Gaming Machines
By introducing multiple rotating wheels and stop switches into the gaming machine, combining winning matching wheels or missing winning forms, the problem of single winning bonus mode in the existing technology is solved, and multiple winning bonuses are implemented simultaneously, providing an unprecedented gaming experience.
Patent Information
- Application Number
- JP2021051145
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-03-25
- Publication Date
- 2025-05-16
- Estimated Expiration
- 2041-03-25
AI Technical Summary
When existing gaming consoles help win small prizes, the way to help win prizes is relatively simple, lacking innovation, and unable to provide an unprecedented gaming experience.
By introducing multiple rotating wheels and corresponding stop switches into the gaming machine, combining win matching wheels or missing win forms, simultaneous control and execution of multiple winning bonuses is achieved.
It realizes the simultaneous execution of multiple winning bonuses, providing an unprecedented gaming experience, and enhancing players' sense of participation and expectations.
Smart Images

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Figure 0007678554000002 
Figure 0007678554000003
Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines such as slot machines. [Background technology]
[0002] As this type of gaming machine, there is known a gaming state (AT) that assists in winning a minor role that has been internally won by notifying information about the operation sequence of the stop switch that can win the minor role. In such gaming machines with AT (AT machines), a pseudo bonus state can be realized by activating the assist function (assist bonus). When the assist bonus is started, the correct push order is announced when the push order minor role is internally won, so the player can easily win a minor role with a large payout number.
[0003] As a related technique, for example, Patent Document 1 discloses a gaming machine equipped with multiple pseudo bonuses (assist bonuses). In the gaming machine described in Patent Document 1, when a real bonus is won during a pseudo bonus, the same type of pseudo bonus can be executed again from the beginning after the bonus game ends. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent No. 6720484 Summary of the Invention [Problem to be solved by the invention]
[0005] The present invention aims to provide a gaming machine that can realize unprecedented gameplay by enabling an assist bonus to be executed in a manner different from the conventional manner. [Means for solving the problem]
[0006] In order to solve the above-mentioned problems, the present invention provides a reel for variably displaying or statically displaying a plurality of symbols, a start switch for variably displaying the symbols on the reel, a stop switch provided corresponding to the reel for statically displaying the corresponding symbol on the reel, a winning combination drawing means for drawing a winning combination of a plurality of winning combinations or a losing combination, a winning combination drawing table storing winning regions corresponding to the plurality of winning combinations, a reel control means for controlling the static display of the symbols on the reel based on the drawing result of the winning combination drawing means and the operation of the stop switch, and a reel control means for controlling the static display of the symbols on the reel when the reel has statically displayed a symbol. The game machine is equipped with a winning determination means for determining whether or not any of the multiple winning roles has been won based on the stopping position of the reels, and a push order notification control means for notifying information regarding the operation order of the stop switches, and as one type of specific game in which the push order notification control means operates, it is equipped with an assist bonus that is started when the reels are displayed stopped in a specific manner, and as one type of specific game, it is equipped with an assist bonus that is started when the reels are displayed stopped in a specific manner, and it is configured such that when the reels are displayed stopped in a specific manner while an assist bonus is being executed, a new assist bonus can be executed in parallel with the assist bonus being executed. Effect of the Invention
[0007] As described above, the present invention not only provides multiple assist bonuses, but also allows multiple assist bonuses to be executed simultaneously in parallel. With this configuration, it is possible to execute assist bonuses in a manner different from the conventional manner, and to realize a game that has never been seen before. For example, since the assist bonus continues until all of the assist bonuses being executed in parallel are finished, it is possible to realize a game in which the player expects to obtain assist bonuses in succession. [Brief description of the drawings]
[0008] [Figure 1]FIG. 1 is an external view of a slot machine. [Diagram 2] FIG. 1 is a block diagram showing a schematic configuration of a slot machine. [Diagram 3] FIG. 2 is an explanatory diagram showing the pay lines of a slot machine. [Figure 4] FIG. 2 is an explanatory diagram showing the transition of the gaming state (RT state) of the slot machine. [Diagram 5] 1 is an explanatory diagram showing the transition of the gaming state (presentation state) of a slot machine. [Figure 6] FIG. 2 is a diagram showing the arrangement of symbols on each reel. [Figure 7] FIG. 13 is a diagram showing the winning probability of the prize drawing table in each RT state. [Figure 8] FIG. 13 is a diagram showing the relationship between lottery results and winning patterns. [Figure 9] FIG. 13 is a diagram showing the display mode of a special pattern match. [Figure 10] FIG. 1 is a flow diagram illustrating the basic flow of one game. [Figure 11] 13 is a flow diagram explaining the flow of chance zone processing. [Figure 12] A diagram showing the relationship between the display mode in the chance zone and the average earned points. [Figure 13] FIG. 13 is a diagram showing the probability of winning in a judge's drawing, where (a) is a diagram showing the probability of winning when there are less than 100 points, and (b) is a diagram showing the probability of winning when there are between 100 and 200 points. [Figure 14] 13 is a diagram illustrating the general flow of presentation related to the battle game state. FIG. [Figure 15] 13 is a flow diagram illustrating the flow of battle game state processing. FIG. [Figure 16] FIG. 13 is a diagram illustrating the flow of the assist bonus state. [Figure 17] A flow chart explaining the flow of special game state processing. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] A preferred embodiment of the present invention will be described below by taking a slot machine 10 as an example of a gaming machine. (Slot Machine 10) 1, the slot machine 10 has a rectangular box-shaped housing 11 and a front door 31 that can be opened and closed freely attached to the front side of the housing 11. The front door 31 has a display window 12 facing the player.
[0010] In addition, an operation unit 31A for operating the slot machine 10 and a medal insertion slot 14 are provided at approximately the center in the height direction of the front door 31. A bet switch 16, a settlement switch 17, a start switch 30, a stop switch 50, a performance switch 19, etc. are provided on the operation unit 31A.
[0011] Further, below operation unit 31A, there are provided, with lower panel 31B therebetween, medal payout opening 18 for paying out medals, and lower tray 31C capable of storing medals paid out from medal payout opening 18.
[0012] The display window 12 of the front door 31 is formed with a symbol display window 13 through which symbols on the spinning reel 40 behind it can be seen. The spinning reel 40 is disposed behind the symbol display window 13 and rotatably attached to the slot machine 10, and is for displaying a plurality of symbols displayed on the outer peripheral surface in a variable or stationary manner. In this embodiment, three spinning reels 40, a left reel 41, a center reel 42, and a right reel 43, are provided, and each of the spinning reels 40 can be rotated individually.
[0013] The symbol display window 13 displays three rows of symbols, an upper row, a middle row, and a lower row, for each of the three rotating reels 40, so that a total of nine symbols are displayed through the symbol display window 13. An effective line is set by a combination of the display positions of the nine symbols. An effective line is a line that defines an arrangement of effective symbol combinations for winning among lines that are formed by connecting the symbols at the display positions of each of the three rotating reels 40 one by one. In this embodiment, as shown in FIG. 3, a line L that connects the upper pattern of the left reel 41, the middle pattern of the center reel 42, and the lower pattern of the right reel 43 is set as an effective line. When a symbol combination associated with a winning combination is displayed along this effective line, the winning combination is won.
[0014] In addition, in this embodiment, it is possible to bet (place a bet) 1 to 3 medals to play one game, and the above-mentioned line L is configured to be an active line regardless of whether one medal is bet, two medals are bet, or three medals are bet. Although not shown, a controller 20 (see FIG. 2) for controlling the overall operation of the slot machine 10 is built into the slot machine 10.
[0015] (Input stage) As shown in FIG. 2, the input stage of the control device 20 is connected to the input switch 15, the bet switch 16, the settlement switch 17, the start switch 30, the left stop switch 51, the center stop switch 52, the right stop switch 53, and the performance switch 19. It should be noted that the input devices connected to the input stage are not limited to those mentioned above.
[0016] (Start switch 15) As shown in Fig. 1, the insertion switch 15 is a switch built in below the medal insertion slot 14, and is used to detect inserted game medals. When the insertion switch 15 detects a game medal, up to a maximum of 50 game medals can be stored (credited) inside the gaming machine. The game medals credited in this way are displayed as a numerical value on the credit display unit 32, and can be used in the next game and thereafter.
[0017] (Bet Switch 16) The bet switch 16 is a switch located on the top surface of the operation unit 31A, as shown in Fig. 1. By pressing the bet switch 16, credits can be replaced with medals. By replacing credits with medals, a game can be started.
[0018] (Settlement Switch 17) The settlement switch 17, as shown in FIG. 1, is a switch located at the left end of the upper surface of the operation unit 31A, and is used to refund credited medals.
[0019] (Start switch 30) The start switch 30 is a lever located on the front left side of the operation unit 31A as shown in Fig. 1. When the start switch 30 is operated in a state in which the game can be started, the reel unit 60, which will be described later, starts to operate, and the symbols on the spinning reel 40 are displayed in a variably manner.
[0020] (Stop switch 50) The stop switch 50 is for stopping the drive of the reel unit 60, which will be described later. Specifically, as shown in Fig. 1, the stop switch 50 is composed of three switches (left stop switch 51, middle stop switch 52, right stop switch 53) corresponding to each rotating reel 40 (left reel 41, middle reel 42, right reel 43), and one is disposed below each rotating reel 40. By operating the stop switch 50 corresponding to a rotating reel 40, the corresponding rotating reel 40 stops rotating, and the symbols on the rotating reel 40 are displayed stationary.
[0021] (Performance Switch 19) The effect switch 19 is an input receiving means for receiving input from the player, and can be pressed (enabled) when a specific effect is executed. When the effect switch 19 is pressed when a specific effect is executed, a predetermined event occurs. For example, an event occurs in which the effect develops and a new effect occurs, the effect state (described later) shifts, or the player is given some kind of privilege. The effect switch 19 in this embodiment has the word "PUSH" displayed on it.
[0022] (Output stage) As shown in FIG. 2, the output stage of the control device 20 is connected to various parts, such as a reel unit 60, a hopper unit 65, and a performance unit 66 (an image display unit 67, a lamp 68, and a speaker 69). The output stage is not limited to the above-mentioned parts.
