the characteristic control when a bonus is awarded in CZ stage B. When the main control unit 10 wins the above-mentioned bonus awarding lottery, it operates as a bonus awarding means and is able to award at least one bonus from among a plurality of bonuses based on a bonus awarding order that specifies the order in which the bonuses are to be awarded. Information regarding the order of granting the bonuses is stored in the memory unit of the main control unit 10, and it is specified that the bonuses are granted in the following order, for example: "Right to transition to AT stage (first bonus)" → "Right to transition to specialized stage A (second bonus)" → "Right to transition to specialized stage B (second bonus)" → "Number of games added to the number of EX games (third bonus)" → "Number of games added to the number of EX games (third bonus)" (see Figure 17).
[0113] The bonuses specified in this order can be awarded each time you win the bonus lottery. Specifically, the bonuses awarded will differ depending on the number of times you win the bonus lottery at the end of CZ Stage B. In this way, the content of the bonus awarded changes depending on the number of times the bonus awarding lottery is won while in CZ Stage B, thereby increasing the interest of the game and the player's sense of anticipation.
[0114] In addition, the main control unit 10 controls the order in which the benefits are awarded to be different when staying at CZ stage B1 and when staying at CZ stage B2. For example, during stay in CZ stage B1, benefits will be granted based on the first benefit granting order. The first order is an order in which the privilege can be granted in sequence starting from a specified number in the privilege granting order, for example, the privilege is granted in sequence starting from the first (specified number) in the privilege granting order. That is, in the CZ stage B1, as shown in FIG. 17, the "right to transition to the AT stage" is granted first, and then the granted benefits change in sequence each time the benefit granting lottery is won.
[0115] Specifically, if the bonus lottery is won once while in CZ stage B1, the main control unit 10 will grant the "right to transition to the AT stage" as a bonus, and will control the transition to the AT stage after the end of CZ stage B1 (arrow g1 in Figure 6). In addition, if the bonus lottery is won twice, the main control unit 10 will grant the "right to transition to specialized stage A" as a bonus, and control the transition to specialized stage A after the end of CZ stage B1 (arrow g2 in Figure 6). In addition, if the bonus lottery is won three times, the main control unit 10 will grant the "right to transition to specialized stage B" as a bonus, and control the transition to specialized stage B after the end of CZ stage B1 (arrow g2 in Figure 6). In addition, if the number of times the bonus lottery is won is four or more, the main control unit 10 grants the "EX game number added game number (for example, 10 games)" as a bonus, and controls to transition to the AT stage after the CZ stage B1 ends (arrow g1 in FIG. 6). In other words, the "EX game number added game number" can be granted a predetermined number of times in succession. Also, if there are zero bonus lotteries during the stay in CZ stage B1, the main control unit 10 controls the transition to normal stage A after the end of CZ stage B1 (arrow h in FIG. 6).
[0116] On the other hand, during stay in CZ stage B2, benefits will be granted based on the second benefit granting order. The second order is an order in which the privilege can be granted in order starting from a specific order defined after the predetermined order, for example, the privilege is granted in order starting from the third order (specific order) in the privilege granting order. That is, in CZ stage B2, as shown in FIG. 17, the "right to transition to specialized stage B" is first granted, and then the granted benefits change in sequence each time the benefit granting lottery is won.
[0117] Specifically, if the bonus lottery is won once while in CZ stage B2, the main control unit 10 will grant the "right to transition to specialized stage B" as a bonus, and will control the transition to specialized stage B after the end of CZ stage B1 (arrow g2 in Figure 6). In addition, if the bonus lottery is won two or more times, the main control unit 10 will award an "extra number of EX games (e.g., 10 games)" as a bonus, and control the transition to the AT stage after the end of the CZ stage B1 (arrow g1 in Figure 6). In other words, while staying in CZ stage B2, the first (right to transition to AT stage) and second (right to transition to specialized stage A) benefits will be omitted in the benefit granting order.
[0118] Details will be given later, but after the end of the specialized stage you will transition (return) to AT Stage B, so the "right to transition to Specialized Stage A" and "right to transition to Specialized Stage B" granted as benefits mean that the "right to transition to the AT stage" is also granted as a benefit. In addition, the "number of games added to the number of EX games" also essentially gives the "right to move to the AT stage" as a bonus. However, this is not limited to this, and only the "number of games added to the number of EX games" may be given.
[0119] In addition, if you win the bonus lottery during CZ stage B, a presentation will be held to inform you of your win. Specifically, when the white 7 replay role is won and the bonus lottery is won, a performance is executed to notify the white 7 matching navigation. For example, based on the operation of the start lever 3, an image is displayed on the display 8 to encourage the player to stop the "white 7" symbol ("Aim for the white 7!") and an operation image is displayed to encourage the player to perform a reverse push operation. Then, when the white 7 matching symbol is stopped as a result of a successful push operation, an image showing the bonus to be awarded is displayed on the display 8. In addition, when the bonus lottery is won due to a win other than the White 7 Replay role, a button effect is executed. For example, based on the operation of the start lever 3, an image imitating an operation button that prompts the operation of the effect button 2c, or an operation image consisting of text information (e.g., "PUSH") instructing the operation, is displayed on the display 8. Then, an image representing the bonus to be awarded is displayed on the display 8 by operating the effect button 2c.
[0120] In this manner, the slot machine 1 (main control unit 10) according to the present embodiment performs control so that the order of awards given varies depending on the stage in which the player remains. This allows the types of bonuses to be awarded to be different even if the number of bonus lotteries won is the same in CZ stage B1 and CZ stage B2. This prevents the game from becoming monotonous, and makes it more interesting to play. In addition, the type of bonus given changes depending on the number of times the bonus lottery is won, which increases the interest of the game and the player's sense of expectation. In particular, in the CZ stage B1 where the transition to the AT stage is not confirmed, the bonuses that can be obtained are not limited to the fixed bonus of the CZ stage = "right to transition to the AT stage", but can include unexpected bonuses such as "right to transition to a specialized stage" and "additional EX game count", which increases the interest of the game. In addition, a common table can be used to determine the bonuses to be awarded in CZ stage B1 and CZ stage B2. This eliminates the need to prepare separate tables for each stage, and reduces the storage area required for table data.
[0121] In addition, the "granting of benefits in CZ Stage B" may be modified as shown below. In the above explanation, one bonus is awarded according to the number of times the bonus lottery is won, but this is not limited to the above, and all bonuses may be awarded according to the number of times the bonus lottery is won. For example, in the CZ stage B1, if the bonus lottery is won five times, all of the following may be awarded: "acquisition of the right to move to the AT stage", "right to move to specialized stage A", "right to move to specialized stage B", "number of games added to the number of EX games (10 games)", and "number of games added to the number of EX games (10 games)". In this case, only one of the bonuses "right to move to specialized stage A" and "right to move to specialized stage B" may be awarded. In the above description, the effect of notifying the player that the bonus lottery has been won is executed for all triggers, but the present invention is not limited to this. The effect may be executed only when the bonus lottery is won due to the winning of the White 7 Replay combination, and may not be executed when the bonus lottery is won due to the winning of a combination other than the White 7 Replay combination. In other words, the winning result may be hidden from the player. In addition, the benefits that can be granted in CZ Stage B are not limited to those mentioned above, and may be, for example, "an increase in the AT continuation rate," "an item to be consumed in the battle stage," "the right for the AT to continue until a bonus role is won," etc.
[0122] In the above explanation, a fixed bonus is awarded depending on the number of times the bonus lottery is won, but this is not limited to the above, and the bonus may be determined by lottery from among multiple bonuses. For example, in the case of winning the bonus lottery twice in the CZ stage B1, the bonus determined by lottery from among "the right to move to the specialized stage A" and "the additional number of EX games" may be awarded. In addition, the "EX game number addition" may be a total number of games depending on the number of times the bonus lottery is won. For example, in the CZ stage B2, if the bonus lottery is won four times, 30 games (10 games + 10 games + 10 games) may be awarded. In addition, the "EX game number addition" may be changed according to an increase in the number of times the bonus lottery is won. For example, it may be different, such as 20 games, 30 games, or 40 games. In addition, if the number of times the bonus lottery is won reaches a specific number (for example, 7 times) or more, the ending B described below may be determined. In this case, even if the ending B is determined, it is preferable to control the AT stage to proceed normally without notifying the player of this, so as to avoid a feeling of chore.
[0123] (AT stage) The AT stage is entered from the CZ stage and is a game state in which it is extremely easy to win medals. The AT stage (special game state) is composed of AT stage A, AT stage B (first special game state) and battle stage (second special game state). A series of games are realized in the three stages, and the game progresses with these games as one set. Normally, gameplay progresses in the order of AT Stage A → AT Stage B → Battle Stage, and if you win the AT continuation lottery held in the Battle Stage, after the Battle Stage ends, you will move to AT Stage A, allowing you to play another set of games. Also, as will be described in more detail later, in the AT continuation lottery during the battle stage, players with a higher AT continuation rate are more likely to win, and players who own items are also more likely to win. Therefore, by increasing the AT continuation rate through additional lotteries or the like and acquiring many items before entering the battle stage, the game will progress in an advantageous manner for the player. In addition, the bonus and specialized stage A are game states that can add a large amount to the AT continuation rate, and entering these game states during the AT stage will give you an even greater advantage.
