Pachinko machine
By employing precursor effect control means to execute staged effects over multiple games, the gaming machine enhances player engagement and anticipation, addressing the limitations of conventional gaming machines.
Patent Information
- Application Number
- JP2024069106
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-04-22
- Publication Date
- 2025-06-16
- Estimated Expiration
- 2040-08-25
AI Technical Summary
Conventional gaming machines lack effective mechanisms to enhance player engagement and anticipation through precursor effects, leading to a less immersive gaming experience.
The implementation of first and second precursor effect control means that execute staged effects over multiple games, allowing for continuous execution during a delay period and controlling the switching performance to maintain anticipation.
This approach enhances player engagement by creating a sense of anticipation through staged effects, increasing the likelihood of player participation and enjoyment.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as a gaming machine, a pachinko gaming machine is known which is provided with a variable display device capable of displaying a variable display game based on a plurality of identification information, and generates a specific gaming state advantageous to the player according to the result of the variable display game. Further, a slot machine is known which is provided with a plurality of reels, executes a game by variably displaying the plurality of reels based on a start operation of a player, stops the plurality of reels based on a stop operation of the player, and generates a specific gaming state according to a stop display mode of the plurality of reels. In recent years, in slot machines, an increasing number of machines are provided with an image display device in addition to the reels, and perform effects related to the game on the image display device. In such a gaming machine, a gaming machine is also known in which a plurality of display devices are provided and various information is displayed on each display device (Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there has been room for improvement in conventional gaming machines.
Means for Solving the Problems
[0005] In order to solve the above problems, in a gaming machine that executes a game based on an operation by a player and executes an effect related to the game, when the granting of a first privilege is predetermined, before the granting of the first privilege, there is provided a first precursor effect control means capable of executing a first precursor effect over a plurality of games, The above-mentioned and a second precursor effect control means capable of executing a second precursor effect related to the first precursor effect over a plurality of games based on the establishment of a predetermined condition when the granting of the first privilege is not predetermined. The first precursor effect control means can control the first precursor effect in a plurality of effect stages, and the second precursor effect control means can control the second precursor effect in a plurality of effect stages. When it is determined that a second privilege with a lower degree of advantage for the player than the first privilege is to be granted during the second precursor performance, the second precursor performance can be continuously executed even during a delay period of a predetermined number of games set until the second privilege is granted. During the delay period in the second precursor performance, it is possible to control so as to suppress a switching performance to a performance stage higher than the performance stage at that time. During the second precursor effect during the above-mentioned delay period it is configured to be controllable so as not to execute a switching effect to the highest effect stage in the effect stage.
Brief Description of the Drawings
[0006]
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Embodiments for Carrying Out the Invention
[0007] Hereinafter, embodiments of the present invention will be described with reference to the drawings. Here, a slot machine as an exemplary gaming machine according to an embodiment of the present invention will be described.
[0008] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. 1 to 2. The slot machine 1 is installed in a gaming hall or the like. As shown in FIGS. 1 to 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, an effect button 2d, an upper effect button 2f, a medal insertion slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout opening 7b, a main display 8, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a probability setting device 14, a display decoration frame 15, a drum unit 4d, a main control device 10, and a sub-control device 20.
[0009] The main control device 10 and the sub-control device 20 each include a storage unit and a control unit, and are devices capable of performing various arithmetic processes and various controls, and are included in the concept of a computer. Each storage unit includes a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit includes a CPU or the like. Each control unit realizes various functions of the embodiment by appropriately reading and executing various programs stored in each storage unit.
[0010] [Schematic front view showing the appearance of the gaming machine] As shown in FIG. 1, a front door 1a is disposed on the front surface of the slot machine 1. The front door 1a is pivotally attached in an openable and closable manner to one side (left side when viewed from the front) of a main body (not shown) that is disposed on the rear side of the front door 1a and attached to island facilities (not shown), and is configured to be openable and closable to the front side in a single-opening format. Hereinafter, the left-right direction is indicated in a state where the slot machine 1 is viewed from the front side.
[0011] In a state where the slot machine 1 is viewed from the front side, the main display 8 is disposed at the center in the left-right direction at the upper part of the front door 1a. The main display 8 is composed of a liquid crystal display or the like capable of displaying a plurality of information such as information related to effects (effect images) as described later, and constitutes display means (first display means). In front of the main display 8 at the upper part of the front door 1a, a display decoration frame 15 having an opening at the center is disposed, and the main display 8 is disposed in a state where the display surface faces forward from the opening of the display decoration frame 15.
[0012] On each of the left and right sides of the main display 8, a speaker 9 is disposed, and for example, it is capable of outputting sound effects corresponding to the effects displayed on the main display 8. Also, on each of the left and right sides of the main display 8, a lamp 11 made of an LED or the like is disposed, and for example, it is capable of outputting light in a light emission mode corresponding to the light at the time of winning of a role or the effects displayed on the main display 8.
[0013] On the right side of the main display 8, an upper effect button 2f exemplified as an operation means is disposed. The upper effect button 2f is a push-type button that moves in the front-rear direction. The pressing operation of the upper effect button 2f is detected by a non-contact type sensor or the like and output to the sub-control device 20 as operation information of the upper effect button 2f. Also, inside the upper effect button 2f, a light-emitting source (not shown) made of an LED or the like is provided, and it is possible to notify that the operation of the upper effect button 2f is valid by the light emission of the light-emitting source.
[0014] At the vertical center of the front door 1a of the slot machine 1, a flat front panel 19 with decorations and various function displays on its surface is disposed. Behind the front panel 19, a drum unit 4d having a reel 4 as variable display means is disposed. Also, at approximately the center of the front panel 19, a display window 6 made of a translucent member through which the symbols attached to the reel 4 can be visually recognized from the front is formed.
[0015] The reel 4 is composed of a left reel 4a, a middle reel 4b, and a right reel 4c arranged side by side in the left-right direction. The rotation axes of the respective reels 4a to 4c extend in the left-right direction, and the rotation centers are set to be the same. The reel 4 (4a to 4c) has symbols (identification information) continuous on its circumferential surface, and these symbols are configured to be distinguishable from outside the machine through the display window 6. When the reel 4 rotates in one direction, for example, the symbols can be variably displayed from top to bottom in the display window 6. A plurality of symbols (for example, 20) are represented on each of the reels 4a to 4c, and the types of symbols are, for example, "replay", "watermelon", "cherry", "bell", "7", etc. Note that the form of the reel 4 is not limited to this. For example, the number of patterns on the peripheral surface may be other than 20.
[0016] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, 12c capable of notifying the stop order of the stop buttons 5 described later are arranged corresponding to the respective reels 4a, 4b, 4c. Also, on the lower left side of the display window 6 on the front panel 19, for example, an advantageous section lamp 13 composed of LEDs is arranged. The advantageous section lamp 13 is controlled to light during an advantageous section (described later). Note that the slot machine 1 may control, instead of the advantageous section lamp 13, for example, the "dot" part of a seven-segment display (also referred to as "7-seg") that constitutes a payout number display section or the like for displaying the number of medals paid out, to light.
[0017] A sub-display 17 is arranged on the right side of the display window 6 (reel 4) on the front panel 19. The sub-display 17 is composed of a liquid crystal display or the like capable of displaying a plurality of information such as information related to an effect (effect image) as described later, and constitutes a display means (second display means). Also, although the display area of the sub-display 17 is smaller than that of the main display 8, it is arranged at a position closer to the reel 4 than the main display 8, and it is easy to visually recognize the displayed image while observing the rotation and stop states of the reel 4. Note that the sub-display 17 may be provided on the left side of the display window 6 (reel 4). Also, the sub-display 17 may be configured as a touch panel type display.
[0018] Below the front panel 19, a stepped portion protruding forward is formed, and a medal insertion port 2, a bet button 2a exemplified as an operation means, and an effect button 2d are arranged on the upper surface of the stepped portion. The medal insertion port 2 is a part where a player inserts medals (game media). Inside the medal insertion port 2, a medal selector 2b (medal detection means), which is a sensor or the like for detecting the medals inserted into the medal insertion port 2, is provided. The bet button 2a is a push button for the player to input the bet amount that serves as the game start condition, and it enables the input of the maximum bet amount allowed in the slot machine 1 with one operation.
[0019] The effect button 2d is a push button that moves in the vertical direction. The pressing operation of the effect button 2d is detected by a non-contact sensor or the like and output to the sub-control device 20 as operation information of the effect button 2d. Further, inside the effect button 2d, a light-emitting source (not shown) composed of an LED or the like is provided, and it is possible to notify that the operation of the corresponding effect button 2d is valid by the light emission of the light-emitting source. The effect button 2d is disposed at a position closer to the reel 4 than the above-described upper effect button 2f.
[0020] On the front surface of the stepped portion, a start lever 3, a return button 2c, and a stop button 5 exemplified as an operation means (stop operation means) are disposed. The start lever 3 is a lever that the player operates to start the game. After the bet amount is input, the start lever 3 becomes effective and the game can be started. The return button 2c is composed of a push button that moves in the front-rear direction, and it is a button that is operated when canceling the set bet amount or paying out the medals stored as credit medals. The stop button 5 is a button for stopping the rotating reel 4, and it is composed of a push button that moves in the front-rear direction. The left stop button 5a, the middle stop button 5b, and the right stop button 5c are disposed at a predetermined interval in the horizontal direction corresponding to the left reel 4a, the middle reel 4b, and the right reel 4c.
[0021] Below the front door 1a of the slot machine 1, a medal payout port 7b through which the medals paid out from the medal payout device 7 are discharged is disposed.
[0022] [Block diagram showing the control configuration of the gaming machine] Figure 2 shows a block diagram of the control system in the slot machine 1. As shown in FIG. 2, the slot machine 1 includes a main control device 10 that performs lottery of winning combinations, control of game progress, etc., and a sub-control device 20 that is configured to be communicable with the main control device 10 and performs various effect controls, etc. based on control information from the main control device 10. Transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction from the main control device 10 to the sub-control device 20, preventing input of an unauthorized signal from the sub-control device 20 to the main control device 10.
[0023] The main control device 10 is connected to a bet button 2a, a medal selector 2b, a return button 2c, a start lever 3, a stop button 5, a probability setting device 14 (setting means), a medal payout device 7, a drum unit 4d, and an advantageous section lamp 13 by communication cables, enabling control of each device. The main control device 10 is also provided with a storage unit (storage means) and a control unit.
[0024] The probability setting device 14 enables changing the winning probability of a specific game state (e.g., AT state) in multiple stages (e.g., 6 stages). The main control device 10 performs a process of setting the winning probability of the specific game state to any one of a plurality of probability values with different probabilities based on the probability setting operation in the probability setting device 14. The set value set by the probability setting device 14 has the lowest probability value for setting 1, and the probability value increases as the number gets larger, with setting 6 having the highest probability value. Therefore, setting 1 is the most disadvantageous setting for the player, and the larger the number, the more advantageous it is for the player, with setting 6 being the most advantageous setting for the player.
[0025] Note that the winning probability of the specific game state may be controlled with a fixed probability value without being affected by the set value of the probability setting device 14. In addition to the specific game state, the winning probability of a predetermined minor winning combination (e.g., bell winning combination) may be made changeable in multiple stages (e.g., 6 stages).
[0026] The drum unit 4d is a device integrally including reels 4a to 4c and stepping motors (not shown) for rotating each of the reels 4a to 4c. The medal payout device 7 has a medal storage section (not shown) that collects the medals inserted into the medal selector 2b as the medals before payout, and is a device that pays out the medals stored in the medal storage section to the medal payout port 7b. The medal payout device 7 is provided with a sensor for detecting the paid-out medals. The medal selector 2b is provided on the downstream side of the medal insertion port 2, and is provided with a sensor for detecting the medals inserted from the medal insertion port 2.
[0027] The storage section of the main control device 10 stores various information such as game programs related to the game, tables for performing lottery for minor roles and AT states, and the like. Further, the main control device 10 operates by a control section and a storage section in which a program is stored, and thereby performs processing related to the progress of the game of the slot machine 1.
[0028] Based on the signal from the start lever 3, the main control device 10 performs game start processing, processing for sampling a random number from a random number generator (not shown), and the like. Then, a lottery process for roles is performed based on the sampled random number. Also, according to the control program of the storage section, for example, by updating the random number at a predetermined timing, a random number generation process is performed, and based on the generated random number, a transition lottery process for the CZ state and a pseudo-bonus state described later, a continuous lottery process during the AT state, a topping-up lottery process during the AT state, and the like are performed.
[0029] That is, the main control device 10 is provided with lottery means for lottery (determination) as to whether or not to grant benefits such as minor roles, pseudo-bonus states, and AT states in response to the execution of the game. Also, the lottery pattern using random numbers may be other than the patterns described above. A role lottery may be performed based on soft-generated random numbers, and a transition lottery, topping-up lottery, etc. for a pseudo-bonus state and an AT state may be performed based on the random numbers generated by the random number generator. Or, all lotteries may be performed using soft-generated random numbers or random numbers generated by the random number generator.
[0030] In addition, the main control device 10 controls the rotation of the reel 4 based on the signal from the start lever 3. The main control device 10 detects the rotational positions of the respective reels 4a, 4b, 4c based on signals from sensors (not shown) provided on each of the reels 4a, 4b, 4c, and can grasp the rotational positions of the symbols on each of the reels 4a, 4b, 4c. Then, based on the signal from the stop button 5, it performs control to stop a desired symbol within the display window 6.
[0031] In addition, the main control device 10 realizes the game of the slot machine 1 by controlling game progress processing involving internal lottery processing and the like, management of various information stored in the storage unit, and devices such as the medal payout device 7 according to operations of operation units such as the start lever 3.
[0032] The sub-control device 20 is connected to the effect button 2d, the upper effect button 2f, the speaker 9, the main display 8, the lamp 11, the navigation lamp 12, the sub-display 17 via a communication cable and can communicate. The sub-control device 20 controls these devices according to the control information from the main control device 10. In addition, the sub-control device 20 is provided with a storage unit and a control unit.
[0033] The storage unit of the sub-control device 20 stores various information such as programs related to effects, effect image data, audio data, and the like. The sub-control device 20 operates by the control unit and the storage unit in which the program is stored, and performs processes such as effects synchronized with the game of the slot machine 1 according to commands (control information) from the main control device 10. For example, it controls the main display 8, the lamp 11, the speaker 9, etc. to output an effect image indicating the transition of the game state, a sound effect, a lamp effect, etc.
[0034] In addition, the sub-control device 20 can control the switching timing of each effect based on the signal from the effect button 2d. Either or both of the main control device 10 and the sub-control device 20 constitute the lottery means, presentation control means, bonus granting control means, presentation frequency control means, specific presentation control means, presentation mode control means, premonition presentation control means, first premonition presentation control means, second premonition presentation control means, first special presentation control means, and second special presentation control means in the present invention.
[0035] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control device 10.
[0036] When starting a game, medals are inserted into the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, three coins), one of the conditions for starting the game is met, and the game becomes ready to start with the right to play one game being held.
[0037] In this state where the game can be started, the operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, all of the conditions for starting the game are met, the game starts, and the reels 4a to 4c on which multiple symbols are displayed start to move, and an internal lottery process is executed to determine the lottery result of the current game from multiple winning combinations (including losing combinations) such as replay combinations, small combinations, and bonus combinations before the reels 4 stop. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined winning probability. For example, a lottery result such as a replay combination or a bell combination is derived by lottery.
[0038] Also, even when the main control device 10 receives a signal from the start lever 3, if the elapsed time since the start of the rotation of the reel 4 in the previous game has not reached a predetermined time (for example, 4.1 seconds), the main control device 10 temporarily waits for the start of the rotation of the reel 4 (inserts a waiting time) to delay the start of the rotation of the reel 4, thereby performing limit control to limit the number of games so that the number of games executed per unit time (for example, 1 minute) is within a predetermined number (for example, 14 times). That is, the main control device 10 is provided with game number limiting means capable of limiting the number of games executed per unit time within a predetermined number. By this control, the shortest execution time required for one game is defined as a predetermined time (for example, 4.1 seconds). Note that the period for monitoring the shortest execution time may be set based on other criteria than the start point of the rotation of the reel 4 between games. For example, it may be based on the point in time when the stop button 5 is made effective, or any point in time as long as the number of games per unit time can be monitored.
[0039] Each of the reels 4a to 4c is an example of display means. On the circumferential surfaces of the reels 4a to 4c, a plurality of symbols (replay, bell, watermelon, cherry, 7) are represented in a predetermined arrangement, and after gradually increasing the rotation speed from the stopped state, it reaches a steady rotation in which it rotates at a constant speed. When such a steady rotation is reached, the stop buttons 5a to 5c provided corresponding to the reels 4a to 4c become in a state where they can be pressed.
[0040] When the stop buttons 5a to 5c are pressed in this state, the reels 4a to 4c are controlled to stop in a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process. For the stop control of each of the reels 4a to 4c, a draw range is set for each. When the stop operation is performed, a predetermined number (for example, 4) of symbols in the reverse rotation direction (upward direction) from the symbol at the time of the stop operation can be drawn in, and it is possible to stop on any of the symbols within this draw range on the effective line.
[0041] In the stopped state, three consecutive symbols displayed vertically on each of the reels 4a to 4c are stopped (stopped display) so as to face the outside of the machine through the display window 6, and the presence or absence of a win is determined based on the state of the stopped display at this time. Winning is determined based on the combination of symbols that come to rest on any of the five winning lines in the display window 6: the upper, middle and lower lines, the line sloping downward to the right, and the line sloping upward to the right.
[0042] Winning combinations such as small wins and replays are determined based on the combination of symbols on such winning lines. Small roles include, for example, the bell role, the watermelon role, and the cherry role.
[0043] There are two types of bell roles, each with a different combination of corresponding symbols. For example, a common bell role with a combination of corresponding symbols in the order of "left reel 4a, middle reel 4b, right reel 4c" on the winning line (and so on) can be set as "bell, replay, bell", and a push order bell role with a combination of "bell, bell, bell".
[0044] The common bell role is a minor role in which a corresponding combination of symbols ("bell, replay, bell") stops regardless of the order in which the stop buttons 5a to 5c are operated (called the push order), and the push order bell role is a minor role in which a corresponding combination of symbols ("bell, bell, bell") stops by following a specific push order.
[0045] Furthermore, the push order bell role has six push order bell roles 1 to 6, in which the corresponding symbol combination ("Bell-Bell-Bell") is stopped and displayed when the stop buttons 5a to 5c are operated in one of six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.). When the stop buttons 5a to 5c are operated in the other five push orders (push orders other than the specific push orders), the corresponding symbol combination ("Bell-Bell-Bell") is not stopped and displayed, but a different symbol combination (called a "Bell Spill") such as "Bell-Bell-Replay" is stopped and displayed.
[0046] In addition, when winning the order-of-pressing bell role, as long as only the stop button 5 operated first follows a specific order of pressing regardless of the stop buttons 5 operated second and third, the stop control of the reel 4 may be performed so that the combination of symbols corresponding to the order-of-pressing bell role stops. Also, the order-of-pressing bell is not limited to six types, and three types of order-of-pressing bells 1 to 3 may be provided.
[0047] The watermelon role is a minor role (rare role) with the corresponding symbol combination being "watermelon · watermelon · watermelon". There are a weak watermelon role where "watermelon · watermelon · watermelon" stops on the upper line or the lower line, and a strong watermelon role where "watermelon · watermelon · watermelon" stops on the upper-right diagonal line or the lower-right diagonal line. The cherry role is a minor role (rare role) with the corresponding symbol combination being "cherry · ANY · ANY". There are a weak cherry role where "cherry" stops on the upper or lower part of the left reel 4a, and a strong cherry role where "cherry" stops in the middle part of the left reel 4a.
[0048] For the replay role, two replay roles with different corresponding symbol combinations are provided. There are a normal replay role (hereinafter referred to as the replay role) with the corresponding symbol combination being "replay · replay · replay", and a chance replay role (chance role) with the corresponding symbol combination being "replay · bell · bell". "replay · bell · bell" (chance combination) is the symbol combination that stops and is displayed when winning the chance replay role. Together with the watermelon role and the cherry role, it is set as a so-called rare role with a relatively low winning probability in the internal lottery process. In addition, the cherry role or the watermelon role may be regarded as a type of replay role.
[0049] The symbols corresponding to the replay role and the bell role are provided so that they always exist within the drawing-in range regardless of the timing at which each reel 4 stops, eliminating the need for the so-called aiming operation for the "replay" symbol or the "bell" symbol. In contrast, the "cherry" symbol on the left reel 4a and the "melon" symbol on the middle reel 4b are arranged with a spacing that is partly wider than the drawing-in range. Therefore, when winning the cherry role, an aiming operation for the "cherry" symbol is required during the stop operation of the left reel 4a, and similarly, when winning the melon role, an aiming operation for the "melon" symbol is required during the stop operation of the middle reel 4b. In addition, when winning the cherry role and the melon role, if an aiming operation is required, the arrangement of the "cherry" symbol and the "melon" symbol on each reel 4 can be arbitrary.