[0023] (Reel unit 60) The reel unit 60 is composed of three stepping motors fixed or supported on a frame (not shown), and three rotating reels 40 (left reel 41, center reel 42, right reel 43) fixed to the output shafts of the stepping motors. Each rotating reel 40 has a short cylindrical rotating drum and a tape-like reel tape attached to the periphery of the rotating drum. On the outer periphery of the reel tape, 20 patterns are displayed at equal intervals.
[0024] Specifically, as shown in FIG. 6, the left reel 41 displays the following patterns in the direction of rotation: "Watermelon," "PUSH," "PUSH," "Replay," "Bell," "Watermelon," "Cherry," "BAR," "Replay," "Bell," "Watermelon," "PUSH," "Blue 7," "Replay," "Bell," "Watermelon," "PUSH," "Red 7," "Replay," and "Bell."
[0025] In addition, the middle reel 42 displays the following patterns in the direction of rotation: "Bell," "Replay," "PUSH," "Watermelon," "PUSH," "Bell," "Replay," "BAR," "Watermelon," "PUSH," "Bell," "Replay," "Blue 7," "Cherry," "PUSH," "Bell," "Replay," "Red 7," "Cherry," and "PUSH."
[0026] In addition, the right reel 43 displays the following symbols in the order listed in the direction of rotation: "Bell," "Replay," "Cherry," "PUSH," "Watermelon," "Bell," "Replay," "BAR," "PUSH," "Watermelon," "Bell," "Replay," "Blue 7," "PUSH," "Watermelon," "Bell," "Replay," "Red 7," "PUSH," and "Watermelon."
[0027] The "PUSH" symbols displayed on the three reels 40 are special symbols that indicate the performance switch 19. The fact that the special symbols indicate the performance switch 19 can be made known to the player in various ways. For example, the same characters may be displayed on the "PUSH" symbols and the performance switch 19, or the same design may be displayed on the "PUSH" symbols and the performance switch 19. In this embodiment, the character "PUSH" is displayed on the performance switch 19, and the character "PUSH" is also displayed on the special symbols, so that the player can easily infer that the "PUSH" symbols and the performance switch 19 correspond to each other.
[0028] (Hopper Unit 65) As shown in FIG. 1, the hopper unit 65 is disposed inside the cabinet 11, and serves to pay out medals based on game results and the like.
[0029] (Direction Department 66) The presentation unit 66 performs various presentations related to the game, such as announcing winning, under the control of the control device 20. Specifically, the presentation unit 66 is composed of an image display unit 67, a lamp 68, and a speaker 69.
[0030] The image display unit 67 is disposed behind a window provided above the reel 40, and is for displaying winning notifications and other effects using LEDs, a dot matrix, a liquid crystal screen, etc. Note that the image display unit 67 is not limited to the above, and for example, a reel 40 dedicated to effects may be provided, and effects may be displayed by reel patterns, letters, etc. The lamp 68 is for notifying the winning of a prize or the like by lighting or blinking the light emitting element. The speaker 69 is for announcing the winning of a prize or the like by emitting a winning sound.
[0031] (Control device 20) The control device 20 is for controlling the operation of the slot machine 10. The control device 20 is mainly composed of a CPU, and is equipped with a ROM, a RAM, etc. The CPU is configured to execute various controls by reading programs stored in the ROM.
[0032] 2, the control device 20 according to this embodiment functions as each of the following means: game state control means 100, winning lottery means 110, role lottery table 120, reel control means 130, winning judgment means 140, hopper control means 150, performance control means 200, push order notification control means 210, setting means 220, game zone control means 240, point management means 300, point lottery means 310, point lottery table 320, judge lottery means 330, judge lottery table 340, battle game management means 400, battle performance lottery means 410, and special game management means 500. The control device 20 is not limited to the above means, and may include other means.
[0033] (Game status control means 100) The game state control means 100 is for managing the game state. The slot machine 10 according to this embodiment has two types of game states, an "RT state" and a "performance state", and these two types of game states are controlled independently. The game state control means 100 stores the current game state for each of these two types of game states, and executes a process of switching the game state when a predetermined event occurs that triggers a transition of the game state. First, the RT state will be described. The RT state is a gaming state that is determined by the probability of winning a winning combination including a replay combination.
[0034] The RT state according to this embodiment is determined by whether or not a bonus combination (BB combination and RB combination) has been won, and whether or not a bonus game (BB game and RB game) has been played after winning the bonus combination.
[0035] The slot machine 10 according to this embodiment is provided with a BB role that starts a BB game when a winning combination is won, and an RB role that starts an RB game when a winning combination is won, as bonus combinations that are a type of winning combination. In the BB game according to this embodiment, it is possible to jack in and transition to the RB game when specific symbols are lined up during the BB game. The RB game may be executed during the BB game, or may be executed outside the BB game. The BB game and the RB game end when the number of medals paid out reaches a specified number.
[0036] The slot machine 10 according to this embodiment has at least the following RT states, as shown in Fig. 4. Note that the RT states are not limited to the following, and other RT states may be provided. (1) RT0 state (2) RT1 state (3) RT2 state
[0037] Of these, the RT0 state is the initial state that is set at the time of shipment from the factory or when settings are changed. The machine transitions to this RT0 state when settings are reset due to a change in settings, etc. The RT0 state is when "normal" (a state in which the bonus role has not been internally won and the bonus game is not being played), "BB internal" (a state in which the BB role has been internally won), and "BB normal" (a state in which the BB game is being played, the RB role has not been internally won, and the RB game is not being played).
[0038] Also, the RT1 state is the state where the RB role is internally won. The RT1 state is "BB·RB internal" (the BB game is being played and the RB role is internally won) and "RB internal" (the BB game is not being played and the RB role is internally won).
[0039] Also, the RT2 state is the state in which the RB game is being executed. The RT2 state occurs when "in BB·RB game" (the state in which the RB game is being executed within the BB game) or "in RB game" (the state in which the RB game is being executed outside the BB game).
[0040] The transition of the RT state will be explained with reference to Figure 4. First, the game starts in "general". The RT state at this time is "RT0 state". If the BB role is internally won in "general", the state changes to "BB internal", but the RT state remains in "RT0 state". On the other hand, if the RB role is internally won in "general", the state changes to "RB internal", and the RT state transitions to "RT1 state".
[0041] During "BB internal", if the symbol combination that will win the BB role can be displayed in a frozen state, the BB game will start and the state will change to "BB general". In this case, the RT state will remain in "RT0 state". Then, if the RB role is internally won during "BB general", the state will change to "BB·RB internal" and the RT state will change to "RT1 state". Also, during "BB·RB internal", if the symbol combination that will win the RB role can be displayed in a frozen state, the RB game will start and the state will change to "BB·RB game in progress". In this case, the RT state will change to "RT2 state". The BB game and RB game that are started in this way will continue until the specified payout number is achieved, and when they end, they will return to "general". In this case, the RT state will become "RT0 state".
[0042] Also, if the symbol combination that will win the RB role can be displayed in a stopped state during "RB inside", the RB game will start and the state will change to "RB game in progress". At this time, the RT state will transition to "RT2 state". This RB game will continue until a specified number of coins are paid out, and when it ends, it will return to "normal". At this time, the RT state will transition to "RT0 state".
[0043] Next, the presentation state will be described. The presentation state is a game state defined by a series of presentations executed using the presentation unit 66. For example, the player is made to recognize each presentation state as a "stage" and the stages are changed according to a story, thereby increasing the interest of the game.
[0044] The slot machine 10 according to this embodiment has at least the following presentation states, as shown in Fig. 5. Note that the presentation states are not limited to the following, and other presentation states may be provided. (1) Normal game mode (2) High probability game state (3) Premonition (4) Opportunity Zones (5) Pseudo bonus state (6) Battle game state (7) Special game state (8) Assist Bonus Status (9) Retractable state
[0045] The normal game state is an initial state that is set at the time of shipment from the factory or when the settings are changed. This normal game state is entered when the high probability game state ends. It is possible to enter any one of the high probability game state, the premonition state, the chance zone, and the battle game state from this normal game state. In this embodiment, the game state is configured to enter any one of these presentation states when a "PUSH replay" described later is won. For example, when a "PUSH replay" is won and a predetermined operation (pressing the presentation switch 19) is performed, a lottery is held to determine which presentation state to enter or whether to not enter a presentation state (this lottery will be described in detail later).
[0046] The high probability game state is a presentation state in which it is easier to win "PUSH Replay" than in the normal game state described above. In this high probability game state, the operation sequence of the stop switch 50 that can win "PUSH Replay" is notified by the push sequence notification control means 210 (described later), so the player can easily win "PUSH Replay" by simply following the instructions. This high probability game state ends when a predetermined condition (such as playing a predetermined number of games, winning or winning a predetermined winning role for demotion, etc.) is achieved, and transitions to the normal game state. In addition, from this high probability game state, it is also possible to transition to any of the premonition state, chance zone, and battle game state, triggered by winning "PUSH Replay". That is, as in the normal game state, when "PUSH Replay" is won and a predetermined operation (pressing the presentation switch 19) is performed, a transition lottery for the presentation state is performed to determine which presentation state to transition to, or whether to not transition to a presentation state.
[0047] In the above example, the destination of the presentation state is determined by drawing a lottery to transfer the presentation state in the normal game state and the high probability game state, but the method of transferring the presentation state is not limited to this, and various methods are possible. For example, when a "PUSH replay" is won and a predetermined operation is performed, points for transferring the presentation state are added, and the presentation state is transferred when the points are accumulated to a predetermined number.
[0048] The premonition state is a presentation state in which a transition to a pseudo bonus state can be expected. This premonition state continues until a predetermined number of games are played or a predetermined winning combination is won (or a prize is awarded). If a predetermined winning combination is won (or a prize is awarded), a transition to a pseudo bonus state occurs. On the other hand, if a predetermined number of games are played without a predetermined winning combination being won (or a prize awarded), a transition to a high probability game state occurs.
[0049] The chance zone is a presentation state in which a transition to a pseudo bonus state or a special game state can be expected. The process of this chance zone will be described in detail later.