[0124] (AT Stage A) AT stage A is the first stage you stay in after entering the AT stage, and you stay there until the specified number of games (12 games) are played, after which you are controlled to move to AT stage B (arrow i in Figure 6).
[0125] While staying in AT stage A, a predetermined effect is executed on the display 8. The effects that are executed correspond to the number of times the AT stage A is entered, and are composed of six types (episode 1 to episode 6). In addition, each episode is set so that the contents of the effects (display contents of the display device 8, story, BGM, etc.) are different. When AT Stage A is entered for the first time, the Episode 1 performance will be played, and from the next time onwards, each time you transition to AT Stage A, the performance will be played in the following order: Episode 2 → Episode 3 → ... → Episode 6. In addition, the player may be allowed to freely select an episode when entering the first AT stage A. This allows the player to select the presentation of the first episode, so that even if the AT stage A does not continue, the player can be sure to see the presentation of all episodes.
[0126] In AT stage A, a lottery is held to add to the AT continuation rate. Specifically, the main control unit 10 determines by lottery the rate of addition to the AT continuation rate based on the winning combination of the current game. For example, when a normal replay role or a push order bell role is won, a lottery is held to add to the AT continuation rate based on a predetermined winning probability. If the lottery is won, one of the add-on rates from 1% to 5% is selected. The AT continuation rate is the probability of winning the AT continuation lottery executed in the battle stage, which will be described in detail later. For example, if the AT continuation rate is 20%, there is a 20% probability of winning the continuation lottery when the push order bell role is won. In addition, the initial value of the AT continuation rate is assumed to be set to "0%" when entering AT stage A, but it is not limited to this, and a predetermined probability may be set as the initial value. In addition, the initial value may be set according to the setting value set in the probability setting device 15 or the level value of the state A level.
[0127] In addition, in AT stage A, a lottery is held to add to the number of EX games. Specifically, the main control unit 10 determines by lottery the number of additional games to be added to the number of EX games, based on the winning combination of the current game. For example, when a rare combination is won, an EX game number is added based on a predetermined probability of winning. For example, the relationship of the watermelon combination < weak cherry combination < chance eye combination < strong cherry combination makes it easier to win. If the lottery is won, the number of additional games will be selected from 1, 2, 5, 10, or 20 games. As will be described in more detail later, the number of EX games is the number of games in which you can stay in AT stage B, so the more EX games you play, the longer you can stay in AT stage B. In addition, the initial value of the number of EX games is assumed to be set to "0 games" when entering AT stage A, but it is not limited to this, and a predetermined number of games may be set as the initial value. In addition, the initial value may be set according to the setting value set in the probability setting device 15 and the level value of the state E level.
[0128] (AT Stage B) AT stage B is entered from AT stage A and remains there until a specified number of games (initial number of games (30 games) + EX number of games) are played, after which the player transitions to the battle stage (arrow j in Figure 6). In addition, the AT stage B has a so-called ST type game function, and when the white 7s are displayed in a stopped state as a result of winning the white 7 replay role, the initial number of games (30 games) is reset. In other words, in AT stage B, the initial number of games is reset by the display of a complete white seven, thereby extending the duration of AT stage B, while aiming to increase the AT continuation rate during that time.
[0129] The EX game number is managed separately from the initial game number, and is the number of games that consumption begins when the initial game number has been consumed (when the remaining game number becomes zero). Therefore, even if the initial number of games has been played, if the white 7s stop displaying before the number of EX games has been played, AT stage B will continue. In this case, the remaining number of EX games will be carried over to the next AT stage B. Furthermore, the slot machine 1 according to this embodiment is configured to add to the number of EX games among the specified number of games in the AT stage B, without adding to the initial number of games. This prevents the number of games from being added to the initial number of games by a large amount, so that the player does not stay in one AT stage B for a long period of time, preventing the game from becoming monotonous. In addition, a tense gameplay can be achieved during a short stay. In addition, a larger bonus may be added when the white 7s are displayed while the EX game count is being played than when the white 7s are displayed while the initial game count is being played (for example, resetting the initial game count + adding an EX game). This can attract the expectation of the player who is playing the EX game count.
[0130] Next, various lottery processes executed during the AT stage B will be described. In AT stage B, a state-specific probability state lottery is executed only when the stage is entered for the first time in one set of play. Specifically, the main control unit 10 determines the probability state (low probability or high probability) of each of the states A to E by lottery, by referring to the "state-specific probability state lottery table" shown in FIG. For example, as shown in Fig. 18, the higher the state level for each of states A to E, the more likely it is that "high probability" will be selected. And, if high probability is selected, it becomes easier to obtain advantageous lottery results in various lotteries executed during AT stage B, and it is possible to advantageously proceed with the game of the AT stage. In this way, the probability state of each state for each set is determined as follows: state A = low probability, state B = high probability, ... state E = low probability. This allows each set to have a wide variety of playability, thereby increasing the interest of the game. For example, in a set where state A = low probability and state F = high probability are determined, the AT continuation rate is unlikely to be increased, but gameplay can be created in which it is easy to get a line-up of white 7s. In addition, in a set where state A = high probability and state B = low probability are determined, the AT continuation rate is likely to be increased, but gameplay can be created in which it is difficult to obtain items.
[0131] In addition, in AT stage B, a lottery is held to add to the AT continuation rate. Specifically, when a normal replay role, a push order bell role, or a 1-coin role is won, the main control unit 10 determines by lottery the rate of addition to the AT continuation rate based on the probability state of state A by referring to the "AT continuation rate addition lottery table" shown in Figure 19. For example, as shown in Fig. 19, the probability state of state A is set so that it is easier to win the bonus lottery when the probability is high than when the probability is low. In addition, if the lottery is won, one of the bonus rates from 1% to 5% is selected.
[0132] In addition, in AT stage B, a lottery will be held to determine who can win items. An item is a parameter that influences the AT continuation lottery that is carried out in the battle stage described below, and the presence or absence of an item determines the expected probability of winning the AT continuation lottery. The items are defined according to the winning combination, and for example, there are four types: a bell item (first item) corresponding to the bell combination, a cherry item (first item) corresponding to the cherry combination, a watermelon item (second item) corresponding to the watermelon combination, and a chance item (first item) corresponding to the chance combination. Note that the items are not limited to these, and may be set appropriately, and may be other than four types.
[0133] Specifically, the main control unit 10 operates as an item granting means, and when a common bell role, a weak cherry role (including a weak cherry replay role), or a watermelon role is won, the main control unit 10 determines by lottery whether or not to grant an item based on the probability state of state B by referring to the "item lottery table (weak rare role)" shown in Figure 20(a). In addition, if a chance eye role or a strong cherry role (including a strong cherry replay role) is won, the "item lottery table (strong rare role)" shown in Figure 20 (b) is referenced to determine by lottery whether or not to award an item based on the probability state of state B.
[0134] As shown in FIG. 20, the probability state of state B is set so that it is easier to win when the probability is high than when the probability is low. In addition, it is set so that it is easier to win a strong rare role than to win a weak rare role. In this way, when a rare role is won, there is also the expectation of obtaining an item, which can increase interest during AT stage B. The item awarded as a result of winning the lottery is held until the battle stage ends and is displayed so as to be visible to the player (see FIG. 29). However, this is not limited to this, and the item may be held until the AT stage ends or until the advantageous zone ends. In addition, in this embodiment, it is assumed that each item has an equal probability of winning, but this is not limited to the above, and the probability of winning may be different for each item, or the probability of winning may be different for each winning role.
[0135] In addition, in AT stage B, a lottery is held to add to the specialized stage B transition rate. The transition rate to specialized stage B is the probability of transitioning to specialized stage B when a line of white 7s stops during AT stage B. In addition, the transition rate to specialized stage B is carried over without being reset after entering the AT stage until transition to specialized stage B or until the advantageous zone ends. The initial value of the transition rate to the specialized stage B is assumed to be set to "0%" when entering the AT stage, but it is not limited to this, and a predetermined probability may be set as the initial value. In addition, the initial value may be set according to the setting value set in the probability setting device 15 or the level value of the state C level.
[0136] Specifically, the main control unit 10 determines by lottery the rate of addition to the specialized stage B transition rate when the SB role or a losing role is won multiple times in a row. For example, when the SB role or the losing role is won three or four times in a row, the add-on rate is determined by lottery based on the probability state of state C by referring to the "Specialized Stage B Transition Rate Add-on Lottery (3, 4 consecutive)" shown in Figure 21 (a). In this case, the probability state of state C is set so that it is easier to win when the probability is high than when the probability is low. In addition, if the SB role or a losing role is won five or more times in a row, the add-on rate is determined by lottery based on the probability state of state c by referring to the "Specialized Stage B Transition Rate Add-on Lottery (Five or more consecutive wins)" shown in Figure 21 (b). If the player wins five or more times in a row, the player is guaranteed to win, and a bonus rate of 1% to 5% is selected. In this case, the player is more likely to win if the probability of winning in state C is high than if the probability is low.
