Gaming machine
The gaming machine addresses engagement limitations by integrating a grant determination system and effect controls to create dynamic, anticipatory game states with extended notifications, improving player experience.
Patent Information
- Application Number
- JP2021104411
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-06-23
- Publication Date
- 2025-07-22
- Estimated Expiration
- 2041-06-23
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player engagement and anticipation through dynamic effect game states and notifications, limiting the overall gaming experience.
The gaming machine incorporates a grant determination mechanism to award privileges, an effect game state control system, and operation effect controls, allowing for extended and notified operation effects based on player interactions, including visual and auditory cues.
Enhances player engagement by providing dynamic and anticipatory effects, increasing the sense of reward and excitement through extended notifications and interactive game states.
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, there is known a pachinko gaming machine provided with a variable display device capable of displaying a variable display game based on a plurality of identification information, and generating a specific gaming state advantageous to a player according to the result of the variable display game. Further, there is known a slot machine provided with a plurality of reels, starting a variable display by the plurality of reels based on a start operation of a player, and executing a game by stopping the plurality of reels based on a stop operation of the player, and generating a specific gaming state in relation to the execution of the game. Further, in recent slot machines, there is also known one that enhances the sense of anticipation for the occurrence of a specific gaming state by controlling a predetermined period before the occurrence of the specific gaming state as a precursor state (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, the conventional gaming machines have room for improvement.
Means for Solving the Problems
[0005] In order to solve the above problems, a gaming machine according to the present invention includes a grant determination means for determining whether or not to grant a privilege in relation to the execution of a game, and in a gaming machine capable of executing an effect based on a determination result by the grant determination means, an effect game state control means capable of controlling an effect game state related to the effect to a specific effect game state in relation to the determination result by the grant determination means; a specific effect control means capable of executing a specific effect extending over a plurality of games as the effect in relation to the fact that the effect game state is controlled to the specific effect game state; an operation means operable by a player; and an operation effect control means capable of executing an operation effect related to the effect game state based on an operation of the operation means. The operation effect control means includes a specific operation effect control means capable of executing, as the operation effect, a specific operation effect in which information related to the specific effect game state can be recognized by the player based on an operation of the operation means in a predetermined game in which the specific effect is being executed. The specific operation effect control means is capable of executing, as the specific operation effect, a notification effect capable of notifying the number of games executed from when the specific effect game state is controlled until the operation means is operated. and continue the notification effect even during the specific effect after the predetermined game It was configured to be executable.
Brief Description of the Drawings
[0006]
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Mode 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 example of a 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 game parlor 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 and the like 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 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 equipment (not shown), and is configured to be openable and closable in a single-opening form to the front side. Hereinafter, the left-right direction is shown 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 a 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 provided, which can output, for example, 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 provided, which can output, for example, light at the time of winning of a role or light in a light emission mode corresponding to the effects displayed on the main display 8.
[0013] On the right side of the main display 8, an upper production button 2f, which is an example of operating means, is provided. The upper production button 2f is a push-type button that moves in the front-rear direction. The pressing operation of the upper production 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 production button 2f. Also, inside the upper production 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 production 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 provided. Behind the front panel 19, a drum unit 4d having a reel 4 as variable display means is provided. 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 peripheral 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 the advantageous section (described later). Note that the slot machine 1 may control, instead of the advantageous section lamp 13, for example, the "dot" portion 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 effects (effect images) as described later, and constitutes a 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, 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 is the start condition of the game, and it enables the input of the maximum bet amount allowed in the slot machine 1 with one operation.
[0019] The effect button 2d exemplified as an operation means 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 a 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. A left stop button 5a, a middle stop button 5b, and a right stop button 5c are disposed at predetermined intervals 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 in the embodiment] Figure 2 shows a block diagram of the control system in the slot machine 1 in the embodiment. As shown in FIG. 2, the slot machine 1 includes a main control device 10 that performs lottery of winning combinations, progress control of the game, and the like, and a sub-control device 20 that is configured to be communicable with the main control device 10 and performs various effect controls and the like 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 an unauthorized signal from being input 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), an external output terminal 18, a medal payout device 7, a drum unit 4d, and a favorable 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 as the setting means can change the winning probability of a specific game state (for example, a bonus state) in multiple stages (for example, six stages), enabling the degree of advantage for the player to be set and changed in multiple stages. Based on the probability setting operation in the probability setting device 14, the main control device 10 performs a process of setting the winning probability of a specific game state to any one of a plurality of probability values with different probabilities. The setting value set by the probability setting device 14 has setting 1 as the lowest probability value, and the probability value increases as the number gets larger, with setting 6 being the highest probability value. Therefore, setting 1 is the least advantageous setting for the player (the setting with the lowest degree of advantage), and the larger the number, the more advantageous it is for the player, with setting 6 being the most advantageous setting for the player (the setting with the highest degree of advantage).
[0025] Note that the winning probability of a specific game state may be controlled with a fixed probability value without being affected by the setting value of the probability setting device 14. Also, by changing the transition probability of the AT state according to the setting value in the probability setting device 14, the degree of advantage for the player may be made changeable in multiple stages. In addition to the specific gaming states, the winning probability of a predetermined minor winning combination (for example, the bell combination) may be made changeable in a plurality of stages (for example, six stages).
[0026] The external output terminal 18 outputs information related to the game in the slot machine 1 to a management device (not shown) or a calling device (not shown) installed in the game parlor, and includes the number of executed games, the number of medals inserted, the number of medals paid out, and the number of times and transition periods of advantageous gaming states for the player (for example, the bonus state and the AT state described later). The information for collecting various data such as these is output under the control of the main control device 10.
[0027] The drum unit 4d is a device integrally provided with the reels 4a to 4c and a stepping motor (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 pre-payout medals, 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.
[0028] The storage section of the main control device 10 stores various information such as a game program related to the game, and tables for performing lottery for minor winning combinations and AT states. In addition, 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.
[0029] Based on the signal from the start lever 3, the main control device 10 performs processes such as game start processing and sampling of random numbers from a random number generator (not shown). Then, it performs a role lottery process based on the sampled random numbers. Also, according to the control program in the storage unit, for example, by updating the random number at a predetermined timing, it performs a random number generation process, and based on the generated random number, it performs a bonus state transition lottery process, a continuous lottery process during the AT state, a topping-up lottery process during the AT state, etc., which will be described later.
[0030] That is, the main control device 10 is provided with a grant determination means (lottery means) for determining (lottery) whether to grant benefits such as minor roles, bonus states, and AT states in relation to the execution of the game. Also, the lottery pattern using random numbers may be other than the patterns described above. For example, role lottery may be performed based on soft-generated random numbers, and bonus state and AT state transition lottery, topping-up lottery, etc. 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.
[0031] In addition, the main control device 10 controls the rotation of the reels 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 in the display window 6.
[0032] Furthermore, the main control device 10 realizes the game of the slot machine 1 by controlling the game progress process involving internal lottery processing, etc., the management of various information stored in the storage unit, and devices such as the medal payout device 7 in response to operations of the operation unit such as the start lever 3.
[0033] The sub-control device 20 is connected to the performance button 2d, the upper performance button 2f, the speaker 9, the main display 8, the lamp 11, the navigation lamp 12, and the sub-display 17 by a communication cable and is capable of communication. The sub-control device 20 controls these devices according to the control information from the main control device 10. Further, the sub-control device 20 is provided with a storage unit and a control unit.
[0034] The storage unit of the sub-control device 20 stores various types of information such as programs related to performances, performance image data, and audio data. 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 performances synchronized with the game of the slot machine 1 according to commands (control information) from the main control device 10. For example, a performance image indicating the transition of the game state, the output of sound effects, a lamp performance, etc. are performed by controlling the main display 8, the lamp 11, the speaker 9, etc.
[0035] Also, the sub-control device 20 can control the switching timing of each performance based on a signal from the performance button 2d. Either one or both of the main control device 10 and the sub-control device 20 constitute the first specific game state control means, the second specific game state control means, the third specific game state control means, the section control means, the advantageous section restriction means, the specific advantageous section restriction means, the special first specific game state generation means, the pre-stage determination means, the granting determination means, the performance game state control means, the specific performance control means, the operation performance control means, the specific operation performance control means, and the individual performance control means in the present invention.
[0036] Such a slot machine 1 is configured to be able to execute the following slot machine game by the control of the main control device 10.
[0037] At the start of the game, medals are inserted from the medal insertion slot 2, or the number of bets is set from the credit medals by operating the bet button 2a. And when the number of bets reaches a predetermined number (for example, 3), one of the game start conditions is satisfied, and it becomes a game startable state having the right to execute one game.
[0038] In a state where this game can be started, the operation of the start lever 3 becomes effective. In this effective state, when the start lever 3 is tilted, all the start conditions of the game are satisfied, the game starts, and the reels 4a to 4c with a plurality of symbols start to vary. At the same time, an internal lottery process is executed to pre-determine the lottery results of this game for a plurality of roles (including losing) such as replay roles, minor roles, bonus roles, etc., and the transition of the AT state before the stop of the reel 4. In the internal lottery process, the winning role of this game is determined by lottery from among a plurality of winning roles based on a predetermined winning probability. For example, lottery results such as replay roles and bell roles are derived by lottery.
[0039] Also, even when the main control device 10 receives a signal from the start lever 3, if the elapsed time from the start of rotation of the reel 4 in the previous game has not elapsed for a predetermined time (for example, 4.1 seconds), the main control device 10 temporarily waits for the start of rotation of the reel 4 (inserting a waiting time) to delay the start of 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 time of rotation of the reel 4 between games. For example, it may be based on the time when the stop button 5 becomes effective, or any time point may be used as long as the number of games per unit time can be monitored.
[0040] Each of the reels 4a to 4c is an example of a display means. On the circumferential surface of each of the reels 4a to 4c, a plurality of symbols (replay, bell, watermelon, cherry, BAR, 7) are represented in a predetermined arrangement, and after gradually increasing the rotation speed from the stopped state, it reaches a steady rotation that rotates at a constant speed. When such a steady rotation is reached, the stop buttons 5a to 5c provided corresponding to the respective reels 4a to 4c become in a state where they can be pressed.
[0041] When the stop buttons 5a to 5c are pressed in this state, the respective reels 4a to 4c are stopped and controlled so as to stop with a combination of symbols permitted 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 retraction range is set for each, and when a 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 retracted, and it is possible to stop on any of the symbols within this retraction range on the valid line.
[0042] In the stopped state, the respective reels 4a to 4c stop (stop display) so that three symbols continuous in the vertical direction represented on each of them face out of the machine through the display window 6, and the presence or absence of winning is determined based on the stop display mode at this time. The determination of winning is made based on the combination of symbols that stop on the middle winning line connecting the middle symbols of each reel 4 in the display window 6.
[0043] The winning of small winning combinations, replay combinations, etc. is determined based on the combination of symbols on such a winning line. Examples of small winning combinations include the bell combination, watermelon combination, and cherry combination.