[0050] Also, the main control device 10 and the sub-control device 20 can generate AT (assist time) as a game state related to the push-order bell role. AT is a state in which when the push-order bell role is won, the push order of the won push-order bell role is notified (executing push-order navigation) by the main display 8 and the navi lamp 12. Therefore, by the generation of AT, it is possible for the player to easily acquire medals, and it is controlled during the pseudo-bonus state and the AT state described later.
[0051] Based on the combination of symbols as described above, the winning of small roles and the replay role is respectively determined (determination means). As a result of the determination, when the combination of those symbols is the combination of symbols corresponding to each of the above, a winning is established and a game value corresponding to the establishment of each winning is given. For example, by the stop of the combination of symbols corresponding to small roles such as the bell role, the cherry role, and the melon role, the establishment of a small-role winning is determined, and when the medal payout device 7 is driven and controlled, a predetermined number of medals are paid out through the medal payout port 7b.
[0052] Specifically, in the bell role (common bell role, push-order bell role), when the corresponding combination of symbols stops and is displayed, 8 medals are paid out. Also, when the stop buttons 5a to 5c are operated in a pressing order other than a specific pressing order (five pressing orders) when the bell winning combination is selected, medals are not paid out. Note that for the bell winning combination, during the AT state described later, it is set with a winning probability such that the number of medals held by the player increases.
[0053] Also, when a combination of symbols corresponding to the weak watermelon winning combination and the strong watermelon winning combination stops and is displayed, two medals are paid out. Also, when a combination of symbols corresponding to the weak cherry winning combination and the strong cherry winning combination stops and is displayed, one medal is paid out. Note that the number of medals paid out when a combination of symbols corresponding to each winning combination stops and is displayed may be other than the above-mentioned number of medals.
[0054] Also, by the stop display of a combination of symbols corresponding to the replay winning combination and the chance replay winning combination (chance winning combination), the replay winning combination and the chance replay winning combination are determined, and in the next game, without inserting medals (without setting the bet number), a game can be played with the same bet number as the bet number set in the previous game.
[0055] Also, the winning probabilities of each winning combination are set such that, at each set value, the relationship is bell winning combination > replay winning combination > weak cherry winning combination > weak watermelon winning combination > chance replay winning combination > strong watermelon winning combination > strong cherry winning combination, that is, the bell winning combination is most likely to win, and the strong cherry winning combination is least likely to win. Note that the relationship of the winning probabilities of each winning combination may be other than the above-mentioned one. Also, the weak cherry winning combination, the weak watermelon winning combination, the chance replay winning combination (chance winning combination), the strong cherry winning combination, and the strong watermelon winning combination are referred to as rare winning combinations in the sense of being difficult-to-win winning combinations.
[0056] [Flow of the game in the gaming machine] Next, the flow of the game of the slot machine 1 will be described with reference to FIG. 3. FIG. 3 is a diagram for explaining the gaming state in the slot machine 1 according to the embodiment. The main control device 10 and the sub-control device 20 can control the slot machine 1 in a plurality of game states, and perform various processes in each game state, control of transitions between game states (hereinafter also simply referred to as "transitions"), etc. as follows.
[0057] As shown in FIG. 3, the game of the slot machine 1 of the embodiment is composed of a plurality of game states including a normal game state, a CZ state, a pseudo-bonus state, and an AT state. The main control device 10 and the sub-control device 20 can be controlled to transition from one game state to another based on the establishment of a predetermined transition condition.
[0058] Also, the game of the slot machine 1 has a normal section and a favorable section. These sections are divided by the game state, and further divided by the winning state for a game state favorable to the player such as the AT state. As will be described later, a normal probability state and a high probability state are set as the winning states for a game state favorable to the player. The normal section is a section in which the game can be played in the normal game state, and includes a section in which the pseudo-bonus state can be played by a lottery with a lottery probability in the normal probability state in the normal game state. Note that in the normal section, lottery control may be performed so as not to win the pseudo-bonus state. Also, in the normal section, the lottery probability of the pseudo-bonus state may be set as an ultra-high probability state higher than the high probability state. For example, in the normal section, when winning a predetermined rare combination, it may be set to always win the pseudo-bonus state. The favorable section continues to stay from the normal section until it returns to the normal section again after transitioning to another game state.
[0059] The advantageous section includes playable sections in the CZ state, the precursor state of the CZ state, the pseudo-bonus state, the normal probability state and the high probability state of the pseudo-bonus state, the precursor state of the pseudo-bonus state, and the AT state. While staying in the advantageous section, the main control device 10 counts (measures) the number of consecutive games executed. When the game state is within the advantageous section, the advantageous section lamp 13 is lit. Note that the advantageous section lamp 13 may be lit only while the player can actually recognize the CZ state, the pseudo-bonus state, the AT state, etc. as advantageous. For example, the advantageous section lamp 13 may not be lit during the high probability state of the pseudo-bonus state.
[0060] After transitioning to the advantageous section, in order to end the advantageous section, in addition to the case of transitioning to the normal section due to the lottery result of the game or the like, either "the number of consecutive games in the advantageous section has reached a predetermined number" or "the number of medals acquired during the advantageous section has reached a predetermined number" is set to be established, and a limiting means (so-called limiter) is provided to limit the number of medals that can be acquired during a series of advantageous sections consisting of each state specified as the advantageous section.
[0061] Note that the above end conditions of the advantageous section are just examples, and for example, "the fact that at least one push-order bell has been notified" may be included. Also, the above end conditions of the advantageous section may include, for example, "the combination of symbols corresponding to the bonus combination has stopped being displayed", "the combination of symbols corresponding to the winning combination of the first special accessory (so-called regular bonus) has stopped being displayed", etc. Also, the upper limit of the number of consecutive games in the advantageous section may be any number such as 1000 times or 1500 times, and the upper limit of the number of acquired medals may be any number such as 1000 pieces or 2400 pieces.
[0062] Next, each game state (normal game state, CZ state, pseudo-bonus state, AT state) executed under the control of the main control device 10 and the sub-control device 20, the transition process between game states, and various effects generated along with the transition process will be described in detail for each game state.
[0063] Hereinafter, unless otherwise specified, the transition point from each gaming state to another gaming state is basically after the third reel stop operation of the game (or after the payout of medals) when the transition condition is satisfied. However, it is not limited to this, and it may be shifted from the next game after the transition condition is satisfied. In addition, the effects include the foreshadowing effects (this foreshadowing effect or fake foreshadowing effect) described later, continuous effects, etc. It consists of notifications for the granting of benefits, such as images (videos) on the main display 8 and the sub-display 17, sound effects from the speaker 9, and lighting of the lamp 11, and prior notifications before the benefits are granted, etc., which enhance the player's sense of anticipation for the granting of benefits.
[0064] (Normal gaming state) The normal gaming state is the gaming state that stays when the main control device 10 of the slot machine 1 is reset, and it is an unfavorable state for the player. As shown in FIG. 3, while staying in the normal gaming state, the main control device 10 performs a transition lottery process to the CZ state, the pseudo-bonus state, and the AT state. Note that depending on the specifications of the slot machine 1, etc., it may be configured not to directly transition from the normal gaming state to the AT state.
[0065] During the normal gaming state, on the main display 8 or the sub-display 17, individual effects that are completed in one game are executed with a predetermined probability. The individual effects are mainly effects executed to enhance the player's sense of anticipation, and include winning effects executed based on the result of the role lottery by the main control device 10 described later. In addition, other individual effects include those executed based on the probability state (normal probability state or high probability state) at that time, those executed to explain the game, etc. The winning performance is a performance mainly executed to notify the lottery result of the role, and displays an item (for example, an item in a treasure box) that can notify the rare role that has won along with the appearance of a predetermined character, or displays character information such as "Chance" or "Extremely Hot" that indicates the degree of expectation for the occurrence of the AT state along with the appearance of a predetermined character. It is an effect in which an image corresponding to the type of the rare role that has won and the lottery result of the transition lottery of the AT state triggered by the winning rare role is displayed.
[0066] · Transition process from the normal game state to the pseudo-bonus state (arrow a in Figure 3) In the normal game state, based on the fact that the determination result of whether to grant a privilege by the main control device 10 as the privilege granting control means has become a predetermined special determination result, a pseudo-bonus state (specific privilege, first privilege) is granted as a special game state.
[0067] More specifically, the main control device 10 performs a transition lottery process to the pseudo-bonus state in advance based on the winning of a predetermined rare role as a specific lottery result. For example, when a chance role or a strong cherry role is won, a transition process to the pseudo-bonus state is performed with a predetermined probability (for example, 20%). The pseudo-bonus state continues until a predetermined number of games are executed, and during that time, it is a game state in which a transition lottery of the AT state is performed. Details of the pseudo-bonus state will be described later.
[0068] Note that the transition to the pseudo-bonus state, that is, the decision on whether to grant a specific privilege (the first privilege) may be made other than by lottery of rare roles by the lottery means. For example, when the winning of a predetermined role (for example, the bell role) (or the actual number of occurrences) reaches a predetermined number of times, the transition to the pseudo-bonus state may be determined, or a lottery for the pseudo-bonus state may be conducted at that time. Alternatively, when the number of games executed after the end of the previous pseudo-bonus state or AT state reaches a predetermined number, the transition to the pseudo-bonus state may be determined. In addition, points may be added according to the lottery of roles, and the type of the winning role and the points to be added may be changed according to the state of winning the role. When the points reach a predetermined number, the transition to the pseudo-bonus state may be determined, or a lottery for the pseudo-bonus state may be conducted at that time. Also, a pseudo-bonus state may be generated during the AT state described later. In this embodiment, the lottery trigger roles for the pseudo-bonus state are set to the chance role and the strong cherry role, but a lottery for the pseudo-bonus state may be conducted when other roles are won.
[0069] When winning the lottery for the transition to the pseudo-bonus state, in order to enhance the player's expectation of the transition to the pseudo-bonus state before the transition to the pseudo-bonus state, a predetermined number of games (for example, 18 games) of this premonitory effect (the first premonitory effect) that finally notifies the transition to the pseudo-bonus state is executed on the main display device 8.
[0070] That is, even when the main control device 10 as the lottery means has predetermined the transition to the pseudo-bonus state, it does not immediately transition to the pseudo-bonus state, but causes the pseudo-bonus state to occur after a predetermined number (for example, 30 times) of games have been executed from that point. The sub-control device 20 controls the main control device 10 to execute the main premonitory effect as the premonitory effect during the predetermined number of game execution periods before the transition to the pseudo-bonus state based on the fact that the main control device 10 has predetermined the occurrence of the pseudo-bonus state. Therefore, when the transition to the pseudo-bonus state is pre-determined as the granting of the first privilege, the sub-control device 20 is provided with first pre-stage performance control means capable of executing this pre-stage performance as a first pre-stage performance over a plurality of games during a predetermined period before the granting of the first privilege.
[0071] Also, a waiting period for a predetermined number of games (e.g., 12 games) is set from the winning of the lottery for the transition to the pseudo-bonus state until this pre-stage performance is executed, and this pre-stage performance is executed after the end of this waiting period. Therefore, even if one wins the lottery for the transition to the pseudo-bonus state, one does not immediately transition to the pseudo-bonus state, but instead goes through the waiting period and then transitions after the execution of this pre-stage performance.
[0072] During this pre-stage performance, on the main display 8, the image switches to a stage with a background different from that during the normal game state, and an effect image on the pre-stage where the characters that appear perform actions different from those during the normal game state is executed. For example, an effect on the pre-stage where the character is advancing through a cave is performed over a plurality of games. These effects do not change in terms of the effect content itself even when one game ends. For example, even if the screen is switched due to the occurrence of various events or the like in a predetermined game, the effect content where the character is advancing through the cave continues to be performed in the next game without change. Therefore, this pre-stage performance is a series of effects executed over a plurality of games (spanning multiple games). Also, a plurality of patterns with different backgrounds and the like are prepared for the pre-stage, and depending on the presence or absence of winning the pseudo-bonus state at that time, one of the pre-stage patterns is selected under the control of the sub-control device 20.
[0073] Also, even when a player wins a rare role (e.g., a chance role) that triggers a transition to a pseudo-bonus state but does not win the pseudo-bonus state transition lottery, a fake premonition performance (second premonition performance) for a predetermined number of games (e.g., 18 games) is executed on the main display 8 to notify that the player will not ultimately transition to the pseudo-bonus state, just as when winning the pseudo-bonus state. Note that the fake premonition performance may be executed with a predetermined probability (e.g., 50%) or always executed when a player wins a rare role that triggers a transition to a pseudo-bonus state but does not win the pseudo-bonus state transition lottery. That is, the sub-control device 20 constitutes second premonition performance control means (premonition performance control means) that performs control to execute a fake premonition performance as the second premonition performance over a plurality of games based on the establishment of predetermined conditions when the main control device 10 has not previously determined the transition to the pseudo-bonus state.
[0074] Also, even when executing the fake premonition performance, a fake waiting period for a predetermined number of games (e.g., 12 games) is set from the winning of the rare role that triggers a transition to the pseudo-bonus state until the fake premonition performance is executed, just as when winning the pseudo-bonus state. This premonition performance and the fake premonition performance basically consist of a series of performances over a plurality of games with the same set performance images (such as a stage or characters that appear), and by making the content to be finally notified different, the expectation of the player can be attracted until the end.
[0075] Also, during the premonition performance (this premonition performance or fake premonition performance) and the waiting period (or fake waiting period), although details will be described later, the occurrence rate of the winning performance executed in each game is increased compared to during other normal gaming states. In particular, during the waiting period (or fake waiting period), since the premonition performance will occur thereafter, each winning performance that occurs in a state where the occurrence rate is increased becomes a so-called exciting performance for the occurrence of the pseudo-bonus state, increasing the expectation of the player. In addition, as for the excitement presentation, among other things, during the winning presentation, the appearance rate of a specific character increases, the color scheme of the dialogue image of the character becomes different from that of other than the excitement presentation (for example, blue), the background is changed, etc. are performed.
[0076] In addition, in this premonition presentation and the fake premonition presentation, it is notified whether or not it will finally shift to the pseudo-bonus state. In this case, on the main display 8, continuous presentation (continuous presentation) is executed several games before the final game of the premonition presentation (for example, two games before). The continuous presentation is executed by, for example, a battle presentation consisting of an image in which the protagonist character and the enemy character battle for a predetermined number of games (for example, three games).
[0077] In the continuous presentation, presentation images in which the protagonist character and the enemy character repeat offense and defense are executed for each game, and presentation is executed such that the presentation content of each game is carried over to the next game. For example, when the protagonist character received damage in a predetermined game, presentation (for example, presentation that changes a meter indicating the amount of damage) is executed so that the damage is carried over to the next game. In addition, depending on whether or not the transition to the pseudo-bonus state is determined in advance, the offense and defense states of the protagonist character and the enemy character in each game are set. When transitioning to the pseudo-bonus state, it is set so that there are more games in which the protagonist character attacks than when not transitioning. That is, the continuous presentation is a series of presentations executed over a plurality of games (across). In addition, button presentation may be executed in parallel with the continuous presentation.
[0078] And when winning the pseudo-bonus state (in the case of this premonition presentation), as an image notifying the winning of the pseudo-bonus state, an image in which the protagonist character finally wins is displayed. When not winning the pseudo-bonus state (in the case of the fake premonition presentation), as an image notifying the non-winning of the pseudo-bonus state, an image in which the protagonist character finally loses is displayed. Note that instead of continuous performance, an effect that is completed only in the final game of this precursor effect and the fake precursor effect may be executed, and notification regarding transition to a pseudo-bonus state may be given according to the effect result.
[0079] In addition, this precursor effect and the fake precursor effect may be caused to occur immediately when winning a rare role that is an opportunity for transition to a pseudo-bonus state. Further, the fake precursor effect may be caused to occur necessarily when winning a rare role that is an opportunity for transition to a pseudo-bonus state, or may be caused to occur with a predetermined probability. In addition, the number of games of this precursor effect and the fake precursor effect may be any number of games, or may be selectively determined from a plurality of numbers of games (for example, 15 to 20 games). Similarly, the standby period may also be selectively determined from a plurality of numbers of games (for example, 10 to 15 games) so that the standby period changes.
[0080] Note that as the execution period of this precursor effect and the fake precursor effect, the selectable number of games may be set to the same number, but at the time of this precursor effect, it may be possible to select the number of games not selected in the fake precursor effect. By doing so, when the precursor effect ends with a small number of games that cannot occur in the fake precursor effect, or when the precursor effect continues up to a large number of games that cannot occur in the fake precursor effect, this precursor effect will be determined, so it is possible to improve the player's sense of expectation.
[0081] In addition, in the normal gaming state, there are a normal probability state and a high probability state in which the winning probability state for the pseudo-bonus state is different. The winning probability of the lottery for transition to the pseudo-bonus state is higher in the high probability state than in the normal probability state, and the transition of the probability state is controlled to transition from the normal probability state to the high probability state with a probability of 30% when winning a weak watermelon role or a weak cherry role, for example. On the other hand, as a predetermined falling condition, control is performed to transition from the high probability state to the normal probability state with a probability of 5% when winning a replay role, winning a bell role, and at the time of a loss.
[0082] The winning probability in the suspected bonus state is set at a probability of 20% when winning a chance combination or a strong cherry combination, for example, in the normal probability state, and is set at a probability of 50% when winning a chance combination or a strong cherry combination in the high probability state. In addition, when the set value in the probability setting device 14 is changed or when the main control device 10 is reset, after shifting to the advantageous section through the normal section, a substantial game can be started in the normal game state in the normal probability state. However, for each set value in the probability setting device 14, the normal game state may be started in the high probability state with a predetermined probability. Also, it is possible to set different probabilities for winning the suspected bonus state when winning a chance combination and a strong cherry combination.
[0083] · Transition process from the normal game state to the CZ state (arrow c in Fig. 3) In the normal game state, the main control device 10 performs a transition lottery process to the CZ state based on winning a predetermined rare combination. For example, a transition process to the CZ state is performed at a predetermined probability (for example, 10%) when winning a strong watermelon combination. The condition for transitioning to the CZ state is winning this transition lottery.
[0084] In addition, in the normal game state, the main control device 10 may be able to change the winning probability state of the CZ state. Also, the sub-control device 20 may perform notification control for the winning probability state. When performing notification control, instead of directly notifying each probability state, it may be performed to such an extent that the player can predict which state the probability state is at that time by changing the display content of the main display 8.
[0085] Also, even when winning the transition lottery to the CZ state, it is not immediately transitioned to the CZ state. Instead, a CZ state standby state (delay period) is generated for a predetermined number of games (for example, 5 to 8 games), and after waiting for the transition to the CZ state during this period, it is transitioned to the CZ state. Also, during the CZ state standby state, control is performed to make the production content on the main display 8 different from other states, similar to the standby period of the above-mentioned suspected bonus state.
[0086] That is, by increasing the occurrence rate of the winning presentation executed in each game compared to other normal game states, the winning presentation becomes a so-called stimulating presentation for the subsequent occurring CZ state, enhancing the player's sense of anticipation. In addition, as stimulating presentations, among others, the appearance rate of a specific character increases during the winning presentation, the color scheme of the character's dialogue image becomes different from that in non-stimulating presentations (for example, blue), the background is changed, etc. And at the end of the game when the CZ state standby state ends, it is notified on the main display 8 that the CZ state is to be shifted to.
[0087] Note that in order to enhance the player's anticipation for the transition to the CZ state, during the CZ state standby state, a continuous presentation of the CZ state for a predetermined number of games (for example, 2 games) that finally notifies the transition to the CZ state may be executed on the main display 8.
[0088] Also, when winning a predetermined rare combination (for example, a strong cherry combination) but not winning the lottery for the transition to the CZ state, control of an effect (so-called stimulating effect) is performed such that the effect content on the main display 8 is different from that in other states for a predetermined number of games (for example, 5 to 8 games) similar to the above-mentioned delay period. Therefore, when winning a predetermined rare combination (for example, a strong cherry combination), the player's sense of anticipation is enhanced for a predetermined period regardless of whether or not the transition to the CZ state occurs.
[0089] Note that a fake continuous presentation of the CZ state for a predetermined number of games (for example, 2 games) that finally notifies that the transition to the CZ state does not occur may be executed on the main display 8. In this case, the continuous presentation of the CZ state and the fake continuous presentation may basically set the characters appearing, etc. in the same way and make the content finally notified different, so as to attract the player's sense of anticipation until the end. For example, as a continuous effect (or fake continuous effect) in the CZ state, an effect image in which a character challenges a sports competition may be executed through each game. In this case, during the continuous effect (or fake continuous effect), the sports competition is continuously executed through the intervening games. If the player wins the CZ state, the player finally succeeds in the competition (for example, scores a goal in soccer), and if the player does not win the CZ state, an effect image of losing the competition is executed.