[0137] In addition, in AT stage B, a lottery is held to add to the number of CB games. The CB game number is the number of games that determines the playing period that increases the probability of winning in the lottery that derives the White 7 Match Navigation, which will be described later, and consumption begins after the additional lottery is won. In other words, the more CB games there are, the longer the period in which the white 7 matching navigation can be derived when the white 7 replay role is won, thereby increasing the probability of moving on to the specialized stage. Specifically, when a weak cherry role (including a weak cherry replay role) or a watermelon role is won, the main control unit 10 determines by lottery the number of added games to be added to the number of CB games. For example, by referring to the "CB Game Number Addition Lottery Table" shown in Fig. 22, the number of added games is determined by lottery based on the probability state of state D. In this case, the probability state of state D is set so that it is easier to win when the probability is high than when the probability is low. If the player wins the lottery, the player will be given a choice of 10, 20, or 30 additional games. In addition, the initial value of the CB game number is assumed to be set to "0 games" when entering AT stage B, but is not limited to this, and a predetermined number of games may be set as the initial value. In addition, the initial value may be set according to the setting value set in the probability setting device 15 and the level value of the state D level.
[0138] In addition, in AT stage B, a lottery is held to add to the number of EX games. Specifically, when a common bell role or a rare role (including a rare replay role) is won, the main control unit 10 determines by lottery the number of added games to be added to the number of EX games. For example, by referring to the "EX Game Number Addition Lottery Table" shown in Fig. 23, the number of added games is determined by lottery based on the probability state of state E. In this case, the probability state of state E is set so that it is easier to win when the probability is high than when the probability is low. If the player wins the lottery, the number of additional games will be selected from 5, 10, or 20.
[0139] In addition, in AT stage B, a probability state transition lottery for state F is executed. Specifically, when a 1-coin role is won, the main control unit 10 executes a lottery to transition (promote) the probability state of state F from low probability to high probability, and when a normal replay role is won, the main control unit 10 executes a lottery to transition (downgrade) the probability state of state F from high probability to low probability. For example, when a 1-coin combination is won, the lottery determines whether or not to move to a high probability (promotion) based on the state F level by referring to the "State F Probability State Transition Lottery (Low Probability)" shown in Figure 24(a). In this case, it is set so that the higher the state F level, the easier it is to be promoted. In addition, when a normal replay role is won, by referring to the "State F Probability State Transition Lottery (High Probability)" shown in Figure 24 (b), it is determined by lottery whether or not to transition (demotion) to a low probability based on the state F level. In this case, it is set so that the lower the state F level, the easier it is to be demoted.
[0140] In addition, in AT stage B, a lottery is held to determine the white 7 matching navigation. First, the control when a set of seven white symbols is displayed in the AT stage will be described. In the AT stage, if the white 7s are displayed in a stopped state, the transition to the specialized stage is confirmed. Details will be described later, but after the specialized stage ends, the initial number of games (30 games) is reset and the game transitions (returns) to AT stage B. In other words, as a bonus for getting all seven white numbers, you will be granted the opportunity to move to a specialized stage and replay AT stage B. Therefore, the player will play the game hoping that the white 7s will stop in a line in the AT stage. However, in order to stop displaying the white 7s in a line, in a winning game with a white 7 replay role, it is necessary to press the buttons in the reverse order to accurately match the "white 7" symbol, so it is necessary to derive a white 7 navigation system that shows the timing when the white 7s can be displayed in a line. In addition, if the White 7 matching navigation is always derived when the White 7 replay role is won, there is a risk that excessive benefits will be given to the player.
[0141] Therefore, the slot machine 1 (main control unit 10) according to this embodiment is configured to determine by lottery whether or not the White 7 match navigation can be derived when the White 7 replay role is won. Specifically, when the White 7 replay role is won, the main control unit 10 determines the derivation of the White 7 match navigation based on the number of CB games by referring to the "White 7 match navigation derivation lottery table" shown in FIG. For example, when the number of CB games is 1 or more, the probability of winning is 32 / 256 (deriving the white 7 matching navigation), when the number of CB games is zero, if state F is a low probability, the probability of winning is 1 / 256, and when state F is a high probability, the probability of winning is 8 / 256. In this way, it is set up so that those who have the CB game number are more likely to win than those who do not have the CB game number.
[0142] In addition, if the lottery is not won (the white 7 matching navigation is not derived), the push order avoidance navigation is announced. For example, the push order notification other than reverse push or the push order image is replaced with an image such as "!". On the other hand, if the lottery is won (the white 7 matching navigation is derived) and the white 7 matching is stopped and displayed, the main control unit 10 executes a transition lottery for the specialized stage B. Specifically, the main control unit 10 holds a lottery for transition to specialized stage B based on the transition rate to specialized stage B, and if the lottery is won, controls the transition to specialized stage B, and if the lottery is not won, controls the transition to specialized stage A (arrow m in Figure 6). In addition, in the AT stage B, when the fake white 7 replay role is won, the white 7 matching navigation is derived. This leads to the announcement of the white 7 matching navigation similar to that when the white 7 replay role is won, so that the player's sense of expectation can be attracted.
[0143] (Battle Stage) The battle stage begins from AT stage B and is a play state that can continue for a period of seven games. In the battle stage, an AT continuation lottery is held to determine whether the AT stage will continue. If the AT continuation lottery is won, the main control unit 10 controls the transition to AT stage A after the battle stage ends (arrow k in FIG. 6). If the number of times AT stage A has been entered reaches a specific number (for example, six times), the game is controlled so that after the battle stage ends, the game transitions to AT stage A via Ending A (arrow l in FIG. 6). In Ending A, a performance is displayed on the display 8 to celebrate the completion of the six episodes. On the other hand, if the AT continuation lottery is not won, the main control unit 10 controls the transition to the normal stage A after the battle stage ends (arrow o in FIG. 6).
[0144] The AT continuation lottery carried out in the battle stage includes an AT continuation lottery based on the winning role and a continuation lottery based on the AT continuation rate. (AT continuation lottery based on winning role) During your time in the Battle Stage, a lottery will be held for each game to determine whether or not the set will continue, based on the winning role. In addition, in the continuation lottery, the probability of winning differs depending on whether or not the player possesses an item. Specifically, the main control unit 10 operates as a judgment means, and when a normal replay role or a miss role is won, or when a common bell role, weak cherry role, strong cherry role, watermelon role or chance eye role is won (including rare replay role) and the player does not possess the item corresponding to the winning role, the main control unit 10 performs a continuation lottery by referring to the "continuation lottery table (no item)" shown in Figure 26(a). For example, it is easier to win based on the relationship of normal replay role, miss role < common bell role < watermelon role, weak cherry role < chance eye role < strong cherry role.
[0145] In addition, when the main control unit 10 wins the common bell role, weak cherry role, strong cherry role, watermelon role or chance eye role (including rare replay role) and has an item corresponding to the winning role, the main control unit 10 will conduct a continuation lottery by referring to the "continuation lottery table (with item)" shown in Figure 26 (b). For example, it is easier to win based on the relationship of the watermelon role < common bell role < weak cherry role < chance eye role, strong cherry role. If the chance eye role or strong cherry role is won, the win is confirmed.
[0146] As shown in FIGS. 26(a) and (b), the probability of winning the continuation lottery is higher when the player possesses an item corresponding to a winning combination than when the player does not possess an item corresponding to a winning combination. In other words, the continuation expectation of the AT stage differs depending on whether or not the player possesses a bell item corresponding to the common bell role, a cherry item corresponding to the weak cherry role and the strong cherry role, a watermelon item corresponding to the watermelon role, and a chance eye item corresponding to the chance eye role. In this way, the gameplay can be diversified depending on the types of winning roles that can be obtained over the seven games and the presence or absence of items that correspond to those winning roles, thereby increasing the excitement of the game and the player's expectations.
[0147] In addition, in a continuation lottery that is executed when an item corresponding to a winning role is held, the main control unit 10 may operate as a bonus awarding means and award a bonus in addition to winning the continuation lottery. The benefits to be awarded include a number of benefits including an additional number of EX games (first benefit) and the right to transition to a specialized stage (second benefit). For example, as shown in FIG. 26(b), there are the additional number of EX games (5 games), the additional number of EX games (10 games), the right to transition to specialized stage A, the right to transition to specialized stage B, the right to transition to specialized stage A + the additional number of EX games (5 games), and the right to transition to specialized stage B + the additional number of EX games (10 games). In addition, if you have a bell item, cherry item, or chance item (first item), the probability of receiving the additional number of EX games is higher than the right to move to the specialized stage. On the other hand, if you have a watermelon item (second item), the right to move to a specialized stage is set to be granted with a higher probability than the additional number of EX games. In this way, depending on whether or not the winning role that triggers the continuation lottery is won, different types of benefits (additional EX game numbers, the right to move to a specialized stage) may be awarded in addition to the right to continue in the AT stage. This makes it possible to draw attention to winning combinations during the battle stage, and when a combination corresponding to an item held by the player is won, it is possible to further increase the player's sense of anticipation.