[0050] The pseudo bonus state is a presentation state in which a player can easily win a small prize by executing a specific game (AT) described later. This pseudo bonus state is executed until a predetermined number of games are played, and then the state transitions to a battle game state. The battle gaming state is a presentation state in which a transition to a special gaming state can be expected. Processing of this battle gaming state will be described in detail later.
[0051] The special game state is a presentation state in which a player can easily win a small prize by executing a specific game (AT) described later. This special game state is executed until the number of sets stored is consumed, with a predetermined number of games (for example, 50 games) as one set, and then it transitions to a withdrawal possible state. However, if an assist bonus described later is started in the special game state, it transitions to an assist bonus state. The assist bonus state is a presentation state in which an assist bonus, which will be described later, is executed. The process of this assist bonus state will be described in detail later.
[0052] The return possible state is a presentation state in which a return of the special game state can be expected. In this return possible state, if a predetermined return condition (for example, winning or winning a predetermined winning role, or winning a lottery held after winning or winning a predetermined winning role) is achieved, the game state transitions to the special game state. On the other hand, if the return condition is not achieved and a predetermined number of games are played, the game state transitions to the high probability game state.
[0053] (Lottery drawing means 110) The winning selection means 110 is for selecting whether any of a plurality of winning combinations has been won or not. That is, the winning combination is selected based on a predetermined selection probability.
[0054] The winning draw means 110 according to this embodiment stores the result of the draw in RAM as an internal flag. Specifically, when any role is won as a result of the draw by the winning draw means 110, a winning flag corresponding to the win is established. Then, the winning role related to the established winning flag is recognized as a state in which a prize can be won (internal win). When this winning flag is established, a prize is won on the condition that the combination of the stopped symbols on the rotating reel 40 matches a predetermined winning symbol, and the player is given a payout of medals, a special game, or other benefits.
[0055] This winning drawing means 110 includes a random number generating means for generating random numbers within a predetermined range, extracts the random numbers generated by this random number generating means at the timing of operation of the start switch 30, and performs the drawing by checking the extracted random numbers against the winning combination drawing table 120. The winning drawing means 110 according to this embodiment generates random numbers in 16 bits, so that it generates 65,536 different random numbers from 0 to 65,535. In the winning combination drawing table 120 described later, a winning region is assigned to each of these 65,536 different random numbers, and by checking the random numbers against this winning combination drawing table 120, a winning combination or a losing combination can be identified.
[0056] The slot machine 10 of this embodiment has, as winning roles, a bonus role that starts a bonus game upon winning, a replay role that allows the player to play the game again without inserting new game medals upon winning, and a minor role that pays out game medals upon winning.
[0057] The bonus roles include a BB role that starts a BB game when a prize is won, and an RB role that starts an RB game when a prize is won. The BB game and the RB game are bonus games that are executed until a predetermined profit is awarded to the player, such as a predetermined number of medals being paid out. The BB game is set to continue until a greater profit than the RB game is awarded to the player. The RB game may be executed during the BB game or outside the BB game.
[0058] The winning flag for the bonus role is carried over to the next game or later even if the player does not win in the game in which the winning flag was established. In other words, the right to win the winning role is maintained until the player wins. On the other hand, the winning flag for other winning roles is reset if the player does not win in the game in which the winning flag was established, and is not carried over to the next game or later.
[0059] (Role drawing table 120) The winning combination drawing table 120 determines whether the random number extracted by the winning combination drawing means 110 corresponds to a winning combination or a losing combination. This winning combination drawing table 120 stores winning regions corresponding to a plurality of winning combinations, and is specifically provided as a correspondence table between the random numbers generated by the winning combination drawing means 110 and the winning combinations. The winning combination drawing means 110 switches between these winning combination drawing tables 120 depending on the RT state, the set value, and the like. This allows the probability of winning to vary for each RT state.
[0060] 7 is a diagram showing the winning probability of the winning combination table 120 in the case of a predetermined setting value (for example, "3") As shown in this Fig. 7, the winning combination table 120 is provided in which the winning probability differs for each RT state.
[0061] The numbers written under "RT0", "RT1", and "RT2" in Figure 7 indicate the number of random numbers assigned to each winning area. For example, in the case of RT0 state, the probability of the lottery result being a "lose" is 4 / 65536, the probability of the lottery result being a "BB1" is 5304 / 65536, and the probability of the lottery result being a "RB1" is 2560 / 65536.
[0062] Among the winning areas shown in Fig. 7, the "loser" is a winning area to which no winning combination is assigned. If the random number extracted by the winning combination drawing means 110 is included in this winning area, the result is an unwinning combination that has not been assigned to any winning combination.
[0063] On the other hand, if the random number extracted by the winning drawing means 110 is included in a winning area other than "miss," the flag for one of the winning roles will be established. There are also cases where multiple winning flags are established at the same time. For example, the winning area "BB1" is a winning area where the winning flag for "BB" and the winning flag for "1 coin role" are established at the same time. If the random number extracted by the winning drawing means 110 is included in this winning area, it is possible to win "BB" or "1 coin role" depending on the timing of operation of the stop switch 50.
[0064] As shown in FIG. 7, the role selection table 120 ("RT2") used in the RB game is set to be more disadvantageous to the player than the role selection table 120 ("RT1") used when the RB role is internally won. Specifically, the role selection table 120 ("RT2") used in the RB game is set to have a lower probability of winning the replay role ("7 replay A-E", "push order PUSH replay A, B", "weak cherry replay", "strong cherry replay", "chance replay", "PUSH replay A-C") than the role selection table 120 ("RT1") used when the RB role is internally won. Also, the role selection table 120 ("RT2") used in the RB game is set to have a higher probability of "missing" than the role selection table 120 ("RT1") used when the RB role is internally won. For this reason, medals are more likely to be lost in "RT2" than in "RT1", which is disadvantageous to the player.
[0065] In this embodiment, the role drawing table 120 ("RT0") used when the RB role is not internally won, and the role drawing table 120 ("RT1") used when the RB role is internally won, are set so that the average net increase in game value is 0 or more. The net increase is the number obtained by subtracting the game value used in the game from the game value granted in the game (assuming that no internally won roles are missed. In the case of simultaneous wins on multiple winning roles, it is assumed that the player wins the winning role that allows the player to win the most medals). In addition, the average net increase is the expected value of the net increase. The average net increase in game value being 0 or more means that the player's medals will not decrease if there are no misses in the long term.
[0066] On the other hand, the winning combination drawing table 120 ("RT2") used in the RB game is set so that the average net increase in the gaming value is less than 0. The average net increase in the gaming value being less than 0 means that the player's medals will gradually decrease even if there are no misses. In other words, in the RB game, the player cannot expect an increase in medals.
[0067] In such a configuration, not winning the RB combination is an advantageous game method for the player. And, whether or not this RB combination is won can be controlled to some extent by the push order notification control means 210 described later.
[0068] As described later, since the RB role is a push order role, it can be won only when the stop switch 50 is operated in the correct push order. When the push order notification control means 210 internally wins the RB role, it can indirectly control whether or not the RB role is won by controlling to notify the operation order of the stop switch 50 related to the winning of the RB role.
[0069] The push order notification control means 210 according to this embodiment performs control to notify the operation sequence of the stop switch 50 that can win the RB role when the RB role is internally won in the BB game ("BB·RB internal" shown in FIG. 4), and performs control to notify the operation sequence of the stop switch 50 that does not win the RB role when the RB role is internally won in a game other than the BB game ("RB internal" shown in FIG. 4). Therefore, when the player performs operation according to the push order notification, the RB role is won and the RB game starts during the BB game, but the RB game does not start unless the BB game is in progress.
[0070] By performing such control, it is possible to realize a game characteristic in which, if the BB game is in progress, it is advantageous for the player not to follow the push order notification, and, if the BB game is not in progress, it is advantageous for the player to follow the push order notification.
[0071] (Reel control means 130) The reel control means 130 rotates the rotating reel 40 based on the operation signal of a valid start switch 30, and controls the stopping of the rotating reel 40 based on the drawing result of the winning drawing means 110 and the operation timing of a valid stop switch 50, while recognizing the current position of the pattern based on the detection signal of a reel rotation detection sensor (not shown).
[0072] This reel control means 130 starts the rotation of all the reels 40 based on the operation signal of the start switch 30 when predetermined game start conditions are met, such as medals being bet and a predetermined time (so-called wait time) having elapsed since the start of the previous game.
[0073] In addition, when any of the stop switches 50 is operated while the reels 40 are rotating, a stop signal is output based on the operation signal of the stop switch 50, and the rotation of the reel 40 corresponding to the operated stop switch 50 is stopped.
[0074] When the reel control means 130 stops the reel 40, it can move the symbols in the direction of rotation by a maximum of four sliding frames based on the symbol display position when the stop operation was performed, and then stop the symbols. With this control, when the lottery result of the winning lottery drawing means 110 is a "lose", kicking control is performed so that the symbols on the three reels 40 do not line up in any winning pattern. Also, when the lottery result is a predetermined winning combination, pulling control is performed so that the symbols on the three reels 40 are as close as possible to the winning pattern related to the winning combination.
[0075] Such kicking control and pull-in control are calculated and executed based on the result of the winning combination drawn by the winning combination drawing means 110, the operation timing of the stop switch 50, the priority of the stop position, etc. For example, when two or more winning combinations are simultaneously won, the pull-in control is performed according to the priority associated with each winning combination so that the symbol combination corresponding to the winning combination with the highest priority can be displayed on the pay line.
[0076] In addition, when the push order role described later is won, if each stop switch 50 is operated in the correct push order, the symbols related to the push order role are drawn onto the active line, and the push order role is awarded. On the other hand, if each stop switch 50 is operated in a push order other than the correct push order, the symbols related to the push order role are not aligned on the active line, and the push order role is not awarded.
[0077] Fig. 8 is a diagram for explaining the winning mode according to the lottery result. The reel control means 130 executes kicking control and pulling control according to the lottery result so as to obtain the winning mode defined in Fig. 8. Note that "left center right", "left left center", "center left right", "center right left", "right left center", and "right center left" in Fig. 8 indicate the operation sequence of the stop switch 50, and for example, "left center right" indicates the winning mode when the stop switch 50 is operated in the order of left stop switch 51 → center stop switch 52 → right stop switch 53.