[0090] Also, during the CZ state standby state, a CZ state precursor effect (CZ real precursor effect or CZ fake precursor effect) similar to the precursor effect (this real precursor effect or fake precursor effect) may be executed on the main display 8, or a continuous effect or fake continuous effect may be executed after the CZ state precursor effect (CZ real precursor effect or CZ fake precursor effect). Also, the period during which the excitement effect is performed when winning a predetermined rare combination (for example, a strong cherry combination) may be any period during which a plurality of games are executed. One game number may be determined from the plurality of game numbers based on the extraction of a random number, or it may be determined by a fixed number of games.
[0091] · Transition process from the normal game state to the AT state (arrow g in FIG. 3) In the normal game state, the main control device 10 performs a transition lottery process to the AT state based on winning a predetermined rare combination. For example, when winning the strong cherry combination, the transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. Note that the transition from the normal game state to the AT state may be performed with a predetermined probability (for example, 1%) when a losing lottery result in which the player did not win any minor combination is derived, in addition to being conditioned on winning a predetermined rare combination.
[0092] In the present embodiment, since the transition to the AT state is mainly executed via the pseudo-bonus state in order to enhance the player's sense of anticipation, the probability of directly transitioning from the normal game state to the AT state is set to an extremely low probability. Note that, according to the set probability in the probability setting device 14, the probability of directly shifting from the normal game state to the AT state may be made changeable, or it may be made possible to win the lottery for directly shifting from the normal game state to the AT state only when the set value is relatively high (for example, set 4 to 6). Also, in the normal game state, when winning the lottery for shifting to the AT state, a preliminary effect similar to that at the time of occurrence of the aforementioned pseudo-bonus state is executed, and the AT state occurs after the end of the preliminary effect.
[0093] Note that, when winning the lottery for directly shifting from the normal game state to the AT state, selection control of a preliminary effect different from that at the time of occurrence of the pseudo-bonus state may be performed. For example, when directly shifting to the AT state, the selection rate of a preliminary effect composed of characters or backgrounds with a low appearance rate (or not appearing) in the fake preliminary effect may be increased compared to the time of occurrence of the pseudo-bonus state. Also, a preliminary effect that is not executed at the time of occurrence of the pseudo-bonus state may be executed only when directly shifting to the AT state.
[0094] (CZ state) In the CZ state, the push order navigation is not performed when the push order bell role is selected, but since the lottery process for shifting to the pseudo-bonus state is performed with a higher probability in each game than in the normal game state, it is a game state in which it is easier to shift to the pseudo-bonus state than when staying in the normal game state. Note that the push order navigation is not performed when the push order bell role is selected, but the push order navigation may be executed when the push order bell role is selected, or the push order navigation may be executed at a predetermined probability (for example, 40%) when the push order bell role is selected, that is, a part of the time when the push order bell role is selected.
[0095] While staying in the CZ state, it is easier to shift to the pseudo-bonus state than when staying in the normal game state, so the CZ state is positioned as a chance zone in the flow of a series of games. The maximum number of playable games in the CZ state is 10 games. In the CZ state, control information regarding the CZ state is transmitted from the main control device 10 to the sub-control device 20. Through the control of the main control device 10 and the sub-control device 20, various effects and the remaining number of games during the CZ state are displayed on the main display 8.
[0096] · Transition process from the CZ state to the pseudo-bonus state (arrow e in Fig. 3) In the CZ state, a transition lottery process to the pseudo-bonus state is performed in each game. The winning probability of the transition lottery process to the pseudo-bonus state is set according to the winning combination of each game. For example, the winning probability of the transition lottery process to the pseudo-bonus state is 50% when a rare combination is won, 10% when a bell combination or a replay combination is won, and 5% when a losing combination is won. The transition lottery to the pseudo-bonus state is performed for each game during the CZ state, but the presence or absence of the transition to the pseudo-bonus state is determined in the final game of the CZ state. If it is notified in the final game that the transition to the pseudo-bonus state has occurred, the game state will transition to the pseudo-bonus state in the same way as in the normal game state. Note that since the transition lottery to the pseudo-bonus state is executed when each combination wins internally, the transition lottery to the pseudo-bonus state is executed even when the symbol corresponding to the winning combination does not stop on the reel 4 (when it is missed).
[0097] Note that the winning probability of the transition lottery process to the pseudo-bonus state for some or all of the winning combinations may be different from the above. Also, although the transition lottery process to the pseudo-bonus state is performed when the bell combination wins, it may be performed based on the winning of the symbol corresponding to the bell combination.
[0098] Also, during the CZ state, in order to enhance the amusement of the game, a CZ effect in which a predetermined character appears is displayed on the main display 8. In the CZ effect, for example, during the first several games (e.g., 7 games), a production image in which the protagonist character prepares for battle is displayed, and during the last several games (e.g., 3 games) of the CZ state, a production image in which the protagonist character battles an enemy character is displayed as a series of effects spanning multiple games. And when winning the lottery for the transition to the pseudo-bonus state, it is notified that the protagonist character wins in the final game and transitions to the pseudo-bonus state.
[0099] Also, during the CZ state, according to the winning content of the games executed during that period, the background during the battle preparation effect and the offensive and defensive content during the battle effect change, so as to give a change to the sense of expectation for the transition to the pseudo-bonus state. Also, the remaining number of games in the CZ state is displayed on the main display 8, and the remaining number of games is subtracted every time a game is executed. Also, even during the preparation effect before the battle effect in the CZ effect, since the production image in which the protagonist character prepares for battle is continuously executed throughout each game, it becomes a series of effects spanning multiple games even during the preparation effect.
[0100] Note that during the CZ state, it may be configured to notify whether or not to transition to the CZ state without executing the battle effect. For example, when winning the pseudo-bonus state in a predetermined game during the CZ state, an effect for notifying the transition to the pseudo-bonus state during that game may be executed. In this case, if the pseudo-bonus state is not won in any game during the CZ state, the CZ state will end without the effect for notifying the transition to the pseudo-bonus state being performed.
[0101] ·Transition process from the CZ state to the normal game state (arrow d in FIG. 3) In the CZ state, if the player fails to win the transition lottery to the pseudo-bonus state, after executing a specified number of games in the CZ state, the game will transition to the normal game state. At this time, in the CZ effect, it is notified that the protagonist character loses and does not transition to the pseudo-bonus state.
[0102] In addition, when transitioning from the CZ state to the normal game state, setting-related information (setting suggestion information) that can suggest the set value set by the probability setting device 14 may be notified by the notification means (main display 8, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, on the main display 8 or the sub-display 17, a predetermined character is displayed from among a plurality of characters. And since the character to be displayed is selected according to a selection probability preset according to each set value of the probability setting device 14, it becomes possible to predict the set value to some extent based on the displayed character.
[0103] (Pseudo-bonus state) In the pseudo-bonus state, in the games during the pseudo-bonus state, as notification of an operation mode advantageous to the player, similar to the AT state, a push-order navigation for the push-order bell combination is performed, making it a game state where it is easy to acquire medals. Also, the pseudo-bonus state continues for a predetermined period (for example, 18 to 20 games), and during that period, a transition lottery to the AT state is performed in a predetermined game executed. Therefore, the pseudo-bonus state also becomes a game state that determines whether or not to generate an AT state in which the player can mainly acquire a large number of medals in the slot machine 1. Note that during the pseudo-bonus state, the push-order navigation may be executed at a predetermined probability (for example, 60%) when winning the push-order bell combination, so that the frequency of the push-order navigation is lower than that during the AT state. Also, the period during which the pseudo-bonus state continues may be defined not only by the number of games executed, but also by the number of times the push-order navigation is executed, the number of medals paid out (payout number), the number of medals actually increased due to the payout of medals (net increase number), etc.
[0104] Also, in the first game that transitions to the pseudo-bonus state, under the control of the main control device 10, the period from the operation of the start lever 3 to the operation of the stop button 5 becoming effective is extended compared to a normal game. During this period, after rotating the reel 4 in the reverse direction, a so-called reel effect is performed in which the reel 4 is once stopped with a specific symbol combination ("7, 7, 7") and then rotated forward again, and it is notified that the pseudo-bonus state has occurred.
[0105] The reel effect period during which the reel effect is performed is set to, for example, 15 seconds. During this time, the operation of the stop button 5 is invalid, so even if the reel 4 is operating, the game cannot proceed. And at the end of the reel effect period, a specific symbol combination (for example, "7, 7, 7") will once stop (automatically stop). Therefore, the pseudo-bonus state is the same as the AT state in terms of the game content, but visually, it appears as if a so-called big bonus state (real bonus state) has occurred, and differentiation from the AT state is achieved.
[0106] Also, when the reel effect period ends, the reel 4 automatically starts rotating in the forward direction, and the operation of the stop button 5 becomes effective. From this point on, the stop operation of the first game that has transitioned to the pseudo-bonus state becomes possible in the same way as a normal game. Also, during the reel effect, under the control of the sub-control device 20, on the main display 8, a display notifying the occurrence of the pseudo-bonus state is performed as an effect image corresponding to the reel effect.
[0107] ·Transition process from pseudo-bonus state to AT state (arrow f in FIG. 3) In the pseudo-bonus state, in a predetermined number of games (1 to 3 games) executed at the end of the pseudo-bonus state, a transition lottery process to the AT state is performed. In this embodiment, the transition lottery process for the AT state is executed across the lottery game period set during the last three games of the pseudo-bonus state at the longest, and whether to transition to the AT state is determined based on the result pattern of the battle lottery executed in each game during the lottery game period. When the results of the battle lottery in each game during the lottery game period are all winning, it is determined that a specific condition has been satisfied, and the transition to the AT state is determined. After the end of the pseudo-bonus state, the gaming state will transition to the AT state.
[0108] That is, the main control device 10 can determine whether to grant a predetermined privilege (transition to the AT state) in relation to the execution of a plurality of games during the lottery game period as a predetermined period, and when the lottery results related to the grant of the predetermined privilege in the plurality of games satisfy the predetermined specific conditions, it is configured to be able to determine to grant the predetermined privilege. In this embodiment, the transition lottery process for the AT state is performed in a predetermined number of games executed at the end stage of the pseudo-bonus state. However, after the end of the pseudo-bonus state, a period of a predetermined number of games for performing the transition lottery process for the AT state may be provided, and games may be executed to determine whether to transition to the AT state after the end of the pseudo-bonus state.
[0109] Also, the battle lottery in each game executed during the lottery game period is not always a constant winning probability, and a lottery pattern is set such that the probability varies between each game. For example, in the first game during the lottery game period, the winning probability of the battle lottery is 50%, in the second game it is 60%, and in the third game it is 70%, and the battle lottery for each game is executed.
[0110] Note that the lottery pattern may be other than the probabilities of the above-mentioned battle lotteries as long as it is a pattern that transitions to the AT state with a predetermined probability. Also, a plurality of lottery patterns may be set, and it may be configured such that any lottery pattern can be changed based on the establishment of a predetermined condition. For example, a lottery mode can be set where the winning probability of the battle lottery in three games during the lottery game period is all 50% and the battle lottery of each game is executed, and a lottery mode can be set where the winning probability of the battle lottery in the first game is 25%, in the second game is 50%, and in the third game is 100%, and any lottery mode can be switched. However, in this case, it is preferable that the total probability of transitioning from the pseudo-bonus state to the AT state is the same regardless of the lottery mode. Also, the change of the above lottery mode may be made executable based on the operation of the player, and the player may be able to select the lottery mode according to their preference.
[0111] Also, the total probability of transitioning from the pseudo-bonus state to the AT state may be set to be different according to the lottery mode. For example, based on a predetermined condition that is established during the normal game state or the pseudo-bonus state, such as the establishment of a predetermined rare combination (for example, a strong cherry combination), the total probability of transitioning to the AT state may be switched from a low lottery mode to a high lottery mode. Also, in this case, when winning the AT state in a lottery mode with a low total probability, a privilege that is more advantageous to the player than when winning the AT state in a lottery mode with a high total probability may be given. For example, when winning the AT state in a lottery mode with a low total probability, a plurality of continuation rights of the AT state may be stored (stocked), or an AT state with a larger number of continuation times (upper AT state) may be generated.
[0112] Also, during the above lottery game period, corresponding to the execution of the game, a continuous performance by a character is executed on the main display 8 under the control of the sub-control device 20 based on the reception of control information from the main control device 10. The continuous performance during the pseudo-bonus state has a different performance content from the continuous performance executed during the above-mentioned premonitory performance (or fake premonitory performance), and has a content such that the battle performance is completed for each game. That is, in the continuous performance executed during this premonition performance (or fake premonition performance), the protagonist character battles the enemy character directly for three games in a row, and the battle result is derived in the final game. However, in the continuous performance during the pseudo-bonus state, the battle performance is executed with the content that the battle result is derived for each game according to the battle lottery in each game. In addition, in the battle performance for each game, since the battle performance is executed based on the winning probability set for each game, the characters on the friendly side (including the protagonist character) who battle the enemy character for each game can appear in different types corresponding to the above winning probability.
[0113] For example, in the first game of the continuous performance, the friendly character A appears corresponding to the battle lottery with a winning probability of 50%. In the second game, the friendly character B appears corresponding to the battle lottery with a winning probability of 60%. In the third game, the friendly character C (for example, the protagonist character) appears corresponding to the battle lottery with a winning probability of 70%.
[0114] When the battle lottery in each game is a winning result, the friendly character that appears wins at the end of the game. When the battle lottery is not a winning result, the friendly character that appears loses at the end of the game. Such an effect is completed for each game. As a result, when the battle lottery in all games is a winning result, all the friendly characters win, and finally, the transition to the AT state is notified. On the other hand, if the battle lottery in the lottery game period is not a winning result even once, the lottery game period ends at that time, and the pseudo-bonus state also ends at that time. Therefore, the period of the pseudo-bonus state changes according to the result of the battle lottery.
[0115] Also, during periods other than the lottery game period in the pseudo-bonus state, in order to enhance the interest of the game, a production during the pseudo-bonus state (pseudo-bonus production) in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the pseudo-bonus production, for example, an introduction image of each character that appears is displayed, and a predetermined piece of music is output from the speaker 9.
[0116] On the other hand, during the lottery game period in the pseudo-bonus state, according to each battle lottery, the background during the battle production and the offensive and defensive content during the battle production change to give a change to the sense of anticipation for the transition to the AT state. Also, the remaining number of games in the pseudo-bonus state is displayed on the main display 8, and the remaining number of games is subtracted every time the game is executed.
[0117] In this embodiment, the period for conducting the transition lottery to the AT state in the pseudo-bonus state is set to the last 3 games in the pseudo-bonus state. However, any number of consecutive games in which the transition lottery is conducted may be used, for example, 4 games or 5 games may be used. Also, the condition for transitioning to the AT state is set when all the battle lotteries in a plurality of games are won. However, other conditions may be used. For example, it may be determined to transition to the AT state by winning once or twice. Also, if a non-winning occurs even once in the battle lottery during the lottery game period, the lottery game period (pseudo-bonus state) ends at that time. However, it may be set to execute all 3 games in the lottery game period regardless of the lottery results in each game. Also, in this case, if all the battle lotteries in all the games are non-winning, it may be set to transition to the AT state as a special privilege. However, in this case, it is a condition that a game in which the battle lottery is won with a 100% probability is not executed.
[0118] In addition, the lottery for the transition to the AT state during the pseudo-bonus state may be executed outside the above-mentioned lottery game period. For example, when the reel 4 is stopped by a normal operation mode (for example, an operation mode of first stopping the left reel 4a), a symbol combination corresponding to the replay role stops. However, when the reel 4 is stopped by an irregular operation mode different from the normal operation mode (for example, an operation mode of first stopping the right reel 4c), a specific replay role in which a specific symbol combination (for example, "7, 7, 7") stops can be lottery-selected. When winning a specific replay role during a period other than the lottery game period in the pseudo-bonus state, it may be configured to unconditionally (with a 100% probability) transition to the AT state. In this case, when winning a specific replay role, it is preferable to display, on the main display 8, an image prompting the irregular operation mode and aiming at a specific symbol combination.
[0119] In addition, when winning a rare role (for example, a strong cherry role) during a period other than the lottery game period in the pseudo-bonus state, the right to transition to the AT state at that time may be granted with a predetermined probability (for example, 10%). In addition, when winning a rare role (for example, a strong cherry role) during a period other than the lottery game period in the pseudo-bonus state, instead of granting the right to transition to the AT state, the right to win a battle lottery for a predetermined number of games (one game, two games) in the lottery game period may be granted at that time with a predetermined probability (for example, 20%). In this case, when winning the rare role, it is preferable to execute a winning performance that is completed in one game on the main display 8.
[0120] In addition, when the right to transition to the AT state is granted when winning a rare role during a period other than the lottery game period in the pseudo-bonus state, it is preferable to perform a continuous performance that always wins in all games regardless of the battle lottery during the games in the lottery game period. Also, during the lottery game period, a separate lottery can be conducted in addition to the battle lottery. If a player loses the battle lottery but wins the separate lottery, the battle lottery for that round is invalidated, and a new battle lottery can be conducted by additionally executing a game during the lottery game period. Also, if a player wins all the battle lotteries during the lottery game period, the lottery game period can be extended so that it does not end until the player loses a battle lottery. In this case, if a player wins a battle lottery in the extended game, the right to continue the AT state can be granted each time.
[0121] Also, during the battle performance of each game in the lottery game period during the pseudo-bonus state, button performance can be executed. The button performance as an operation performance first displays an operation image consisting of an image imitating an operation button that prompts the operation of the performance button 2d on the main display 8 (or the sub-display 17), or character information indicating the operation (e.g., "PUSH"). Then, when the instructed performance button 2d (or the upper performance button 2f) is operated, it is a series of performances that display a predetermined image on the main display 8 (or the sub-display 17). For example, at the end of a game where a battle performance is executed, an image imitating an operation button or an operation image is displayed, and then, when the instructed performance button 2d is operated, an image notifying the result of a pre-determined battle lottery is displayed on the main display 8. In this case, when the result of the battle lottery is a win, it is preferable to increase the probability of executing the button performance compared to when the result is a loss.
[0122] · Transition process from the pseudo-bonus state to the normal game state (arrow b in Figure 3) In the pseudo-bonus state, if the specific condition is not met and the right to transition to the AT state is not granted, that is, if all the battle lotteries in each game during the lottery game period in the pseudo-bonus state are not won, the game transitions to the normal game state after the pseudo-bonus state ends. In this embodiment, in the game during the lottery game period, if the battle lottery fails even once, it is determined that the specific conditions are not met. Therefore, when the battle lottery fails in any game during the lottery game period, the end condition of the pseudo-bonus state is satisfied, and it is assumed that the game state shifts from the next game to the normal game state.
[0123] Therefore, the duration of the pseudo-bonus state changes according to the result of the battle lottery in the game during the lottery game period. For example, if the battle lottery in the 18th game, which is the first game during the lottery game period, fails, the duration of the pseudo-bonus state is 18 games. However, if it fails for the first time in the 20th game, which is the last game, the duration is 20 games. Also, since the push-order navigation is performed in the game during the lottery game period, even if the specific conditions are not met in the pseudo-bonus state finally, the longer the lottery game period continues without the battle lottery failing, the more opportunities there are to obtain medals, which is more advantageous for the player. Although the push-order navigation for the push-order bell combination is performed in the game during the lottery game period, in the game during the lottery game period, the push-order navigation may not be performed, or it may be performed only with a predetermined probability (for example, 50%).
[0124] When shifting from the pseudo-bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the set value set by the probability setting device 14 may be notified by the notification means (main display 8, sub-display 17, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, on the main display 8 or the sub-display 17, a predetermined character is displayed from among a plurality of characters, and by selecting this displayed character according to the selection probability preset according to each set value of the probability setting device 14, it becomes possible to predict the set value to some extent based on the displayed character.
[0125] (AT state) In the AT state, in the game during the AT state, as notification of an operation mode advantageous to the player, push-order navigation for the push-order bell combination is performed, and it is a game state in which it is easy to acquire medals.
[0126] During the AT state, a predetermined number of games (for example, 30 games) assigned at the initial transition of the AT state are managed as the remaining number of games for which the AT state can continue, and the remaining number of games is subtracted for each game, and the AT state continues until the remaining number of games runs out. And when the remaining number of games runs out in the AT state, the AT state ends.
[0127] During the AT state, control information regarding the AT state is transmitted from the main control device 10 to the sub-control device 20, and under the control of the sub-control device 20, image displays of various effects during the AT state are performed on the main display 8. Also, the remaining number of games, the total number of medals acquired during a series of AT states, and the total number of games executed during the AT state are displayed on the main display 8.