[0148] (Continuation lottery using items and bonuses) Next, with reference to FIG. 29, a continuation lottery effect using items and the granting of a benefit will be described. FIG. 29 shows an example of the flow of the presentation after entering AT stage B and the awarding of bonuses. 29(a) shows a state at the start of AT stage B. During AT stage B, for example, the number of remaining games 81 and the number of remaining EX games 82 are displayed in the upper left corner of the screen of the display 8. In addition, an item display area 90 is displayed in the upper right corner of the screen. In the item display area 90, a bell item display area 91, a watermelon item display area 92, a cherry item display area 93, and a chance item display area 94 are displayed in this order from the left side of the screen.
[0149] During AT stage B, if a rare role or the like is won and a lottery for an item is won, the display 8 will notify the player that the item has been won. For example, the example shown in FIG. 29(b) shows a state in which a bell item has been acquired, and an image (eg, an emphasis image) indicating that the item has been acquired is displayed in the bell item display area 91. Similarly, when a watermelon item, a cherry item, or a chance item is acquired, an image indicating that the item has been acquired is displayed in the watermelon item display area 92, the cherry item display area 93, or the chance item, respectively. In this way, the player can grasp the status of acquisition of items that affect the set continuation lottery in the AT stage. Although it is assumed that only one of each item is held, this is not limiting and multiple items may be held. In this case, the number of each item held may be displayed so that it can be recognized.
[0150] Once the specified number of games (initial number of games + EX number) have been played in AT Stage B, the stage will move on to the Battle Stage. During the battle stage, for example, the number of remaining games, 85, is displayed in the upper left corner of the screen of the display device 8, and the item display area 90 continues to be displayed in the upper right corner of the screen (FIG. 29(c)). The example shown in FIG. 29(c) shows a state in which a bell item, a watermelon item, and a cherry item have been acquired before the start of the battle stage. Also, in the battle stage, for example, a battle presentation in which a main character 83 and an enemy character 84 repeatedly battle each other is executed on the display device 8. The outcome of the battle is based on the result of a continuation lottery executed during the battle stage, and if the continuation lottery is won, a presentation in which the main character 83 wins is executed, and if the continuation lottery is not won, a presentation in which the main character is defeated at the end of the battle stage is executed.
[0151] The example shown in FIG. 29(d) shows a case where the watermelon role is won during the battle stage. In this case, the continuation lottery is executed by consuming one of the watermelon items held. At this time, it is preferable that the main character 83 is given an advantageous position. If the continuation lottery is won, a victory image 86 (for example, text information such as "WIN!") in which the main character wins is displayed on the display 8, as shown in FIG. 29(e). Thereafter, the battle stage is transitioned to AT stage A, and the performance of AT stage A starts on the display 8 (see FIG. 29(f)). In addition, the example shown in Figure 29 (e) shows a state where the cherry item remains. The item is assumed to be reset (initialized) at the end of the battle stage, but this is not limited to this, and it may be carried over to the next set, or it may be converted into the number of EX games, the number of CB games, the AT continuation rate, etc.
[0152] Also, as described above, in the continuation lottery that is executed by consuming an item, in addition to winning the continuation lottery, a bonus may also be awarded. The examples shown in Figure 29(g) show a case where a player wins the continuation lottery using a watermelon item but is not awarded a special bonus, and a case where a player wins the continuation lottery using a watermelon item and is also awarded a special bonus (in Figure 29(g) the right to move to specialized stage A). If no bonus is given, the game will move to AT stage B after AT stage A ends. On the other hand, if a bonus is given, the game will move to specialized stage A after AT stage A ends.
[0153] However, without being limited to this, if a player wins a continuation lottery using an item, a bonus may be given without fail. In addition, even if the player wins the continuation lottery using an item and is awarded a bonus, the game may move to AT stage B after the end of AT stage A based on a predetermined probability (for example, 10%), and then, after a predetermined number of games have elapsed, the player may be notified that the bonus has been awarded (transition to specialized stage A). This allows the player to have a sense of expectation that the bonus will be awarded.
[0154] Furthermore, if a player wins a continuation lottery using an item, the victory image 86 may be displayed in a display mode different from the normal display mode. For example, if a player wins a continuation lottery without using an item, the victory image 86 may be displayed in a display mode (normal display mode) consisting of only the text information "WIN!", whereas if a player wins a continuation lottery using an item, the victory image 86 may be displayed in a display mode (special display mode) including an ally character image, as shown in Fig. 29(e). This allows the player to expect the acquisition of a special prize. In addition, if a player wins the continuation lottery using an item and is further awarded a bonus, the awarding of the bonus may be suggested by displaying another character, multiple characters, text images, etc. Also, the indication or notification may be given by voice (lines) using the speaker 9 or by light emission using the lamp 11, or these may be combined. Furthermore, when a player wins a continuation lottery using an item, a different victory image 86 may be displayed according to the winning combination (item).
[0155] (AT continuation lottery based on AT continuation rate) While in the battle stage, if the push order bell role is won, a lottery will be held to determine whether or not the set will continue. Specifically, when the push order bell role is won, the main control unit 10 performs a lottery for continuation based on the current AT continuation rate. If the AT continuation rate is 80% or more, the win (1 set continuation) is confirmed, and if it is 79% or less, a lottery is performed based on the AT continuation rate. If the AT continuation rate is 80% or more, if the lottery is not won within 7 games, a continuation confirmation effect will be executed after 7 games have been played, and the game will move from the battle stage to AT stage A (see Figure 29 (f)). Also, during the battle stage, if you "win the Push Order Bell role for seven consecutive games" or "do not win the Push Order Bell role for seven consecutive games", you are guaranteed to win (continue for one set).
[0156] In addition, when the AT continuation rate is 80% or more, the music played during the battle stage may be replaced with a specific music (for example, a premium music) to suggest to the player that the game will continue. In addition, the music may be changed in the same manner when the AT continuation rate reaches 80% or more during the AT stage B. In addition, when the AT continuation rate exceeds a predetermined value (for example, 100%), the AT continuation rate that exceeds the predetermined value is carried over to the next set. The predetermined value is not limited to 100%, but can be changed as appropriate, and may be 128% or 256%.
[0157] (Specialized Stage) The specialized stage (special game state) consists of specialized stage A and specialized stage B, and since there is a high probability of adding to the AT continuation rate and the number of EX games, it is positioned as a "specialized zone" that specializes in adding to the AT continuation rate and the number of EX games. Entry into specialized stage A or specialized stage B is possible, for example, when a bonus lottery is won in CZ stage B (arrow g2 in Figure 6), or when a line of white 7s stops appearing in AT stage B (arrow m in Figure 6).
[0158] Specialized Stage A and Specialized Stage B can each be stayed in for a specified number of games (10 games + α). Specifically, if the SB role is not won after 10 games, the specialized stage ends. On the other hand, if the SB role is won after 10 games, the specialized stage continues without ending. In other words, even after 10 games have been played, the reel can be extended by an additional number of games by displaying the SB spill symbol or winning the SB role. Also, if a rare role is won during the SB that is entered after 10 games have been played, "10 games + α" will be reset and the specialized stage will continue. After the specialized stage ends, the main control unit 10 controls the transition to the AT stage B (arrow n in FIG. 6). In this case, as described above, in the AT stage B after the transition, the initial number of games (30 games) is reset.
[0159] (Specialized Stage A) Specialized stage A is a game state in which the AT continuation rate is highly likely to be increased. In Specialized Stage A, a lottery is held to add to the AT continuation rate. Specifically, the main control unit 10 refers to the "AT continuation rate addition lottery table" shown in FIG. 27 and determines by lottery the addition rate to be added to the AT continuation rate based on the winning combination of the current game. For example, as shown in FIG. 27, if the push order bell role or rare role is won, the win is confirmed, and if other winning roles (other than the push order bell role and rare role) are won, the probability of winning is 128 / 256. If the lottery is won, one of the add-on rates of 1, 2, 5, 10, 20, 30, or 50% is selected, and if a rare role is won, a larger add-on rate is selected.
[0160] (Specialized Stage B) Specialized stage B is a game state in which there is a high probability of the number of EX games being added. In Specialized Stage B, a lottery is held to add to the number of EX games. Specifically, the main control unit 10 refers to the "EX game number addition lottery table" shown in FIG. 28, and determines by lottery the number of additional games to be added to the number of EX games based on the winning combination of the current game. For example, as shown in FIG. 28, it is set up so that an additional number of games is added regardless of which winning role is won, and in particular, when a rare role is won, a large number of additional games is selected. If the lottery is won, the number of additional games will be selected from 1, 2, 5, 10, 20, or 30 games.