[0078] As shown in Figure 8, if the lottery result is a "lose," regardless of the operation sequence or timing of the stop switch 50, kicking control is performed so that no winning pattern is achieved, and the stopped display pattern is a "lose" (no winning pattern).
[0079] Also, when the lottery result is "BB1", it is determined whether the winning combination "BB" or the small combination "1 coin combination" will be won depending on the operation timing of the stop switch 50. In other words, the reel control is performed so that the symbols related to "BB" are aligned on the effective line as much as possible, but when the reel control cannot be performed, the reel control is performed so that the symbols related to "1 coin combination" are aligned on the effective line.
[0080] Also, when the lottery result is "RB1", it is determined whether to win "RB" which is the RB role or to display a "loss" stop display mode depending on the operation timing of the stop switch 50. In other words, the reel control is performed so that the symbols related to "RB" are aligned on the pay line as much as possible, but if the reel control cannot be performed, it will be a "loss".
[0081] Also, when the lottery result is "RB2~4", the operation order and operation timing of the stop switch 50 determine whether the player wins the RB role "RB" or the minor role "1 coin role". In the case of "RB2", "RB" is pulled in only if the left stop switch 51 is not operated first. In the case of "RB3", "RB" is pulled in only if the middle stop switch 52 is not operated first. In the case of "RB4", "RB" is pulled in only if the right stop switch 53 is not operated first.
[0082] Also, when the lottery result is "Reach Eye A", the operation order of the stop switch 50 determines whether the "1 coin role" is won or the stop display mode is "Reach Eye".
[0083] In addition, if the lottery result is "7 replay A-E", "push order PUSH replay A, B", "weak cherry replay", "strong cherry replay", "chance replay", or "PUSH replay A-C", the operation order and operation timing of the stop switch 50 determine whether the replay role "replay", "PUSH replay", "7 match", or "chance eye" will be won, or the minor role "weak cherry" will be won. For example, if the lottery result is "7 replay C", if the left stop switch 51 is operated first, the "replay" will be won, if the middle stop switch 52 is operated first, the "PUSH replay" will be won, and if the right stop switch 53 is operated first, the "7 match" will be won, but if the operation timing does not allow the "7 match" to be won, the "replay" will be won. Moreover, if the lottery result is "Watermelon A," the minor prize of "Watermelon" will be awarded regardless of the operation sequence and operation timing of the stop switch 50.
[0084] In addition, when the lottery result is "1 coin role A to D," either "RB," "1 coin role," or "loss" is displayed depending on the operation sequence and operation timing of the stop switch 50.
[0085] Also, when the lottery result is "Reach Eye B", the operation order of the stop switch 50 determines whether the "1 coin role" is won or the stop display mode is "Reach Eye".
[0086] Also, if the lottery result is "Push Order Bell A to L," the operation order of the stop switch 50 determines whether the small winning combination "Bell" will be won or whether the stop display mode will be "Loss." Furthermore, if the lottery result is a "common bell," the minor prize "bell" will be awarded regardless of the operation sequence and operation timing of the stop switch 50. Furthermore, if the lottery result is "JACK," the player will win the minor prize of "1 coin," regardless of the operation sequence and operation timing of the stop switch 50.
[0087] Among the above-mentioned winning modes, "PUSH replay" is a winning mode that can achieve "special symbol alignment." "Special symbol alignment" is a display mode in which "PUSH" symbols (special symbols) of all the rotating reels 40 are displayed stopped in a line in the symbol display window 13 as shown in FIG. 9. In this embodiment, there are five patterns of "special symbol alignment." That is, as shown in FIG. 9(a), "PUSH" symbols are displayed stopped in a line in the upper row of the symbol display window 13, as shown in FIG. 9(b), "PUSH" symbols are displayed stopped in a line in the middle row of the symbol display window 13, as shown in FIG. 9(c), "PUSH" symbols are displayed stopped in a line in the lower row of the symbol display window 13, as shown in FIG. 9(d), and "PUSH" symbols are displayed stopped in a line diagonally downward to the right as shown in FIG. 9(e). In addition, when the "special symbol alignment" is achieved, the "PUSH Replay" is always won, but the "special symbol alignment" is not necessarily achieved when the "PUSH Replay" is won. For example, the display mode when the "PUSH Replay" is won may include a mode in which the "BAR" symbol, the "PUSH" symbol, and the "PUSH" symbol are displayed stopped in a line.
[0088] Among the above winning patterns, the "7s" is a winning pattern that triggers the start of an assist bonus, which will be described later. This "7s" is a display pattern in which "blue 7s" or "red 7s" are displayed in a line on all of the rotating reels 40 in the symbol display window 13. As will be described in detail later, when the "7s" winning pattern is displayed in a special game state, an assist bonus will start from the next game.
[0089] (Winning determination means 140) The winning determination means 140 is for determining whether or not a winning has been won based on the display state when the three rotating reels 40 are stopped by operating the stop switch 50. Specifically, when all the rotating reels 40 stop spinning, it is determined that a winning combination corresponding to the pattern arrangement has been won, provided that a predetermined pattern arrangement is aligned on an effective winning line. If the winning combination is accompanied by the payout of medals, a payout winning signal is output to the hopper unit 65 (or medals are added to credits instead of being paid out). If the winning combination causes a change in game state, it notifies the game state control means 100 to change the game state. If a replay combination is won, an automatic bet process is performed, allowing the player to start the next game without inserting new game medals.
[0090] (Hopper control means 150) The hopper control means 150 operates the hopper unit 65 and controls the payout of medals based on a payout winning signal from the winning determination means 140, an operation signal of the settlement switch 17, etc. When a winning is accompanied by the payout of medals, the payout medals may be automatically stored electronically as credits, and only the amount of the payout medals that exceeds the allowable number of credits may be paid out from the hopper unit 65.
[0091] (Performance control means 200) The performance control means 200 is for controlling the operation of the performance section 66, such as the image display section 67, the lamps 68, and the speaker 69. The performance control means 200 performs performances such as announcing a winning prize and announcing the push order, based on the performance data stored in the ROM.
[0092] In addition, the presentation control means 200 can perform continuous presentations over multiple games. For example, by performing continuous presentations with a storyline according to the presentation state, it is possible to suggest advantageous situations to the player and liven up the game.
[0093] (Push order notification control means 210) The push order notification control means 210 is for controlling push order notification in the advantageous zone described later. Specifically, when a push order role is won, the push order notification control means 210 obtains the correct push order (operation order of the stop switch 50) for winning the push order role, and selects an effect for notifying information related to the push order. The effect selected by the push order notification control means 210 is notified to the effect control means 200 and executed, thereby executing the push order notification. This push order notification is performed, for example, by displaying the operation order on the image display unit 67, announcing the stop switch 50 to be operated by voice from the speaker 69, or lighting up the stop switch 50 to be operated.
[0094] The push order role is a winning role that is controlled so that the winning symbols line up when the stop switch 50 is operated in a specified push order. If the push order is not announced, it is not known which push order role has been won, and the correct push order is also not known, making it difficult to aim for the push order role and win (or not win). On the other hand, if the correct push order is announced, it is possible to easily win (or not win) the push order role by operating the stop switch 50 according to the push order announcement.
[0095] For example, in the case of "RB2" shown in FIG. 8, in order to win the RB, which is the push order role, it is necessary to operate the center stop switch 52 or the right stop switch 53 first. If the push order notification control means 210 issues a notification to operate the center stop switch 52 or the right stop switch 53 first when this "RB2" is an internal win, the player can easily win "RB" by operating the stop switch 50 according to the push order notification. Also, if the push order notification control means 210 issues a notification to operate the left stop switch 51 first when this "RB2" is an internal win, the player can avoid winning "RB" by operating the stop switch 50 according to the push order notification.
[0096] In addition, the push order notification control means 210 is designed to operate intensively in specific games. A specific game is a game in which the push order notification control means 210 is operated to activate an instruction function that displays an operation mode advantageous to the player, and is a game called ART (Assist Replay Time) or AT (Assist Time). During a specific game, the push order notification control means 210 is more likely to notify the push order than during a non-specific game, so that during a specific game, a push order role is more likely to win, whereas during a non-specific game, a push order role is less likely to win.
[0097] (Setting means 220) The setting means 220 is for setting a set value from among a plurality of set values with different degrees of advantage to the player. This set value can be changed by operating a switch provided inside the locked cabinet 11, and is set in advance by the manager of the hall in which the slot machine 10 is installed before the hall opens or closes. Although not shown, a different role drawing table 120 is provided for each set value, and the role drawing table 120 corresponding to the set value is used in the role drawing, so that the medal payout rate changes according to the set value. In this embodiment, the set value consists of six stages from 1 to 6, with 6 being the highest payout rate, and the payout rate decreases as the value decreases in the order of 5, 4, 3, 2, and 1. In terms of payout rate, when the set value is set to 6, the player has the highest advantage in terms of the game, and the advantage in terms of the game decreases in stages in the order of 5, 4, 3, 2, and 1. Note that, although the set value is set to six stages in this embodiment, this is not limited to this, and the set value may be five stages or less.
[0098] (Game area control means 240) The game zone control means 240 is for controlling the game zone. The slot machine 10 according to the present embodiment has, as game zones, a normal zone in which the pressing order of the stop switch 50 is not notified, and an advantageous zone in which the pressing order of the stop switch 50 can be notified.
[0099] The normal section is a game section in which the winning combination cannot be assisted. Specifically, it is a game section in which the push order notification control means 210 cannot notify the push order. In this game section, the above-mentioned specific games cannot be executed.
[0100] Moreover, the advantageous zone is a game zone that can assist in winning a winning combination. Specifically, it is a game zone in which the push order notification control means 210 can notify the push order. In this game zone, the above-mentioned specific game can be executed (in other words, during a specific game, it is always an advantageous zone. However, during a non-specific game, it may be an advantageous zone or a normal zone).