[0128] Also, in the AT state, a continuation lottery process for the AT state is performed in a predetermined number of games (2 to 3 games) executed at the end of the AT state. In the present embodiment, the continuation lottery process for the AT state is executed across a lottery game period set during the last 3 games of the AT state at the longest, and whether to continue the AT state is determined based on the result pattern of the battle lottery executed in each game during the lottery game period. And when the result of the battle lottery in each game during the lottery game period is a win twice, it is determined that a specific condition (second specific condition) is satisfied and the continuation of the AT state is determined, and a new AT state starts after the end of the currently executing AT state. That is, the main control device 10 can determine whether to grant a predetermined privilege (continuation of the AT state) in relation to the execution of a plurality of games during a lottery game period as a predetermined period, and when the lottery result related to the grant of the predetermined privilege in the plurality of games satisfies a predetermined specific condition (second specific condition), it is configured to be able to determine to grant the predetermined privilege.
[0129] Also, even in the new AT state, the continuation of the AT state itself is managed in the same way as at the initial transition of the AT state, and when a predetermined number (for example, 30 times) of games are executed, the AT state will end. However, in the predetermined number of games (2 to 3 games) executed at the end of this new AT state, the continuation lottery process of the AT state is also performed in the same way as at the initial transition. Therefore, due to the establishment of the specific condition in the continuation lottery process during each AT state, the AT state will be repeatedly executed.
[0130] Also, in each game executed during the lottery game period in the AT state, the battle lottery is set such that its winning probability is not always constant, similar to during the pseudo-bonus state. Note that the winning probability of each battle lottery during the lottery game period in the AT state may be the same as or different from that during the pseudo-bonus state. Also, a plurality of lottery modes during the lottery game period in the AT state may be set and made changeable based on the establishment of a predetermined condition, or made changeable based on the operation of the player so that it can be selected according to the player's preference.
[0131] Also, similar to during the pseudo-bonus state, during the lottery game period in the AT state, corresponding to the execution of the game, continuous effects by characters are executed on the main display 8 under the control of the sub-control device 20 based on the reception of control information from the main control device 10. Regarding the continuous performance during the AT state, similar to the pseudo-bonus state, the battle performance is completed for each game. The battle performance is executed based on the winning probability set for each game, and the characters on the player's side (including the protagonist character) that battle against the enemy characters for each game will appear in different types corresponding to the above winning probability.
[0132] And when the battle lottery in each game is a winning result, the player's side character that appeared wins at the end of the game, and when the battle lottery is not a winning result, an effect is performed such that the player's side character that appeared loses at the end of the game, and this is completed for each game. However, in the continuous lottery process during the AT state, a part of the conditions is set to be different from the transition lottery process during the pseudo-bonus state. In the pseudo-bonus state, when the results of the battle lotteries in three games are all winning results, the transition to the AT state is determined. In contrast, in the AT state, when two out of the results of the battle lotteries in three games are winning results, the continuation of the next AT state is determined.
[0133] Therefore, the condition for continuing the AT state is less difficult than the transition condition which is the entry condition for the AT state. For example, if the battle lotteries in the first and second games are winning results, the continuation of the next AT state is determined at that time. Even if the battle lottery in the third game is not a winning result, after deriving the result that the battle performance in the game is a loss, the continuation of the AT state is finally notified and a transition is made to a new AT state.
[0134] Also, in this embodiment, when the results of the battle lotteries in each game executed during the lottery game period in the AT state are all winning results, in addition to granting the right to continue the next AT state, the right to continue the AT state for the game after the next is also granted. That is, in the battle lottery during the lottery game period in the AT state, when two winning results are derived, the right to continue the next AT state is granted as a predetermined privilege. However, when three winning results are derived, in addition to the grant of the above-mentioned predetermined privilege, the right to continue is stored (stockpiled) so as to continue for the successive AT states as another privilege grant.
[0135] Note that when the right to continue the AT state is stored (stockpiled), the AT state will continue unconditionally. Therefore, in the game during the lottery game period in the next AT state, it is preferable to execute on the main display 8 a production image that can notify that it is certain to continue without performing the battle production as described above.
[0136] Also, even when the right to continue the AT state is stored (stockpiled), the AT state is not determined unconditionally. Instead, a normal continuation lottery process may be performed in the next AT state, and the AT state may be continued using the stored information on the right to continue the AT state only when a specific condition is not satisfied. Therefore, in this case, a battle lottery is also performed in the game during the lottery game period in the next AT state. When the specific condition is satisfied at this time, the AT state will continue in a state where it is reserved for use after the next time without using the stored information on the right to continue the AT state. Furthermore, the right to continue the AT state granted by the derivation of three winning results can be stored (stockpiled) in a plurality by the main control device 10. For example, when the derivation of three winning results is consecutive, two rights to continue may be additively stored. In this case, when the AT state is continued using the stored information on the right to continue the AT state, the stored information on the right to continue is subtracted each time.
[0137] Also, during periods other than the lottery game period in the AT state, in order to enhance the interest of the game, an effect during the AT state in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the effect during the AT state, for example, an introduction image of each character that appears is displayed, and a predetermined piece of music is output from the speaker 9.
[0138] On the other hand, during the lottery game period in the AT state, according to the type of battle lottery, the background during the battle effect and the content of the offense and defense during the battle effect change, so as to give a change to the sense of expectation for the continuation of the AT state.
[0139] In this embodiment, the period for conducting the continuation lottery of the AT state in the AT state is set to the last 3 games of the AT state. However, any number of consecutive games in which a transition lottery is conducted may be used, for example, 4 games, 5 games, etc. may also be used. Also, the specific condition that is the condition for the continuation of the AT state is set when the battle lottery in a plurality of games wins twice. However, other conditions may also be used. For example, it may be determined that the AT state continues by winning once or three times. Also, when the battle lottery in the lottery game period fails even once, the lottery game period (AT state) ends at that time. However, all three games in the lottery game period may be executed regardless of the lottery results in each game. Also, in this case, when the battle lottery in all games fails, it may be continued to the next AT state as a special privilege. However, in this case, it is a condition that a game in which the battle lottery wins with a 100% probability is not executed.
[0140] Also, the continuation lottery of the next AT state during the AT state may be executed outside the above-mentioned lottery game period. For example, similar to the pseudo-bonus state, when a specific replay role is won during a period other than the lottery game period during the AT state, the AT state may be continued unconditionally (with a 100% probability).
[0141] Also, when winning a rare role (e.g., a strong cherry role) during a period other than the lottery game period in the AT state, the right to continue the AT state at that time may be granted with a predetermined probability (e.g., 10%). Also, when winning a rare role (e.g., a strong cherry role) during a period other than the lottery game period in the AT state, instead of granting the right to continue the AT state, the right to win a battle lottery for a predetermined number of games (1 to 3 games) in the lottery game period may be granted at a predetermined probability (e.g., 20%) at that time. In this case, when winning a rare role, it is preferable to execute a winning performance that is completed in one game on the main display 8. Also, similar to during the pseudo-bonus state, a button performance may be executed during the battle performance of each game in the lottery game period of the AT state.
[0142] Also, when winning a predetermined rare role (e.g., a weak cherry role, a weak watermelon role, a strong watermelon role, a strong cherry role) during the AT state, a lottery for adding games to the number of games in the AT state is conducted, and when winning the lottery for adding games, a predetermined number of games corresponding to the rare role that triggered the win may be added to the remaining number of games in the currently executing AT state.
[0143] Also, when winning a specific rare role (e.g., a strong cherry role) during the AT state, in addition to the above lottery for adding games, a bonus-specialized zone where the probability of adding the number of games for a specific period (e.g., 10 games) is increased compared to other states may be made possible to occur. The bonus-specialized zone occurs with a predetermined probability (e.g., 10%) when winning a specific rare role (e.g., a strong cherry role). In the bonus-specialized zone, in addition to rare roles with a low winning probability, for example, all roles other than the replay role are set as trigger roles for adding games, and the state is such that the possibility of being granted (added) a large number of games as a predetermined privilege is increased.
[0144] Also, in the premium-specialized zone, a right (stock) to continue the AT state may be granted at a predetermined probability (e.g., 15%) when winning a predetermined role (e.g., a rare role). Also, a plurality of rights (stocks) to continue the AT state may be granted (stocked) each time the above conditions are met. In this case, as long as the number of rights (stock number) to continue the AT state remains, a specific condition will unconditionally hold in the continuous lottery process during the AT state. Also, based on the fulfillment of a predetermined condition during the AT state, the AT state may be temporarily interrupted to generate a pseudo-bonus state.
[0145] Also, in the battle lottery during the lottery game period in the AT state, when three winning results are derived, in addition to granting a predetermined privilege, as another privilege, the right to continue is stored (stocked) so as to continue for the next AT states one after another. As another privilege, a predetermined number (e.g., 20 times) of game counts may be added to the remaining game counts in the AT state being executed at that time and the next AT state, or as another privilege, the above-mentioned premium-specialized zone may be executed after the end of the AT state being executed at that time.
[0146] Also, in the lottery game period in the AT state, a separate lottery is executed separately from the battle lottery. If a player loses in the battle lottery and wins in the separate lottery, the battle lottery for that round may be invalidated, and a new battle lottery game may be additionally executed during the lottery game period. Also, when all the battle lotteries in the lottery game period result in wins, the lottery game period may be extended so that the lottery game period is not ended until a loss occurs in the battle lottery. In this case, when winning in the battle lottery of the extended game, the right to continue the AT state may be granted each time.
[0147] ·Transition process from the AT state to the normal game state (arrow h in Figure 3) In the AT state, if the specific condition is not satisfied and the right to continue to the next AT state is not granted, that is, if no winning results are derived in the battle lottery for each game during the lottery game period in the AT state, the game state will shift to the normal game state after the end of the AT state. In this embodiment, in the game during the lottery game period, when the result of the battle lottery is a non-winning result twice, it is determined that the specific condition is not satisfied. Therefore, when the result of the battle lottery is a non-winning result twice in any game during the lottery game period, the end condition of the AT state is satisfied, and it is assumed that the game state will shift from the next game to the normal game state.
[0148] Therefore, the duration of the ongoing AT state will change according to the result of the battle lottery in the game during the lottery game period. For example, if the battle lottery for the 28th game, which is the first game during the lottery game period, is a non-winning result, and further, the battle lottery for the 29th game, which is the second game, is also a non-winning result, the duration of the AT state will be 29 games. However, if the battle lottery for this second game is a winning result and the last game, the 30th game, is a non-winning result, the duration will be 30 games.
[0149] Also, since the push order navigation is performed in the game during the lottery game period, even if the specific condition is not satisfied in the continuous lottery process in the AT state finally, the more the lottery game period continues without the non-winning result of the battle lottery being derived twice, the more opportunities there are to obtain medals, which is more advantageous for the player. Note that although the push order navigation for the push order bell combination is performed in the game during the lottery game period, in the game during the lottery game period, the push order navigation may not be performed, or may be performed only with a predetermined probability (for example, 50%).
[0150] When shifting from the AT state to the normal gaming state, the winning probability state in the AT state is controlled to be the normal probability state. Note that, for each setting in the probability setting device 14 at this time, it may be configured to shift to the high probability state with a predetermined probability. Also, when shifting to the high probability state after the end of the AT state, there is a possibility that the restriction control by the above-described restriction means is performed during the high probability state. However, if the restriction control is performed during the high probability state, it is shifted to the normal probability state.
[0151] Also, at the end of the AT state, an ending state for a predetermined period (for example, 5 seconds) is set. During the ending state (ending period), the progress of the game becomes temporarily impossible, and after the end of the ending state, it shifts to the normal gaming state. During the ending state, setting-related information capable of suggesting the set value set in the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed by the main display 8 or the sub-display 17, and a predetermined sound is output by the speaker 9. The transition of the gaming state is performed in the slot machine 1 as described above.
[0152] [Transition of Gaming State and Display Content on Main Display] Next, with reference to the timing chart of FIG. 4, the transition of the gaming state realized by the control of the main control device 10 and the sub-control device 20 and the display content on the main display 8 will be described, particularly the transition of the gaming state and the display content on the main display 8 when the gaming state shifts from the normal gaming state to the pseudo-bonus state. FIG. 4 shows the correspondence between the transition of the gaming state from the normal gaming state to the pseudo-bonus state and the change in the display content on the main display 8 during that period. Specifically, in a state where, under the control of the main control device 10, a transition to a pseudo-bonus state has been determined with a predetermined probability (e.g., 20%) when a predetermined role (e.g., a chance role) is won, it shows the production content (production image) displayed on the main display 8 when the game state transitions from the normal game state to the pseudo-bonus state due to the progress of the game.
[0153] In this embodiment, the main control device 10 performs control related to the lottery of various privileges and the change of various game states (including the change timing), and transmits control information related to the control to the sub-control device 20 from the main control device 10, so that the sub-control device 20 performs control related to the corresponding production image. Note that the start timing and execution period of an effect (e.g., a fake precursor effect, etc.) not directly related to the change of the game state may be controlled by the sub-control device 20 based on the reception of control information from the main control device 10, or may be controlled independently by the sub-control device 20 without receiving control information from the main control device 10. However, it is necessary to receive control information (e.g., winning information of a rare role, etc.) that triggers the effect.
[0154] First, as shown in FIG. 4, during the normal game state (the 1st to 3rd games) when the transition to the pseudo-bonus state has not been determined, the production during the normal game state is performed. As an effect during the normal game state, for example, a production image in which a predetermined character is advancing on the grassland is shown on the main display 8. Also, during the normal game state, individual effects such as a winning effect may be executed for each game. When an individual effect is executed, an effect image corresponding to the individual effect is displayed on the main display 8 instead of the effect image in which the above-mentioned predetermined character is advancing on the grassland. The winning effect is an effect that is completed in one game. Although the details will be described later, based on the lottery result in each game with a predetermined probability, it is generated and controlled by the main control device 10 and the sub-control device 20, and during the normal game state when the transition to the pseudo-bonus state has not been determined, it is generated and controlled in a state where the effect frequency is relatively low (the normal effect frequency state).
[0155] Next, when, at the time of executing the third game during the normal game state (timing t0), a pseudo-bonus state is won together with a chance role selection, as described above, this preliminary effect will be executed. However, a waiting period is set as a specific period during the execution of the games from the fourth game to the fourteenth game before the execution of this preliminary effect (timings t1 to t2). Although not shown in the drawings, since a chance role is won at the time of executing the third game, a winning effect corresponding to the winning of the chance role will be displayed on the main display 8.
[0156] Also, during the waiting period, basically, effects during the normal game state are performed in the same way as when the transition to the pseudo-bonus state has not been determined. However, since the exciting effect is performed as described above during the waiting period, the generation control of the winning effect is performed by the main control device 10 and the sub-control device 20 in a state where the effect frequency is relatively high (high effect frequency state). Therefore, during the waiting period, even in games where a rare role has not been won, the winning effect will occur with a relatively high probability, creating a state that enhances the player's sense of anticipation for the occurrence of the preliminary effect. Note that even during the fake waiting period when the pseudo-bonus state has not been won, it is a specific period in which the generation control of the winning effect is performed in a state where the effect frequency is high (high effect frequency state) in the same way as above.
[0157] Next, when the fifteenth game starts (timing t2), this preliminary effect is executed on the main display 8, and for example, an effect image in which a predetermined character is advancing into a cave is displayed. Also, during the execution of this preliminary effect, it is a specific period in which the generation control of the winning effect is performed in a state where the effect frequency is relatively high (high effect frequency state) in the same way as during the waiting period. Note that even during the fake preliminary effect when the pseudo-bonus state has not been won, it is a specific period in which the generation control of the winning effect is performed in a state where the effect frequency is high (high effect frequency state) in the same way as above.
[0158] Next, when the 31st game, which is the final stage of this preliminary performance, starts (at timing t3), a continuous performance is executed on the main display 8 over a predetermined number of games (for example, three games). For example, a battle performance in which the protagonist character and the enemy character fight is executed. Then, the continuous performance continues until the 33rd game. After the end of the 33rd game, which is the final game of the preliminary performance, a performance is executed to notify whether or not a pseudo-bonus state is won when any character wins. In the example shown in FIG. 4, since it shows the case of winning the pseudo-bonus state, from after the elapse of a predetermined time (for example, two seconds) from the end of the final game until the start of the next game, as the result image of the continuous performance, together with the image of the protagonist character winning, for example, character information such as "VICTORY" and character information such as "BONUS CONFIRMED" are displayed on the main display 8.
[0159] Then, from the start of the 34th game (at timing t4), the game state shifts from the normal game state to the pseudo-bonus state. When shifting to the pseudo-bonus state, a performance during the pseudo-bonus state consisting of introduction images of each character appearing and the like is started on the main display 8.
[0160] In the example of FIG. 4, it shows the case where the main control device 10 as the privilege granting control means wins the lottery for shifting to the pseudo-bonus state. If not winning the lottery for shifting to the pseudo-bonus state, a fake preliminary performance is executed on the main display 8 by winning the chance role. As described above, according to the execution of the game, the transition of the game state and the performance display on the main display 8 are performed.
[0161] Next, with reference to FIGS. 5 and 6, the winning performance will be described. The winning performance, as described above, is a performance that is completed in one game, unlike the continuous performance and the like that are continuously executed over a plurality of games. Such winning presentations are executed by the sub-control device 20 controlling the main display 8, the sub-display 17, the speaker 9, the lamp 11, etc. based on control information indicating the role lottery results and the like from the main control device 10.
[0162] Also, the sub-control device 20 controls whether to execute the winning presentation and determines the execution mode, etc. based on control information indicating the role lottery results from the main control device 10 and the game state at that time. Therefore, a plurality of patterns with different characters and notification modes of roles are provided for the winning presentation. In the main control device 10, one of the patterns of the winning presentation is executed according to the role lottery results and the game state at that time.
[0163] Figs. 5 and 6 show the production images on the main display 8 when the winning presentation is executed. The winning presentation mainly notifies the role lottery results in the main control device 10 and suggests the expectation level of the privilege given based on the lottery results. At a predetermined time during the execution of the game, it is executed by displaying an image for notifying the lottery results and suggesting the expectation level of the privilege. Therefore, the player will have expectations for the subsequent granting of privileges or perform a stop operation on the reel 4 by checking the image displayed during the winning presentation.
[0164] Also, when executing the winning presentation, the sub-control device 20 selects and determines one of the plurality of patterns as the execution mode based on the role lottery results. Figs. 5 and 6 show the winning presentation consisting of pattern A or pattern B. Details will be described later, but in the sub-control device 20, for example, when the bell role wins, the winning presentation in pattern A is executed, and when the watermelon role wins, the winning presentation in pattern B is executed. According to the role lottery results (including losses), one of the patterns of the winning presentation is executed.
[0165] [Winning Presentation (Pattern A) during Normal Game State] First, FIG. 5 will describe the winning presentation executed in the execution mode of Pattern A during the normal game state. FIG. 5 shows the production image on the main display 8 when the winning production in Pattern A is executed based on the result of the lottery of the combination, and shows, for example, the production image when winning the push-order bell combination or the watermelon combination. First, FIG. 5(a) shows the production image at the start of the game when the winning production in Pattern A is executed. When the game starts, a normal character image 30a showing a predetermined character is displayed on the lower left side of the screen of the main display 8, and a normal blowout image 30b including a question mark "?" is displayed on the upper right side of the screen. Note that the production image shown in FIG. 5(a) is set to be displayed at the start of the game, but it may be displayed at a predetermined time other than the start of the game, that is, during the period from the start of the game until the first reel 4 that is rotating stops.
[0166] Next, FIG. 5(b) shows the production image on the main display 8 after the game in the winning production of Pattern A when, for example, any of the push-order bell combinations is won. As shown in FIG. 5(b), when the game ends, a normal item image 30c with a white color scheme imitating a treasure box is displayed in the approximate center of the screen of the main display 8. On the other hand, FIG. 5(c) shows the production image on the main display 8 after the game in the winning production of Pattern A when, for example, any of the weak watermelon combinations or the strong watermelon combinations is won. As shown in FIG. 5(c), when the game ends, a normal item image 30c with a green color scheme imitating a treasure box is displayed in the approximate center of the screen of the main display 8.
[0167] The color scheme of the normal item image 30c displayed after the game ends informs or suggests the combination that won at that time. Blue corresponds to the replay combination, green corresponds to the watermelon combination, red corresponds to the cherry combination, purple corresponds to the chance combination, and other winning results (including losing) each correspond to white. Therefore, when the normal item image 30c is displayed, it corresponds to all lottery results. For example, as shown in FIG. 5(b), when the normal item image 30c with a white color scheme is displayed, in addition to the winning of the push-order bell role, it will also suggest the possibilities of other lottery results (including losses). Also, when any of the normal item images 30c in green, red, or purple is displayed, the winning of a rare role will be notified after the game ends. That is, when the winning performance of Pattern A is executed, a specific performance (second specific performance) that allows the player to recognize the winning of a rare role will be executed after the game ends.