[0161] (bonus) The bonus is a game state that is advantageous to the player in that it allows for an increase in gaming media. It is entered when a combination of symbols corresponding to a bonus role stops at each stage (arrow q in Figure 6), and ends when a specified number of coins are paid out. There are two types of bonuses: Big Bonus (Blue BB, Red BB) and Regular Bonus (Red RB, White RB). The bonus is controlled so that the bell role has a high probability of winning, and if the push order bell role is won, it will definitely be won, just like the common bell role. The big bonus ends when a predetermined number of medals (for example, 252 medals) have been paid out, and the regular bonus ends when a predetermined number of medals (for example, 96 medals) have been paid out.
[0162] During the bonus, various lotteries will be held depending on the stage you were on when the bonus began. For example, when entering from the normal stage, a lottery for moving to the AT stage is held during the big bonus and regular bonus. In this case, during the big bonus, the blue BB is set to have a higher winning expectation than the red BB. In addition, if you enter from the AT stage, a lottery will be held to determine the number of EX games to be added during the big bonus and regular bonus. In addition, if you enter from Specialized Stage A, a lottery will be held to add to the AT continuation rate, and if you enter from Specialized Stage B, a lottery will be held to add to the number of EX games. It should be noted that the various selections that are held during the bonus are not limited to those described above, and for example, selections for winning items may also be held. After the bonus ends, if the game state transition lottery is not won, the game state transition (return) will occur to the previous stage (arrow r in Figure 6).
[0163] (Ending B) Ending B is a game state to which a player can transition when approaching the end of the advantageous zone, and is positioned as the end of a game state that is advantageous to the player in a series of games. Specifically, if the ending limiter is reached during the advantageous zone, it will be entered from each game state (stage) and continue until the advantageous zone limiter. Then, when the advantageous zone limiter is reached, the main control unit 10 controls to end the advantageous zone and transition to the normal stage A (arrow p in FIG. 6). In addition, during Ending B, the lottery process for the balls to be dispensed is basically not executed.
[0164] (Modification) Next, a modification of this embodiment will be described. The slot machine 1 according to the present embodiment can also be modified as modifications 1 to 5 as described below. In addition, in the following modified examples 1 to 5, only the points that are different from the above-described embodiment will be described, and the other points are the same as the above-described embodiment, so the description will be omitted. (1) Variation 1: Lottery status regarding CZ stage In the above-described embodiment, a case was described in which during the normal stage, the game is controlled to multiple probability states including a normal probability state and a high probability state, but instead of or in addition to this, the lottery state regarding the CZ stage may also be managed. Specifically, it has state A which manages the probability of transition to the CZ stage, and state B which manages the probability of transition to the AT stage during the CZ stage. Moreover, state A and state B are set in a plurality of stages (levels), and the higher the level determined, the more advantageous it is for the player to progress in the game. The level of state A changes when a rare role is won, and the level of state B changes depending on the number of games played (zone). This allows a variety of games to be played by separately managing the ease of transitioning to the CZ stage and the breakthrough rate of the CZ stage, making it possible to increase the interest of the game.
[0165] (2) Variation 2: Transition to CZ stage by special white 7 alignment In the normal stage, when a combination of symbols corresponding to the special white 7 replay role (special white 7 alignment) is stopped and displayed, the reel may be controlled to transition to the CZ stage. As mentioned above, the special white 7 replay role can only be drawn while in RT2 or RT3, and when the special white 7 combination stops, the player will transition to a state (RT4) that is advantageous to the player. Therefore, if the special white 7 line-up stops during the normal stage, it is possible to recognize that the game has moved to RT4 as well as the CZ stage. As a result, when staying in RT4 during the CZ stage, as described above, it is easy to transition to the AT stage, which can increase the interest of the game and the player's expectations.
[0166] (3) Variation 3: Avoiding high probability bonuses just before the end of the bonus During the bonus, points may be awarded depending on the establishment of a predetermined condition, and a special benefit (for example, a right to transition to another game state) may be awarded depending on the accumulated points. Also, a high-probability point state may be provided in which points are added with a high probability. The high-probability point state continues for, for example, three games, during which a high-probability effect (continuous effect) different from the normal effect during the bonus is executed. In addition, the high-probability point state can be repeatedly continued (consecutive games) by deciding whether or not to continue the next set during the three games. In a bonus having such game characteristics, if it is determined that the high point probability state will continue (continuous win) just before the end of the bonus, a normal presentation is executed without executing a high probability presentation. This makes it possible to prevent the high probability performance from ending midway when the bonus ends, and makes it possible to execute a highly entertaining performance that allows the player to enjoy the ending of the high probability performance to the very end, which heightens the sense of expectation.
[0167] (4) Variation 4: Granting benefits according to the difference in number of coins during the advantageous period In the above-described embodiment, when the value indicated by counter B, which is the count value of the difference in number of coins during the advantageous period (number of coins inserted - number of coins paid out), is negative, it is assumed that the value indicated by counter B is set to zero, but this is not limited to the above, and negative values may also be counted and stored in the memory unit. In other words, the difference in number of coins during the advantageous period will be negative if the "total number of coins paid out < the total number of coins inserted", and will be positive if the "total number of coins paid out > the total number of coins inserted". In this way, when a negative value is counted as the difference in the number of coins during the advantageous period, the proportion of the bonus awarded may be made different depending on the difference in the number of coins during the advantageous period. Specifically, the probability of awarding a special prize in the various lottery tables referenced during the advantageous period can be changed depending on whether the difference in number of coins during the advantageous period is less than or equal to a predetermined value (for example, -3000). For example, when the difference in number of coins during the favorable zone is "-3000" or less, in the "game state transition lottery table" shown in Figures 12(b) and (c), the probability of "non-winning" being selected may be reduced by half, and that probability may be allocated to the probability of "normal stage B" or "CZ stage" being selected. In addition, in the "CZ Stage B1, B2 Bonus Granting Lottery Table" shown in Figure 16, the probability of "No Winning" being selected may be halved, and that probability may be allocated to the probability of "Winning" being selected. In addition, in the "EX Game Number Add-On Lottery Table" shown in Figure 23, the probability of "0" being selected may be halved, and that probability may be allocated to the probability of another added game number (for example, "5") being selected. In this way, by making it easier for bonuses to be awarded when the difference in the number of coins during the advantageous zone is below a predetermined value, it is possible to provide relief to players who have not progressed to the AT stage for a long period of time, thereby preventing a decline in players' motivation to play.
[0168] It is assumed that counter B is set to zero at the start of the favorable zone before starting, but this is not limited to this and another initial value (for example, 9000) may be set. In this case, when the value indicated by counter B exceeds 11,400, it can be assumed that the favorable zone limiter (11,400 = 9,000 + 2,400) has been reached. In this way, by setting an initial value other than zero, the process of calculating negative values can be omitted, thereby reducing the processing load and the capacity of the storage unit.
[0169] (5) Variation 5: Counting the difference in number of coins during the favorable zone In the above-described embodiment, it is assumed that when the favorable zone transition condition is met, the value indicated by counter B is set to zero as the initial value, but this is not limited to the above, and the value indicated by counter B may be other than zero.
[0170] In the above-described embodiment, counter A is provided for counting the number of games played during one favorable period, and counter B is provided for counting the difference in the number of coins during one favorable period, and the favorable period limiter is monitored. When the main control unit 10 transitions from the normal zone to the advantageous zone, it starts counting (counter A) the number of games played during one advantageous zone, and when the value indicated by counter A reaches a limiter value (4000 games), it forcibly ends the advantageous zone and terminates the AT state as a special gaming state.
[0171] In addition, when medals are paid out (including the addition of credits) during one advantageous period, the number of medals paid out is added (counter B is added), and when a game is played (medals are consumed) during one advantageous period, the number of bets placed when the game was played is subtracted (counter B is subtracted). When the value indicated by counter B reaches the limiter value (2,400 medals), it is determined that the activation condition (restriction condition) of the advantageous period limiter has been met, and the advantageous period is forcibly ended, and the AT state as a special game state is terminated. In other words, the main control unit 10 is equipped with a difference number information calculation means capable of calculating the difference number information (difference in number of coins) between the consumed game value and the granted game value by performing subtraction processing corresponding to the consumed game value based on the consumption of the game value (medals) in the advantageous zone, and performing addition processing corresponding to the granted game value based on the granting of the game value in the advantageous zone, and a favorable zone end control means capable of executing control to end the advantageous zone based on the establishment of a predetermined limiting condition related to the difference number information (activation condition of the advantageous zone limiter). Then, when the favorable zone transition condition is met, initial values are set in counter A and counter B, but in this variant example 5, the initial value set in counter B is different from that in the above-described embodiment.
[0172] The slot machine 1 of the fifth modified example will be described with reference to FIGS. First, the storage area of the RAM of the main control unit 10 will be described with reference to FIG.