[0101] This game zone control means 240 executes a lottery for an advantageous zone during a game in a normal zone (for example, at the start of a game), and executes control to transition the game zone to an advantageous zone when the advantageous zone lottery is won. The game zone control means 240 executes a lottery for an advantageous zone, for example, by extracting a random number generated by a random number generating means at the timing of operation of the start switch 30, and comparing the extracted random number with an advantageous zone lottery table. In the advantageous zone lottery table, a "win" or a "lose" is assigned to each random number that can be extracted, so that a "win" or a "lose" can be identified by comparing the random number with the advantageous zone lottery table.
[0102] This advantageous zone continues until a predetermined number of advantageous zone games (for example, 1500 games) is consumed or a predetermined increased number of coins (for example, 2400 coins) is exceeded. When the predetermined number of advantageous zone games is consumed or the predetermined increased number of coins is exceeded, the game zone transitions to the normal zone. In addition to such processing, the advantageous zone may end when the specific game ends.
[0103] (Point management means 300) The point management means 300 is for managing points that are added each time a predetermined condition is achieved in the chance zone. This point management means 300 resets the points to "0" when the chance zone starts, and adds points when a predetermined winning combination is won or a prize is awarded in the chance zone. These points are used to determine the transition of the presentation state. The processing related to these points will be described in detail later.
[0104] In this embodiment, it is described that points are added, but the point addition referred to here only needs to be a one-way counting of points, and may also be a counting of points by subtracting points (adding negative points).
[0105] (Point lottery means 310) The point lottery means 310 is for executing a point lottery at a predetermined timing in the chance zone. The point lottery means 310 according to this embodiment executes a point lottery when a predetermined winning combination is won or a prize is awarded in the chance zone. Points are determined by this point lottery and are added to the points managed by the point management means 300 described above.
[0106] In this embodiment, the point drawing is triggered by "winning or placing a winning combination," but this is not limited to this, and other triggers (for example, "pressing the performance switch 19 after winning a PUSH replay") may also be used as the trigger for the point drawing.
[0107] In addition, in this embodiment, a point lottery is executed when a predetermined opportunity is achieved, but points may be added without a point lottery. For example, by linking points to winning combinations in advance, the points to be acquired may be determined according to the type of winning combination or winning prize.
[0108] (Point lottery table 320) The point drawing table 320 is a table that the point drawing means 310 refers to when drawing points. A plurality of point drawing tables 320 are provided corresponding to the start triggers of the point drawing (types of winning combinations). The plurality of point drawing tables 320 are set so that the winning probability is different for each. Each of the point drawing tables 320 according to this embodiment is set so that any value between 0 and 100 points can be acquired.
[0109] 12 is a diagram showing the average points (expected value) when using the point drawing table 320 according to this embodiment. As shown in this figure, the point drawing table 320 used in the point drawing when winning "Bell" is set so that an average of 2 points can be won (in other words, when winning "Bell" in the chance zone, the expected value of the points won is 2 points).
[0110] In addition, the point lottery table 320 used in the point lottery when a "PUSH replay" (a display mode in which the special symbols are not lined up in a row in the middle row) is won is set so that an average of 10 points can be won.
[0111] In addition, the point lottery table 320 used in the point lottery when a "PUSH replay" (a display mode in which special symbols are lined up in a row in the middle row) is won is set so that an average of 30 points can be won.
[0112] In addition, the point lottery table 320 used in the point lottery when a "Weak Cherry" is won is set so that an average of 15 points can be obtained. Moreover, the point drawing table 320 used in the point drawing when the "watermelon" is won is set so that 30 points can be obtained on average.
[0113] As described above, even if the same "PUSH replay" is won, the player's profit is set to be different depending on whether the special symbols are lined up in a row in the middle row. In other words, the advantageous benefits given to the player are changed depending on the arrangement of the special symbols. In this embodiment, the player is most advantageous when the special symbols are lined up in a row in the middle row of the symbol display window 13, so the player plays the game hoping that the special symbols will be lined up in the middle row.
[0114] (Judge drawing means 330) The judge lottery means 330 is for executing a judge lottery at the end of the chance zone. The result of this judge lottery determines the presentation state to which the game will move after the chance zone ends. This process will be described in detail later.
[0115] (Judge drawing table 340) The judge drawing table 340 is a table that is referred to by the judge drawing means 330 when performing a judge drawing. A plurality of judge drawing tables 340 are provided corresponding to the points at the end of the chance zone.
[0116] In this embodiment, if the points at the end of the chance zone are less than 100 points, a judge lottery is executed using a judge lottery table 340 shown in Fig. 13(a). In the judge lottery table 340 shown in Fig. 13(a), a transition is made to one of a "special game state", a "pseudo bonus state", and a "high probability game state", and the "special game state" is the most advantageous "big win" for the player, the "pseudo bonus state" is the next most advantageous "medium win" for the player, and the "high probability game state" is the least advantageous "loss" for the player.
[0117] In addition, if the points at the end of the chance zone are 100 points or more but less than 200 points, a judge lottery is executed using a judge lottery table 340 shown in Fig. 13(b). In the judge lottery table 340 shown in Fig. 13(b), a transition is made to either a "special game state" or a "pseudo bonus state", with the "special game state" being the most advantageous "big win" for the player, and the "pseudo bonus state" being the next most advantageous "medium win" for the player. In this case, the "high probability game state" is not selected by lottery, so there is no lottery result of a "miss" that is the most disadvantageous to the player.
[0118] In this way, the more points there are at the end of the chance zone, the more advantageous the judge lottery table 340 is used for the player to carry out the judge lottery.
[0119] It goes without saying that the judge selection table 340 described above is merely an example, and the number of tables, the point criteria, the selection probability, etc. can be changed as desired.
[0120] (Battle game management means 400) The battle game management means 400 is for managing the battle game state. This battle game management means 400 executes control of the battle performance executed in the battle game state, and executes control in the added-on zone (described later) if the game moves to the added-on zone after the battle performance. The processing of this battle game state will be described in detail later.
[0121] The battle performance is a performance in which a battle is performed over a plurality of games using the performance unit 66 (image display unit 67), and the outcome is finally displayed. In the battle performance according to this embodiment, the player's character and the opponent's character battle each other to determine the outcome. For example, during the execution of the battle performance, the player's character and the opponent's character are displayed on the screen fighting, and when the victory conditions are achieved, the screen displays that the player's character has won.
[0122] (Battle performance lottery means 410) The battle performance drawing means 410 is for executing a battle performance drawing to determine the outcome of the battle performance. This battle performance drawing is executed during the battle performance, and determines the result of the drawing, which is one of two options, "win" or "lose". When the result of this battle performance drawing is "win", the battle game management means 400 determines that the battle has been won, and executes post-battle victory processing.
[0123] In the battle performance according to the present embodiment, the battle is won when the battle performance lottery results in a "win", but the process of determining victory or defeat in the battle performance can be freely set. For example, the HP of the opponent's character may be subtracted each time a winning combination is won or a prize is awarded, and the player wins when the HP of the opponent's character reaches "0".
[0124] (Special game management means 500) The special game management means 500 is for managing the special game state and the assist bonus state described in Fig. 5. The special game state and the assist bonus state are both presentation states in which a specific game (AT) is executed, but by developing from the special game state to the assist bonus state, the specific game (AT) can be executed for a long time.
[0125] This special game management means 500 performs control to start an assist bonus when the spinning reel 40 is displayed stopped in a specific manner (in this embodiment, "7's") during a special game state. When an assist bonus is started, the presentation state becomes an assist bonus state. In addition, this special game management means 500 can also execute multiple assist bonuses in parallel when the spinning reel 40 is displayed stopped in a specific manner (in this embodiment, "7's") during an assist bonus. These processes will be explained in detail later.
[0126] In addition, when multiple assist bonuses are executed in parallel, the special game management means 500 can manage the number of remaining games for each assist bonus individually. For example, a counter for the number of remaining games for each assist bonus is held, and the value of each counter is manipulated each time one game is played. The number of remaining games for each assist bonus is used for displaying on the image display unit 67 in the assist bonus state (see FIG. 16), as described later.
[0127] (Basic flow of one game) Next, a description will be given of the process flow of the slot machine 10. First, a basic flow of one game of the slot machine 10 will be described with reference to FIG. First, in step S100 shown in Fig. 10, the process waits until detection of operation of the start switch 30. If operation of the start switch 30 is detected and a predetermined game start condition is met, the process proceeds to step S110. In step S110, a drawing is carried out by the winning drawing means 110 to determine the winning combination, and the process proceeds to step S120.
[0128] In step S120, the reel control means 130 starts the rotation of the spinning reel 40. At this time, if a push order combination is won, the push order notification control means 210 may notify the push order of the stop switches 50. Then, the process proceeds to step S130.
[0129] In step S130, the process waits until detection of operation of the stop switch 50. When operation of the stop switch 50 is detected, the reel control means 130 performs control to stop the spinning reel 40 corresponding to the operated stop switch 50. When all the spinning reels 40 have stopped, the process proceeds to step S150.
[0130] In step S150, the winning determination means 140 determines whether or not a winning combination has been achieved based on the display state of the stopped spinning reel 40. If the result of the determination is that a winning combination has been achieved, a benefit according to the winning combination is awarded to the player. This ends one game, so the process returns to step S100 to wait for the start of the next game.
[0131] In this way, the basic flow of one game is a series of steps that starts with the operation of the start switch 30 and ends with the stopping of all the rotating reels 40. In addition to this basic flow of one game, effects and controls are executed according to each game state.
[0132] (About PUSH replay) In this slot machine 10, when the winning combination "PUSH REPLAY" is won and the performance switch 19 is pressed, a special benefit is awarded to the player. Specifically, if the "PUSH REPLAY" is won when all the rotating reels 40 have stopped and the winning combination has been determined, the player can press the performance switch 19 to award a predetermined benefit.
[0133] Specifically, the "advantageous benefit" in the normal game state and the high probability game state is the right to draw a lottery to transition to an advantageous presentation state. Also, the "advantageous benefit" in the chance zone is the addition of points. However, the "advantageous benefit" according to this embodiment is merely an example, and any benefit can be set. For example, the "advantageous benefit" may be to immediately transition the presentation state.