[0168] Note that although the production images shown in FIGS. 5(b) and (c) are set to be displayed after the game ends, they may also be displayed at a predetermined time after the first reel 4 stops rotating until the next game starts, other than after the game ends. In this case, when winning the push-order bell, it is preferable to display the production image at the time when the winning of the corresponding push-order bell role is confirmed, for example, after the stop of the second reel 4. Also, for example, when winning the strong watermelon role, by displaying a green special item image 31c consisting of an enlarged treasure box (see FIG. 6(b)) described later, even when winning a rare role, the display mode of the item image may be changed according to the expected degree of receiving a privilege.
[0169] [Winning performance during normal gaming state (Pattern B)] Next, FIG. 6 will explain the winning performance executed in the execution mode of Pattern B during the normal gaming state. FIG. 6 shows the production image on the main display 8 when the winning performance in Pattern B is executed based on the lottery result of the role. For example, it is the winning performance when either the strong watermelon role or the weak watermelon role wins as the winning of a rare role, and shows the production image on the main display 8 in the winning performance of Pattern B. Note that although the details will be described later, when the lottery result is other than the winning of a rare role, the winning performance in Pattern B will not be executed.
[0170] First, FIG. 6(a) shows the production image at the start of the game when the winning production for pattern B is executed. When the game starts, a special character image 31a showing a predetermined character is displayed on the left side of the screen of the main display 8, and a special blowout image 31b including the symbol "!!" of an exclamation mark is displayed on the upper right side of the screen. The special character image 31a is enlarged compared to the normal character image 30a, and the special blowout image 31b is an enlarged one surrounded by a broken line different from the normal blowout image 30b.
[0171] In this way, when the winning production for pattern B is executed, at the start of the game, the special character image 31a and the special blowout image 31b that are only displayed when a rare role is won are displayed. That is, even when a rare role is won, if the winning production for pattern A is executed, the player cannot recognize the winning of the rare role at the start of the game. However, when the winning production for pattern B is executed, a specific production (first specific production) that allows the player to recognize the winning of the rare role is executed at the start of the game. Note that the production image shown in FIG. 6(a) is set to be displayed at the start of the game (when the start lever 3 is operated). However, it may be displayed at a predetermined time other than the start of the game, that is, between the start of the game and the stop of the first reel 4 that is rotating.
[0172] Next, FIG. 6(b) shows the production image on the main display 8 after the game ends in the winning production for pattern B when, for example, either the strong watermelon role or the weak watermelon role is won as the winning of the rare role. As shown in FIG. 6(b), when the game ends, a special item image 31c with a green color scheme imitating a treasure box is displayed in the approximate center of the screen of the main display 8. The special item image 31c is a treasure box enlarged compared to the normal item image 30c, and when the winning role is a rare role, the enlarged treasure box is displayed. The color scheme of the special item image 31c indicates the type of rare role selected at that time. Green corresponds to the watermelon role, red corresponds to the cherry role, and purple corresponds to the chance role, respectively. Therefore, as shown in Fig. 6(b), when the special item image 31c with a green color scheme is displayed, it will be notified that it is the lottery result of either the strong watermelon role or the weak watermelon role.
[0173] Note that the production image shown in Fig. 6(b) is set to be displayed after the game ends (after all the reels 4 stop). However, in addition to after the game ends, it may also be displayed at a predetermined time between when the first rotating reel 4 stops and the next game starts. Also, similar to the winning production in Pattern A, for example, when winning the weak watermelon role, by displaying the normal item image 30c in green, even when winning a rare role, the display mode of the item image may be changed according to the expected degree of receiving a privilege.
[0174] As described above, as shown in Figs. 5 and 6, when the normal character image 30a and the normal blowout image 30b are displayed at the start of the game, the player is notified that there is a possibility of winning some role. Therefore, the player will proceed with the game in a state of increased anticipation.
[0175] Also, when winning a rare role with the possibility of receiving a privilege such as a pseudo-bonus state as a specific lottery result, after displaying the normal character image 30a and the normal blowout image 30b, the color scheme of the normal item image 30c is set to the winning production of Pattern A with colors such as green, red, purple, etc., or after displaying the special character image 31a and the special blowout image 31b, the color scheme of the special item image 31c is set to the winning production of Pattern B with colors such as green, red, purple, etc. will be executed.
[0176] That is, the sub-control device 20 as the specific effect control means executes a specific effect in either of the following effect modes: when a rare combination is won, in a predetermined period (after the game ends) during the execution of the winning effect in pattern A, it displays a normal item image 30c in green, red, purple, etc., which enables the player to recognize the winning of the rare combination (first specific effect); or during the execution of the winning effect in pattern B and at a time earlier than the above-mentioned predetermined period (at the start of the game), it displays a special character image 31a and a special blowing image 31b, which enables the player to recognize the winning of the rare combination (second specific effect). That is, when a rare combination is won, either the first specific effect or the second specific effect is executed as a specific effect, and the timing at which the player recognizes the winning of the rare combination is different for each.
[0177] Therefore, by changing the execution mode of the winning effect, it is possible to change the player's sense of expectation. When a specific effect corresponding to the winning of a rare combination is executed, it is possible to further enhance the player's sense of expectation. In addition, as described above, the symbol combinations of rare combinations also include the cherry combination and the watermelon combination that may be missed. Therefore, when the winning effect in pattern B corresponding to the winning of a rare combination is executed at the start of the game, that is, when all the reels 4 are still rotating, the player can carefully perform the stop operation (button pressing operation) of the reel 4 while paying attention to possible misses.
[0178] In addition, after each character image and blowing image are displayed, an item image will be displayed according to those images after the game ends. Therefore, it is possible to smoothly advance the game while enhancing the player's sense of expectation throughout one game, and the player can enjoy the game with confidence.
[0179] When notifying the winning of a rare combination after the normal character image 30a and the normal blowing image 30b are displayed, the winning of the selected rare combination may be notified by displaying (color matching) the special item image 31c. Also, when notifying the winning of a rare role after the special character image 31a and the special blowout image 31b are displayed, the winning of the selected rare role may be notified by the display (color scheme) of the normal item image 30c.
[0180] Also, by changing the size of the item image, it may be possible to notify the player of the weak watermelon role and the strong watermelon role, or the weak cherry role and the strong cherry role. Also, by changing the size of the item image, it may be possible to suggest the degree of expectation for the granting of a privilege triggered by the winning of the selected rare role. Also, after the game ends, the item in the treasure box is displayed, and the winning result of the role is notified by its size and color scheme. However, after the game ends, first, a common treasure box for each lottery result is displayed for a predetermined time (e.g., 1 second), and then an image is displayed in which an item (e.g., a cherry item or a watermelon item) that notifies the winning result appears from inside the treasure box. Also, in the case of winning a rare role, after the game ends, first, a treasure box with a color scheme that can notify the type of the selected rare role is displayed for a predetermined time (e.g., 1 second), and then an image (e.g., chance or extremely exciting) that indicates the degree of expectation for the granting of a privilege triggered by the winning of that rare role is displayed from inside the treasure box. In this way, it is possible to attract the player's interest by the display of the first treasure box and finally notify the winning result and the degree of expectation for the granting of a privilege.
[0181] Also, at the start of the game when a rare role is won, before displaying the special character image 31a and the special blowout image 31b, a button effect as an operation effect may be executed, and when the effect button 2d (or the upper effect button 2f) is operated, the special character image 31a and the special blowout image 31b may be displayed. In this way, by executing the button effect, it is possible to surely notify the player of the winning of a rare role at the start of the game. Even if the button effect is executed, there is a possibility that the player may not operate the effect button 2d (or the upper effect button 2f). In this case, the display of the special character image 31a and the special blowout image 31b may be canceled (stopped) until the game ends, or the special character image 31a and the special blowout image 31b may be displayed when the first stop operation is performed on the rotating reel 4.
[0182] Also, by displaying the special character image 31a and the special blowout image 31b, the winning of any rare combination is notified before the reel 4 stops. However, as long as the winning of any rare combination is notified before the reel 4 stops, it may be other than the above. For example, the type of character to be displayed may be changed, the background may be changed, the sound effect from the speaker 9 may be changed, or the lighting mode of the lamp 11 may be changed. Also, if there is a pattern for notifying the winning of any rare combination before the reel 4 stops, three or more types of winning effect patterns may be provided. Also, the winning effect may be executed on the sub-display 17 in addition to the main display 8, or may be executed on both the main display 8 and the sub-display 17. As described above, the winning effect is executed on the main display 8.
[0183] Next, the selection rate of the winning effect pattern will be described with reference to FIGS. 7 and 8. As described above, when executing the winning effect in a predetermined game, the pattern of the winning effect is determined according to the result of the combination lottery and the effect state at that time. Note that the pattern selection control for determining the pattern of the winning effect is executed by the sub-control device 20 based on the reception of control information from the main control device 10, but it may also be performed by the main control device 10.
[0184] [Selection rate of winning effect pattern (normal state of effect frequency)] Figure 7(a) shows the selection rate of the winning performance pattern during the normal performance frequency state where the performance state is other than during the precursor performance and during the waiting period (or during the fake waiting period). As shown in Figure 7(a), when the lottery result of the game is "other than rare roles", that is, winning of the bell role or replay role, and losing lottery result, the probability of selecting "no performance", that is, not executing the winning performance, is 80%, the probability of selecting "Pattern A" is 20%, and the probability of selecting "Pattern B" is 0%. Selection control is performed accordingly.
[0185] Also, when the lottery result of the game is "weak watermelon role", the probability of selecting "no performance" is 0%, the probability of selecting "Pattern A" is 90%, and the probability of selecting "Pattern B" is 10%. Selection control is performed accordingly. Also, when the lottery result of the game is "weak cherry role", the probability of selecting "no performance" is 0%, the probability of selecting "Pattern A" is 90%, and the probability of selecting "Pattern B" is 10%. Selection control is performed accordingly.
[0186] Also, when the lottery result of the game is "strong watermelon role (non-winning of CZ state)", that is, the transition lottery of the CZ state at the time of winning the strong watermelon role is non-winning, the probability of selecting "no performance" is 0%, the probability of selecting "Pattern A" is 70%, and the probability of selecting "Pattern B" is 30%. Selection control is performed accordingly. Also, when the lottery result of the game is "strong watermelon role (winning of CZ state)", that is, the transition lottery of the CZ state at the time of winning the strong watermelon role is winning, the probability of selecting "no performance" is 0%, the probability of selecting "Pattern A" is 60%, and the probability of selecting "Pattern B" is 40%. Selection control is performed accordingly.
[0187] Also, when the lottery result of the game is "strong cherry role (non-winning of the pseudo-bonus state transition lottery)", that is, when the pseudo-bonus state transition lottery at the time of winning the strong cherry role is non-winning, the selection control is performed so that the probability of selecting "no effect" is 0%, the probability of selecting "Pattern A" is 50%, and the probability of selecting "Pattern B" is 50%. Also, when the lottery result of the game is "strong cherry role (winning of the pseudo-bonus state)", that is, when the pseudo-bonus state transition lottery at the time of winning the strong cherry role is winning, the selection control is performed so that the probability of selecting "no effect" is 0%, the probability of selecting "Pattern A" is 40%, and the probability of selecting "Pattern B" is 60%. In addition, when directly winning the AT state transition lottery at the time of winning the strong cherry role, the same selection control as the above "strong cherry role (winning of the pseudo-bonus state)" is performed.
[0188] Also, when the lottery result of the game is "chance role (non-winning of the pseudo-bonus state)", that is, when the pseudo-bonus state transition lottery at the time of winning the chance role is non-winning, the selection control is performed so that the probability of selecting "no effect" is 0%, the probability of selecting "Pattern A" is 50%, and the probability of selecting "Pattern B" is 50%. Also, when the lottery result of the game is "chance role (winning of the pseudo-bonus state)", that is, when the pseudo-bonus state transition lottery at the time of winning the chance role is winning, the selection control is performed so that the probability of selecting "no effect" is 0%, the probability of selecting "Pattern A" is 40%, and the probability of selecting "Pattern B" is 60%. As described above, in the normal state of the production frequency, when the lottery result of the game is "other than the rare role", either "no effect" or "Pattern A" is selected, and "Pattern B" is not selected. If the winning production in Pattern B is executed, the winning of the rare role is determined. Also, when a rare role is won, the normal item image 30c (see Figure 5) in the color scheme (green, red, purple) corresponding to the won rare role is displayed on the main display 8 after the game ends.
[0189] [Selection Rate of Winning Performance Patterns (High Performance Frequency State)] Figure 7(b) shows the selection rate of the winning performance patterns in the high performance frequency state where the performance state is during the precursor performance and the waiting period (or during the fake waiting period). As shown in Figure 7(b), when the lottery result of the game is "other than rare roles", the selection control is performed such that the probability of selecting "no performance" is 50%, the probability of selecting "Pattern A" is 50%, and the probability of selecting "Pattern B" is 0%.
[0190] Also, when the lottery result of the game is "weak watermelon role", the selection control is performed such that the probability of selecting "no performance" is 0%, the probability of selecting "Pattern A" is 15%, and the probability of selecting "Pattern B" is 85%. Also, when the lottery result of the game is "weak cherry role", the selection control is performed such that the probability of selecting "no performance" is 0%, the probability of selecting "Pattern A" is 15%, and the probability of selecting "Pattern B" is 85%.
[0191] Also, when the lottery result of the game is "strong watermelon role (non-winning in CZ state)", that is, when the transition lottery for the CZ state at the time of winning the strong watermelon role is non-winning, the selection control is performed such that the probability of selecting "no performance" is 0%, the probability of selecting "Pattern A" is 10%, and the probability of selecting "Pattern B" is 90%. Also, when the lottery result of the game is "strong watermelon role (winning in CZ state)", that is, when the transition lottery for the CZ state at the time of winning the strong watermelon role is winning, the selection control is performed such that the probability of selecting "no performance" is 0%, the probability of selecting "Pattern A" is 7%, and the probability of selecting "Pattern B" is 93%.
[0192] Also, when the lottery result of the game is "strong cherry role (non-winning in pseudo-bonus state)", that is, when the transition lottery for the pseudo-bonus state at the time of winning the strong cherry role is non-winning, the selection control is performed such that the probability of selecting "no performance" is 0%, the probability of selecting "Pattern A" is 5%, and the probability of selecting "Pattern B" is 95%. Also, when the lottery result of the game is "strong cherry role (winning in the pseudo-bonus state)", that is, when the lottery for the transition to the pseudo-bonus state at the time of winning the strong cherry role is a winning result, selection control is performed such that the probability of selecting "no effect" is 0%, the probability of selecting "pattern A" is 3%, and the probability of selecting "pattern B" is 97%. In addition, when directly winning the lottery for the transition to the AT state at the time of winning the strong cherry role, the same selection control as in the above "strong cherry role (winning in the pseudo-bonus state)" is performed.
[0193] Also, when the lottery result of the game is "chance role (not winning in the pseudo-bonus state)", that is, when the lottery for the transition to the pseudo-bonus state at the time of winning the chance role is a non-winning result, selection control is performed such that the probability of selecting "no effect" is 0%, the probability of selecting "pattern A" is 0%, and the probability of selecting "pattern B" is 100%. Also, when the lottery result of the game is "chance role (winning in the pseudo-bonus state)", that is, when the lottery for the transition to the pseudo-bonus state at the time of winning the chance role is a winning result, selection control is performed such that the probability of selecting "no effect" is 0%, the probability of selecting "pattern A" is 0%, and the probability of selecting "pattern B" is 100%. As described above, even in the high effect frequency state similar to the normal effect frequency state, when the lottery result of the game is "other than rare roles", either "no effect" or "pattern A" is selected, and "pattern B" is not selected. If the winning effect in pattern B is executed, the winning of the rare role is determined. In addition, when a rare role is won, at the start of the game, after the special character image 31a and the special blowout image 31b (see FIG. 6) are displayed, the special item image 31c (see FIG. 6) in the color scheme (green, red, purple) corresponding to the won rare role is displayed on the main display 8 after the game ends.
[0194] As described above, since the execution of the winning effect and the pattern of the winning effect are selected at the selection rate shown in Figure 7, when a rare role is won, the winning effect is always executed, and further, the probability that the winning effect in pattern B will be selected increases. Therefore, when a winning effect occurs regardless of the pattern, the expectation of winning a rare role is increased, and when a winning effect occurs in pattern B, the expectation of winning a rare role is further increased. In addition, since the occurrence of the winning effect in pattern B makes it possible to notify the player that a rare combination has been won at the start of the game, it becomes possible to reliably stop the rare combination of symbols.
[0195] In addition, in the high performance frequency state, the occurrence rate of a winning performance is increased when a lottery result other than a rare winning combination is derived, so that the occurrence rate of the winning performance itself is increased regardless of the lottery result compared to states other than the high performance frequency state. In other words, the sub-control device 20 is equipped with a presentation frequency control means that can increase the frequency of execution of a winning presentation as a specified presentation during a specific period in which the presentation frequency is high before a specific benefit is granted, compared to a specified period other than the specific period. Therefore, the change in the presentation state increases the expectation for the award of the special prize. In particular, during the waiting period and the fake waiting period, unlike during the premonition presentation, the main display 8 is executing the presentation during the normal game state, so that even though the presentation content (stage, etc.) is the same as usual, the winning presentation occurs frequently, and this frequent winning presentation can suggest that some kind of special prize will be awarded.
[0196] In addition, if a rare role is won during a high performance frequency state as a specific period, the probability of the winning performance of pattern B being executed is increased compared to a state other than the high performance frequency state. As described above, when a rare role is won, the sub-control device 20 as the specific effect control means displays the normal character image 30a and the normal blow-out image 30b, and then, as a specific effect, at the end of the game, a normal item image 30c in a color scheme such as green, red, purple, etc. is displayed (first specific effect) in pattern A of the winning effect, or at the start of the game, as a specific effect, a special character image 31a and a special blow-out image 31b are displayed (second specific effect) in pattern B of the winning effect. However, when determining the execution mode of the specific effect during the specific period, control is performed to increase the selection ratio of the winning effect in pattern B. That is, the sub-control device 20 is provided with effect mode control means capable of performing control different from that in a predetermined period other than the specific period regarding the determination of the execution mode of the specific effect during the specific period, and during the specific period, determines the execution mode of the specific effect so that the second specific effect is executed with a higher probability than the first specific effect.
[0197] Therefore, when winning a rare role in the high effect frequency state, the execution probability of the winning effect in pattern B becomes higher than that in pattern A, and it becomes possible to notify the player that they have surely won a rare role at the start of the game, and the player can perform the stop operation of the reel 4 while preventing omissions. As described above, in the high effect frequency state, the occurrence rate of the winning effect is increased and the expectation for the granting of benefits is increased. On the other hand, a player who is accustomed to the frequently occurring winning effect may judge that the winning effect has occurred as a result of a lottery result other than a rare role even when the winning effect occurs. In this case, the player will quickly perform the stop operation of the reel 4 without much attention to omissions. Therefore, if a rare role has been won at this time, the game will end without being able to stop the symbol combination of the rare role, increasing the player's dissatisfaction. In the present embodiment, such a situation can be prevented.
[0198] In addition, when executing the winning performance in Pattern B as the second specific performance, a button performance as an operation performance may be executed in parallel. For example, at the start of the game when a rare role is won, before displaying the special character image 31a and the special blowout image 31b, an image prompting the operation of the effect button 2d (or the upper effect button 2f) may be displayed on the main display 8, and then, when the effect button 2d (or the upper effect button 2f) is operated, the special character image 31a and the special blowout image 31b may be displayed. That is, the sub-control device 20 as the specific performance control means may be capable of executing the second specific performance including an operation performance involving the operation of the effect button 2d (or the upper effect button 2f) as the operation means. In this way, it becomes possible to clearly notify the player that a performance different from usual, such as a performance that requires an operation by the player at the start of the game, has been executed by the execution of the button performance, and it becomes possible to surely inform the player that they have won a rare role.
[0199] Also, in the present embodiment, in the high effect frequency state, the occurrence rate of the winning performance is increased compared to outside the high effect frequency state. However, as long as it enhances the expectation for the occurrence of the pseudo-bonus state, the occurrence rate of individual performances other than the winning performance may be increased in the same way. Also, in the present embodiment, in the high effect frequency state, when winning a rare role other than the chance role, the winning performance in Pattern A is selected with a low probability. However, when winning all rare roles, the winning performance in Pattern A may not be selected.
[0200] Also, even in the high effect frequency state, the occurrence rate of the winning performance may be made different between during the standby period (or during the fake standby period) and during the omen performance. For example, the occurrence rate of the winning performance itself may be controlled to be higher during the omen performance than during the standby period (or during the fake standby period), or the occurrence rate of the winning performance itself may be controlled to be higher during the standby period (or during the fake standby period) than during the omen performance. Also, even in the state with a high performance frequency, the selection rate of the winning performance patterns may be made different between during the standby period (or during the fake standby period) and during the omen performance. For example, it may be controlled so that the occurrence rate of the winning performance of pattern B is higher during the omen performance than during the standby period (or during the fake standby period), or it may be controlled so that the occurrence rate of the winning performance of pattern B is higher during the standby period (or during the fake standby period) than during the omen performance.