[0173] In this variant example 5, counter B has a 2-byte area reserved for a 1-byte counter B1 and a 1-byte counter B2, making it possible to store the counting results. For example, as shown in FIG. 30, counter B1 is set at a specific address ("XXXXH") in the memory area of the RAM, and counter B2 is set at the next address ("XXXX+1H") of the above address. Then, counting of the difference in the number of coins starts from counter B1, and when counter B1 is incremented, counter B2 is counted, thereby making it possible to count the difference in the number of coins in one advantageous period.
[0174] Next, a counter B initial value setting process for setting the initial value of the counter B (B1, B2) in the main control unit 10 will be described with reference to FIG. As described above, an initial value is set in counter B when the favorable zone transition condition is met, and FIG. 31 shows the process for setting this initial value.
[0175] First, when the counter B initial value setting process is started, in step S1, it is determined whether or not the favorable zone transition condition is met. If the favorable zone transition condition is met, proceed to step S2, and if the favorable zone transition condition is not met, terminate this counter B initial value setting process.
[0176] Next, in step S2, a process is performed to set the value indicated by counter B to "63136" (65536 coins - 2400 coins) as an initial value. Specifically, counter B1 is set to "160" and counter B2 is set to "246" (246×256+160).
[0177] In this variant 5, details will be described later, but if the countable range of the 2-byte counter B is exceeded when medals are paid out, that is, if the number of medals paid out is greater than the number consumed and the difference becomes "65,536 medals," the advantageous zone limiter is activated. In contrast to this, in step S2, the initial value indicated by counter B is set to a value obtained by subtracting an arbitrary value (specific number) of "2,400" from the difference in number of "65,536" at which the advantageous zone limiter is activated.
[0178] Therefore, the advantageous zone limiter will be activated when the number of medals actually won by the player (net increase in medals) reaches at least 2,400 medals. For example, even if the AT state is entered when the difference in number of medals is already "63136" during one advantageous zone, the player will still be able to win "2400 medals" before the advantageous zone limiter is activated. Then, this counter B initial value setting process ends. In addition, not limited to the above, if the number of medals actually acquired by the player (net increase in number of medals) exceeds "2400 medals", and the advantageous zone limiter is activated, the arbitrary value (specific number) when setting the initial value may be "2401 medals", and the initial value may be "63135" (65536 medals - 2401 medals). The arbitrary value (specific number) may also be "2401 medals" or more.
[0179] As described above, in the counter B initial value setting process, the main control unit 10, as an initial value setting means (difference number information calculation means), for a storage means (RAM) which is composed of at least 2 bytes and capable of storing numerical information (values indicated by counters B1 and B2) relating to difference number information (value indicated by counter B), can set a value obtained by subtracting a specific number (2400) which is arbitrarily set from the maximum countable number of the storage means (65536) as the initial value of the numerical information in the storage means based on the establishment of the condition for transition to the favorable zone.
[0180] Next, FIG. 32 explains the difference number counting process related to the operation of the advantageous zone limiter in the main control unit 10. As described above, the advantageous zone limiter is activated when the difference between the number of medals paid out and the number consumed in one advantageous zone becomes 65,536 medals. Figure 32 shows a process for counting various counters to monitor the operation of this advantageous zone limiter.
[0181] First, when the difference number counting process is started, in step S10, it is determined whether or not the game is in an advantageous zone. If it is within a favorable zone, proceed to step S11, and if it is not within a favorable zone, end this difference number counting process.
[0182] Next, in step S11, it is determined whether or not a game has been executed. If a game is being played, the process proceeds to step S12, and if a game is not being played, the difference number counting process ends.
[0183] Next, in step S12, a process is performed to subtract the number of bets in this game from the value indicated by the counter B1. For example, if a bet of 3 is set in a game during the advantageous period, "3" is subtracted from the value indicated by the counter B1.
[0184] Next, in step S13, it is determined whether or not the value indicated by the counter B1 has been borrowed. That is, for example, if the value of the RAM corresponding to counter B1 changes from "03H" to "00H" as a result of the subtraction process of "3" in step S12, the carry flag will not be set, but if the value of the RAM corresponding to counter B1 changes from "00H" to "FDH", the carry flag will be set (ON), and therefore the presence or absence of this carry flag is determined. If the value indicated by counter B1 has been borrowed, i.e., if the carry flag is set, the process proceeds to step S14, and if the value indicated by counter B1 has not been borrowed, i.e., if the carry flag is not set, the process proceeds to step S15.
[0185] Next, in step S14, a process of subtracting "1" from the value indicated by counter B2 is performed. That is, when counter B1 is downgraded (a borrow occurs), "1" is subtracted from the value indicated by counter B2, and processing is performed as if the value was borrowed from counter B2.
[0186] In addition, in this modified example 5, as described above, the advantageous zone limiter is set to operate when the number of games in one advantageous zone reaches 4000. Therefore, the advantageous zone limiter based on the number of games will operate when the difference in number of coins is at least "51136 coins" (initial value 63136 coins - 12000 coins), so the value indicated by counter B2 (value indicated by counter B) will not be reduced as a result of the subtraction process in step S14. Also, for example, even if there is no function to activate the favorable zone limiter depending on the number of games in one favorable zone, a relatively large value of "63136 coins" is set as the initial value of the difference in number of coins, so that the possibility of the value indicated by counter B2 (value indicated by counter B) dropping as a result of the subtraction process in step S14 is low, but if the value of counter B2 is "0" when processing in step S14, the processing in step S14 may not be performed (update may be stopped). Also, if the value indicated by counter B2 (value indicated by counter B) drops as a result of the subtraction process in step S14, the favorable zone may be ended.
[0187] Next, in step S15, it is determined whether or not any medals have been paid out as a result of the execution of the game. If a winning combination is achieved and medals are paid out (including the addition of credits), the process proceeds to step S16, and if a winning combination is not achieved and medals are not paid out, the difference number counting process ends.
[0188] Next, in step S16, a process is performed to add the number of medals paid out to the value indicated by the counter B1. For example, if the push order bell role is won in a game during the advantageous zone and eight medals are paid out, "8" will be added to the value indicated by the counter B1.
[0189] Next, in step S17, it is determined whether or not the value indicated by the counter B1 has been carried over. For example, if the result of the addition process of "8" in step S12 is that the value of the RAM corresponding to counter B1 changes from "F7H" to "FFH", the carry flag will not be set, but if the value of the RAM corresponding to counter B1 changes from "FFH" to "07H", the carry flag will be set, so the presence or absence of this carry flag is determined. That is, the main control unit 10 includes a determination means capable of determining whether or not a carry has occurred in the storage means (RAM) when the numerical information (the value indicated by the counter B1) is updated by the update means. If the result of the determination in step S17 is that the value indicated by counter B1 has been carried, i.e., the carry flag is set, the process proceeds to step S18, and if the value indicated by counter B1 has not been carried, i.e., the carry flag is not set, the difference number counting process is terminated.
[0190] Next, in step S18, a process of adding "1" to the value indicated by counter B2 is performed. That is, when the counter B1 carries over, "1" is added to the value indicated by the counter B2. In this way, based on the fact that a game has been played (medals have been consumed), the values indicated by counters B1 and B2 are decremented by a predetermined number in steps S12 and S14, and based on the fact that medals have been paid out as a result of the game, the values indicated by counters B1 and B2 are incremented by a predetermined number in steps S16 and S18. That is, the main control unit 10 includes an update unit capable of updating the numerical information (values indicated by the counters B1 and B2) stored in the storage unit (RAM) when calculating the difference number information (difference in number of sheets).
[0191] Next, in step S19, it is determined whether or not the counter B2 has been incremented. For example, if the value of the RAM corresponding to counter B2 changes from "FEH" to "FFH" as a result of the addition process of "1" in step S18, the carry flag will not be set, but if the value of the RAM corresponding to counter B2 changes from "FFH" to "00H", the carry flag will be set, so the presence or absence of this carry flag is determined. In other words, the main control unit 10 is provided with a determination means capable of determining whether or not a carry has occurred in the storage means (RAM) when the numerical information (the value indicated by counter B2) is updated by the update means, and determines whether or not a carry has occurred in a specified area in the storage means (the area corresponding to counter B2). As a result of the determination in step S19, if counter B2 has been carried, i.e., if the carry flag is set, proceed to step S20, and if counter B2 has not been carried, i.e., if the carry flag is not set, this difference number counting process is terminated.
[0192] Next, in step S20, a process of setting a limiter flag is performed. The limiter flag is a flag for activating the advantageous zone limiter, and the setting of this limiter flag will result in the end processing of the current advantageous zone and the end processing of the AT state being performed. In other words, the main control unit 10, which serves as a favorable zone end control means, enables a restriction condition (favorable zone limiter) to be established when the judgment means (main control unit 10) judges that a carry has occurred in a specified memory area (area corresponding to counter B2) in the memory means (RAM). In addition, both the counter B1 and the counter B2 may be cleared to zero when the limiter flag is set. Thereafter, this difference counting process ends.