[0134] As already explained, when a "PUSH replay" is won, a "special symbol alignment" can be achieved in which the "PUSH" symbols on all the reels 40 are displayed stopped in a line in the symbol display window 13. When this "special symbol alignment" is achieved, the player can press the performance switch 19 to receive a predetermined benefit. In other words, the player can know the timing to press the performance switch 19 by looking at the stop display state in the symbol display window 13 (whether or not the "special symbol alignment" has been achieved). This provides a new game feature for the player, in which the player prepares to press the performance switch 19 by closely watching the stop display state of the reels 40.
[0135] As a method of informing the player of the timing to press the performance switch 19, in addition to the above-mentioned "special symbol alignment," the performance unit 66 may perform a performance that induces the player to press the performance switch 19 (for example, a display such as "Press PUSH!"). Alternatively, the performance unit 66 may not perform a performance, and the player may be notified of the timing to press the performance switch 19 only by the stop display mode of the spinning reel 40.
[0136] The number of times the performance switch 19 must be pressed to grant a special bonus to the player can be set arbitrarily. For example, if the performance switch 19 is pressed at least once within a predetermined time (e.g., before the start of the next game) after the winning combination "PUSH REPLAY" is won, a special bonus to the player may be granted. Also, if the performance switch 19 is pressed repeatedly (e.g., pressed a predetermined number of times or more within a predetermined time) after the winning combination "PUSH REPLAY" is won, a special bonus to the player may be granted.
[0137] Incidentally, at least a part of the "PUSH replay" according to this embodiment is set up as a push order role that can be won when the stop switch 50 is operated in a specified push order, as already explained in FIG. 8 (in other words, when the stop switch 50 is operated in a specified push order, a "special pattern alignment" can be displayed).
[0138] Specifically, when "7 Replay A-E" and "Push Order PUSH Replay A, B" shown in Fig. 8 are won, the "PUSH Replay" flag, which is a push order role, is established, but the "PUSH Replay" cannot be won by the normal operation sequence (operating the stop switch 50 in the order of left → center → right, so-called "push in order"). For this reason, it is difficult for a player who cannot know the result of the internal winnings to win a "PUSH Replay".
[0139] However, since the slot machine 10 according to this embodiment is equipped with the push order notification control means 210, it is possible to notify the player of the operation order of the stop switches 50 that will allow the player to win the "PUSH Replay" (in other words, the "special symbol alignment") The player can easily win the "PUSH Replay" by operating the stop switches 50 in the notified operation order.
[0140] In this way, whether or not a "PUSH replay" is won can be controlled to some extent by whether or not a push order notification is performed. In this embodiment, the correct push order for a "PUSH replay" is notified in a specific presentation state (in this embodiment, a "high probability game state" or a "chance zone"), making it easier to win a "PUSH replay". Conversely, in other presentation states (for example, a "normal game state"), the correct push order for a "PUSH replay" is not notified, making it difficult for the player to win a "PUSH replay".
[0141] By performing such control, it is possible to vary the probability of winning "PUSH Replay" (a winning combination related to "special symbol alignment") without varying the winning probability of "PUSH Replay". In other words, the probability of awarding a beneficial bonus related to "special symbol alignment" is varied depending on whether or not there is a push order notification.
[0142] (Chance Zone Processing) Next, the process executed in the chance zone will be described with reference to the flow of FIG. First, in step S210 shown in Fig. 11, the chance zone starts. The chance zone starts, for example, when a "PUSH replay" is won in a normal game state or a high probability game state, and a transition to the chance zone is determined in a transition drawing for the presentation state that is performed after a predetermined operation (pressing the presentation switch 19) is performed. At this time, the point management means 300 initializes the points acquired in the chance zone to "0". Then, the process proceeds to step S220. In step S220, one game is executed as described in Fig. 10. Then, the process proceeds to step S225.
[0143] In step S225, it is checked whether the display mode of the symbols stopped and displayed in the symbol display window 13 is a symbol that is eligible for point increase. In this embodiment, if the display mode is a winning display mode of "bell", "PUSH replay", "weak cherry", or "watermelon", the process proceeds to step S230. If the display mode is other than the above, the process proceeds to step S260.
[0144] In step S230, the point selection means 310 executes a point selection using the point selection table 320 according to the display mode. At this time, as already described, the points to be added (in the range of 0 to 100) are determined based on the expected value shown in Fig. 12. Then, the process proceeds to step S235.
[0145] In step S235, the points determined by the point drawing are added to the acquired points managed by the point management means 300. Then, the process proceeds to step S240.
[0146] In step S240, it is determined whether or not the acquired points (the total points acquired in the chance zone) managed by the point management means 300 have reached a specific threshold value ("200" in this embodiment). When the points reach this specific threshold value, a transition to a special game state can be made immediately without conducting a judgment drawing. When the acquired points are equal to or greater than the specific threshold value, control is executed to end the chance zone and transition to the special game state. On the other hand, when the acquired points are less than the specific threshold value, the process proceeds to step S245.
[0147] In step S245, it is checked whether the acquired points managed by the point management means 300 are eligible for rank-up. For example, it is determined whether an increase in points that crosses a predetermined threshold has been observed or not before or after the addition of points in step S235. In this embodiment, if the acquired points were less than the predetermined threshold (e.g., less than "100") before the addition of points, but are equal to or greater than the predetermined threshold (e.g., equal to or greater than "100") after the addition of points, it is determined that the acquired points have been ranked up. The ranking up of the acquired points means that an advantageous judge drawing table 340 is used in the judge drawing. If it is determined that the acquired points have been ranked up, proceed to step S250. Otherwise, proceed to step S260.
[0148] When the process proceeds to step S250, a rank-up effect is executed. This rank-up effect is intended to notify the player of the rank-up of the acquired points. This effect allows the player to expect a favorable drawing result in the judge drawing, which will be described later. In this way, the rank-up effect can increase the player's sense of expectation. Then, the process proceeds to step S260.
[0149] In step S260, it is checked whether the number of games in the chance zone has been played. That is, since the chance zone according to this embodiment ends after a predetermined number of games, it is checked whether this predetermined number of games has been played. If the predetermined number of games has been played, the process proceeds to step S265. On the other hand, if the predetermined number of games has not been played, the process returns to step S220, and the next game in the chance zone is executed.
[0150] When the process proceeds to step S265, the chance zone is ended, and the presentation state to be transitioned to is determined based on the points acquired in the chance zone. Specifically, the judge selection means 330 executes a judge selection using the judge selection table 340 according to the acquired points, and determines the presentation state to be transitioned to based on the result. In this embodiment, the presentation states to which the chance zone can be transitioned are a high probability game state (first game state), a pseudo bonus state (second game state), and a special game state (third game state). In the judge selection, it is determined which of these to transition to.
[0151] In addition, the special game state and the pseudo bonus state are presentation states in which a specific game (AT) in which information regarding the operation order of the stop switch 50 is notified can be executed, and therefore are presentation states that are more advantageous to the player than the high probability game state. Also, the special game state is a presentation state that is more advantageous to the player than the pseudo bonus state, since it is expected that the number of games in the specific game (AT) will be greater than in the pseudo bonus state. Therefore, for the player, the special game state is the most advantageous, followed by the pseudo bonus state, and the high probability game state is the least advantageous.
[0152] In this embodiment, as described in FIG. 13, when the acquired points are less than a predetermined threshold (less than "100"), a judge lottery table 340 that may transition to a high probability game state is used, but when the acquired points are equal to or greater than the predetermined threshold (equal to or greater than "100"), a judge lottery table 340 that does not transition to a high probability game state is used. Therefore, when the acquired points are equal to or greater than the predetermined threshold, transition to a pseudo bonus state is guaranteed at the very least. In this embodiment, a rank-up effect is executed when the acquired points reach or exceed the predetermined threshold, so that the player can know that transition to a pseudo bonus state is guaranteed. Once the presentation state to which the player will transition is determined by the above-mentioned judge lottery, the player transitions to that presentation state and the processing of the chance zone ends.
[0153] In the above flow, the specific threshold (point value for immediately shifting to the special game state) is set to "200" and the predetermined threshold (point value for switching the judge lottery table 340) is set to "100", but it goes without saying that these values can be changed arbitrarily. It is sufficient that the specific threshold is set at least higher than the predetermined threshold.
[0154] Also, in the above flow, the predetermined threshold is only one, "100", but the predetermined threshold may be set in multiple stages. For example, the predetermined threshold may be set in multiple stages, such as "50", "100", and "150". In this case, a judge lottery table 340 is provided for each threshold (in this example, judge lottery tables 340 for "0 to less than 50 points", "50 to less than 100 points", "100 to less than 150 points", and "150 to less than 200 points" are provided). Also, a rank-up performance may be performed each time each threshold is exceeded.
[0155] In the above flow, the acquired points are determined by a point drawing, but the invention is not limited to this and the acquired points may be determined based on the winning mode. In other words, the points linked to the winning mode may be automatically added without a point drawing.
[0156] In the above flow, a rank-up effect is performed when a rank is increased, but instead of this (or in addition to this), a point acquisition effect may be performed when points are acquired. Also, whether or not to perform this point acquisition effect may be determined by drawing lots.
[0157] In addition, when the judge drawing is performed, different effects may be performed for each judge drawing table 340 used. By changing the content of the effects depending on the judge drawing table 340, the player can be informed of the expectation in the judge drawing, which can make the game more exciting.
[0158] Although not specifically described in the above flow, the chance zone may be triggered to transition to the special game state by another trigger. For example, an AT lottery may be executed in each game in the chance zone, and if the AT lottery is won, the chance zone may be ended and the game may transition to the special game state.
[0159] (Battle game state processing) Next, the battle game state will be described. The battle game state is a presentation state to which a transition is made after the pseudo bonus state ends. In the battle game state according to this embodiment, whether or not a player can acquire the right to transition to the special game state is determined by the outcome of the battle presentation. This battle game state is set to continue until a predetermined number of games (e.g., 30 games) is played. This number of games may be variable, and may be determined at the start of the battle game state depending on conditions such as the opponent's character.