[0201] Also, as long as the change in the occurrence rate of the winning performance enhances the player's expectation for the awarding of benefits, even when the lottery result is other than the winning of a rare combination, the selection rate may be made different between the losing lottery result and other lottery results. Also, in the case of a gaming machine having an AT function, since the winning probability of the push-order bell combination is higher than that of other combinations, when the push-order bell combination wins, the occurrence rate of the winning performance may be increased compared to when the other lottery results occur, or the occurrence rate of the winning performance or the selection rate of the pattern may be made different between when the push-order bell combination wins and other lottery results. Also, it may be configured not to execute the winning performance with an extremely low probability (e.g., 1% or the like) only when a rare combination wins when the awarding of benefits is determined. Also, as a specific performance (second specific performance), at the start of the game, the special character image 31a and the special blowing image 31b are displayed on the main display 8. However, as a specific performance (second specific performance), at the start of the game, a cut-in image may be displayed on the entire screen (or a part) of the main display 8 instead of (or together with) the special character image 31a and the special blowing image 31b. The cut-in image is an image inserted when a so-called cut-in performance is executed at the start of the game. When the cut-in performance is executed at the start of the game, for example, a cut-in image such as an image of a predetermined character is displayed on the main display 8 for only a predetermined time (e.g., 0.5 seconds). By doing so, it becomes possible to surely notify the player that they have won a rare role at the start of the game through a cut-in effect (display of a cut-in image).
[0202] [Selection rate of winning patterns (first game after the fake precursor effect ends)] Next, with reference to FIG. 8, the winning effect in the first game after the fake precursor effect ends will be described. The selection of the winning pattern is executed according to the effect state at that time as shown in FIG. 7. In this embodiment, however, special selection control is performed only for the first game after the fake precursor effect ends. That is, a fake precursor effect that does not transition to a pseudo-bonus state is executed, and in the first game performed after the fake precursor effect ends, the winning effect is executed at a selection rate different from the selection rate shown in FIG. 7 described above. FIG. 8 shows the selection rate of the winning pattern in the first game after the fake precursor effect ends.
[0203] As shown in FIG. 8, when the lottery result of the game in the first game after the fake precursor effect ends is "other than a rare role", selection control is performed so that the probability of selecting "no effect" is 100%, the probability of selecting "pattern A" is 0%, and the probability of selecting "pattern B" is 0%. Regarding the selection rate of "other than a rare role" in the lottery result, since it is the same as the selection rate of the winning pattern in the high effect frequency state shown in FIG. 7(b), the explanation here is omitted.
[0204] As described above, since the winning pattern in the first game after the fake precursor effect ends is selected at the selection rate shown in FIG. 8, when the lottery result is other than winning a rare role in the first game after the fake precursor effect ends, the winning effect is not executed. Therefore, if the winning effect is executed in the first game after the fake precursor effect ends, winning a rare role is determined regardless of the pattern. Also, when winning a rare role in the first game after the fake omen performance ends, since the selection rate of the winning performance in pattern B is increased, there is a high possibility that a production image notifying winning a rare role at the start of the game will be displayed. That is, the sub-control device 20 as the production mode control means determines the execution mode of the specific production so that the second specific production is executed with a higher probability than the first specific production in the game immediately after the omen production ends.
[0205] As a result of performing the above selection control in the first game after the fake omen performance ends, when winning a rare role in the first game after the fake omen performance ends, it becomes possible to prevent the occurrence of an omission where the symbol combination corresponding to the rare role cannot be stopped. That is, during the fake omen performance, the player will concentrate on the production content. However, immediately after this fake omen performance ends, there is a risk that the player's concentration will be interrupted and the game will be played in a scattered state, increasing the possibility of omission.
[0206] However, in this embodiment, in the first game after the fake omen performance ends, by excluding the execution of winning performances other than winning a rare role usually, the execution of the winning performance can be made more prominent in the first game after the fake omen performance ends, and it becomes possible to make it easier for a player with interrupted concentration to recognize that they have won a certain role. Furthermore, in the first game after the fake omen performance ends, when winning a rare role, since the probability that the winning performance is executed in pattern B increases, it becomes possible to make the player recognize that they have won a rare role from the beginning of the game, and it becomes possible to prevent an omission where the symbol combination corresponding to the rare role cannot be stopped even for a player with interrupted concentration.
[0207] In addition, in the first game after the fake precursor performance ends, if a player wins a rare role other than the chance role, a winning performance in Pattern A is selected with a low probability. However, if the player wins all rare roles, the winning performance in Pattern A may not be selected. As described above, selection control of the winning performance is performed.
[0208] [Mode-up performance during the precursor performance] Next, referring to FIG. 9, the mode-up performance during the precursor performance displayed on the main display 8 will be described. As described above, when a player wins a predetermined rare role (for example, the chance role), based on the control information from the main control device 10, the sub-control device 20 executes a precursor performance such as this precursor performance as the first precursor performance or a fake precursor performance as the second precursor performance on the main display 8, for example, to increase the anticipation for the occurrence of a pseudo-bonus state as the first privilege. In addition, during the precursor performance, a special performance is executed on the main display 8 to change the anticipation level for the occurrence of the pseudo-bonus state.
[0209] In this embodiment, a mode-up performance is executed as a special performance during the precursor performance. The mode-up performance is an image performance executed on the main display 8 under the control of the sub-control device 20 based on the control information from the main control device 10. For example, the precursor performance is set in a plurality of performance stages with different backgrounds, and it is the performance executed when changing the performance stage at a predetermined time during the precursor performance. The change in the performance stage, the details of which will be described later, is executed with a predetermined probability according to whether the precursor performance at that time is the real precursor performance or the fake precursor performance. That is, by executing the mode-up performance with different probabilities according to whether the transition to the pseudo-bonus state has been determined, the anticipation level for the pseudo-bonus state is changed.
[0210] Figure 9 shows a production image when a mode-up production as a special production is executed during the precursor production on the main display 8. As shown in Figure 9, when the precursor production is executed, a precursor character image 32a showing a character during the precursor production is displayed on the background image, and the mode-up production is executed by the change of the background during this precursor production.
[0211] The background during the precursor production is preset with a mode A background based on blue, a mode B background based on green, a mode C background based on red, and a mode D background based on rainbow color. The production stages are set from a lower stage to a higher stage in the order of mode A background → mode B background → mode C background → mode D background. Figure 9 shows the state where the mode-up production is executed starting from the state where a mode A background image 32b corresponding to the initially set mode A background is displayed. The background image is switched and controlled according to the presence or absence of winning in the pseudo-bonus state, which will be described in detail later, and is controlled so that the degree of expectation for winning in the pseudo-bonus state changes to form a relationship of mode A background < mode B background < mode C background < mode D background.
[0212] First, Figure 9(a) shows the production image at the start of the game. In the state where the mode-up production has not been executed at all yet (initial state), on the main display 8, a precursor character image 32a is displayed on the mode A background image 32b.
[0213] When the game is started in this state, as shown in Figure 9(b), a mode B background image 32c based on green appears from the right end side of the screen so as to push back the mode A background image 32b to the left, and a switching production for whether the mode A background image 32b changes to the mode B background image 32c is executed. The switching production is executed from the start of the game until the game ends when all of the reels 4 stop. With a position slightly to the right of the center in the left-right direction of the screen as a boundary, the mode A background image 32b is displayed on the left side thereof, and the mode B background image 32c is displayed on the right side. The boundary line is moved in the left-right direction at a predetermined timing. That is, during the execution of the game, a switching effect is executed to determine whether or not to switch from the mode A background image 32b with a lower production stage to the mode B background image 32c with a higher production stage.
[0214] When the game ends, as shown in FIG. 9(c), the mode B background image 32c completely pushes back the mode A background image 32b to the left end of the screen, and the mode B background image 32c is displayed on the entire screen. By switching to the mode B background image 32c, the mode-up effect is completed. That is, after the above switching effect is executed during the game, after the game ends, the mode-up effect is executed by switching from the mode A background image 32b with a lower production stage to the mode B background image 32c with a higher production stage. Even when the mode-up effect is not executed, the above switching effect is executed with a predetermined probability. In that case, from the state shown in FIG. 9(b), when the game ends, the mode A background image 32b completely pushes back the mode B background image 32c to the right end of the screen, and the mode A background image 32b is displayed on the entire screen, returning to the original mode A background image 32b. Also, switching to other background images (for example, switching from the mode B background to the mode C background) is performed in the same procedure as above.
[0215] As described above, during the foreshadowing effect, the mode-up effect is executed with a predetermined probability, so it is possible to change the degree of expectation for the pseudo-bonus state, improve the player's sense of expectation, and improve the interest of the game. Also, since the mode-up effect is executed by changing the background, it is possible to notify the degree of expectation for the pseudo-bonus state in an easy-to-understand manner. When the mode-up effect is executed, it is possible to surely improve the player's sense of expectation.
[0216] Note that the switching of the background image may change the base color or change the image itself that constitutes the background (such as changing from a cave background to a castle background). Also, for the mode-up effect, as long as it changes the precursor effect controlled in multiple effect stages to a higher-stage one, in addition to changing the background, for example, it may change the displayed item images such as changing the character step by step. Also, the mode-up effect may be executed based on the operation of an operation means such as an effect button 2d. Also, the mode-up effect may be executed not only on the main display 8 but also on both the main display 8 and the sub-display 17, or may be executed on the sub-display 17. As described above, the mode-up effect on the main display 8 is executed.
[0217] [Transition of the gaming state and display content on the main display when winning the CZ state during the fake precursor effect] Next, referring to the timing chart of FIG. 10, the transition of the gaming state realized by the control of the main control device 10 and the sub-control device 20 and the display content on the main display 8 will be described, particularly the transition of the gaming state and the display content on the main display 8 when winning the CZ state during the fake precursor effect.
[0218] As described above, the pseudo-bonus state transitions upon winning a predetermined rare combination (for example, a chance combination). However, the pseudo-bonus state may also transition via the CZ state. The CZ state transitions upon winning a predetermined rare combination (for example, a strong watermelon combination) during the normal gaming state. In this embodiment, to avoid overlapping of benefits, the winning of the CZ state is invalidated during the winning of the pseudo-bonus state. Therefore, even during the normal gaming state, during the period when the transition to the pseudo-bonus state has already been determined in advance, that is, for example, during this precursor effect, control is performed to invalidate the winning of the CZ state. Instead of invalidating the winning of the above CZ state during the winning in the pseudo-bonus state, a predetermined privilege may be granted. For example, with a predetermined probability when winning a predetermined rare combination (e.g., a strong watermelon combination) during the winning in the pseudo-bonus state, the number of games initially granted in the pseudo-bonus state may be made more than usual, or a pseudo-bonus state may be generated in which the transition lottery probability to the AT state is higher than usual.
[0219] However, during the premonition effect or the fake premonition effect, since the transition to the pseudo-bonus state is not determined in advance, during the fake premonition effect, control is performed to allow the winning of the CZ state triggered by the winning of a predetermined rare combination (e.g., a strong watermelon combination).
[0220] FIG. 10 shows the correspondence between the transition of the game state when winning the CZ state during the fake premonition effect and the change in the display content on the main display 8. Specifically, under the control of the main control device 10 during the fake premonition effect, the transition to the CZ state is determined with a predetermined probability (e.g., 10%) when winning a predetermined combination (e.g., a strong watermelon combination), and then, it shows the production content (production image) displayed on the main display 8 when the game state transitions to the CZ state.
[0221] First, as shown in FIG. 10, during the normal game state (the 1st to 3rd games) when the transition to the pseudo-bonus state is not determined, the production during the normal game state is performed. As the production during the normal game state, for example, a production image in which a predetermined character is advancing on the grassland is shown on the main display 8. Also, during the normal game state, individual productions such as winning productions may be executed for each game. When an individual production is executed, an production image corresponding to the individual production is displayed on the main display 8 instead of the above production image in which the predetermined character is advancing on the grassland.
[0222] Next, when the game of the third game during the normal game state is executed (at timing t5), it shows the case of winning a chance role. In FIG. 10, it shows the case of not winning the pseudo-bonus state in the lottery of the pseudo-bonus state at this time. In this case, as described above, the fake precursor effect will be executed. However, a fake waiting period is set during the execution of the games from the fourth game to the fourteenth game before the execution of the fake precursor effect (timing t6 to t7). Although not shown in the figure, since the chance role is won when the game of the third game is executed, the winning effect corresponding to the winning of the chance role will be displayed on the main display 8.
[0223] Also, during the fake waiting period, basically, the effects during the normal game state are performed in the same way as when it is not the fake waiting period. However, since the fanning effect is performed during the fake waiting period as described above, the generation control of the winning effect will be performed in a state where the effect frequency is relatively high (high effect frequency state) by the main control device 10 and the sub-control device 20. Therefore, during the fake waiting period, even in a game where a rare role has not been won, the winning effect will occur with a relatively high probability, resulting in a state that enhances the player's sense of expectation for the occurrence of the precursor effect.
[0224] Next, when the game of the fifteenth game starts (at timing t7), the fake precursor effect is started on the main display 8, and for example, an effect image in which a predetermined character is advancing in a cave will be displayed. Also, during the execution of the fake precursor effect, the generation control of the winning effect will be performed in a state where the effect frequency is relatively high (high effect frequency state) in the same way as during the fake waiting period. Also, at the initial stage of the precursor effect, the background will be displayed in the mode A background regardless of the type of the precursor effect.
[0225] When the premonitory performance starts, the main control device 10 conducts a mode-up lottery. If one wins this mode-up lottery, based on the control of the sub-control device 20 upon receiving the control information from the main control device 10, the background will switch to the next performance stage. And in FIG. 10, it shows the case where one wins the mode-up lottery during the execution of the 17th game (timing t8). Therefore, during the execution of the 17th game, after the mode-up performance as shown in FIG. 9 is displayed on the main display 8, the background will switch to the mode B background after the game ends.
[0226] Even after the background switches to the mode B background, the mode-up lottery is conducted with a predetermined probability. In FIG. 10, it shows the case where one wins the strong watermelon role and further wins the CZ state during the execution of the 19th game (timing t9). That is, even when the premonitory performance is being executed, if the premonitory performance is a fake premonitory performance, in terms of control content, the lottery for the CZ state is conducted in the same manner as in the normal game state. Therefore, one may win the CZ state during the fake premonitory performance.
[0227] As shown in FIG. 10, when one wins the CZ state during the execution of the 19th game (timing t9), the game state will shift to the CZ state. However, until the game state shifts from the normal game state to the CZ state, as described above, it will be in a CZ state standby state for a predetermined number of games. Therefore, during this period, the fake premonitory performance will continue to be executed, and the occurrence of the CZ state will be delayed. In FIG. 10, it shows the case where the CZ state standby state continues for 6 games. Therefore, the CZ state standby state will continue until the execution of the 25th game (timing t10).
[0228] In this embodiment, when it enters the CZ state standby state during the fake premonitory performance, control is performed to suppress the execution of the mode-up performance more than before. Therefore, during the period from the start of the 19th game in the CZ state standby state to the end of the 25th game (timings t9 to t10), it becomes a mode-up suppression period. During this period, the execution of the mode-up effect is suppressed by the control of the sub-control device 20, and the execution of the mode-up effect is prohibited. As a result, the background that has already become the mode B background is prohibited from switching to the next effect stage and is maintained as it is until it shifts to the CZ state.
[0229] Then, at the time of execution of the 26th game (timing t10), the delayed transition to the CZ state is released, and the game state shifts from the normal game state to the CZ state. At this point, the fake precursor effect that was being executed is terminated halfway, and on the main display 8, the effect during the CZ state starts. Therefore, the fake precursor effect during the execution period for the preset number of games is terminated halfway at that point regardless of the effect stage due to the transition to the CZ state.
[0230] As described above, in this embodiment, when winning the CZ state during the fake precursor effect, the execution of the mode-up effect during the fake precursor effect is suppressed. That is, when winning the CZ state as the second privilege during the fake precursor effect, the mode-up effect for increasing the expectation level for winning the pseudo-bonus state as the first privilege is suppressed.
[0231] This is to prevent the player's expectation from being unnecessarily increased by taking the winning of the CZ state as an opportunity, because if the pseudo-bonus state does not occur despite the precursor effect being at a high effect stage, it will increase the player's sense of disappointment. That is, even though it is certain that the fake precursor effect will end midway due to the winning of the CZ state, if the mode-up effect is executed, players who have their expectations raised for the occurrence of the pseudo-bonus state will experience the high-stage precursor effect ending midway due to the winning of the CZ state with a lower degree of advantage, which may give players a sense of dissatisfaction. This is to prevent such a situation. Therefore, in this embodiment, since the suppression control of the above-described mode-up effect is performed, in the slot machine 1 that can grant the first and second benefits with different degrees of advantage, an effect capable of efficiently increasing the expectations for both benefits is performed.
[0232] In this embodiment, the suppression control of the mode-up effect prohibits the mode-up effect. However, as long as the execution probability of the mode-up effect is lower than that during the mode-up suppression period, the execution probability may be a value other than 0%. Also, in this embodiment, the suppression control of the mode-up effect is executed by the sub-control device 20, but it may be performed by the main control device 10. That is, usually, by transmitting control information from the main control device 10, an instruction is given to the sub-control device 20 on whether to execute the mode-up effect. However, during the mode-up suppression period, the main control device 10 may transmit instruction information for suppressing the mode-up effect.
[0233] Also, in the game during the fake precursor effect, it is possible to directly win the AT state, which is a benefit different from the pseudo-bonus state. In this case as well, the suppression control of the mode-up effect may be performed in the same manner as when winning the CZ state. Also, since the AT state is set to be more advantageous than the pseudo-bonus state, in the game during the fake precursor performance, if directly winning the AT state, the execution probability of the mode-up performance may be increased compared to the case of not winning the AT state during the fake precursor performance. Or, if directly winning the AT state, special mode-up performances such as raising the performance stage two levels higher or directly switching to the rainbow background where the privilege is determined may be executed. Furthermore, only when directly winning the AT state, a performance that lowers the performance stage may be executed.
[0234] That is, when a privilege different from the pseudo-bonus state is determined during the fake precursor performance, a means for changing the execution mode of the mode-up performance is provided according to the type of privilege determined (CZ state or AT state). When the determined privilege is more advantageous than the pseudo-bonus state, the precursor performance is controlled to be more anticipatory, and when it is less advantageous than the pseudo-bonus state, a suppression control may be performed so that the precursor performance does not become more anticipatory. In this way, in addition to the above-described effect of suppressing the mode-up performance that causes dissatisfaction among players after winning the CZ state during the fake precursor performance, when the AT state is won during the fake precursor performance, no matter how much the performance stage of the fake precursor performance increases, a privilege more advantageous than the pseudo-bonus state will be granted, so it is possible to give the player a sense of satisfaction instead of dissatisfaction. As described above, the transition of the gaming state when winning the CZ state during the fake precursor performance and the performance display on the main display 8 are performed.
[0235] [Execution Probability of Mode-Up Performance during this Precursor Performance and Fake Precursor Performance] Next, with reference to FIG. 11, the execution probability of the mode-up performance during this precursor performance and the fake precursor performance will be described. As described above, during the premonitory effect performance, the mode-up performance is carried out with a predetermined probability. In the sub-control device 20, the execution probability of the mode-up performance is varied according to the presence or absence of winning in the pseudo-bonus state at that time, thereby adjusting the presence or absence of winning in the pseudo-bonus state and the performance stage in the premonitory effect performance, and performing control to effectively enhance the player's anticipation. When winning in the CZ state during the fake premonitory effect performance, special control is performed when executing the above-described mode-up performance.
[0236] FIG. 11 shows the execution probabilities of the mode-up performance during the present premonitory effect performance and the fake premonitory effect performance. Note that the mode-up performance is executed when the lottery result is other than the rare combination. Each probability value in the table indicates the probability value when the lottery result is other than the rare combination. Also, the mode-up performance is executed preferentially over other individual performances.
[0237] First, FIG. 11(a) shows the case where the premonitory effect performance in mode A background is being executed. During the fake premonitory effect performance, the probability of "no change", that is, maintaining the mode A background without executing the mode-up performance, is 95%, the probability of "mode up", that is, raising the performance stage from the mode A background to the mode B background, is 5%, and the probability of "mode down", that is, lowering the performance stage, is 0%. Thus, the control of the mode-up performance is carried out.
[0238] Similarly, during the present premonitory effect performance, the control of the mode-up performance is carried out such that the probability of "no change" is 95%, the probability of "mode up" is 10%, and the probability of "mode down" is 0%. Similarly, during the CZ state standby state in the fake premonitory effect performance, the control of the mode-up performance is carried out such that the probability of "no change" is 100%, the probability of "mode up" is 0%, and the probability of "mode down" is 0%. Note that Fig. 11(a) shows the case of the mode A background with the lowest production stage, and since there is no lower production stage, the probability of "mode down" in all states is 0%.