[0193] In the above-mentioned difference number counting process, a subtraction process is performed on counter B based on the number of BETs when the game is executed (started), and a separate addition process is performed on counter B based on the number of payouts when the game is ended (paid out). However, a subtraction value based on the number of BETs may be temporarily stored in a specified memory area when the game is executed (started), and an addition value based on the number of payouts may be temporarily stored in a specified memory area when the game is ended (paid out), and counter B may be updated (added or subtracted) based on the temporarily stored subtraction value and addition value after the game is ended, thereby updating counter B all at once after the game is ended.
[0194] As described above, in this variant example 5, when the number of medals paid out exceeds the countable range of the 2-byte counter B, that is, when the number of medals paid out is greater than the number consumed, the difference in the number of medals becomes "65,536 medals" or more, and the carry flag is set in the addition process of counter B2, the advantageous zone limiter is activated. In other words, the main control unit 10, as a judgment means, can determine whether a carry has occurred in the storage means (RAM) by updating the numerical information (values indicated by counters B1 and B2) by the update means (main control unit 10), and the main control unit 10, as a favorable zone end control means, can establish a restriction condition (operation condition of the favorable zone limiter) when the judgment means judges that a carry has occurred in a specified memory area in the storage means (area corresponding to counter B2).
[0195] In addition, the initial value indicated by counter B is set to a value obtained by subtracting an arbitrary value of "2,400" from the difference in number of "65,536" at which the advantageous zone limiter is activated. In other words, the main control unit 10 is equipped with an initial value setting means that can set the initial value of the numerical information (values indicated by counters B1 and B2) in the storage means (RAM) to a value obtained by subtracting a specific number (2400) that is arbitrarily set from the maximum countable number (65536) of the storage means based on the establishment of the conditions for transitioning to the favorable zone.
[0196] Here, the conventional technology will be described with reference to FIG. FIG. 33 shows the relationship between the value indicated by the counter for counting the difference in the number of sheets and the increase or decrease in the difference in the number of sheets. As shown in Figure 33, conventionally, when the conditions for transition to the favorable zone were met, the initial value of the counter was set to "0", and as the difference in the number of coins increased, the value indicated by the counter was increased accordingly, and as the difference in the number of coins decreased, the value indicated by the counter was decreased accordingly. However, since medal consumption generally increases when a game begins, if the initial value of the counter was set to "0", the value indicated by the counter would immediately drop (for example, to "65535") as the difference in the number of coins decreased, and this amount had to be managed separately as a negative value, resulting in complication of processing.
[0197] In contrast to this, in this variant example 5, the initial value of the value indicated by counter B is set to a value obtained by subtracting an arbitrary value of "2,400" from the difference in number of coins of "65,536 coins" at which the advantageous zone limiter is activated. This reduces the possibility that the value indicated by counter B will drop even if the difference in number of coins decreases, thereby making it possible to solve the above-mentioned conventional problems. Furthermore, even if the number of games played during one advantageous zone at which the advantageous zone limiter is activated (4,000 in the above example) or the minimum number of medals that a player can actually win before the advantageous zone limiter is activated (an arbitrary value of 2,400 in the above example) is changed as appropriate, it is possible to respond without changing the program. In addition, since the favorable zone limiter is activated when the carry flag is set in the addition process of counter B2, it is possible to efficiently determine whether the favorable zone limiter has been reached.
[0198] Next, notification of the difference in the number of coins in the slot machine 1 of the fifth modified example will be described with reference to FIG.
[0199] As described above, in this variant example 5, the advantageous zone limiter will be activated according to the difference in number of coins (difference in number information: value indicated by counter B), so if an amusement facility starts business without resetting the main control unit 10, the difference in number of coins at that time will affect the business operations.
[0200] In addition, at the gaming facility, it is possible to initialize the value indicated by counter B by resetting the main control unit 10 (or changing the setting value of the probability setting device 15). Therefore, for example, if a function is provided that can notify the value indicated by counter B at the time of opening of an amusement establishment, it will be possible to provide the amusement establishment with important information for deciding whether or not to initialize the value indicated by counter B. The slot machine 1 of the fifth modified example has a function capable of notifying the difference in the number of coins as follows.
[0201] Figure 34 shows a difference number confirmation image displayed on the display 8 when the sub-controller 20 performs a difference number display process to notify (display) the difference number based on information instructing the main control unit 10 to display the difference number and information on the difference number (the value indicated by counter B). In this variant example 5, after the slot machine 1 is turned on, when the setting key is inserted into the key insertion port of the probability setting device 15 by the game establishment and rotated in a specified direction, the difference in the number of coins display process is performed, and the difference in the number of coins confirmation image at that time is shown.
[0202] In addition, the main control unit 10 has a function of storing (backing up) information on the difference in the number of sheets, and when the difference in the number of sheets display process is performed after the power is turned on, a difference in the number of sheets confirmation image is displayed based on the stored difference in the number of sheets information. Therefore, if the main control unit 10 has not been reset, when the gaming establishment opens, a difference in number confirmation image based on the difference in number stored and held at the time of closing of the previous day will be displayed.
[0203] FIG. 34 shows a difference number confirmation image on the display 8 when the difference number (the value indicated by the counter B) is "59636" (63136-3500). As shown in Figure 34, when the difference number confirmation image is displayed on the display 8, an absorption number image 100 ("absorption number + 3500 coins") showing the difference between the initial value of the difference number and the difference number at that time, and an obtainable number image 101 ("5900 coins remaining until limiter") showing the number of medals that can be obtained before the advantageous zone limiter is activated are displayed side by side in a vertical direction in the upper right corner of the screen. In other words, it displays that the number of coins absorbed at that time is "+3500 coins," and that the possible increase in the difference in coins until the advantageous zone limiter is activated (the sum of the limiter value and the number of coins absorbed at that time) is "5900 coins" (2400 coins + 3500 coins).
[0204] In the sub-controller 20, the value of the difference in number at that time sent from the main controller 10 is subtracted from the initial value of the difference in number to display the suction number image 100. If the value of the difference in number at that time is greater than the initial value of the difference in number, the numerical information in the suction number image 100 is displayed as a positive value, and if the value of the difference in number at that time is smaller than the initial value of the difference in number, the numerical information in the suction number image 100 is displayed as a negative value. Therefore, when the numerical information in the suction number image 100 is displayed as a plus, the player is at a disadvantage, and the numerical value of the disadvantage (the so-called suction number) is displayed.
[0205] As described above, the sub-controller 20 displays the difference number confirmation image including the suction number image 100 on the display 8 based on the information capable of identifying the difference number at that time received from the main controller 10. In other words, the sub-control unit 20 is equipped with a notification control means that is capable of executing control to notify information (suction number image 100) related to the difference number information calculated by the difference number information calculation means (main control unit 10) based on the establishment of a predetermined condition.
[0206] Therefore, the gaming establishment can obtain important information when deciding whether or not to reset counter B, and can handle counter B appropriately in accordance with the business policy of the gaming establishment. For example, if counter B is an extremely small value, continuing business as usual could result in an extremely large number of medals being paid out before the advantageous zone limiter is activated, which could result in the arcade suffering a significant disadvantage; therefore, in such a case it is possible to reset counter B.
[0207] In addition, the sub-control unit 20 displays the difference in number of coins that can be increased until the advantageous zone limiter is activated, based on the difference in number of coins at that time and the limiter value. In other words, the sub-control unit 20, as a notification control means, is capable of notifying information (obtainable number image 101) that the difference number information (the value indicated by counter B) can increase before the restriction condition (the activation condition of the advantageous zone limiter) is met. Therefore, it becomes possible to easily grasp the number of medals that can be won before the advantageous zone limiter is activated, making it possible to provide more useful information to gaming establishments.
[0208] In addition, in this variant example 5, the initial value is set as described above for the difference in number of sheets (the value indicated by counter B) related to the operation of the advantageous zone limiter, and a determination is made as to whether the advantageous zone limiter is established. However, in a state where it is necessary to manage the difference in number of sheets, such as managing the difference in number of sheets in a difference-number-managed AT state, it is also possible to perform control similar to that of this variant example 5. In addition, when a carry occurs in a specified area in the memory means, a specified external signal may be output to inform a hall computer or a calling device in the gaming facility that the advantageous zone limiter has been reached. Also, for example, a function for managing the increase or decrease of a predetermined point depending on the result of the game execution may be provided, and when managing these points, the same control as in the fifth modified example may be applied. Furthermore, the storage area of the RAM corresponding to counter B is configured with 2 bytes, but may be configured with 3 bytes or more.
[0209] In addition, by operating an operation unit (such as the performance button 2c) that can be operated from outside the slot machine 1 and / or an operation unit (such as a specified operation unit on the back side of the front door 1a) that can be operated from inside the slot machine 1, a specific notification (display on a specified display unit, audio output from the speaker 9, or light emitted by the lamp 11) can be executed to indicate "how many more coins need to be sucked in before the carry flag is set (ON)," thereby making it possible to alert the player that there is a possibility that "the number of coins sucked in will become too large and the advantageous period will end."