[0044] For the bell combination, there are two bell combinations with different corresponding symbol combinations. For example, taking the corresponding symbol combinations in the order of "left reel 4a · middle reel 4b · right reel 4c" on the winning line (the same below), a common bell combination of "bell · replay · bell" and a push - order bell combination of "bell · bell · bell" can be provided.
[0045] The common bell combination is a small winning combination in which the corresponding symbol combination ("bell · replay · bell") stops regardless of the operation order (push order) for the stop buttons 5a to 5c, and the push - order bell combination is a small winning combination in which the corresponding symbol combination ("bell · bell · bell") stops by following a specific push order.
[0046] Furthermore, for the bell order combination role, there are six pressing orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.), and when the stop buttons 5a to 5c are operated according to one of the pressing orders (a specific pressing order) out of these six pressing orders, six bell order combination roles 1 to 6 are provided where the corresponding symbol combination ("bell · bell · bell") is stopped and displayed. When the stop buttons 5a to 5c are operated according to the other five pressing orders (pressing orders other than the specific pressing order), the corresponding symbol combination ("bell · bell · bell") is not stopped and displayed, and other symbol combinations such as "bell · bell · replay" (referred to as "bell spill marks") are stopped and displayed.
[0047] In addition, when winning the bell order combination role, regardless of the stop button 5 operated second and third, as long as only the stop button 5 operated first follows a specific pressing order, the stop control of the reel 4 may be performed so that the symbol combination corresponding to the bell order combination role stops. Also, the bell order combination is not limited to six, and three bell order combinations 1 to 3 may be provided.
[0048] The watermelon role is a small role (rare role) with the corresponding symbol combination being "watermelon · watermelon · watermelon". The cherry role is a small role (rare role) with the corresponding symbol combination being "cherry · ANY · ANY".
[0049] The replay role is a role with the corresponding symbol combination being "replay · replay · replay". Since all the symbols constituting the bell role and the replay role are arranged within the drawing range in all the reels 4a to 4c, the bell role and the replay role are small roles that do not require a so-called aiming operation. On the other hand, since the symbols constituting the symbol combinations corresponding to the watermelon combination and the cherry combination are not all or partly arranged within the drawing-in range on some or all of the reels 4a to 4c, the watermelon combination and the cherry combination are small combinations that require a stop operation. Further, the watermelon combination and the cherry combination are set as so-called rare combinations with a relatively low winning probability in the internal lottery process.
[0050] In addition, in the slot machine 1 of the present embodiment, in addition to the above-mentioned small combinations, a big bonus combination and a regular bonus combination can also be won as bonus combinations. The big bonus combination is a combination that shifts the game state to the big bonus state, which is a second specific game state described later, when winning. When the big bonus combination is won, the stop control of the reel 4 is performed so as to allow a predetermined symbol combination (for example, "7·7·7") on the active line. When the predetermined symbol combination stops on the active line and the big bonus combination wins, the game state shifts to the big bonus state.
[0051] The regular bonus combination is a combination that shifts the game state to the regular bonus state, which is a second specific game state described later, when winning. When the regular bonus combination is won, the stop control of the reel 4 is performed so as to allow a predetermined symbol combination (for example, "BAR·BAR·BAR") on the active line. When the predetermined symbol combination stops on the active line and the regular bonus combination wins, the game state shifts to the regular bonus state. Note that, unlike when other combinations win, when a bonus combination wins, no game value such as medal payout is given, and the winning right of the bonus combination is maintained until the bonus combination wins.
[0052] Further, the main control device 10 and the sub-control device 20 can generate an AT (assist time) as a game state related to the push-order bell combination. The AT is a state in which when the push-order bell combination is won, the push order of the won push-order bell combination is notified (push-order navigation is executed) by the main display 8 and the navigation lamp 12. Therefore, due to the occurrence of AT, it is possible for the player to easily acquire medals, and it is controlled during the AT state described later.
[0053] Based on the combination of symbols as described above, winning of small winning combinations, replay winning combinations, and bonus winning combinations is respectively determined (determination means). As a result of the determination, when the combination of 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, when the combination of symbols corresponding to small winning combinations such as the bell winning combination, cherry winning combination, watermelon winning combination, etc. stops, the establishment of a small winning combination 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.
[0054] Specifically, in the case of the bell winning combination (common bell winning combination, pressing order bell winning combination), when the corresponding combination of symbols stops displaying and the bell winning combination wins, 10 medals are paid out. Also, when the pressing order bell winning combination is won and the stop buttons 5a to 5c are operated in a pressing order other than the specific pressing order (5 pressing orders), a pressing order spill mark is derived and 1 medal is paid out. Regarding the bell winning combination, during the AT state described later, it is set to a winning probability such that the medals held by the player increase.
[0055] Also, when the combination of symbols corresponding to the watermelon winning combination stops displaying and the watermelon winning combination wins, 10 medals are paid out. Also, when the combination of symbols corresponding to the cherry winning combination stops displaying and the cherry winning combination wins, 10 medals are paid out. Note that the number of medals paid out when the combination of symbols corresponding to each winning combination stops displaying may be other than the above-mentioned number of medals.
[0056] Also, when the combination of symbols corresponding to the replay winning combination stops displaying and the replay winning combination wins, in the next game, a game can be played with the same bet number as the bet number set in the previous game without inserting medals (without setting the bet number).
[0057] In addition, the winning probabilities of each minor role and replay role are set such that, at each set value, the relationship is bell role > replay role > cherry role > watermelon role, that is, the bell role has the highest winning probability and the watermelon role has the lowest winning probability. Note that the relationship of the winning probabilities of each role may be other than the above.
[0058] [Game flow related to bonus state and RT state in gaming machine] Next, with reference to FIG. 3, the game flow related to the bonus state and RT state in the slot machine 1 in the present embodiment will be described.
[0059] As shown in FIG. 3, the main control device 10 can control three game states as game states related to the bonus state and RT state: bonus state, RT1 state (RT1) during non-bonus state, and RT2 state (RT2) during non-bonus state. The bonus state in the present embodiment is a so-called real bonus, which continues until a predetermined bonus end condition is satisfied. During this period, the lottery control of the roles is changed. For example, in the game during the bonus state, the winning probability of the common bell role is increased compared to the game during the normal game state. Also, the big bonus state is set such that the end condition is satisfied by paying out more than 130 medals, and the regular bonus state is set such that the end condition is satisfied by paying out more than 80 medals.
[0060] Note that the end condition of the bonus state may be other than the above, and the role whose winning probability is increased during the bonus state may be other than the above.
[0061] The RT1 state (RT1) is a non-RT (non-replay time) game state in which the winning state of the replay role is executed at the normal probability, and the slot machine 1 is controlled to the RT1 state in the initial state. During the execution of the game in the RT1 state (RT1), a lottery for bonus winning combinations (big bonus winning combination, regular bonus winning combination) is conducted with a predetermined probability. When winning a bonus winning combination, the winning state of the bonus winning combination is maintained, and the game state transitions to the RT2 state (RT2) (arrow a in Fig. 3).
[0062] The RT2 state (RT2) is a game state of RT (replay time) in which the winning probability of the replay winning combination is set differently from that in the RT1 state (for example, set to a higher probability than the RT1 state), and while the winning state of the bonus winning combination is maintained, the game state is controlled to the RT2 state (RT2). During the execution of the game in the RT2 state (RT2) in which the winning state of the big bonus winning combination is maintained, a special symbol combination (for example, "7·7·7") that wins the big bonus winning combination becomes possible. Also, during the execution of the game in the RT2 state (RT2) in which the winning state of the regular bonus winning combination is maintained, a special symbol combination (for example, "BAR·BAR·BAR") that wins the regular bonus winning combination becomes possible. When the special symbol combination stops on reel 4, the game state transitions to the bonus state (arrow b in Fig. 3).
[0063] The bonus state as the second specific game state is a game state advantageous to the player, and the winning state of a predetermined winning combination (for example, the common bell winning combination) is enhanced compared to the non-bonus state. Then, by executing the game during the bonus state, when the termination condition of the predetermined bonus state is satisfied, the game state transitions to the non-bonus state (RT1 state) (arrow c in Fig. 3). As described above, the control of the game state regarding the bonus state and the RT state in the slot machine 1 in the present embodiment is executed.
[0064] [Flow of the game related to the game state in the gaming machine] Next, the flow of the game related to the game state of the slot machine 1 will be described with reference to Fig. 4. Fig. 4 is a diagram for explaining the game state in the slot machine 1 of the present embodiment. The main control device 10 can control the slot machine 1 in a plurality of game states, and performs various processes in each game state, control of transitions between game states (hereinafter simply referred to as "transitions"), etc. as follows.
[0065] As shown in FIG. 4, in the slot machine 1 of the present embodiment, in addition to the bonus state described above, it can be controlled in a plurality of game states including a normal game state and an AT state. And the main control device 10 is capable of executing control to transition from one game state to another game state based on the establishment of a predetermined transition condition.
[0066] In addition, the main control device 10 of the present embodiment includes section control means capable of controlling, separately from the above game states, to either a normal section or a favorable section as a game section. Therefore, by the control of the main control device 10, one of the game states and one of the game sections are executed in parallel. The normal section is a game section in which the push order navigation related to the push order bell combination is not executed, starts when the favorable section end condition is satisfied, and ends when the favorable section transition condition is satisfied. In the normal section, the favorable section lamp 13 is controlled to be in the off state.
[0067] Also, in the normal section, when the favorable section transition condition is satisfied, for example, when winning a predetermined combination (e.g., push order bell combination, rare combination) in the internal lottery, it is determined to transition to the favorable section, and after the game ends (after the operation of the last stop button 5), the normal section ends and transitions to the favorable section. Also, in the normal section, the push order navigation is not executed. Note that based on the winning of a predetermined rare combination in the normal section, the transition condition to the AT state may be satisfied, and in this case, it is preferable to transition to the AT state after the favorable section transition condition is satisfied. Therefore, since the push order navigation is executed after the favorable section transition condition is satisfied, the push order navigation is not performed in the normal section. Also, when the main control device 10 is reset, it is controlled to the normal section.
[0068] The advantageous section is a game section in which the push-order navigator may be executed, and it is a game section that is advantageous to the player compared to the normal section because the push-order navigator can be executed. In addition, the advantageous section is started when the advantageous-section transition condition is satisfied in the normal section, and it is determined that the section will transition to the normal section when a predetermined advantageous-section end condition is satisfied. After the game ends (after the operation of the last stop button 5), the advantageous section ends and transitions to the normal section. In the advantageous section, the advantageous-section lamp 13 is controlled to be in the lit state. Note that after the transition to the advantageous section, when the game state (for example, the AT state) in which the number of medals held by the player increases due to the execution of the push-order navigator is reached, the lit state of the advantageous-section lamp 13 may be started.