[0239] Next, Fig. 11(b) shows the case where the premonitory production in the mode B background is being executed. During the fake premonitory production, the probability of "no change", that is, maintaining the mode B background without executing the mode up production, is 99%, the probability of "mode up", that is, increasing the production stage from the mode B background to the mode C background, is 1%, and the probability of "mode down", that is, decreasing the production stage from the mode B background to the mode A background, is 0%. The control of the mode up production is performed accordingly. Similarly, during this premonitory production, the control of the mode up production is performed such that the probability of "no change" is 97%, the probability of "mode up" is 3%, and the probability of "mode down" is 0%. Similarly, during the CZ state standby state in the fake premonitory production, the control of the mode up production is performed such that the probability of "no change" is 99%, the probability of "mode up" is 0%, and the probability of "mode down" is 1%.
[0240] Next, Fig. 11(c) shows the case where the premonitory production in the mode C background is being executed. During the fake premonitory production, the probability of "no change", that is, maintaining the mode C background without executing the mode up production, is 100%, the probability of "mode up", that is, increasing the production stage from the mode C background to the mode D background, is 0%, and the probability of "mode down", that is, decreasing the production stage from the mode C background to the mode B background, is 0%. The control of the mode up production is performed accordingly. Similarly, during this premonitory production, the control of the mode up production is performed such that the probability of "no change" is 99%, the probability of "mode up" is 1%, and the probability of "mode down" is 0%. Similarly, during the CZ state waiting state in the fake precursor effect, the control of the mode-up effect is performed such that the probability of "no change" is 99%, the probability of "mode up" is 0%, and the probability of "mode down" is 1%.
[0241] As described above, during this precursor effect as the first precursor effect, the mode-up effect as a special effect is executed at a predetermined execution probability in each effect stage. However, during the fake precursor effect as the second precursor effect, the mode-up effect is executed at a lower probability than during this precursor effect in each effect stage. That is, the sub-control device 20 as the first precursor effect control means includes the first special effect control means capable of executing the mode-up effect at a predetermined execution probability in a predetermined game during this precursor effect. On the other hand, the sub-control device 20 as the second precursor effect control means includes the second special effect control means capable of executing the mode-up effect such that the execution probability is lower than during this precursor effect in a predetermined game during the fake precursor effect.
[0242] Therefore, when the mode-up effect is executed, the probability that the precursor effect being executed is this precursor effect increases. Thus, when the mode-up effect is executed, it becomes possible to enhance the player's expectation for winning the pseudo-bonus state, and as the effect stage increases, it becomes possible to enhance the expectation for winning the pseudo-bonus state.
[0243] Also, when winning the CZ state as the second privilege during the fake precursor effect, the mode-up effect is prohibited. That is, the sub-control device 20 as the second special effect control means enables the execution control of the mode-up effect such that the execution probability of the mode-up effect is lower when the transition (winning) to the CZ state is determined during the fake precursor effect than when the transition to the CZ state has not been determined. Therefore, even though the premonition effect has shifted to a high effect level in order to increase the expectation of the occurrence of a pseudo-bonus state by executing the mode-up effect, it is possible to prevent a situation where the player feels dissatisfied, such as the premonition effect ending halfway due to the winning of the CZ state with relatively low advantage.
[0244] Also, for example, the effect shown by the "mode-down" where the effect level switches from the mode B background to the mode A background is executed only when winning the CZ state during the fake premonition effect, and is set as a specific special effect. That is, the sub-control device 20 as the second special effect control means enables the execution of a specific special effect in which the effect level switches to a low effect level when the transition to the CZ state is determined during the fake premonition effect. Therefore, when a rare effect that cannot occur in other states, such as the effect level being lowered, is executed, the winning of the CZ state is determined, and it is possible to extremely enhance the player's sense of expectation by executing an effect including surprise.
[0245] During the fake premonition effect, when winning the CZ state, the probability of "mode-up" is controlled to be 0% for all cases. However, if it suppresses the mode-up effect more than when not winning the CZ state during the fake premonition effect, it may be controlled to be a small value such as 1%, or only the mode-up effect that extremely enhances the player's sense of expectation, such as from the mode B background to the mode C background, may be controlled to be 0%. As described above, the control of the mode-up effect during the present premonition effect and the fake premonition effect is performed.
[0246] [Effect when generating the CZ state during the fake premonition effect] Next, with reference to FIG. 12, the effect when generating the CZ state during the fake premonition effect will be described. As described above, in the present embodiment, when winning the CZ state during the fake precursor effect, suppression control of the mode-up effect during the subsequent CZ state standby state is performed.
[0247] Also, during the CZ state standby state at this time, since the CZ state has already been won, the winning of the CZ state should originally be notified immediately. However, since the degree of advantage for the player is greater in the pseudo-bonus state, the main display 8 continues the fake precursor effect in order to maintain the sense of anticipation for the winning of this pseudo-bonus state for as long a period as possible. Therefore, during the CZ state standby state at this time, the fake precursor effect continues without notifying the player of the presence or absence of winning in either the pseudo-bonus state or the CZ state.
[0248] Then, this fake precursor effect continues until the final game of the CZ state standby state, and at the final game of the CZ state standby state, the fake precursor effect is terminated and the winning of the CZ state is notified. In the present embodiment, as shown in FIG. 12, at the final game of the CZ state standby state in the fake precursor effect, the winning of the CZ state is notified by executing the winning effect. Therefore, the winning effect executed at the final game of the CZ state standby state is not for notifying the winning result of the combination, but for notifying the winning of the CZ state.
[0249] FIG. 12 shows an effect image when the winning effect is executed on the main display 8 at the final game of the CZ state standby state in the fake precursor effect under the control of the sub-control device 20 based on the control information from the main control device 10.
[0250] First, FIG. 12(a) shows the effect at the start of the final game of the CZ state standby state in the fake precursor effect, and shows the effect image on the main display 8 at this time. As shown in Fig. 12(a), when the winning presentation is executed at the start of the final game in the CZ state waiting state in the fake precursor presentation, the presentation image at the start of the winning presentation in the above-described pattern A is displayed on the main display 8.
[0251] Accordingly, a normal character image 30a showing a predetermined character is displayed on the lower left side of the screen of the main display 8, and a normal blowout image 30b including the symbol "?" of a question mark is displayed on the upper right side of the screen. Note that the presentation image shown in Fig. 12(a) is set to be displayed at the start of the game, but may be displayed at a predetermined time other than at the start of the game, that is, during a period from the start of the game until the first rotating reel 4 stops.
[0252] Next, Fig. 12(b) shows a presentation image on the main display 8 after the end of the final game in the CZ state waiting state in the fake precursor presentation. As shown in Fig. 12(b), when the game ends, a notification item image 30d with a color scheme of a predetermined color imitating a treasure box is displayed at substantially the center of the screen of the main display 8. The color scheme of the notification item image 30d displayed at this time is preferably different from that of the above-described item image. For example, it is preferable that a color such as black or gold can be recognized as a result that is always different from usual at a glance.
[0253] In addition, inside the notification item image 30d, a CZ notification image 30e including character information of "CZ" is displayed. This CZ notification image 30e is for notifying the occurrence of the CZ state. While attracting the attention of the player by the notification item image 30d displayed as a result of the winning presentation, the occurrence of the CZ state is surely notified to the player by the display of the CZ notification image 30e. Then, the fake precursor presentation is terminated halfway through by the execution of the next game, and the game state shifts to the CZ state.
[0254] As described above, when the CZ state is selected for the fake precursor effect, the occurrence of the CZ state is suddenly notified in the final game of the CZ state standby state in the fake precursor effect. Therefore, due to the fake precursor effect that has continued until then, while leaving the expectation for winning the pseudo-bonus state, the occurrence of the CZ state is suddenly notified, so it becomes possible to execute an effective effect for both benefits.
[0255] Also, it is possible to maintain the player's expectation for winning the highly advantageous pseudo-bonus state until the final game of the CZ state standby state in the fake precursor effect. Also, since the notification of winning the CZ state is made by executing the winning effect, for the player who recognizes that they have won a certain role, the notification of winning the CZ state, which is different from winning the role, results in a surprising notification mode for the player, and it becomes possible to improve the interest of the game.
[0256] When notifying the CZ state in the final game of the CZ state standby state in the fake precursor effect, although the winning effect in pattern A is executed, the winning effect in pattern B may be executed, or the winning effect in pattern B may be executed only when winning a rare role in the final game. As described above, an effect is performed when generating the CZ state during the fake precursor effect.
[0257] <Modification Example 1> Next, Modification Example 1 of the present invention will be described with reference to FIGS. 13 and 14. In Modification Example 1, the configuration and arrangement position of the sub-display 17 in the slot machine 1 of the above-described embodiment are different, and further, the peripheral structure of the main display 8 is different. Regarding the presence or absence of other members and their arrangement positions, it is the same as that of the slot machine 1 of the above-described embodiment.
[0258] In the above-described embodiment, the sub-display 17 was fixedly arranged on the right side of the reel 4. However, in Modification 1, a movable sub-display 33 as the second display means is provided on the right side of the main display 8 as the first display means, instead of the sub-display 17 or separately from the sub-display 17. As shown in FIG. 13, the movable sub-display 33 is composed of a liquid crystal display or the like capable of displaying a plurality of pieces of information. Unlike the horizontally long rectangular main display 8, it is configured in a vertically long rectangular shape, and the dimension in the longitudinal direction is slightly shorter than the vertical dimension of the main display 8.
[0259] Also, although not shown in the figure, around the movable sub-display 33, a guide for moving the movable sub-display 33 in the left-right direction, an electric drive source such as a motor for generating power, a link mechanism for transmitting the power from the electric drive source, etc. are provided. And the movable sub-display 33 is configured to be able to move substantially parallel from the normal position (the first position) which is the right side position of the main display 8 shown in FIG. 13 to the operating position (the second position) in front of the screen of the main display 8 under the control of the sub-control device 20. Therefore, the movable sub-display 33 is arranged at a position slightly in front of the main display 8 in order to form a space for moving the movable sub-display 33 in the left-right direction. Note that as long as it can move the movable sub-display 33 in the left-right direction, the electric drive source and the mechanism for moving it can be any and are not particularly limited.
[0260] Also, on the right side of the main display 8, a decorative member 34 is arranged to cover the front side of the movable sub-display 33 that has returned to the normal position. As shown in FIG. 13, the decorative member 34 has an area capable of covering the entire movable sub-display 33 and a predetermined area at the right end of the main display 8, and is configured such that the entire screen of the movable sub-display 33 in the normal position and a part of the screen of the main display 8 are not visible from the front.
[0261] Further, a heart-shaped opening 34a with a predetermined area is formed in the approximate center of the decorative member 34, and only the area visible from this opening 34a of the information displayed on the screen (display unit) of the movable sub-display 33 in the normal position is visible from the front. Also, the left side of the opening 34a in the decorative member 34 extends to the right end of the screen of the main display 8 and serves as a concealment portion 34b that straddles the main display 8 and the movable sub-display 33. This concealment portion 34b enables the concealment of the information at the right end of the screen of the main display 8 and the information at the left end of the screen of the movable sub-display 33 in the normal position. Therefore, due to the concealment portion 34b formed on the main display 8 side (left side) of the decorative member 34, even when the movable sub-display 33 moves, the information on the screen of the movable sub-display 33 projected on the rear side at that time can be concealed.
[0262] In this way, the movable sub-display 33 is in a state where the front is covered by the decorative member 34 in the normal position, and only its display information is visible from the opening 34a. When the movable sub-display 33 moves to the operating position side (left side), as the movable sub-display 33 moves leftward, the screen appears from the right end of the concealment portion 34b, and the information on the screen begins to be visible. When the movement is completed, the entire screen is configured to be completely visible in front of the main display 8.
[0263] [Mode-up effect during normal gaming state displayed on main display and movable sub-display] Next, with reference to FIG. 14, in Modification 1, the mode-up effect executed by the movable sub-display 33 will be described. In the above-described embodiment, the mode-up effect was executed by changing the background on the main display 8. However, in the slot machine 1 of Modification 1, the mode-up effect as a special effect is executed by the movable sub-display 33 as the second display means.
[0264] FIG. 14 shows the moving state and display state of the movable sub-display 33 when the mode-up effect is executed in the slot machine 1 of Modification 1. Also in Modification 1, the mode-up effect is controlled by the sub-control device 20 with the same execution probability as described above (see FIG. 11).
[0265] First, FIG. 14(a) shows the effect image at the start of the game during the premonitory effect, and the mode-up effect has not been executed even once yet. In the movable sub-display 33, the mode A symbol image 33a is displayed. In Modification 1, during the premonitory effect, when the mode-up effect is basically not being executed, the movable sub-display 33 is in a state of having returned to the normal position, and at the normal position, the effect stage in the premonitory effect at that time is displayed. Therefore, by displaying a symbol image corresponding to the opening 34a of the decorative member 34 in the movable sub-display 33, information related to the effect stage is displayed through the opening 34a of the decorative member 34.
[0266] The symbol images for notifying the effect stage in Modification 1 correspond to the above-described embodiment, and are composed of a mode A symbol consisting of a heart-shaped symbol based on blue corresponding to the mode A background, a mode B symbol consisting of a heart-shaped symbol based on green corresponding to the mode B background, a mode C symbol consisting of a heart-shaped symbol based on red corresponding to the mode C background, and a mode D symbol consisting of a heart-shaped symbol based on rainbow color corresponding to the mode D background. Similar to the above, when the mode-up effect is performed under the control of the sub-control device 20, the change in the base color of the symbol image suggests the expectation level of the premonitory effect at that time.
[0267] In Fig. 14(a), a mode A symbol image 33a showing a mode A symbol in the initial stage of the effect stage is displayed. Similar displays will be made in each effect stage. On the movable sub-display 33, symbol images corresponding to each mode that are slightly larger than the opening 34a are displayed, and the base color will be displayed without any gaps within the opening 34a. Also, each symbol image may contain any information as long as the effect stage can be recognized. As long as it is given a color scheme indicating the effect stage, it may be a solid-colored symbol image or a symbol image with some pattern.
[0268] Next, Fig. 14(b) shows the display state and movement state of the movable sub-display 33 from the start to the end of the game when the mode-up effect is executed. As shown in Fig. 14(b), when the mode-up effect is executed in a predetermined game during the omen effect, from the start to the end of the game, a switching effect of the mode-up effect is executed, in which the movable sub-display 33 repeatedly moves left and right between the normal position and the position moved a predetermined distance in the operating position direction (left direction). The switching effect of the mode-up effect is a so-called exciting effect that suggests the possibility of the effect stage switching to the next stage. After the switching effect, the mode-up effect may or may not be executed.
[0269] Note that the distance of the reciprocating movement during the above switching effect may be any as long as a part of the left end of the movable sub-display 33 appears from the left end of the concealment part 34b, that is, as long as the leftward movement of the movable sub-display 33 can be recognized. The symbol images corresponding to each mode displayed on the movable sub-display 33 may not be visible, or it may move to such an extent that a part of them is visible. Also, the speed and number of times the movable sub-display 33 reciprocates during the exciting effect of the mode-up effect may be any. Also, even while the exciting effect of the mode-up effect is being performed, it is preferable that part or all of the mode A symbol image 33a can be recognized from the opening 34a. In FIG. 14(b), since the right end of the movable sub-display 33 has moved to the left of the opening 34a, the mode A symbol image 33a is shifted to the right by that amount, and the right side portion of the mode A symbol image 33a faces the opening 34a.
[0270] Next, FIGS. 14(c) and (d) show the display state and movement state of the movable sub-display 33 at the end of the game when the mode-up effect is executed. First, as shown in FIG. 14(c), when the game in which the mode-up effect is executed ends, the movable sub-display 33 moves from the normal position to the operating position continuously after the end of the switching effect. At this time, the movable sub-display 33 gradually emerges from the concealment portion 34b. During this process, as shown in FIG. 14(c), a part of the left side of the mode B symbol image 33b indicating the next effect stage starts to be displayed. Also, when a part of the left side of the mode B symbol image 33b starts to be displayed, a part of the right side of the mode A symbol image 33a remains displayed from the opening 34a.
[0271] That is, the heart-shaped symbol displayed on the movable sub-display 33 is in a state of being divided by the concealment portion 34b, and the mode B symbol image 33b is displayed on the left side and the mode A symbol image 33a is displayed on the right side with the concealment portion 34b in between. The left end of the decorative member 34 extends so as to cover the right end region of the main display 8. Therefore, when the mode-up effect is executed, an image that can recognize the next effect stage suddenly appears from the left end of the decorative member 34 in front of the main display 8. At this time, temporarily, on the movable sub-display 33, the heart-shaped symbol image is displayed with the left side in the color scheme corresponding to the mode B symbol and the right side in the color scheme corresponding to the mode A symbol. However, since the boundary portion is concealed by the concealment portion 34b, an unnatural image is not displayed. In addition, an image that decorates the heart-shaped symbol image is displayed in the background excluding the location where the heart-shaped symbol image in the movable sub-display 33 is displayed. Any background image may be used as long as it makes the heart-shaped symbol image more prominent. For example, a solid-color image of a predetermined color or an image with a pattern of a predetermined color may be used. In addition, as the movable sub-display 33 moves to the operating position, the member on the back side from the opening 34a, that is, the portion that is normally shielded by the movable sub-display 33, becomes visible from the front. However, since, for example, a black-painted wall surface member is provided on the back side of the opening 34a, it is possible to prevent various mechanisms on the back side from being visible through the opening 34a, and while the movable sub-display 33 is moving to the operating position, the opening 34a is made less conspicuous. Note that a predetermined color scheme (for example, blue) or pattern that enhances the decorative effect may be applied to the wall surface member.
[0272] When the mode-up effect is completed, as shown in FIG. 14(d), the movable sub-display 33 completes its movement to the operating position where it is completely exposed in front of the main display 8, and in the movable sub-display 33, the mode B symbol image 33b indicating the next effect stage is displayed approximately at the center of the screen.
[0273] The movable sub-display 33 that has moved to the operating position maintains that state until the next game starts. When the next game starts, as shown in FIG. 14(e), the movable sub-display 33 returns to the normal position behind the decorative member 34, and in subsequent games, the mode B symbol image 33b indicating the next effect stage after the mode-up is displayed from the opening 34a of the decorative member 34.
[0274] Even when the mode-up effect is not executed, the above switching effect is executed with a predetermined probability. In that case, from the state shown in FIG. 14(b), when the game ends, the movable sub-display 33 returns to the normal position, and the original mode A symbol image 33a is displayed from the opening 34a. Although illustration is omitted, switching to other symbol images (for example, switching from the mode B symbol to the mode C symbol) is also performed in the same procedure as described above.
[0275] As described above, in the slot machine 1 of Modification 1, since the mode-up effect is executed using the movable sub-display 33, due to the movement of the display, the mode-up effect is executed in a novel and more understandable manner, improving the interest of the game and making it possible to surely inform the player of the mode-up. In addition, when the mode-up effect is performed, it becomes possible to effectively reveal an image indicating the next effect stage from the concealment part 34b, and it becomes possible to effectively perform the switching of the effect stage using the movable display. That is, when switching the effect stage using the movement of the display, if there is no member that conceals the intermediate stage, the state where the image is switched during the movement of the display will be directly exposed, and it will not be possible to effectively perform an effect such that the effect stage is switched as the display moves. However, in Modification 1, it becomes possible to solve such a problem.
[0276] In the above Modification 1, when performing the mode-up effect, it is switched to the next effect stage. However, it may also be controlled so that a pattern of switching to an effect stage two levels higher can also be executed together. By doing so, it becomes possible to further attract the player's interest in the image emerging from the concealment part 34b. That is, since the next effect stage can be recognized for the first time by the image emerging from the concealment part 34b, it becomes possible to attract the player's interest until the end regarding which effect stage will be switched to. In addition, although the decorative member 34 is configured such that the concealment part 34b is formed on the left side of the opening 34a, as long as the concealment part 34b is formed on the main display 8 side of the decorative member 34 and the information of the movable sub-display 33 in the normal position faces forward, a configuration with a notch shape instead of an opening shape may also be used.
[0277] <Modification Example 2> Next, Modification Example 2 of the present invention will be described with reference to FIGS. 15 and 16. In Modification Example 2, similar to the slot machine 1 of Modification Example 1 described above, it is provided with a movable sub-display 33, but does not include the decorative member 34 in Modification Example 1. Instead, it is provided with a touch-type touch sensor 35 as an operation means.