[0210] In addition, a means for determining the time (such as an RTC) may be provided and the above-mentioned specific notification may be executed outside business hours (e.g., 23:00-9:59) to alert the user, or the above-mentioned specific notification may be executed only for slot machines 1 that are in a situation where the carry flag will be turned ON if a predetermined number of coins (e.g., 10,000 coins) are sucked in outside business hours. Moreover, the administrator may be able to set whether or not to execute the specific notification. In addition, when the vehicle is in a non-advantageous zone, the above-mentioned specific notification may not be executed. Moreover, the current value of the 2-byte counter (counter B) itself may be notified by a predetermined operation.
[0211] As described above, in the present invention, a gaming machine (slot machine 1) having a normal gaming state and a plurality of gaming states including a special gaming state (AT state) which is more advantageous to a player than the normal gaming state, and also having a normal zone which is uncontrollable in the special gaming state and an advantageous zone which is controllable in the special gaming state, is provided with: difference number information calculation means (main control unit 10) capable of calculating difference number information between the consumed gaming value and the granted gaming value by performing subtraction processing corresponding to the consumed gaming value based on the consumption of gaming value (medals) in the advantageous zone, and adding processing corresponding to the granted gaming value based on the granting of the gaming value in the advantageous zone; and advantageous zone end control means (main control unit 10) capable of executing control to end the advantageous zone based on the establishment of a predetermined limiting condition related to the difference number information, The information calculation means is composed of at least 2 bytes and includes a storage means (RAM) capable of storing numerical information related to the difference number information, an initial value setting means (main control unit 10) capable of setting a value obtained by subtracting a specific number (2400) that is arbitrarily set from the countable upper limit number (65536) of the storage means as the initial value of the numerical information in the storage means based on the establishment of the transition condition to the favorable zone, an update means (main control unit 10) capable of updating the numerical information stored in the storage means when calculating the difference number information, and a determination means (main control unit 10) capable of determining whether a carry has occurred in the storage means by updating the numerical information by the update means, and the favorable zone end control means is configured to be able to establish the restriction condition when the determination means determines that a carry has occurred in a specified storage area of the storage means.
[0212] Therefore, since the initial value of the numerical information in the storage means is set to a value obtained by subtracting a specific number that is arbitrarily set from the upper countable limit of the storage means, it is possible to reduce the possibility that the numerical information will be truncated as the difference number information decreases, thereby making it possible to efficiently calculate the difference number information. Furthermore, it is possible to efficiently determine whether or not the limiting condition is met by utilizing the occurrence of a carry in a predetermined storage area in the storage means.
[0213] The device is also configured to include a notification control means (sub-control unit 20) that can execute control to notify information (suction number image 100) related to the difference number information calculated by the difference number information calculation means based on the establishment of a predetermined condition. Therefore, the gaming establishment can obtain important information for deciding whether or not to reset the difference number information, and can handle the difference number information appropriately in accordance with the business policy of the gaming establishment.
[0214] The notification control means is configured to be capable of notifying information (obtainable number image 101) indicating that the difference number information can be increased until the limiting condition is met. Therefore, it is possible to easily grasp the number of gaming values that can be obtained until the limiting condition is met, and it is possible to provide more useful information to gaming establishments.
[0215] The difference number information calculation means, advantageous zone end control means, initial value setting means, update means, judgment means, and notification control means may be provided in the main control unit 10 or the sub-control unit 20. Also, they may be configured by the main control unit 10 and the sub-control unit 20 working together.
[0216] In response to this, Patent Document 1 discloses a gaming machine in which the advantageous zone is terminated when the difference in the number of medals in the advantageous zone reaches an upper limit number. However, with this gaming machine, there was a problem in that the difference in the number of coins could not be counted efficiently. In this way, according to the slot machine 1 of the present embodiment, it is possible to solve all or part of the problems that need to be improved in conventional gaming machines.
[0217] The above describes a preferred embodiment of the gaming machine of the present invention. However, it goes without saying that the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, in the above-described embodiment, it is assumed that the push sequence avoidance navigation is notified using the display 8 and the speaker 9, but instead of or in addition to this, the notification may be made by turning on the navigation lamp 12. In the above description, the navigation lamp 12 is controlled by the sub-control unit 20. However, the present invention is not limited to this and the navigation lamp 12 may be controlled by the main control unit 10.
[0218] In addition, in the above-described embodiment, the number of games is used as a value that can manage the AT, but this is not limited to this, and it may be managed using at least one of, for example, the difference in number of coins, the number of times that push order navigation occurs, the number of times that small winnings are won, the number of medals won, the number of medals paid out, etc. In addition, in the above embodiment, a game number subtraction method is applied during the AT stage, but this is not limited to the above, and a game number addition method in which the AT state ends when the number of games added for each game reaches an upper limit number may also be used.
[0219] In addition, in the above-mentioned embodiment, it is assumed that the normal stage is controlled to a normal zone or an advantageous zone, and the CZ stage, AT stage, ending and bonus are controlled to an advantageous zone, but this is not limited to the above, and each game state may be controlled to either or both of the normal zone and the advantageous zone.
[0220] In addition, in the above embodiment, the tables referred to in the various processes are only examples, and are not limited to the above tables. Furthermore, the winning probability related to each table is not limited to the above values, and can be changed as appropriate.
[0221] In addition, in this embodiment, when it is expressed that "one is more likely than the other" or "one is less likely than the other", the probability of one includes 0% and the probability of the other includes 100%. In addition, in this embodiment, the numerical values stipulated at the time of various lotteries are merely examples, and may be numerical values with a range (2 or more) or numerical values without a range (1).
[0222] In addition, the front door 1a may be provided with a vibration means for vibrating the front door 1a by activating a motor, speaker, etc., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation. In addition, a ventilation means may be provided on the front door 1a to blow air toward the player, so that when a relatively highly anticipated performance is performed, the ventilation means may be activated to increase the player's sense of anticipation.
[0223] In addition, in the above-described embodiment, the main control unit 10 performed operations as various means such as a game state control means, but the sub-control unit 20 may 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.
[0224] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this 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 a pseudo gaming medium in the form of data, without using actual gaming media such as medals. Furthermore, the gaming machine may be a so-called sealed gaming machine that can execute a game by circulating gaming media such as gaming balls internally, without dispensing them to the outside. Note that such medal-less gaming machines may have different upper limits for the number of coins difference and the number of games in the advantageous zone from the upper limits of gaming machines that use actual objects such as medals.
[0225] In addition, in the above-described embodiment, the reel 41 driven and controlled by a motor is used as the variable display means. However, instead of or in addition to this, it is also possible to use the display 8 such as a liquid crystal display as a variable display means for identification information by displaying an image in which the patterns of the reel or the like change. [Explanation of symbols]
[0226] 1. Slot machines (amusement machines) 41 Reel 5 Stop button 10 Main control unit 20 Sub-control section
Claims
1. A gaming machine having a plurality of gaming states including a normal gaming state and a special gaming state which is more advantageous to a player than the normal gaming state, and having an uncontrollable normal section in the special gaming state and a controllable advantageous section in the special gaming state, a difference information calculation means for calculating difference information between the consumed game value and the granted game value by performing subtraction processing corresponding to the consumed game value based on the consumption of the game value in one advantageous period and performing addition processing corresponding to the granted game value based on the granting of the game value in the one advantageous period; A favorable zone end control means capable of executing control to end the favorable zone once based on the establishment of a predetermined limiting condition related to the difference number information; Equipped with The difference number information calculation means A storage means configured with at least 2 bytes and capable of storing numerical information related to the difference number information; an initial value setting means for setting a value obtained by subtracting a specific number, which is arbitrarily set, from the upper countable number of the storage means as an initial value of the numerical information in the storage means based on the establishment of the condition for transitioning to the favorable zone once; an update means for updating the numerical information stored in the storage means when calculating the difference number information; a determination means for determining whether a carry has occurred in the storage means as a result of the updating of the numerical information by the updating means; Including, The advantageous period end control means When the determining means determines that a carry has occurred in a predetermined storage area in the storage means, the limiting condition can be satisfied. A gaming machine characterized by:
2. The update means comprises: At the start of a game in the advantageous period, a subtraction process can be executed in response to the consumed game value, and at the end of a game in the advantageous period, an addition process can be executed in response to the granted game value.
2. The gaming machine according to claim 1 .
3. The storage means, A first storage unit and a second storage unit are included, The update means includes: When calculating the difference number information, the numerical information of the first storage unit can be updated first; When a carry occurs due to an update of the numerical information in the first storage unit, the numerical information in the second storage unit can be updated; The advantageous period end control means When the determination means determines that a carry has occurred in the second storage section, the limiting condition can be satisfied.
2. The gaming machine according to claim 1 .
4. The difference number information calculation means The numerical information of the storage means can be cleared to zero when the limiting condition is satisfied.
2. The gaming machine according to claim 1 .
Citation Information
Patent Citations
Game machine
JP2020198901A
Game machine
JP2023160280A