[0160] As shown in Fig. 14, this battle game state has a battle performance zone where a battle performance is executed, and an added-on zone that is executed after the battle performance is won. The battle game state is first started in the battle performance zone, and when the battle performance is won in the battle performance zone, it transitions to the added-on zone. Therefore, the remaining games after the battle performance is won are set as the added-on zone. Note that if the battle performance is not won, the added-on zone is not executed.
[0161] In the battle performance zone, a battle performance is executed in which the player's character and the opponent's character battle to determine the winner. The battle performance ends when the player's character wins or loses, and the battle performance zone ends when the battle performance ends. If the player wins the battle performance, after the addition zone is executed (however, exceptionally, if there are no games remaining in the battle game state, the addition zone is not executed), the game moves to a special game state and a specific game (AT) can be started. On the other hand, if the prescribed number of games is played without winning the battle performance, the game moves to a high probability game state after the battle game state ends (after the battle performance zone ends).
[0162] The additional zone is a section that is executed when the player wins the battle performance. This additional zone is for adding the number of games in the special game state (AT) that is executed after the battle game state ends. Specifically, each time a predetermined condition is achieved in this additional zone, the number of games in the special game state to which the player transitions after the battle game state ends is configured to be added. In this embodiment, the specific game (AT) in the special game state is managed as one set of 50 games, and if there is no additional play, one set of the specific game (AT) is executed (number of stocks = 1). Then, when a predetermined condition is achieved in the additional zone, one set is added as a stock of the specific game (AT) (number of stocks = 1 + number of times the condition is achieved).
[0163] The trigger for the addition in the addition zone may be various settings that have been publicly known in the past. For example, a win or prize for a specific winning combination, a win in an addition lottery, etc. In this embodiment, an addition lottery is executed for each game executed in the addition zone, and the addition is executed when the addition lottery is won.
[0164] In addition, in this embodiment, the number of games added in the special game state is managed by the number of sets, but any number of games may be added without managing it by the number of sets. For example, when an opportunity to execute an addition (such as winning an addition lottery) is achieved, a predetermined number of games may be added. Also, when an opportunity to execute an addition is achieved, the number of games to be added may be determined by lottery.
[0165] The longer the period of this additional zone, the higher the possibility of the number of games in the special game state being added, which is advantageous for the player. The number of games in the additional zone is determined by "(the specified number of games in the battle game state) - (the number of games in the battle performance zone)", so by winning the battle performance as quickly as possible, the number of games in the additional zone can be secured. Therefore, the gameplay of this game creates a desire for players to win the battle performance as quickly as possible. Next, the flow of this battle game state will be described with reference to the flow of FIG.
[0166] First, in step S310 shown in FIG. 15, a battle game state starts. The battle game state starts in the battle production zone, and a battle production starts. When the battle production starts, an opponent character is selected by drawing lots. The selected opponent character is displayed on the image display unit 67, and a production is executed in which the opponent character fights the player's character. Then, the process proceeds to step S320. In step S320, one game is executed as described in Fig. 10. Then, the process proceeds to step S325.
[0167] In step S325, the battle effect drawing means 410 draws the battle effect. The battle effect drawing may be performed for each game, or may be performed only when a predetermined winning combination is won or a prize is awarded. In this battle effect drawing, the drawing result of "win" or "lose" is determined. Then, the process proceeds to step S330.
[0168] In step S330, it is checked whether the battle performance drawing has resulted in a "win" result, in other words, whether the battle performance has been won. If the battle performance has been won, the process proceeds to step S335. On the other hand, if the battle performance has not been won, the process proceeds to step S370.
[0169] If the process proceeds to step S335, the battle performance is won, so the battle victory performance is executed. After that, the battle performance zone ends, and the additional zone starts. At this time, the stock number of the specific game (AT) is set to "1". Then, the process proceeds to step S340.
[0170] In step S340, it is checked whether the number of remaining games in the battle game state is "0". If the number of remaining games is not "0", the process proceeds to step S345. On the other hand, if the number of remaining games is "0", the battle game state ends. In this case, since the battle performance has been won, the game transitions to a special game state. This special game state (AT) can be executed as many times as the number of stocks acquired in the battle game state. In step S345, one game is executed as described in Fig. 10. Then, the process proceeds to step S350.
[0171] In step S350, it is checked whether a predetermined opportunity for topping up has been reached. In this embodiment, a topping up lottery is executed, and when the topping up lottery is won, it is determined that the opportunity for topping up has been reached. If the predetermined opportunity for topping up has been reached, the process proceeds to step S355. On the other hand, if the predetermined opportunity for topping up has not been reached, the process returns to step S340.
[0172] In step S355, since a predetermined addition opportunity has been achieved, the number of games in the special game state is added. In this embodiment, the number of stocks of the specific game (AT) is incremented by 1. Then, the process returns to step S340.
[0173] Also, when the process proceeds to step S370, a check is made to see if the number of remaining games in the battle game state is "0". If the number of remaining games is not "0", the process returns to step S320. On the other hand, if the number of remaining games is "0", the process proceeds to step S375.
[0174] In step S375, since the prescribed number of games in the battle game state has been played without winning the battle effect, a battle defeat effect is executed. Then, the battle game state ends and a transition is made to a high probability game state.
[0175] Although not specifically described in this flow, the conditions for the addition in the addition zone may be determined according to the character of the winning opponent. Specifically, the probability of winning the addition lottery may be changed according to the character of the opponent selected at the start of the battle performance, or the number of games of the specific game (AT) added when the addition lottery is won may be changed.
[0176] (Special game state processing) Next, the special game state and the assist bonus state will be described. The special game state and the assist bonus state are presentation states in which the push order notification control means 210 operates to execute a specific game (AT).
[0177] In the special game state, 50 games are counted as one set, and the specific game (AT) is executed for the number of games stocked. When the stocked number of games is consumed, the special game state ends and the presentation state transitions to the pullback state. Also, if an assist bonus is started during this special game state, the special game state is interrupted and transitions to the assist bonus state (when the assist bonus ends, the game returns to the interrupted special game state).
[0178] The assist bonus state is a state in which one or more assist bonuses, which are a type of specific game (AT), are being executed. The assist bonus is initiated when the rotating reel 40 is displayed stopped in a specific manner (in this embodiment, "7's") in the special game state. The assist bonus according to this embodiment is designed to end after a predetermined number of games (e.g., 20 games). The assist bonus state ends when all assist bonuses have been completed. After the assist bonus state ends, the game returns to the interrupted special game state.
[0179] In this embodiment, a plurality of assist bonuses can be executed in parallel. FIG. 16 shows a simplified view of the display on the image display unit 67 in the assist bonus state. In this embodiment, one character is assigned to one assist bonus, and as the number of executed assist bonuses increases, the number of characters displayed on the image display unit 67 also increases (when the assist bonus ends, the corresponding character is no longer displayed on the image display unit 67). A maximum of three assist bonuses can be executed in parallel, and if there are more than three, a special benefit (super assist bonus) that is more advantageous to the player than the assist bonus is given to the player.
[0180] For example, when the reel 40 stops in a specific state ("7's") in the special game state, the assist bonus A starts as shown in Fig. 16(a) (at this time, the presentation state transitions from the special game state to the assist bonus state). The image display unit 67 displays the character of the assist bonus A, and also displays that the number of games remaining for the assist bonus A is 20, since the assist bonus A has just started.
[0181] Thereafter, if Assist Bonus A ends (20 games have been played) without a specific pattern ("7s") being displayed in a stopped state, the Assist Bonus state ends and the game returns to the special game state, as shown in FIG. 16(e).
[0182] On the other hand, if a specific mode ("7's") is stopped and displayed before the assist bonus A ends, a second assist bonus B starts in parallel, as shown in FIG. 16(b). The image display unit 67 displays the character of the assist bonus B, and since the assist bonus B has just started, it displays that there are 20 games remaining for the assist bonus B. Also, in this example, since 10 games of the assist bonus A have been played, it displays that there are 10 games remaining for the assist bonus A.
[0183] Thereafter, if assist bonus A ends without a specific pattern ("7s") being displayed, information related to assist bonus A (display of the character and number of remaining games) disappears from image display unit 67, as shown in FIG. 16(f). In this example, assist bonus B started 10 games later than assist bonus A, so when assist bonus A ended, there were 10 games remaining for assist bonus B. Therefore, assist bonus B will be executed from the next game.
[0184] On the other hand, if the assist bonus A is stopped and displayed again in a specific manner ("7's") before it ends, a third assist bonus C will start in parallel, as shown in FIG. 16(c). The image display unit 67 displays the character of the assist bonus C, and since assist bonus C has just started, it displays that the number of games remaining for assist bonus C is 20. Also, in this example, since 16 games of assist bonus A have been played, it displays that the number of games remaining for assist bonus A is 4. Also, since 6 games of assist bonus B have been played, it displays that the number of games remaining for assist bonus B is 14.
[0185] Thereafter, if the assist bonus A is stopped and displayed again in a specific manner ("7's") before the end of the game, the maximum number of assist bonuses that can be executed in parallel ("3" in this embodiment) are already being executed in parallel, so a "super assist bonus" that is more advantageous to the player than an assist bonus is executed. Specifically, the super assist bonus is a special game (AT) that continues for a longer period (30 games) than an assist bonus. This super assist bonus starts from the next game and ends after 30 games. After the super assist bonus ends, the game returns to the special game state.
[0186] If four games are played without the game stopping in a specific mode ("sevens") from the state of FIG. 16(c), assist bonus A ends as shown in FIG. 16(d), and information related to assist bonus A (display of the character and the number of remaining games) disappears from the image display unit 67. In this example, assist bonus B started 10 games later than assist bonus A, so there are 10 games remaining for assist bonus B when assist bonus A ends. Also, assist bonus C started 16 games later than assist bonus A, so there are 16 games remaining for assist bonus C when assist bonus A ends. After this, if the game does not stop in a specific mode ("sevens"), assist bonus B ends after 10 games, and assist bonus C ends after a further 6 games (see FIG. 16(h)). Next, detailed processing executed in the special game state and the assist bonus state will be described with reference to the flow chart of FIG.