[0069] Also, the advantageous section transitions to the normal section when the end condition of the advantageous section is satisfied based on the end of a predetermined game state among the plurality of game states described above. Examples of the end condition of the advantageous section include when the number of games in one advantageous section is less than 1200 and at the end of the bonus state that has been won, and when not transitioning to the AT state, and when the winning state of the bonus state that has been won with the number of games in one advantageous section less than 1200 is carried over, and when the number of games in one advantageous section reaches 1250.
[0070] Furthermore, the end condition of the advantageous section also includes an advantageous-section restriction condition. In addition to the above, when the number of games (advantageous-section game number) in one advantageous section reaches the upper limit number of games (for example, 1500 games), or when the net increase in the number of medals in one advantageous section reaches the upper limit number of medals (for example, 2400 medals), the advantageous-section restriction condition is satisfied, and due to the satisfaction of the advantageous-section restriction condition, the advantageous section ends and the game state also transitions to the normal game state. Therefore, when the gaming state at the time when this advantageous section restriction condition is satisfied is the AT state, even if the right to continue the AT state (remaining number of games) remains, the AT state will be forcibly terminated.
[0071] And when at least one of the plurality of types of end conditions described above is satisfied, the advantageous section ends. In particular, reaching the upper limit number of games in the number of games in the above-described advantageous section and reaching the upper limit number of net increase medals in the advantageous section are provided as a restriction function (so-called limiter) for restricting the amount of medals acquired by the player, and it is possible to suppress the probability of winning.
[0072] That is, the main control device 10 includes advantageous section restriction means capable of ending the advantageous section when the advantageous section restriction condition is satisfied in relation to the execution of the game in the advantageous section. Note that the main control device 10 may not count the number of games for the pseudo game executed separately from the normal game by counting the number of games up to the upper limit number of games only for the normal game.
[0073] Also, in the present embodiment, for example, the period from before the predetermined period when the above-described restriction function operates during the AT state until the limiter operates is set as an ending state (ED state), and an effect (complete run effect) for blessing in advance that the state advantageous to the player has continued up to the upper limit is executed.
[0074] Also, in the normal section, when a predetermined combination (for example, a push-order bell combination, a rare combination) is won as the advantageous section transition condition, the game is shifted to the advantageous section, but the advantageous section transition condition may be other conditions. For example, in the normal section, the game may be shifted to the advantageous section by shifting to a state advantageous to the player (for example, a bonus state or a high-probability state), and when the state advantageous to the player continues (for example, when the AT state continues after the end of the bonus state), the advantageous section may be continued.
[0075] In addition, the end condition of the advantageous section may be other than those described above. Even when not transitioning to the AT state after the end of the bonus state, the advantageous section may not end due to the fulfillment of predetermined conditions. Also, in the state where the winning state of the bonus combination is carried over, the advantageous section may not end except when the above limiter is reached. Also, the condition for reaching the limiter may be other than those described above. For example, the limiter may be activated when the number of games in one advantageous section reaches 1300 or 3000, or when the net increase in the number of medals in one advantageous section reaches 1500 or 3000.
[0076] Next, for each game state (normal game state, bonus state, AT state) executed under the control of the main control device 10, the transition process between game states, and various effects and the like that occur along with the transition process, a detailed description will be given for each game state.
[0077] Hereinafter, unless otherwise specified, the timing of transition from each game state to another game state is basically after the third reel stop operation of the game in which the transition condition is satisfied (or after the payout of medals is completed). However, it is not limited to this, and the transition may occur from the next game after the transition condition is satisfied. In addition, examples of the effects include a precursor effect (this precursor effect or a fake precursor effect) and a continuous effect described later. It consists of notifications of 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 light emission from the lamp 11, as well as prior notifications before the benefits are granted, and enhances the player's sense of anticipation for the granting of benefits.
[0078] (Normal Game State) The normal game state is the game state that the main control device 10 of the slot machine 1 stays in when reset, and is an unfavorable state for the player. When the main control device 10 is reset, the game section will shift to the normal section, and when the advantageous section transition conditions during the normal section are satisfied (such as the winning of the push-order bell or the rare combination), it will shift to the advantageous section. As shown in FIG. 4, while staying in the normal game state, the main control device 10 performs a lottery process for transitioning to the bonus state and the AT state. Note that depending on the specifications of the slot machine 1 and the like, it may be configured not to directly transition from the normal game state to the AT state.
[0079] During the normal game state, based on the lottery result of the combination or the like, on the main display 8 or the sub-display 17, individual effects including a winning effect that is completed in one game are executed with a predetermined probability.
[0080] ·Transition process from the normal game state to the bonus state (arrow d in FIG. 4) During the normal game state, based on the fact that the determination result of whether to grant a privilege by the main control device 10 has become a predetermined special determination result (satisfaction of the second specific condition), it is possible to grant a bonus state (privilege) as the second specific game state.
[0081] More specifically, based on the winning of the big bonus combination (satisfaction of the second specific condition) as a special lottery result by the main control device 10, the main control device 10 performs stop control to allow a special symbol combination (``7·7·7'') on the reel 4. When a special symbol combination is derived on the reel 4 based on the player's operation, it is determined that the special condition is satisfied, and the game state is shifted to the big bonus state, which is a second specific game state advantageous to the player. That is, the main control device 10 is provided with second specific game state control means capable of controlling the game state to a second specific game state advantageous to the player based on the satisfaction of the second specific condition.
[0082] In addition, when the main control device 10 performs stop control to allow a special symbol combination ("BAR·BAR·BAR") on the reel 4 based on the winning of a regular bonus role (fulfillment of the second specific condition) as a special lottery result, and when the special symbol combination is derived on the reel 4 based on the player's operation, it is determined that the special condition is fulfilled, and the game state is shifted to the regular bonus state, which is a second specific game state advantageous to the player.
[0083] In addition, although the details will be described later, the bonus role is designed to be won simultaneously (duplicate winning) with the winning of a predetermined rare role (for example, a strong cherry role), but it may also be designed to be won independently separately from other roles. In addition, since the bonus role gives the player an opportunity to obtain a large number of medals, it is preferable to set the winning probability lower than that of small roles or replay roles. Also, the winning probability of the bonus role may be made changeable in multiple stages according to the setting value of the probability setting device 14.
[0084] In addition, in the normal game state, when the player wins the bonus role, a continuous performance spanning a predetermined number of games is executed, for example, on the main display 8, to enhance the player's anticipation. Although the details will be described later, the continuous performance is executed, for example, by a performance in which the protagonist character and the enemy character fight in a battle or the protagonist character and the enemy character play a game against each other. Note that the continuous performance may be other than the above as long as it finally notifies the player of the presence or absence of winning the bonus role in a recognizable manner.
[0085] When the player has won the bonus role, for example, an image showing the victory of the protagonist character as a result of the battle performance is displayed, and an image notifying the player of finally winning the bonus role is displayed, and an image prompting the player to stop the special symbol combination is displayed on the main display 8. However, even in the game during the continuous performance, since it is possible to derive a special symbol combination, if a special symbol combination is derived in the game during the continuous performance, the continuous performance will end at that point.
[0086] In addition, based on the fulfillment of a predetermined condition, even in a game in which the player has not won the bonus role, an effect similar to the continuous performance is executed on the main display 8. For example, when the bonus role is configured to be able to be overlapped and won with a predetermined rare role, when a predetermined rare role that has not won the bonus role is won, a continuous performance in which the protagonist character finally loses will be executed.
[0087] · Transition process from the normal game state to the AT state (arrow f in Fig. 4) In the normal game state, the main control device 10 performs a transition lottery process to the AT state, and based on the fulfillment of a predetermined condition (fulfillment of the first specific condition) related to the execution of the game, the game state is shifted to the AT state as the first specific game state. That is, the main control device 10 is provided with first specific game state control means capable of controlling the game state to a first specific game state advantageous to the player based on the fulfillment of the first specific condition. The transition lottery process to the AT state, although the details will be described later, is set with a transition lottery or a special lottery etc. performed at a specific game time. When winning the transition lottery, the game state shifts from the normal game state to the AT state.
[0088] In addition to the above transition lottery, it is also possible to directly shift from the normal game state to the AT state based on the result of the AT challenge game described later. 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 transition lottery directly from the normal game state only in the case of a relatively high set value (for example, set 4 to 6).
[0089] Also, a transition process to the AT state may be performed at a predetermined probability (for example, 5%) when a predetermined rare role (for example, the cherry role) is won. Also, normal probability states and high probability states with different probabilities of transitioning to the AT state may be provided. In the game in the high probability state, when a rare role is selected, a transition process to the AT state may be performed with a probability (e.g., 10%) higher than the winning probability in the normal probability state.
[0090] Also, in the normal game state, when winning the transition lottery to the AT state, a predetermined delay period is set, and after the elapse of this delay period, the game state transitions to the AT state. The main control device 10 changes the game state related to the effect to a precursor state (this precursor state) during the above-mentioned delay period. Also, even when the main control device 10 fails to win the transition lottery to the AT state despite the transition lottery to the AT state being performed, it changes the game state related to the effect to a precursor state (fake precursor state) during a predetermined period.
[0091] That is, the main control device 10 includes game state control means capable of controlling the game state related to the effect to a precursor state as a specific game state in relation to the determination result of whether to grant a privilege. Then, the sub-control device 20 performs control such as increasing the execution probability of the individual effect or executing the precursor effect immediately before transitioning to the AT state based on information capable of specifying the precursor state from the main control device 10.
[0092] The precursor effect is an effect executed through the latter half period (e.g., 20 games) of the precursor state set for a predetermined period (e.g., 32 games), and is, for example, an effect executed by a video in which a main character or the like appears on the main display 8. Also, the precursor effect may be any effect as long as the player can recognize that the effect content has changed from other game states (states that are not precursor states) and enhances the sense of expectation for the granting of the privilege. For example, it may be executed by switching to an image of a stage with a background different from that in other states and displaying an effect image on the precursor stage where a predetermined character performs a specific action on the stage. Note that the first half before the omen performance is executed in the omen state is set as the waiting period before the execution of the omen performance, and in this waiting period, the execution probability of the individual performance is changed as described above.
[0093] However, for example, when performing an effect on an omen stage where a character is advancing into a cave, it is preferable that these effects do not change the content of the effect itself even after one game ends. Even if the screen is switched due to the occurrence of various events in a predetermined game, etc., it is preferable that the content of the effect where the character is advancing into the cave continues without change in the next game as well. That is, the omen performance is preferably a series of performances executed across multiple games. In addition, a plurality of omen stages with different backgrounds, characters appearing, etc. are prepared for the omen performance, and under the control of the sub-control device 20, one of the omen stage patterns is selected according to the presence or absence of winning in the AT state at that time.
[0094] Also, for the omen performance, there are set the main omen performance when winning the AT state transition lottery and the fake omen performance when not winning. When the main omen performance is executed, it is notified that the AT state will finally be transitioned to, and when the fake omen performance is executed, it is notified that the AT state will not finally be transitioned to.