[0278] First, regarding the movable sub-display 33 in Modification Example 2, similar to Modification Example 1, in the normal position where it is not in the operating state, it is disposed on the right side of the main display 8 and can be moved from the normal position to the operating position in front of the main display 8 by an electric drive source and an operating mechanism. Also, in Modification Example 1, the front side of the movable sub-display 33 in the normal position was configured to be covered by the decorative member 34, but in Modification Example 2, the front side of the movable sub-display 33 in the normal position is configured to be covered by the display decoration frame 15. Therefore, on the rear side of the display decoration frame 15 on the right side of the main display 8, although not shown in the figure, while securing a space where the movable sub-display 33 can move in the left-right direction on the front side of the main display 8, when the movement to the normal position is completed, a storage space capable of storing the movable sub-display 33 is formed, and the display state of the movable sub-display 33 stored in the storage space cannot be visually recognized from the front.
[0279] On the other hand, the touch sensor 35 is composed of a sensor capable of detecting the contact of the player, and is supported by a support member (not shown in the figure) so as to protrude in front of the main display 8 while securing a space where the movable sub-display 33 can move in the left-right direction on the rear side.
[0280] Also, the detection signal from the touch sensor 35 is input to the sub-control device 20, and based on the input of the detection signal from the touch sensor 35, the sub-control device 20 performs control related to the effects of, for example, the main display 8 and the movable sub-display 33. Note that the touch sensor 35 may be any type of sensor as long as it can detect contact of the player's hand or the like with the touch sensor 35, and well-known sensors such as a capacitance type or a resistive film type may be used. Also, the amount of protrusion and the shape of the touch sensor 35 toward the front side may be anything as long as the player can easily contact the touch sensor 35 on the front side of the main display 8 and the movable sub-display 33. Further, the touch sensor 35 may be arranged such that the entire touch sensor 35 is completely positioned in front of the main display 8 when viewed from the front, or a part of the touch sensor 35 may be arranged such that it is positioned in front of the main display 8.
[0281] Thus, in the slot machine 1 of the second modification, the touch sensor 35 is arranged to protrude in front of the main display 8, and the movable sub-display 33 is configured to be convertible and movable in the left-right direction between the front and rear of the main display 8 and the touch sensor 35. Therefore, when the movable sub-display 33 moves to the operating position on the front side of the main display 8, it is possible to form a state where the touch sensor 35, the movable sub-display 33, and the main display 8 overlap in the front-rear direction in this order when viewed from the front.
[0282] [Prize-winning presentation in pattern B during the normal game state displayed on the main display and the movable sub-display] Next, with reference to FIG. 16, the prize-winning presentation executed by the movable sub-display 33 in the second modification will be described. In the above-described embodiment, as shown in FIGS. 5 and 6, the prize-winning presentation was executed only on the main display 8. However, in the slot machine 1 of the second modification, a part of the prize-winning presentation is executed by the display on the main display 8 and the movable sub-display 33 and the movement of the movable sub-display 33 itself, and further, an operation presentation (button presentation) using the touch sensor 35 is executed in parallel.
[0283] FIG. 16 shows the display on the main display 8 and the movable sub-display 33, and the moving state of the movable sub-display 33 itself when the winning effect in the execution mode of pattern B is executed during the normal game state in the slot machine 1 of Modification 2. Also in Modification 2, the pattern of the winning effect is controlled by the sub-control device 20 with the same execution probability as described above (see FIGS. 7 and 8). Therefore, the control to increase the execution probability of the winning effect when the effect frequency is high and the control to increase the execution probability of the winning effect in pattern B when a rare combination is won are executed in the same manner as described above. Although not shown here, when the execution of the winning effect in pattern A is determined by the control of the sub-control device 20, the above-described effect image (see FIG. 5) is displayed. That is, the winning effect is executed only on the main display 8 without using the movable sub-display 33 or the touch sensor 35.
[0284] First, FIG. 16(a) shows a winning effect when, for example, either a strong watermelon combination or a weak watermelon combination is won, and shows the effect images on the main display 8 and the movable sub-display 33 at the start of the game in the winning effect of pattern B.
[0285] As shown in FIG. 16(a), when the game starts, the movable sub-display 33 escapes from the storage space behind the display decoration frame 15 and starts moving in the direction of the operating position, and after a predetermined time has elapsed, the movable sub-display 33 itself reaches the operating position where it is completely in front of the main display 8 and the movement stops. The operating position of the movable sub-display 33 at this time is set on the front side of the main display 8 and on the rear side of a part of the touch sensor 35. That is, when the movable sub-display 33 moves to the operating position, a part of each of the touch sensor 35, the movable sub-display 33, and the main display 8 overlaps each other when viewed from the front side of the slot machine 1.
[0286] Note that it is preferable to set the time it takes for the movable sub-display 33 to move from the normal position to the operating position to be shorter than the time when the stop operation of the first reel 4 becomes effective after the game starts. However, as long as the movement is completed before the game ends, other times may also be acceptable. Also, until the movement of the movable sub-display 33 is completed, on the main display 8, the production image during the normal game state is continuously displayed, and on the movable sub-display 33, a production image similar to the production image on the main display 8 is displayed, but an effect display or the like for notifying the start of the winning production may also be displayed.
[0287] Next, as shown in 16(b), when the movement of the movable sub-display 33 to the operating position is completed, on the main part of the screen of the movable sub-display 33, an instruction image 33c consisting of vertical writing character information of "Touch" that prompts a touch operation on the touch sensor 35 is displayed, and an operation effect is executed. Therefore, on the movable sub-display 33 located immediately behind the touch sensor 35, information prompting a touch operation on the touch sensor 35 is displayed. Note that at this time, an image imitating the touch sensor 35 may also be displayed.
[0288] Then, when the player performs a touch operation on the touch sensor 35, as shown in Fig. 16(c), on the left side of the screen of the main display 8, a special character image 31a showing a predetermined character is displayed in the same manner as described above, and on the upper side of the screen of the movable sub-display 33, a sub-special blowout image 33d including the symbol "!!" of an exclamation mark is displayed. The sub-special blowout image 33d is the same image as the special blowout image 31b (see Fig. 6) in the winning production in the above-described embodiment.
[0289] That is, in the above-described embodiment, the special blowout image 31b was displayed on the main display 8, but in the second modification, the sub-special blowout image 33d is displayed on the movable sub-display 33 existing at the position where the special blowout image 31b is displayed. Therefore, in Modification 2, the production image at the start of the winning production in Pattern B is the same as that in the above-described embodiment. However, the blown-out image is displayed on the movable sub-display 33, and the production image at the start of the game is constituted by both the main display 8 and the movable sub-display 33.
[0290] Note that the series of production images shown in FIGS. 16(a) to 16(c) are to be displayed from the start of the game. However, at least as long as the production images shown in FIGS. 16(a) and 16(b) are displayed before the first reel 4 that is rotating at the start of the game stops, the production image after the operation of the touch sensor 35 shown in FIG. 16(c) may be displayed after any of the reels 4 stops. This is because the player may operate the touch sensor 35 after stopping any of the reels 4. In this case, the sub-special blown-out image 33d will be displayed after the stop of any of the reels 4. However, even in this case, if the touch sensor 35 is not operated before all of the reels 4 stop, the display of the sub-special blown-out image 33d will be canceled.
[0291] Next, FIG. 16(d) shows the production images on the main display 8 and the movable sub-display 33 after the game ends in the winning production of Pattern B in the slot machine 1 of Modification 2 when, for example, either the strong watermelon combination or the weak watermelon combination wins. As shown in FIG. 16(d), when the game ends, the display of the special character image 31a is maintained on the main display 8, and a sub-special item image 33e with a green color scheme imitating a treasure box is displayed at approximately the center of the screen of the movable sub-display 33.
[0292] The color scheme of the treasure box in the sub-special item image 33e is to notify the type of the winning combination as described above. Green corresponds to the watermelon combination, red corresponds to the cherry combination, and purple corresponds to the chance combination. Since the sub-special item image 33e on the mobile sub-display 33 is limited to the winning presentation in pattern B, the display of the sub-special item image 33e will notify the player of one of the rare roles.
[0293] Note that the presentation image shown in FIG. 16(d) is set to be displayed after the game ends. However, in addition to after the game ends, if it is after the operation of the touch sensor 35, it may be displayed at a predetermined time between when the first reel 4 stops during rotation and when the next game starts. Also, as described above, there may be a case where the player does not operate the touch sensor 35. In this case, the display of the sub-special blowout image 33d is aborted, and at the end of the game, the sub-special item image 33e is displayed.
[0294] As described above, in the slot machine 1 of the second modification, when winning a rare role, by executing the change in the movement mode and display mode of the mobile sub-display 33 and the operation presentation using the touch operation of the touch sensor 35, as the second specific presentation, the winning presentation in pattern B where the sub-special blowout image 33d is displayed at the start of the game is executed. That is, on the mobile sub-display 33 as the display means, the instruction image 33c, the sub-special blowout image 33d, and the sub-special item image 33e are displayed as information related to the second specific presentation, and the winning presentation in pattern B is executed.
[0295] Therefore, a novel and highly interesting presentation is executed, which can enhance the player's anticipation. In addition, since the touch sensor 35 protrudes to the front side of the slot machine 1 and is arranged at a position where touch operation is easy, even during the execution of the game, the player can perform operations related to the presentation without any problem. In particular, the touch operation of the touch sensor 35 does not require physically moving the operation unit, etc., so the operation can be performed without interfering with the execution of the game, and since the player does not strongly strike, etc., malfunctions of the device can be prevented in advance.
[0296] Also, since the movable sub-display 33 is moved immediately after the touch sensor 35 and information prompting a touch operation is displayed at that position, it is possible to accurately make the player recognize the operation position. Also, when winning a rare combination during a high production frequency state, the execution probability of the winning production in pattern B is increased. Therefore, at the start of the game, it is possible to surely inform the player that productions different from usual, such as the movement of the movable sub-display 33 and the touch operation on the touch sensor 35, are executed, and it is possible to surely prevent the so-called oversight when winning a rare combination during a high production frequency state.
[0297] Note that the operating position of the movable sub-display 33 may be set anywhere in front of the main display 8 and behind the touch sensor 35. However, when displaying information prompting a touch operation on the touch sensor 35 on the movable sub-display 33, it is preferable that the information is not hidden by the touch sensor 35. Also, display means such as a liquid crystal display capable of displaying a plurality of pieces of information may be provided inside the touch sensor 35 or the like, and information related to the winning production, information related to the touch operation, or the like may be displayed.
[0298] As described above, in the present invention, in a gaming machine (slot machine 1) that executes a game based on an operation by a player and executes an effect related to the game, in relation to the execution of the game, a lottery means (main control device 10) capable of executing a lottery related to the granting of a privilege, an effect control means (sub-control device 20) capable of controlling the effect in relation to the execution of the game, and a privilege granting control means (main control device 10) capable of determining in advance to grant a specific privilege (for example, a pseudo-bonus state) based on the establishment of a predetermined condition. The effect control means includes an effect frequency control means (sub-control device 20) capable of increasing the execution frequency of a predetermined effect (for example, a winning effect) during a specific period before the specific privilege is granted by the privilege granting control means (for example, a standby period for a precursor effect) compared to a predetermined period other than the specific period, and a specific effect control means (sub-control device 20) capable of causing a specific effect (for example, a winning effect by pattern B) corresponding to the specific lottery result to be executed based on the derivation of a specific lottery result (winning of a rare combination) by the lottery means. The specific effect control means is configured to include an effect mode control means (sub-control device 20) capable of performing control different from that during a predetermined period other than the specific period regarding the determination of the execution mode of the specific effect during the specific period.
[0299] Here, the lottery means, the effect control means, the privilege granting control means, the effect frequency control means, the specific effect control means, and the effect mode control means may be provided by the main control device 10, or may be provided by the sub-control device 20. Further, they may be configured by the cooperation of the main control device 10 and the sub-control device 20. Also, the effect may be executed by a display means for displaying a plurality of information such as a liquid crystal display, an LED display, and an EL display, or may be executed by a light emitting means such as a speaker and a lamp.
[0300] Also, "in relation to the execution of the game" means the establishment of conditions related to the execution of the game, and includes the start of the game, the end of the game, during the game, the execution of a predetermined number of games, and the like. In addition, the specific period includes a period during which a predetermined number of games are executed, a predetermined time, and the like. In addition, as the specific privilege, any privilege that is advantageous to the player, such as the AT state, CZ state, pseudo-bonus state, high-probability state, etc., may be used. In addition, the execution mode of the specific effect includes the type of the specific effect, the timing of the change of the effect in the specific effect, and the like.
[0301] Therefore, when the specific effect is executed, it becomes possible to notify the player that a specific lottery result has been derived. In addition, during the specific period, the execution frequency of a predetermined effect is increased, and the expectation for the grant of a specific privilege is increased. In addition, during the specific period, regarding the determination of the execution mode of the specific effect, control different from the predetermined period other than the specific period is performed, so that it becomes possible to make the player recognize early that a specific lottery result has been derived, and it becomes possible to execute the game without giving the player a sense of dissatisfaction.
[0302] That is, during the specific period, since the execution frequency of a predetermined effect is increased, a player who is accustomed to the execution of the predetermined effect that frequently occurs may judge that the effect has occurred with a lottery result other than the specific lottery result even when the specific effect occurs. In this case, the game will be executed quickly without paying much attention to the result of the game. Therefore, if a specific lottery result has been derived at this time, for example, a so-called oversight may occur, which will increase the player's sense of dissatisfaction. However, in the present invention, such a situation can be prevented.
[0303] In addition, the effect frequency control means is configured to enable the execution of the predetermined effect based on the derivation of a predetermined lottery result other than the specific lottery result by the lottery means. Therefore, it becomes possible to surely increase the execution frequency of the predetermined effect. In addition, due to changes in the performance state, it becomes possible to enhance the sense of anticipation for the granting of benefits. That is, for example, even though the performance content (such as a stage) is the same as usual, a state can be formed in which a predetermined performance frequently occurs, and it can be suggested that some benefit might be granted due to the frequent occurrence of this predetermined performance.
[0304] In addition, the specific performance control means can execute a first specific performance that is executed at a predetermined time in the game and is a performance that enables the player to recognize that the specific lottery result has been derived, and a second specific performance that is executed at a time earlier than the first specific performance in the game and is a performance that enables the player to recognize that the specific lottery result has been derived. The performance mode control means is configured to determine the execution mode of the specific performance so that the second specific performance is executed with a higher probability than the first specific performance during the specific period. Therefore, when the second specific performance is executed, it becomes possible to make the player recognize early that the specific lottery result has been derived, and by preventing so-called omissions, etc., it becomes possible to prevent the player from feeling dissatisfied.
[0305] In addition, the performance control means includes a precursor performance control means (sub-control device 20) that can execute a precursor performance over a plurality of games based on the establishment of a predetermined condition when the specific benefit is not granted. The performance mode control means is configured to determine the execution mode of the specific performance so that the second specific performance is executed with a higher probability than the first specific performance in the game immediately after the end of the precursor performance.
[0306] The precursor performance control means may be provided in the main control device 10 or may be provided in the sub-control device 20. It may also be configured by the cooperation of the main control device 10 and the sub-control device 20. Therefore, even in games where players' concentration is likely to be interrupted, such as games immediately after the end of a premonitory performance, players can quickly recognize that a specific lottery result has been derived. By playing the game with a scattered concentration, it is possible to prevent the so-called oversight from occurring.
[0307] Further, it is provided with operation means (for example, the effect button 2d) that can be operated by the player, and the specific effect control means is configured to be able to execute the second specific effect including an operation effect accompanied by the operation of the operation means. Therefore, it becomes possible to clearly notify the player that an effect different from usual, such as an effect that requires an operation by the player, has been executed by the execution of the operation effect, and it becomes possible to surely notify the player of the execution of the second specific effect.
[0308] In addition, it is possible to display information related to the second specific effect, and it is provided with display means that can move from a normal position to a specific position different from the normal position. The display means is configured to be able to move from the normal position to the specific position on the rear side of the operation means. Therefore, it becomes possible to execute a novel effect that has never existed before, and it becomes possible to surely notify the player of the execution of the second specific effect.
[0309] On the other hand, Patent Document 1 discloses a gaming machine provided with a plurality of display devices and configured to display various information on each display device. However, the information display on the display device in the conventional gaming machine is not sufficient for improving the interestingness, and it is not possible to accurately notify according to the state at that time, and it is also insufficient as a notification function. Thus, according to the slot machine 1 of the present invention, it is possible to solve all or part of such problems that the conventional gaming machine should improve.
[0310] The above describes a preferred embodiment of the gaming machine of the present invention. However, it goes without saying that the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, in this embodiment, the AT state (AT) is given as a privilege, but ART or RT may be given. Also, a bonus state may be generated in addition to the pseudo bonus state.
[0311] In addition, in this embodiment, the type of AT state is a type in which the AT state that is executed in units of a specified number of games can be continued multiple times, but it may also be a type that ends when there are no more games remaining in the AT state.
[0312] In addition, in this embodiment, the effect button 2d and the upper effect button 2f are given as examples of operating means, but other means that output an input signal when operated by the player can be used, such as the bet button 2a, the stop button 5, the start lever 3, etc.
[0313] In addition, the front door 1a may be provided with a vibration means for vibrating the front door 1a by activating a motor, speaker, etc., and the vibration means may be activated at a predetermined time during the game content selection presentation, premonition presentation, or winning presentation to heighten the player's sense of anticipation, or the vibration means may be activated when a mode-up presentation is executed during a premonition presentation. In addition, a blowing means for blowing air toward the player may be provided on the front door 1a, and the blowing means may be activated at a predetermined time during the premonition or winning performance, or when a mode-up performance is executed during the premonition performance, thereby increasing the player's sense of anticipation.
[0314] Furthermore, the main display 8, sub-display 17, and movable sub-display 33 are provided as display means, but each display means may be selectable as the location for executing premonition effects, winning effects, and the like.
[0315] In addition, by increasing the execution frequency of the winning presentation, the anticipation of the execution of the omen presentation and the anticipation of the conferral of benefits such as the pseudo-bonus state are enhanced. However, the above-mentioned anticipation may also be enhanced by increasing the execution frequency of other individual presentations.
[0316] Further, in the slot machine 1 of Modification 1, that is, the slot machine 1 including the movable sub-display 33 and the decorative member 34, the winning presentation may be executed using the movable sub-display 33. In this case, it is preferable to display an image that can recognize the winning of a rare combination in the winning presentation along with the movement of the movable sub-display 33 at the start of the game. In this way, an image that can recognize the winning of a rare combination suddenly appears from the concealment portion 34b at the start of the game, resulting in a more interesting presentation, and the effect of making the player recognize the winning of a rare combination at the start of the game, as described above, becomes more prominent.
[0317] Further, in the slot machine 1 of Modification 2, that is, the slot machine 1 including the movable sub-display 33 and the touch sensor 35, the mode-up presentation may be executed using the movable sub-display 33 and the touch sensor 35. In this case, a presentation is performed in which the presentation stage is increased based on a touch operation on the touch sensor 35, but it is preferable to suppress such a presentation after winning in the CZ state during the fake omen presentation. In this way, the mode-up presentation can be performed in a more novel manner, and since the mode-up presentation that gives such a strong image is suppressed after winning in the CZ state (during the CZ state standby state), it is possible to prevent giving dissatisfaction to the player as much as possible.
[0318] In the above-described embodiment, the main control device 10 performs operations as various means such as the lottery means. However, the sub-control device 20 may perform part or all of them, and the sub-control device 20 can also operate as various means. Conversely, the main control device 10 may perform part or all of the operations executed by the sub-control device 20, and the main control device 10 can also operate as various means.
[0319] In addition, although the present invention has been applied to a slot machine, it can also be applied to other gaming machines such as pachinko machines (e.g., ball slots). The present invention can also be applied to so-called enclosed gaming machines that can execute games using pseudo gaming media in data form without using actual gaming media such as medals and game balls.
Explanation of Reference Numerals
[0320] 1: Slot machine 2: Bet button 4: Reel 5: Stop button 8: Main display 10: Main control device 17: Sub-display 20: Sub-control device 33: Movable sub-display 35: Touch sensor
Claims
[Claim 1] A gaming machine that executes a game based on an operation by a player and executes a performance related to the game, a first premonition effect control means for executing a first premonition effect over a plurality of games before the first premonition effect is awarded when the award of the first premonition effect has been determined in advance; a second premonition effect control means for executing a second premonition effect related to the first premonition effect across a plurality of games based on establishment of a predetermined condition in a case where the awarding of the first benefit has not been determined in advance; Equipped with The first premonition effect control means is The first premonition effect can be controlled in a plurality of effect stages, The second premonition effect control means is The second premonition effect can be controlled in a plurality of effect stages, When it is determined during the second premonition effect that a second benefit less advantageous to a player than the first benefit is to be awarded, the second premonition effect can be continuously executed even during a delay period of a predetermined number of games set until the second benefit is awarded; During the delay period during the second precursor effect, control is possible to suppress a switching effect to a performance stage higher than the performance stage at that time, During the delay period during the second precursor effect, control can be performed so as not to execute a switching effect to the highest effect stage among the effect stages. A gaming machine characterized by:
Citation Information
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