[0187] First, in step S410 shown in FIG. 17, a special gaming state starts. For example, the special gaming state starts when a player acquires points exceeding a certain threshold value in the chance zone, when the player wins the judge lottery after the chance zone ends, when the player wins a battle performance in the battle gaming state, and so on. When the special gaming state starts, the stock number of the special gaming state is subtracted by 1. Also, the number of remaining games in the special gaming state is set to "50". Then, the process proceeds to step S420.
[0188] In step S420, one game is executed as explained in Fig. 10. At this time, the number of remaining games in the special gaming state is decremented by 1. Then, the process proceeds to step S425.
[0189] In step S425, it is checked whether the display mode of the symbols stopped and displayed in the symbol display window 13 is a specific mode for starting the assist bonus. In this embodiment, if the display mode is a "7-match" display mode, the process proceeds to step S430. If the display mode is any other than the above, the process proceeds to step S470.
[0190] When the process proceeds to step S470, it is checked whether the number of remaining games in the special gaming state is "0". If the number of remaining games is "0", the process proceeds to step S475. On the other hand, if the number of remaining games is not "0", the process returns to step S420 and the next game in the special gaming state is executed.
[0191] In step S475, it is checked whether the stock number of the special game state is "0". If the stock number is "0", the special game state ends and the game moves to the pullback state. On the other hand, if the stock number is not "0", the game returns to step S410 and the special game state of the next stocked set is started.
[0192] On the other hand, if the process proceeds to step S430, the assist bonus start condition has been met, so the assist bonus starts and the presentation state transitions to the assist bonus state. For the started assist bonus, the number of remaining games is set to "20", and the number of remaining games is displayed on the image display unit 67 as shown in FIG. 16(a). Then, the process proceeds to step S435.
[0193] In step S435, one game is executed as described in Fig. 10. At this time, the remaining number of games for the assist bonus is subtracted by one (if multiple assist bonuses are executed in parallel, the remaining number of games for all assist bonuses is subtracted by one). Then, the process proceeds to step S440.
[0194] In step S440, it is checked whether the display mode of the symbols stopped and displayed in the symbol display window 13 is a specific mode for starting the assist bonus. In this embodiment, if the display mode is a "7-match" display mode, the process proceeds to step S445. If the display mode is any other than the above, the process proceeds to step S455.
[0195] In step S445, it is checked whether the current number of executed assist bonuses is the maximum value (in this embodiment, "3"). If the maximum number of executed assist bonuses has been executed in parallel (in this embodiment, three assist bonuses are executed in parallel), the process proceeds to step S460. On the other hand, if the number of executed assist bonuses is two or less, the process proceeds to step S450.
[0196] When the process proceeds to step S460, all assist bonuses being executed are ended, and instead a super assist bonus is started. This super assist bonus is executed for 30 games.
[0197] This super assist bonus ends after 30 games, and the process proceeds to step S470. When the process proceeds to step S470, the assist bonus state ends, and the special game state is executed. In this special game state, the remaining number of games and the remaining stock number before the transition to the assist bonus state are carried over and used.
[0198] When the process proceeds to step S450, in addition to the currently executed assist bonus, another assist bonus is executed in parallel. For the started assist bonus, the number of remaining games is set to "20", and the number of remaining games is displayed on the image display unit 67 as shown in FIG. 16(b) and FIG. 16(c). Then, the process proceeds to step S455.
[0199] In step S455, the remaining number of games is checked for all assist bonuses currently in progress, and any assist bonuses with the remaining number of games equal to "0" are terminated. If the currently in progress assist bonus becomes "0" as a result, the assist bonus state is terminated and the special game state is restored (proceed to step S470). In the restored special game state, the remaining number of games and remaining stocks from before the transition to the assist bonus state are carried over and used. On the other hand, if the currently in progress assist bonus is not "0", the process returns to step S435 and the next game in the assist bonus is executed.
[0200] In this manner, in this embodiment, if a winning combination that triggers an assist bonus is achieved while an assist bonus is being executed, a plurality of assist bonuses can be activated in parallel.
[0201] In addition, as the number of assist bonuses being executed in parallel increases, the game may be played under more advantageous conditions for the player. For example, in a game during an assist bonus, an additional draw may be executed to add to the number of games in the special game state (for example, if the additional draw is won, the stock number is increased by 1). The winning probability of this additional draw may be varied depending on the number of assist bonuses being executed in parallel. For example, as the number of assist bonuses increases, the winning probability of the additional draw may be increased, and when a super assist bonus is executed, the winning probability of the additional draw may be further increased (the winning probability may be set higher than when three assist bonuses are executed).
[0202] (About modified examples) In the above embodiment, it has been explained that the "special symbol alignment" is not necessarily achieved when the "PUSH replay" is won, but the present invention is not limited to this, and the "special symbol alignment" may be achieved without fail when the "PUSH replay" is won. Specifically, the reel control means 130 may always control the "special symbol alignment" by always drawing in the special symbol ("PUSH" symbol) in a range of a predetermined number of sliding frames (four frames) on all rotating reels 40 (for example, in the symbol arrangement of FIG. 5, "PUSH" may be arranged instead of "BAR" on the left reel 41).
[0203] In the above embodiment, the performance switch 19 is used as the input receiving means operated when the "special symbol alignment" is achieved, but the present invention is not limited to this, and other elements operable by the player may be used as the input receiving means. For example, the start switch 30 may be used as the input receiving means. In this case, a special symbol indicating the start switch 30 may be used as the special symbol displayed on the rotating reel 40, instead of the "PUSH" symbol. Then, when the start switch 30 is operated after the "special symbol alignment" occurs, a special benefit may be given to the player.
[0204] (summary) As described above, the slot machine 10 according to this embodiment is provided with an assist bonus that is started when the rotating reel 40 is stopped and displayed in a specific manner (in this embodiment, "7's") as a type of specific game (AT) in which the push order notification control means 210 is activated. When the rotating reel 40 is stopped and displayed again in a specific manner ("7's") while an assist bonus is being executed, a new assist bonus can be executed in parallel with the currently executed assist bonus. With this configuration, it is possible to execute multiple assist bonuses in parallel at the same time.
[0205] This allows the assist bonus to be executed in a different way than before, realizing a game with a completely new feel. For example, the assist bonus continues until all of the assist bonuses being executed in parallel are completed, realizing a game with which the player can hope to obtain consecutive assist bonuses.
[0206] Also, as the number of assist bonuses being executed in parallel increases, the game may be played under more advantageous conditions for the player. For example, as already described, as the number of assist bonuses being executed in parallel increases, the probability of winning the additional lottery that adds to the number of games in the special game state may be improved. In this way, the game characteristics of obtaining a larger profit by increasing the number of assist bonuses being executed in parallel can be realized.
[0207] In addition, in this embodiment, the maximum number of assist bonuses that can be executed in parallel (in this embodiment, "3") is preset, and when the reel 40 is stopped and displayed in a specific manner while the assist bonus is being executed in this maximum number, a bonus (in this embodiment, a "super assist bonus") that is more advantageous to the player than the assist bonus is awarded to the player. With this configuration, it is possible to realize a game feature in which the player can obtain a greater profit by increasing the number of assist bonuses being executed in parallel up to a predetermined value.
[0208] In addition, the presentation unit 66 according to this embodiment is configured to be able to display the number of remaining games for each assist bonus when multiple assist bonuses are being executed in parallel. This configuration allows the player to accurately grasp the state of the assist bonuses being executed in parallel. For example, the presentation unit 66 can provide information such as how many more games the player needs to complete the "7-match" before moving on to the "super assist bonus," thereby enhancing the player's interest in the game. [Explanation of symbols]
[0209] 10. Slot Machines 11. Cabinet 12 Display window 13 Pattern display window 14 Medal slot 15. Input switch 16 Bet Switch 17 Settlement Switch 18 Medal dispensing slot 19. Stage Switch 20 Control device 30 Start switch 31 Front door 31A Operation section 31B Lower Panel 31C lower plate 32 Credit display section 40 spin reels 41 Left Reel 42 Middle reel 43 Right Reel 50 Stop Switch 51 Left stop switch 52 Middle stop switch 53 Right stop switch 60 reel units 65 Hopper Unit 66 Production Department 67 Image display unit 68 Lamp 69 Speaker 100 Game state control means 110 Winning method 120 Lottery Table 130 Reel control means 140 Winning Judgment Means 150 Hopper control means 200 Production control means 210 Push order notification control means 220 Setting method 240 Gaming area control means 300 Point Management Measures 310 Point Drawing Method 320 Points Draw Table 330 Judge Drawing Method 340 Judge Drawing Table 400 Battle game management means 410 Battle performance lottery method 500 Special Game Management Means
Claims
1. A rotating reel for displaying a plurality of symbols in a variable or stationary manner; A start switch for variably displaying symbols on the rotating reel; a stop switch provided corresponding to the reel for stopping and displaying the symbols on the corresponding reel; A winning lottery means for drawing a lottery to determine whether any of a plurality of winning roles has been won or lost; A winning combination table storing winning regions corresponding to the plurality of winning combinations; reel control means for controlling the stop display of symbols on the rotating reel based on the drawing result of the winning drawing means and the operation of the stop switch; A winning determination means for determining whether or not any of the plurality of winning combinations has been won based on a stop position of the rotating reel when the rotating reel stops and displays a pattern; A push order notification control means for notifying information regarding the operation order of the stop switches; Equipped with As a type of specific game in which the push order notification control means operates, an assist bonus is provided which is started when the reel is stopped and displayed in a specific manner and ends after a predetermined number of games is played; When the reel is stopped and displayed in a specific manner during the execution of an assist bonus, a new assist bonus can be executed in parallel with the assist bonus being executed; A maximum number of the assist bonuses that can be executed in parallel is predetermined, When the reel is stopped and displayed in a specific manner in a state where the assist bonus is being executed in the maximum number, a super assist bonus is executed, which is the specific game that ends after a number of games that is greater than the predetermined number of games. Amusement machine.
2. As the number of the assist bonuses being executed in parallel increases, the game is played under more advantageous conditions for the player.
2. The gaming machine according to claim 1.
3. A presentation unit is provided for performing various presentations related to games, The presentation unit is configured to display the number of remaining games for each assist bonus when a plurality of assist bonuses are executed in parallel.
3. A gaming machine according to claim 1 or 2.
Citation Information
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