[0095] Therefore, the main omen performance and the fake omen performance basically consist of a series of performances across a plurality of games with the same set performance images (stage or characters appearing, etc.), and by making the content notified finally different, the expectation of the player can be attracted until the end.
[0096] Note that the fake omen performance may be executed with a predetermined probability (for example, 50%) when the AT state transition lottery is conducted, or it may be executed necessarily when the AT state transition lottery is conducted. Further, when winning the lottery for the transition to the AT state in the normal game state, instead of executing the preliminary effect, individual effects or continuous effects may be executed, and after the execution of the effect, the transition to the AT state may be made.
[0097] In addition, in this preliminary effect and the fake preliminary effect, it is notified whether or not to finally transition to the AT state. In this case, on the main display 8, this notification is made by executing a continuous effect (continuous effect) from several games before the final game of the preliminary effect (for example, two games before). The continuous effect is the same as the effect executed when winning the bonus combination described above. For example, it is executed by a battle effect consisting of an image in which the main character and the enemy character battle for a predetermined number of games (for example, three games).
[0098] When winning the AT state (in the case of this preliminary effect), an image in which the main character finally wins is displayed as an image notifying the winning of the AT state. When not winning the AT state (in the case of the fake preliminary effect), an image in which the main character finally loses is displayed as an image notifying the non-winning of the AT state. Instead of the continuous effect, an effect that is completed only in the final game of this preliminary effect and the fake preliminary effect may be executed, and notification regarding the transition to the AT state may be made based on the result of the effect.
[0099] In addition, in a predetermined game during the preliminary effect or the continuous effect, a button effect as an operation effect may be executed in parallel. The button effect is an effect executed by the sub-control device 20. When an operation means (for example, the effect button 2d) is operated by the player, a predetermined image is displayed on the main display 8 or the like to enhance the player's sense of expectation or to notify information related to the progress of the game at that time as described later. Note that during the button effect, an image prompting the player to operate the operation means may be displayed.
[0100] Further, during the standby period before the execution of the precursor performance during the precursor state as a specific performance gaming state, although details will be described later, the sub-control device 20 performs control to make the occurrence rate of the individual performances executed in each game different from that during other states. In particular, during the standby period, since the precursor performance will occur thereafter, each individual performance that occurs in a state where the occurrence rate is increased will be a so-called exciting performance for the occurrence of the AT state, enhancing the player's sense of expectation. In addition, as the exciting performance, among other things, the appearance rate of a specific character during the individual performance may be increased, the color scheme of the character's dialogue image may be made different from that other than the exciting performance (for example, blue), the background may be changed, etc.
[0101] Note that this precursor performance and the fake precursor performance may be caused to occur immediately without going through the standby period when the lottery for transitioning to the AT state is performed. Also, the number of games of this precursor performance and the fake precursor performance 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.
[0102] Also, as the execution period of this precursor performance and the fake precursor performance, the number of selectable games may be set to be the same, but during this precursor performance, it may be possible to select the number of games not selected in the fake precursor performance. In this way, when the precursor performance ends with a small number of games that are impossible in the fake precursor performance, or when the precursor performance continues until a large number of games that are impossible in the fake precursor performance, this precursor performance will be determined, so it is possible to improve the player's sense of expectation.
[0103] (Bonus state) The bonus state as the second specific gaming state is a state (so-called real bonus) in which the control related to the lottery of roles by the main control device 10 is performed more favorably for the player than in the normal gaming state.
[0104] In the bonus state, the lottery control for the intervening roles is changed. For example, in the bonus state game, the winning probability of the common bell role is increased compared to the game in the normal gaming state. Also, when winning the push-order bell role, regardless of the stop operation of reel 4 in any push order, the stop control of reel 4 is changed so that the winning push-order bell role wins. Therefore, during the bonus state, in addition to the increased winning probability of the common bell role, when winning the push-order bell role, there is no need to select a specific push order. As a result, it becomes extremely easy for the bell role to win, and it becomes an advantageous state for the player where the player can easily acquire medals.
[0105] And based on the execution of the game during the bonus state, when a predetermined end condition is satisfied, the bonus state is ended. Basically, during the bonus state, the gaming section is controlled to be an advantageous section. However, as will be described later, when a specific advantageous section restriction condition is satisfied in the bonus state that occurred during the ED state, the gaming section will shift to the normal section, and when the advantageous section transition condition during the normal section is satisfied, it will shift to a new advantageous section.
[0106] The end condition of the bonus state is set to be satisfied when the number of medals paid out during the bonus state exceeds a predetermined number. In the big bonus state, when more than 130 medals are paid out, and in the regular bonus state, when more than 80 medals are paid out, each is set as the end condition. Therefore, the big bonus state allows for more medals to be acquired than the regular bonus state.
[0107] In addition, as advantageous control for the player during the bonus state, it may be other than the above. For example, the winning probability of a predetermined rare combination may be increased compared to the games in the normal gaming state, or the winning probability of the replay combination may be decreased, so that the chance of winning the push-order bell combination is increased accordingly. Also, the winning probability of the push-order bell combination may not be increased.
[0108] Also, the number of medals paid out when the push-order bell combination wins may be set differently between the bonus state and other gaming states. For example, when the push-order bell combination wins during the normal gaming state, 10 medals may be paid out, but when the push-order bell combination wins during the bonus state, 15 medals may be paid out.
[0109] Also, in the games during the bonus state, the main control device 10 performs the transition lottery process for the AT state. Although the details will be described later, lottery control is performed so that the AT state is won with a predetermined probability according to the lottery result of the combination for each game.
[0110] The transition lottery process for the AT state during the bonus state may be other than the above. For example, the transition lottery process for the AT state may be performed only in the games during a specific period such as the first predetermined number (such as 3 games) of games or the last predetermined number (such as 3 games) of games during the bonus state, or the transition lottery process for the AT state may be performed simultaneously when the bonus state is won. Also, the transition lottery for the AT state may not be performed during the normal gaming state and may be performed only during the bonus state.
[0111] Also, although the details will be described later, during the bonus state when transitioning to the bonus state during the AT state or during the bonus state after the right to transition to the AT state has already been granted by the above transition lottery for the AT state, instead of the transition lottery for the AT state, a lottery for adding games to the remaining number of games in the AT state is performed.
[0112] As described below, if the AT state transition lottery is won during the bonus state, the game state will transition to the AT state after the bonus state ends. During the bonus state, various presentations based on the AT state transition lottery will be executed, for example on the main display 8, by the sub-control device 20, which acts as a presentation control means. Furthermore, when the bonus state occurs, the lamp 11 emits light in a predetermined manner to notify that the bonus state is in progress, and the speaker 9 outputs a predetermined sound effect to notify that the bonus state is in progress.
[0113] First, in the first half of the bonus state, for example, an effect image introducing a character that appears is displayed as an effect during the bonus state. Moreover, when a rare combination is won, a winning effect corresponding to the winning of the rare combination is executed on the main display 8 in the game.
[0114] Also, during the final stage of the bonus state, that is, during a period of several games before the end of the bonus state (for example, a period when the remaining payout amount is three games), a continuous effect is executed in the same manner as during the premonition effect described above. The consecutive performances (battle performances) that are executed at the end of this bonus state are executed based on the results of the AT state transition lottery that has already been executed, and if the AT state transition lottery is won, the battle performance will announce that the main character will ultimately win and transition to the AT state will occur, and if the AT state transition lottery is not won, the battle performance will announce that the main character will ultimately be defeated and will not transition to the AT state.
[0115] Furthermore, when the gaming state transitions to the bonus state, information indicating that the state is the bonus state is output from the external output terminal 18.
[0116] -Transition process from bonus state to AT state (arrow h in Figure 4) The bonus state ends when a predetermined ending condition is met. The end condition of the bonus state can be any, but in this embodiment, the big bonus state is set when the number of medals paid out exceeds 130, and the regular bonus state is set when the number of medals paid out exceeds 80.
[0117] And when winning the transition lottery of the AT state executed during the bonus state at the end of the bonus state, the gaming state will transition from the bonus state to the AT state. As described above, at the end stage of the bonus state, a continuous effect will be executed over a predetermined number of games. However, when winning the transition lottery of the AT state, an effect image in which the protagonist character wins as a result of the continuous effect will be displayed after the end of the final game of the bonus state, and an image notifying the transition to the AT state will be displayed on the main display 8, and the gaming state will transition from the next game to the AT state.
[0118] ·Transition process from the bonus state to the normal gaming state (arrow e in Fig. 4) When not winning the transition lottery of the AT state executed during the bonus state at the end of the bonus state, after the end of the bonus state, the gaming state will transition from the bonus state to the normal gaming state. At this time, after the end of the final game of the bonus state, an effect image in which the protagonist character loses as a result of the continuous effect and an image notifying that the transition to the AT state will not occur will be displayed on the main display 8, and the gaming state will transition from the next game to the normal gaming state. Also, when the bonus state ends without transitioning to the AT state, the gaming section will transition to the normal section.
[0119] In addition, when shifting from the 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 sub-control device 20 based on the control information from the main control device 10. For example, on the main display 8 or the sub-display 17, a predetermined character is displayed from among a plurality of characters, and the displayed character is selected according to the selection probability preset according to each set value of the probability setting device 14, so that the set value can be predicted to some extent by the displayed character.
[0120] Also, although the bonus state is ended when the number of medals paid out during the bonus state reaches the specified number, it may be ended when a preset number of games have been executed, or it may be ended based on the fulfillment of either one of the conditions of executing the specified number of games and paying out the specified number of medals.
[0121] (AT state) The AT state as the first specific game state is a game state in which medal acquisition is easy because, during the games in the AT state, as notification of an operation mode advantageous to the player, the push order navigation for the push order bell combination is continuously performed during that period. However, unlike the bonus state, the lottery control of the combinations is the same as in the normal game state, so the lottery control of the common bell combination is executed in the same manner as in the normal game state. Also, since the AT state occurs after the game section shifts to the advantageous section, during the AT state, the game section is controlled to be the advantageous section.
[0122] During the AT state, a predetermined number of games (for example, 30 games) given at the initial transition of the AT state are managed as the remaining number of games for which the AT state can continue, 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.
[0123] In the AT state, control information regarding the AT state is transmitted from the main control device 10 to the sub-control device 20. Under the control of the sub-control device 20, various effect images during the AT state are displayed on the main display 8. Also, during the AT state, 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.
[0124] Also, during the AT state, although details will be described later, under the control of the main control device 10, a bonus lottery process for adding the number of games based on the lottery result of the role for each game is performed. When winning the bonus lottery, a predetermined number of games is added to the remaining number of games in the AT state. Therefore, when winning the bonus lottery, the duration of the AT state is extended, and the number of medals acquired by the player accordingly increases.
[0125] In this embodiment, the AT state is terminated when the remaining number of games in the AT state becomes zero. However, a so-called set-type continuation management may be performed in which the remaining number of games that can continue the AT state is fixedly set, and a continuation lottery for continuing a new AT state is performed each time the remaining number of games becomes zero. Also, during the AT state, for example, a so-called bonus specialization zone may be provided to increase the probability of winning the bonus lottery for adding the number of games for a predetermined period based on the winning of a rare role.
[0126] Also, during 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, and a predetermined piece of music is output from the speaker 9.
[0127] Also, the main control device 10 manages the AT state so as to shift from the normal AT state to the ED state of the AT state (hereinafter simply referred to as the ED state) (arrow j in FIG. 4) when the AT state continues for a predetermined period or the like during the AT state. The ED state is to determine that it has become a state equivalent to the operation of the limiter function when the number of games in the advantageous section reaches a predetermined number (for example, 1200 games), and to manage the period from that point until the end of the AT state separately from the normal AT state. However, even when shifting to the ED state, the push-order navigation is executed in the same manner as in the normal AT state, so the number of medals that can be acquired by the player during this period is not affected. That is, the ED state is also included in the AT state, and the ED state also becomes the first specific gaming state like the AT state. Note that the ED state may be other than the ED state that shifts based on the above-mentioned number of games in the advantageous section (ED state based on the number of games in the advantageous section), and may shift to the ED state (ED state based on the number of medals paid out) when the number of medals paid out during the advantageous section reaches a predetermined number (for example, 2000 pieces).
[0128] In the main control device 10, although details will be described later, when a bonus state occurs during the ED state based on the number of games in the advantageous section, the game section is temporarily shifted to the normal section during the bonus state, and then shifted to a new advantageous section, so as to perform control to shift to a new AT state after the end of the bonus state.
[0129] Also, in the sub-control device 20, based on the reception of information regarding the ED state from the main control device 10, by displaying an effect image notifying the player that the ED state has been shifted on the main display 8, for example, an effect is executed to bless in advance that the AT state continues until the limiter function operates.
[0130] ·Transition process from the AT state to the bonus state (arrow i in FIG. 4) Even during the AT state, similar to the normal gaming state, based on the lottery result of whether to grant a privilege by the main control device 10 being a predetermined special lottery result, the right to transition to the bonus state can be granted.
[0131] Therefore, in the game during the AT state, when winning a bonus role as a role lottery by the main control device 10, stop control that allows a special symbol combination ("7·7·7", "BAR, BAR, BAR") on the reel 4 is performed. When a special symbol combination is derived on the reel 4 based on the operation of the player, the game state shifts to a bonus state as a second specific game state advantageous to the player. In addition, when winning a bonus role during the AT state, it is preferable to temporarily stop (disable) the execution of the push order navigation until the game state shifts to the bonus state.
[0132] And when winning the lottery for shifting to the bonus state during the AT state, the ongoing AT state is temporarily interrupted, the game state is shifted to the bonus state, and the AT state resumes again after the end of the bonus state. Therefore, the remaining number of games in the AT state is held when shifting to the bonus state, and when returning to the AT state again, the AT state resumes (arrow h in FIG. 4) based on the held remaining number of games.
[0133] However, when shifting to the bonus state during the AT state, different from when shifting to the bonus state during the normal game state, the lottery process for shifting the AT state is not performed, and the bonus state ends based on the fulfillment of the predetermined end condition of the bonus state and returns to the AT state.
[0134] Also, in this embodiment, although details will be described later, the main control device 10 manages separately as a specific bonus state a bonus state that occurs during the ED state by the number of advantageous section games in the AT state. That is, the main control device 10 includes third specific game state control means capable of controlling the game state to a specific bonus state as a third specific game state based on the fulfillment of a second specific condition in the AT state (ED state) as a predetermined first specific game state. Also, although details will be described later, when a bonus state occurs during the ED state depending on the number of advantageous section games, specific advantageous section restriction conditions may be satisfied during the bonus state. In this case, at that time, the ED state will end rather than being interrupted.
[0135] In addition, when winning the lottery for transitioning to the bonus state during the AT state, instead of immediately notifying the transition to the bonus state, after performing a battle performance (a battle performance where the protagonist side wins) for a predetermined period (for example, between 3 games) as described above, it may be notified that the transition to the bonus state is made. However, also in this case, if a symbol combination corresponding to the bonus role is derived on reel 4 during the battle performance, the battle performance will be aborted and the transition to the bonus state will be made.
[0136] Also, when winning a rare role that may overlap with the bonus role during the AT state and not winning the bonus role, a battle performance (a battle performance where the protagonist side loses) may be executed. Also, when transitioning from the AT state to the bonus state, a predetermined number of games (for example, 10 times) may be added to the remaining number of games in the AT state.
[0137] ·Transition process from the AT state to the normal game state (arrow g in Fig. 4) In the AT state, when the end condition of the AT state is satisfied, that is, when the remaining number of games in the AT state becomes zero, the game state will transition to the normal game state after the end of the AT state. Also, at the end of the AT state, the game section will transition to the normal section.
[0138] Also, at the end of the AT state (after the end of the final game), an ending period of a predetermined period (for example, 5 seconds) is set. During the ending period, the progress of the game becomes temporarily impossible, and after the end of the ending period, the transition to the normal game state will be made. During the ending period, setting-related information capable of suggesting the set value set by 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 and the sub-display 17, and a predetermined sound is output by the speaker 9.
[0139] In addition, when controlling the winning probability state in the AT state to either the normal probability state or the high probability state, when transitioning from the AT state to the normal gaming state, it is preferable to control the winning probability state in the AT state to be the normal probability state. Also, for each setting in the probability setting device 14 at this time, it may be possible to transition to the high probability state with a predetermined probability. Further, when transitioning to the high probability state after the end of the AT state, there is a possibility that the above-described restriction control (limiter control) by the restriction means is performed during the high probability state. However, if the restriction control is performed during the high probability state, transition to the normal probability state is made. As described above, the transition of the gaming state is performed in the slot machine 1.
[0140] [Payout of roles and lottery table used in lottery of roles in the main control device] Next, with reference to FIG. 5, the payout of roles and the lottery of roles in the main control device in the slot machine 1 of the present embodiment will be described.
[0141] As described above, the role configuration in the slot machine 1 of the present embodiment includes small roles, replay roles, and bonus roles. Among the small roles, there are the push-order bell role, the common bell role, the watermelon role, and the cherry role. Among the bonus roles, there are the big bonus role and the regular bonus role.
[0142] Similar to the first embodiment described above, for the push-order bell role, among six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.), when the stop buttons 5a to 5c are operated by one push order (specific push order), six push-order bell roles 1 to 6 in which the corresponding symbol combination ("bell · bell · bell") is stopped and displayed on the active line are provided. In addition, the common bell combination is a winning combination where the corresponding symbol combination ("bell·bell·bell") stops on the active line regardless of the pressing order. Note that neither the pressing-order bell combination nor the common bell combination requires a button press for all Reels 4.
[0143] When the pressing-order bell combination wins according to a specific pressing order and when the common bell combination wins, as shown in Fig. 5(a), 10 medals are paid out. Also, when the pressing-order bell combination wins (a spill) in a way other than the specific pressing order, 1 medal is paid out.
[0144] The replay combination is a minor winning combination where the winning symbol combination is "replay·replay·replay", and it is configured not to require a button press for all Reels 4. When the replay combination wins, as shown in Fig. 5(a), a game (replay game) with the same bet amount is possible in the next game.
[0145] The watermelon combination is a minor winning combination where the winning symbol combination is "watermelon·watermelon·watermelon", and it is a so-called rare combination that requires a button press operation for the "watermelon" symbol on any of Reels 4. When the watermelon combination wins, as shown in Fig. 5(a), 10 medals are paid out. The cherry combination is a combination where the winning symbol combination is "cherry·ANY·ANY" (ANY is any symbol), and it is a so-called rare combination that requires a button press operation for the "cherry" symbol on any of the left Reel 4a. When the cherry combination wins, as shown in Fig. 5(a), 10 medals are paid out.
[0146] The bonus combination is a combination that shifts the game state to the bonus state when winning. There are set a big bonus combination where stop control is performed to allow the symbol combination of "7·7·7" on the active line when winning, and a regular bonus combination where stop control is performed to allow the symbol combination of "BAR·BAR·BAR" on the active line when winning. In addition, when each bonus winning combination is won, no medals are paid out, and the winning rights for each bonus winning combination are maintained (carried over) until the corresponding bonus winning combination is won.
[0147] Note that the effective lines may be set for all the lines in the display window 6, or only the middle lines may be set as the effective lines. Also, a predetermined one line (for example, the middle line) may be set as the effective line, and when the above-described symbol combinations stop on other lines, the combination of symbols stopped on the predetermined one line may be determined as the winning symbol combination.
[0148] Next, with reference to FIG. 5(b), the winning probabilities for each winning combination will be described. Note that FIG. 5(b) shows the case where the set value in the probability setting device 14 is setting 1. In the figure, "BB winning combination + watermelon winning combination", etc. indicate that the big bonus winning combination and the watermelon winning combination are won simultaneously.
[0149] The lottery for each winning combination is performed by the main control device 10 by lottery of random numbers for winning combination lottery. In FIG. 5(b), the acquisition range (number) of the random number values to be acquired is 65,536, and the number of winning values (winning) among them is shown respectively.
[0150] For example, as shown in FIG. 5(b), each of the push order bell winning combinations 1 to 6 is lottery-drawn with a probability of 7280 / 65536 both during non-carryover of the bonus winning combination, during carryover of the bonus winning combination, and in the bonus state (during the big bonus state and during the regular bonus state).
[0151] Also, the common bell winning combination is lottery-drawn with a probability of 1760 / 65536 both during non-carryover of the bonus winning combination and during carryover of the bonus winning combination, with a probability of 10074 / 65536 during the regular bonus state, and with a probability of 1761 / 65536 during the big bonus state.
[0152] Also, the probability of a losing lottery result that does not win in any role is 8314 / 65536 during the non-carry-over of the bonus role, 8314 / 65536 during the carry-over of the bonus role, 0 / 65536 during the big bonus state, and 8313 / 65536 during the regular bonus state. Also, although the description of the winning probabilities of roles other than the above is omitted, each role will be won with the probabilities as illustrated.
[0153] Lottery draws for each role are conducted with the above probabilities during the non-carry-over of the bonus role (RT1 state), during the carry-over of the bonus role (RT2 state), and during the bonus state. Therefore, the winning probability of the common bell role will be higher during the regular bonus state than in other states. Along with this, no losing lottery results will be derived during the regular bonus state, and it becomes possible to enhance the player's sense of expectation during the regular bonus state.
[0154] Also, the winning probabilities of the push-order bell roles 1 to 6 will be won with relatively high probabilities in all states. Therefore, when the push-order navigation is executed, it becomes a state where the player can easily acquire medals.
[0155] Also, the winning probabilities of the watermelon role and the cherry role are higher during the carry-over of the bonus role, during the regular bonus state, and during the big bonus state, which are the states after winning the bonus role, than during the non-carry-over of the bonus role. Therefore, it becomes possible to enhance the player's sense of expectation in the states after winning the bonus role.
[0156] Although not shown in the figure, even when the set value of the probability setting device 14 is other than setting 1, while maintaining the above tendency, the winning probability is set to be more advantageous to the player as the set value becomes higher. As described above, the role assignment and role lottery in the main control device are realized.
[0157] [List of Slide LV Transition Conditions] Next, with reference to FIG. 6, the slide LV (level), the upgrade conditions of the slide LV, and the downgrade conditions of the slide LV will be described. First, the slide game that serves as the criterion for determining the slide LV will be described. The slide game indicates a game when the player stops the stop button 5 in a specific stop mode when stopping the reel 4 in the game, and indicates a game when the reel 4 is quickly stopped by stopping the stop operation within a predetermined time for the stop time between each of the stop buttons 5a to 5c.
[0158] That is, a game in which the player quickly performs a stop operation so that the player's finger slides in the left-right direction with respect to the stop buttons 5 arranged in a row in the left-right direction is defined as a slide game. Therefore, in the case of a slide game, since a quick stop operation is performed, the player does not perform an aiming operation on each symbol on the reel 4.
[0159] In the main control device 10, when the stop operation intervals between the left stop button 5a and the middle stop button 5b, and between the middle stop button 5b and the right stop button 5c when stopping the reels 4a to 4c are within a predetermined time (for example, 200 ms), it is determined that the game is executed by a slide game, and the presence or absence of a slide game in each game is managed.
[0160] In the slot machine 1 of the present embodiment, after the main control device 10 receives the input of a predetermined stop button 5 (for example, the left stop button 5a) and stops the corresponding reel 4, without providing an input invalid time for the next stop button 5 (for example, the middle stop button 5b), the input of the next stop button 5 is immediately made valid, enabling a quicker stop operation to be received.
[0161] However, when multiple stop buttons 5 are operated simultaneously, it is preferable to accept only one of the inputs or to invalidate both. Also, if an input to the stop button 5 is received within a reference time for monitoring the input of the stop button 5, it may be made invalid. In this embodiment, the intervals between the stop operations of the first and second stop buttons 5 and the intervals between the stop operations of the second and third stop buttons 5 are monitored. However, after receiving the stop operation of the first stop button 5, the time until the stop operation of the last stop button 5 is performed may be monitored to determine the presence or absence of a slide game.
[0162] The main control device 10 monitors the execution mode of the slide game during a predetermined period and sets the slide LV at that time according to the monitoring result. Specifically, in the normal game state when a bonus combination is not carried over, games with lottery results other than rare combinations and blanks are set as the target games for slide game determination. The presence or absence of a slide game in the target games is monitored, and the slide LV at that time is set based on the number of consecutive slide games and non-slide games.
[0163] Figure 6 shows the conditions for raising and lowering the slide LV. First, when the main control device 10 is reset, the slide LV is set to LV1. As shown in Figure 6, when slide games are continuously executed 10 times in a row in the target game, the slide LV is raised to LV2.
[0164] Next, when the slide LV is in the LV2 state and slide games are continuously executed 40 times in a row in the target game, the slide LV is raised to LV3. On the other hand, when the slide LV is in the LV2 state and non-slide games are continuously executed 4 times in a row in the target game, the slide LV is downgraded (lowered) to LV1.
[0165] Next, when the slide LV is in the LV3 state and the slide game is executed 50 times continuously in the game to be determined, the slide LV is upgraded to LV4. On the other hand, when the slide LV is in the LV3 state and the non-slide game is executed 6 times continuously in the game to be determined, the slide LV is downgraded to LV2.
[0166] Next, when the slide LV is in the LV4 state and the slide game is executed 200 times continuously in the game to be determined, the slide LV is upgraded to LV5 (the upper limit LV). On the other hand, when the slide LV is in the LV4 state and the non-slide game is executed 8 times continuously in the game to be determined, the slide LV is downgraded to LV3. Also, when the slide LV is in the LV5 state and the non-slide game is executed 10 times continuously in the game to be determined, the slide LV is downgraded to LV4.
[0167] As described above, in the present embodiment, the execution mode of the slide game in the game to be determined is monitored, and the slide LV is set at that time. Then, the set slide LV will be referred to when executing the winning presentation at the time of selecting a rare role described later.
[0168] Note that as the above conditions, the slide LV is difficult to upgrade and easy to downgrade, but the ease of upgrading and the ease of downgrading may be made the same, or it may be made easy to upgrade and difficult to downgrade. Also, it may be arranged that once the slide LV is upgraded, it will not be downgraded until it is reset. Also, the number of consecutive games for upgrading and downgrading the slide LV may be other than the above. Also, the setting and non-setting of the slide LV may be switched by operating a predetermined operating means. Also, during the game and / or when not in the game, the current slide LV may be displayed. As described above, the slide LV is set.
[0169] [Lottery table used to determine the timing of the winning performance when selecting a rare role] Next, with reference to FIG. 7, the determination of the timing of the occurrence of the winning performance executed when a rare role is selected will be described.
[0170] In the present embodiment, as described above, based on the establishment of predetermined conditions, various performances including performances executed over a plurality of games (across), such as precursor performances and continuous performances, are executed. In addition, during the normal gaming state, on the main display 8 or the sub-display 17, individual performances that are completed in one game are executed with a predetermined probability. The individual performance is for changing the content of the performance, and by executing the individual performance, it is possible to prevent the same performance image from being continuously displayed during the normal gaming state (becoming monotonous). Also, it may be executed to enhance the player's sense of expectation, or it may be executed to suggest the state at that time. For example, those executed to suggest a precursor state as described later, or those executed to suggest a probability state (normal probability state or high probability state) when the probability state is configured to be changeable, etc.
[0171] Furthermore, the individual performance includes a winning performance executed based on the lottery result of the role. The winning performance is a performance mainly executed to notify the lottery result of the role. For example, when a predetermined character appears, an item that can notify the rare role that has won is displayed, or when a predetermined character appears, character information such as "Chance" or "Extremely Hot" indicating the degree of expectation for the occurrence of the AT state is displayed. It is a performance in which an image corresponding to the type of the rare role that has won and the transition lottery result of the privilege (for example, the AT state) triggered by the won rare role is displayed.
[0172] The execution control of the winning performance is performed by the sub-control device 20 based on the control information from the main control device 10. The sub-control device 20 determines whether to execute the winning performance, the type of the winning performance, the timing of the occurrence of the winning performance, etc. Regarding the timing of occurrence (start timing) of the winning performance, there are cases such as causing (starting) the winning performance at the start of the game, or causing (starting) the winning performance at the point in time when the rotating reel 4 that has been rotating until the end stops (when the third reel stops).
[0173] Also, in the sub-control device 20, regarding the execution control of the winning performance in the normal game state, the timing of occurrence of the winning performance is determined based on the above-mentioned slide LV, and the timing of occurrence of the winning performance is controllably changed according to the slide LV at that time.
[0174] FIG. 7 shows a lottery table used when determining the occurrence timing when executing the winning performance in the sub-control device 20 in the case of winning a rare combination. Note that the lottery for each occurrence timing is performed by the sub-control device 20 by lottery of random numbers for lottery of the winning performance occurrence timing. In FIG. 7, the acquisition range (number) of the random number values to be acquired is 256, and the number of winning values (winning) among them is shown respectively.
[0175] As shown in FIG. 7, when the slide LV at that time is LV1, the timing of occurrence of the winning performance being at the start of the game is determined with a probability of 128 / 256, and the timing of occurrence of the winning performance being at the third reel stop is determined with a probability of 128 / 256.
[0176] Also, when the slide LV at that time is LV2, the timing of occurrence of the winning performance being at the start of the game is determined with a probability of 160 / 256, and the timing of occurrence of the winning performance being at the third reel stop is determined with a probability of 96 / 256.
[0177] Also, when the slide LV at that time is LV3, the timing of occurrence of the winning performance being at the start of the game is determined with a probability of 192 / 256, and the timing of occurrence of the winning performance being at the third reel stop is determined with a probability of 64 / 256.
[0178] Also, when the slide LV at that time is LV4, the timing of the winning presentation is determined to be at the start of the game with a probability of 224 / 256, and the timing of the winning presentation is determined to be at the stop of the third reel with a probability of 32 / 256.
[0179] Also, when the slide LV at that time is LV5, the timing of the winning presentation is determined to be at the start of the game with a probability of 256 / 256, and the timing of the winning presentation is determined to be at the stop of the third reel with a probability of 0 / 256.
[0180] As described above, when the sub-control device 20 generates a winning presentation at the time of winning a rare role, it determines the generation timing based on the slide LV at that time. That is, the main control device 10 is provided with monitoring means for monitoring the game execution mode of the player when executing the game in a predetermined period, and the sub-control device 20 is provided with determination means for determining the generation timing when generating a winning presentation based on the monitoring result (slide LV) by the monitoring means. Therefore, the generation timing of the winning presentation varies variously according to the game execution mode by the player, and it becomes possible to execute a highly interesting winning presentation.
[0181] Also, since the generation timing of the winning presentation is determined as described above, when winning a rare role, the higher the slide LV at that time, the higher the probability that the winning presentation is generated (started) at the start of the game. As described above, the winning presentation is often executed to notify the player of winning a rare role or the type of the winning rare role. Therefore, by executing the winning presentation, the player needs to perform the pressing operation on each reel 4 more carefully. On the other hand, the slide LV is an index for judging the frequency of the pressing operation by the player. The higher the slide LV, the higher the frequency that the player does not perform the pressing operation in the game.
[0182] Therefore, the higher the slide LV is, the higher the possibility that in a game where a rare role that requires a pressing operation is selected, the symbol corresponding to the rare role cannot be stopped (so-called miss). On the other hand, in this embodiment, as described above, when a rare role is selected, the higher the slide LV at that time, the higher the probability that the winning performance occurs (starts) at the start of the game. Therefore, even if the slide game is executed more frequently to quickly progress the game, the probability that the winning performance starts at the start of the game increases, and it becomes easier for the player to quickly recognize that they have won a rare role before stopping the reel 4. In this game, it becomes possible to interrupt the slide game once and easily perform a pressing operation aiming at the symbol corresponding to the rare role.
[0183] Also, when a rare role is selected with the slide LV at LV5, the winning performance will surely be executed (started) at the start of the game, so it becomes possible to surely make the player recognize that they have won a rare role at the start of the game.
[0184] Note that the selection probability of each timing when determining the occurrence timing of the winning performance when a rare role is won may be other than the above. For example, when the slide LV is LV1, the occurrence timing of the winning performance may not be selected to be determined at the start of the game. Also, as options for the occurrence timing of the winning performance, the stop of the first reel 4 (when the first reel stops) or the stop of the second reel 4 (when the second reel stops) may be provided, and the higher the slide LV, the higher the probability that the first reel stop or the second reel stop is selected rather than the third reel stop. Also, in this embodiment, the occurrence timing of the winning performance when a rare role is won is determined according to the slide LV, but the occurrence timing of the winning performance when a role other than the rare role is won may also be determined according to the slide LV. As described above, the occurrence timing of the winning performance when a rare role is won is determined.
[0185] [Main display winning effect during rare role selection and state of reels] Next, referring to FIG. 8, regarding the winning effect during rare role selection whose occurrence timing has been determined as described above, the effect image on the main display 8 and the state of the reel 4 at that time when the winning effect is actually executed will be described.
[0186] First, FIG. 8(a) shows a case where the winning effect is executed at the start of the game in a game where a rare role is won. As shown in FIG. 8(a), when the game in which a rare role is won is started by the player's operation of the start lever 3, the rotation of the reel 4 starts. Also, almost simultaneously with the start of the game, on the main part of the screen of the main display 8, under the control of the sub-control device 20, a winning effect image 20 including a predetermined background image and character information of "CHANCE" that allows the player to recognize winning the rare role is displayed. Corresponding to the display of the winning effect image 20 on the main display 8, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined light emission mode.
[0187] Thus, when the winning effect is executed at the start of the game, the winning effect image 20 is displayed on the main display 8 from the start of the rotation of the reel 4, that is, before the stop operation for the player to stop the reel 4 is performed. Therefore, the player can immediately recognize winning the rare role in the game, and can perform the pressing operation aiming at the symbol corresponding to the rare role for all the reels 4.
[0188] That is, even when the slide game is being played at that time, the player can recognize winning the rare role in the game before the stop operation of the reel 4, so it is possible to stop the slide game once and perform the pressing operation with sufficient time, and it is possible to prevent the so-called omission of stopping the symbol corresponding to the rare role.
[0189] In addition, the winning effect image 20 displayed at the start of the game may be erased when the first reel 4 stops, or may be displayed until the last reel 4 stops.
[0190] Next, FIG. 8(b) shows a case where a winning effect is executed when the third reel stops in a game in which a rare combination is won. First, although not shown in the figure, when a game in which a rare combination is won is started by the player operating the start lever 3, the rotation of the reel 4 starts. At this point, however, the winning effect is not yet executed, and the image that was being displayed until then (for example, an image during the normal gaming state) continues to be displayed on the main display 8.
[0191] Then, as shown in FIG. 8(b), when all of the reels 4 stop due to the player's stop operation (when the third reel stops), at that time, on the main part of the screen of the main display 8, under the control of the sub-control device 20, the same winning effect image 20 as described above is displayed. In addition, corresponding to the display of the winning effect image 20 on the main display 8, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined lighting mode.
[0192] In this way, when the winning effect is executed when the third reel stops, after the rotation of all the reels 4 has stopped, that is, after the stop operation for stopping all the reels 4 by the player has been performed, the winning effect image 20 is displayed on the main display 8. Therefore, in order for the player to prevent missing the opportunity to stop the symbol corresponding to the rare combination, even if the winning effect is not executed at the start of the game, it is necessary to perform a pressing operation in advance aiming at the symbol corresponding to the rare combination for all the reels 4.
[0193] That is, when the slide game is being played at that time, since the player has not performed a pressing operation in advance, there is a high possibility that the opportunity to stop the symbol corresponding to the rare combination will be missed.
[0194] However, in the present embodiment, when the slide LV is high, the probability that the winning presentation is executed at the time of the third reel stop becomes low. Therefore, it is possible to reduce the possibility of the above-mentioned omission occurring. In addition, since the possibility of omission is reduced, the player can safely execute the slide game during the normal game state. Therefore, it is possible to make the player perform the slide game more actively, and it is possible to increase the operation rate of the entire slot machine 1.
[0195] Note that the winning presentation image 20 may be a still image or may be displayed as a moving image, and any of them is acceptable as long as the player can recognize that they have won a rare combination. For example, it may be notified that the player has won a rare combination by displaying a predetermined character image or item image. Also, an item image or the like that can identify the type of the won rare combination may be displayed. Also, the presentation image displayed at the start of the game and the presentation image displayed at the time of the third reel stop may be different. Also, the presentation images may be different for each type of the won rare combination. Also, as the winning presentation image 20, a plurality of presentation images of different types may be provided for each of the start of the game and the third reel stop, and any one of them may be selectively displayed. Alternatively, a presentation image for notifying that the player has won a rare combination at the start of the game may be displayed, and then a presentation image that can recognize the type of the won rare combination at the time of the third reel stop may be displayed.
[0196] Also, a presentation image that is displayed only at a specific slide LV (for example, LV3 or higher or LV5) may be set, and when the presentation image is displayed, the player may be able to recognize the slide LV at that time. Also, even when the winning presentation is executed at the time of the third reel stop, an effect sound that can suggest that the player has won a rare combination at the start of the game may be output from the speaker 9. Also, during the winning performance, in addition to the main display 8, an effect image corresponding to the winning performance may also be displayed on the sub-display 17. As described above, the winning performance at the time of winning a rare role is executed.
[0197] [Lottery table used when determining the generation timing of the lock effect in the bonus role winning game] Next, with reference to FIG. 9, the generation control of the lock effect in a game in which a bonus role can be won will be described.
[0198] First, the lock effect will be described. The lock effect invalidates an input signal related to the progress of the game for a predetermined period after the start lever 3 in a predetermined game is operated, and shows a state of stopping the progress of the game during that period and an effect (freeze effect) executed during that period. Also, in response to the stop of the game progress, the rotation of the reel 4 is also stopped, and the stop state of the reel 4 in the previous game is maintained. Therefore, the lock effect is mainly controlled by the main control device 10 for its generation, and includes a state effect of stopping the progress of the game for a predetermined period (for example, 5 seconds) controlled by the main control device 10, and a predetermined effect (freeze effect) corresponding to the state where the progress of the game is stopped and controlled by the sub-control device 20 based on the control information from the main control device 10.
[0199] In the present embodiment, the main control device 10 executes the above lock effect, for example, in a game in which a bonus role is won and the bonus role can be won. As described above, in the present embodiment, even if a bonus role is won, until the bonus role is won, it is in the carry-over state of the bonus role. However, in the game during the carry-over state of the bonus role, the role lottery is also performed in the same manner as in other states. At this time, when a minor role or a replay role is won, the stop control of the reel 4 is performed so that the minor role or the replay role is preferentially won rather than the bonus role.
[0200] Therefore, in the game during which the bonus combination is carried over, the bonus combination can be won only when the small combination or replay combination has not been won. When a stop operation aiming at the symbol combination corresponding to the bonus combination is performed at this time, the bonus combination will be won. In the main control device 10 in the present embodiment, in the game in which the bonus combination can be won, it is determined whether or not to execute a lock effect. Further, when it is determined to execute the lock effect, as the occurrence timing of the lock effect in the game, it is determined to be either the start of the game when the start lever 3 is operated or the first reel stop when the stop operation for the first reel 4 is performed during the rotation of all the reels 4.
[0201] For example, when it is determined to execute the lock effect at the start of the game, the lock effect is started at the start of the game in the game in which the bonus combination can be won, and the progress of the game stops for a predetermined period (for example, 5 seconds) from that point, and a predetermined effect is executed during that period. After the lock effect ends, the progress of the game resumes, and the player performs a stop operation on the first reel 4. Therefore, in this case, after the lock effect ends, the pressing operation on all the reels 4 becomes possible.
[0202] On the other hand, when it is determined to execute the lock effect at the first reel stop, the lock effect is started at the time when the first reel 4 in the game in which the bonus combination can be won is stopped, and the progress of the game stops for a predetermined period (for example, 5 seconds) from that point (when two reels 4 are still rotating), and a predetermined effect is executed during that period. After the lock effect ends, the progress of the game resumes, and the player performs a stop operation on the second reel 4. Therefore, in this case, after the lock effect ends, since the first reel 4 has already stopped, the pressing operation is possible only for the remaining two reels 4.
[0203] In addition, when executing the lock effect at the start of the game, the game progress may be stopped with the reel 4 rotating, or even when the game progress is stopped with the reel 4 stopped, the reel 4 may be stopped at a position where the stopped reel 4 is reversely rotated by a predetermined angle (for example, the angle for one frame). On the other hand, when performing the lock effect at the time of the first reel stop, the two rotating reels 4 may be temporarily stopped to stop the game progress.
[0204] Also, in the main control device 10, when executing the lock effect in a game in which a bonus combination can be won, the occurrence timing of the lock effect is determined based on the slide LV described above. Therefore, the occurrence timing of the lock effect can be changed according to the slide LV at the time when the game in which the bonus combination can be won is executed.
[0205] FIG. 9 shows a lottery table used in the main control device 10 to determine whether to generate the lock effect in a game in which a bonus combination can be won, and when executing the lock effect, to determine its occurrence timing. Note that the determination of whether to generate the lock effect and the lottery of the occurrence timing are performed by the main control device 10 by lottery of random numbers for the lock effect occurrence timing lottery. In FIG. 9, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction timing of the above random numbers may be at the start of the game when winning the bonus combination, or at the start of the game in which the bonus combination can be won.
[0206] As shown in Fig. 9, in a game where a bonus role can be won, if the slide LV at that time is LV1, it is determined with a probability of 254 / 256 that no lock effect is generated, and it is determined with a probability of 1 / 256 that the timing of generating the lock effect is at the start of the game, and it is determined with a probability of 1 / 256 that the timing of generating the lock effect is at the stop of the first reel.
[0207] Similarly, if the slide LV is LV2, it is determined with a probability of 192 / 256 that no lock effect is generated, and it is determined with a probability of 32 / 256 that the timing of generating the lock effect is at the start of the game, and it is determined with a probability of 32 / 256 that the timing of generating the lock effect is at the stop of the first reel.
[0208] Similarly, if the slide LV is LV3, it is determined with a probability of 128 / 256 that no lock effect is generated, and it is determined with a probability of 64 / 256 that the timing of generating the lock effect is at the start of the game, and it is determined with a probability of 64 / 256 that the timing of generating the lock effect is at the stop of the first reel.
[0209] Similarly, if the slide LV is LV4, it is determined with a probability of 64 / 256 that no lock effect is generated, and it is determined with a probability of 128 / 256 that the timing of generating the lock effect is at the start of the game, and it is determined with a probability of 64 / 256 that the timing of generating the lock effect is at the stop of the first reel.
[0210] Similarly, if the slide LV is LV5, it is determined with a probability of 0 / 256 that no lock effect is generated, and it is determined with a probability of 224 / 256 that the timing of generating the lock effect is at the start of the game, and it is determined with a probability of 32 / 256 that the timing of generating the lock effect is at the stop of the first reel.
[0211] As described above, the main control device 10 determines whether to generate a lock effect in a game in which a bonus combination can be won, and the generation timing when generating the lock effect based on the slide LV at that time. That is, the main control device 10 is provided with monitoring means for monitoring the game execution mode of the player when executing the game in a predetermined period, and provided with determination means for determining the generation timing when generating the lock effect based on the monitoring result (slide LV) by the monitoring means. Therefore, the generation timing of the lock effect varies variously according to the game execution mode by the player, and it becomes possible to execute a highly interesting lock effect.
[0212] Also, since the control related to the generation of the lock effect is performed as described above, the higher the slide LV at that time, the higher the probability that the lock effect is executed, and further, the probability that the lock effect is generated (started) at the start of the game is higher than at the time of the first reel stop.
[0213] As described above, in a game in which a bonus combination can be won, the player needs to perform the pressing operation on each reel 4 more carefully. On the other hand, the higher the slide LV, the higher the possibility that the player is progressing the game without performing the pressing operation. Therefore, even in a game in which a bonus combination can be won, the possibility that the player does not perform the pressing operation increases.
[0214] Therefore, the higher the slide LV, the higher the possibility that a miss occurs in which the symbol corresponding to the bonus combination cannot be stopped in a game in which a bonus combination that requires a pressing operation can be won. On the contrary, in the present embodiment, as described above, the higher the slide LV at that time, the higher the probability that the lock effect is executed. Therefore, it becomes possible to make the player recognize that a game in which a bonus combination can be surely won has been executed, and it becomes possible to prevent a situation where the symbol corresponding to the bonus combination cannot be stopped. In addition, it becomes possible to provide an advantageous state for players who play more slide games, so it also becomes possible to make them play slide games more actively, and it is also possible to increase the operation rate of the gaming machine.
[0215] Furthermore, the higher the slide LV, the higher the probability that the lock effect is generated (started) at the start of the game. Therefore, even if the slide game is executed more frequently to advance the game quickly, when a game in which a bonus combination can be won is executed, the probability that the lock effect is started at the start of the game increases, and it becomes easier for the player to recognize that a bonus combination can be won before the first reel 4 stops. In this game, it becomes possible to interrupt the slide game once and easily perform a pressing operation aiming for the symbols corresponding to the bonus combination for all reel 4s.
[0216] Also, in a game in which a bonus combination can be won, when the slide LV is LV5, the lock effect will surely be executed, so it becomes possible to make the player recognize that a bonus combination can surely be won in this game.
[0217] Note that the probability of generating the lock effect and the selection rate of the generation timing may be varied according to the type of the winning bonus combination. Also, in a game in which a bonus combination can be won, regardless of the slide LV, if the time from the stop of the first reel to the stop of the second reel is within a predetermined time, the lock effect may be executed thereafter. Also, in this case, the lock effect may be executed only when the symbols corresponding to the bonus combination form a so-called tenpai state. As described above, the generation control of the lock effect in a game in which a bonus combination can be won is performed.
[0218] [Freeze effect on the main display and state of the reels] Next, referring to FIG. 10, the production image on the main display 8 and the state of the reel 4 at that time when the lock production is executed after being generated and the generation timing are determined as described above will be described.
[0219] First, FIG. 10(a) shows a case where the lock production is executed at the start of the game in a game in which a bonus combination can be won. As shown in FIG. 10(a), even when the game is started by the player's operation of the start lever 3, the rotation of the reel 4 is not started and the stopped state is maintained. That is, normally, the rotation of the reel 4 would be started by the operation of the start lever 3, but when the lock production is executed, the rotation of the reel 4 is not started and the progress of the game stops. Also, in this state, the operation of the stop button 5 is also disabled.
[0220] Also, almost simultaneously with the start of the game, on the main part of the screen of the main display 8, a start freeze image 21a that allows the player to recognize that it is a game in which a bonus combination can be won is displayed under the control of the sub-control device 20. The start freeze image 21a may be any image as long as the player can recognize that it is a game in which a bonus combination can be won. For example, an image prompting the stop of a symbol combination corresponding to the bonus combination may be displayed. Also, by instantaneously erasing (fading to black) the image that has been displayed until then, the player may be notified that the state is different from usual. In response to the display of the start freeze image 21a on the main display 8, a predetermined sound effect is output from the speaker 9 and the lamp 11 emits light in a predetermined light emission mode.
[0221] Thereafter, although not shown, after a predetermined time (for example, 5 seconds) has elapsed since the start of the game, the lock production ends, the progress of the game resumes, the rotation of the reel 4 starts, the operation of the stop button 5 is enabled, and the start freeze image 21a on the main display 8 is also erased.
[0222] Thus, when the lock effect is executed at the start of the game, the start freeze image 21a is displayed on the main display 8 from the start of the rotation of the reel 4, that is, before the stop operation for the player to stop the reel 4 is performed. Therefore, the player can immediately recognize that it is possible to win a bonus combination in the game, and can perform a pressing operation aiming at the symbols corresponding to the bonus combination for all the reels 4.
[0223] That is, even when the slide game is being played at that time, the player can recognize from before the stop operation that it is possible to win a bonus combination in the game. Therefore, once the slide game is stopped and enough time is taken to perform the pressing operation, it becomes possible to easily stop the symbols corresponding to the bonus combination.
[0224] Next, FIG. 10(b) shows a case where the lock effect is executed at the stop of the first reel in a game in which a bonus combination can be won. First, although not shown in the figure, when a game in which a bonus combination can be won is started by the player's operation of the start lever 3, the rotation of the reel 4 is started. At this point, the lock effect has not been executed yet, and for example, the image that has been displayed until then (for example, the image during the normal game state) continues to be displayed on the main display 8.
[0225] Then, as shown in FIG. 10(b), when the first reel 4 (the left reel 4a in the figure) stops due to the player's stop operation, at that point (when the first reel stops), on the main part of the screen of the main display 8, the first stop freeze image 21b is displayed under the control of the sub-control device 20. The first stop freeze image 21b may be any image as long as the player can recognize that it is a game in which a bonus combination can be won. By instantaneously erasing (fading to black) the image that has been displayed until then, it may notify the player that the state is different from usual. However, it is preferable to adopt a display mode different from the case where the lock effect is executed at the start of the game. Also, corresponding to the display of the first stop freeze image 21b on the main display 8, a predetermined sound effect is output from the speaker 9, and the lamp 11 emits light in a predetermined light emission mode.
[0226] Also, when the lock effect starts at the time of the first reel stop, the rotation of the still-unstopped reels 4 (the middle reel 4b and the right reel 4c in the figure) continues, but the operation of the stop button 5 corresponding to the reel 4 becomes invalid. At this time, the still-unstopped reel 4 may be temporarily paused.
[0227] Thereafter, although not shown in the figure, after a predetermined time (for example, 5 seconds) has elapsed since the first reel stop, the lock effect ends, the progress of the game resumes, the operation of the stop button 5 is enabled, and the first stop freeze image 21b on the main display 8 is erased.
[0228] In this way, when the lock effect is executed at the time of the first reel stop, after the rotation of one reel 4 stops, that is, while the remaining two reels 4 are rotating, the first stop freeze image 21b is displayed on the main display 8. Therefore, in order for the player to prevent missing an opportunity to stop the symbol corresponding to the bonus combination, even when the lock effect is not executed at the start of the game, it is necessary to perform a pressing operation aiming at the symbol corresponding to the bonus combination on the first reel 4 to stop first in advance.
[0229] That is, when the slide game is being played at that time, since the player has not performed a pressing operation in advance, there is a high possibility that a miss will occur where the symbol corresponding to the bonus combination cannot be stopped on the first reel 4 to stop.
[0230] However, in the present embodiment, when the slide LV is high, the possibility of the lock effect being executed at the time of the first reel stop is low, so it is possible to reduce the possibility of the above-mentioned miss occurring. In addition, since the possibility of a miss decreases, the player can safely execute the slide game during the normal game state, so it becomes possible to make the player perform the slide game more actively, and it becomes possible to increase the operating rate of the entire slot machine 1.
[0231] Note that the start freeze image 21a and the first stop freeze image 21b may be still images or may be displayed as moving images, and any is acceptable as long as the player can recognize that it is a game in which a bonus combination can be won. For example, it may be notified that it is a game in which a bonus combination can be won by displaying a predetermined character image or item image. Also, the start freeze image 21a and the first stop freeze image 21b may be made different according to the type of the selected bonus combination. Also, for each of the start freeze image 21a and the first stop freeze image 21b, a plurality of effect images of different types may be provided and any one of them may be selectively displayed.
[0232] Also, a freeze image that is displayed only at a specific slide LV (for example, LV3 or higher or LV5) may be set, and when the freeze image is displayed, the player may be made to recognize the slide LV at that time. Also, at the time of the lock effect, in addition to the main display 8, a freeze image corresponding to the lock effect may also be displayed on the sub-display 17. The lock effect is executed as described above.
[0233] [Lottery table used to determine the occurrence of the AT challenge game] Next, with reference to FIG. 11, the lottery table of the AT challenge game will be described. First, the AT challenge game will be described. The AT challenge game is a game that determines whether to shift to the AT state during a normal game state in which the player has not won the bonus combination.
[0234] Therefore, when the AT challenge game is executed during the normal game state, a game is played to determine whether to shift to the AT state in this game. If it is determined that the player will shift to the AT state as a result of the AT challenge game, the game state will shift from the normal game state to the AT state. Although the details of the AT challenge game will be described later, the game result is determined by whether the player wins the bell combination in this game.
[0235] The lottery for determining whether to generate the AT challenge game (AT challenge game lottery) is performed by the main control device 10. In the main control device 10, the AT challenge game lottery is performed only in a specific game during the normal game state in which the player has not won the bonus combination. Specifically, in the main control device 10, after the game section shifts from the normal section to the advantageous section, the number of advantageous section games is counted for each execution of the game during the advantageous section. When the number of advantageous section games reaches a specific number and the player wins the bell combination (pressed-order bell combination and common bell combination) in this game, the AT challenge game lottery is performed. In this embodiment, the specific number is set to the number of advantageous section games in which the last digit is "3" or "7".
[0236] FIG. 11 shows a lottery table used when the main control device 10 conducts a lottery (AT challenge game lottery) on whether to generate an AT challenge game when winning the bell role in a game where the number of advantageous interval games reaches a specific number. Note that the above lottery is conducted by the main control device 10 by lottery of random numbers for AT challenge game lottery. In FIG. 11, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Note that the extraction of the above random numbers is performed at the start of a game where the number of advantageous interval games reaches a specific number.
[0237] As shown in FIG. 11, when winning the push-order bell role in a game where the number of advantageous interval games reaches a specific number, it is determined with a probability of 255 / 256 that the AT challenge game is not generated (non-winning), and it is determined with a probability of 1 / 256 that the AT challenge game is generated (winning).
[0238] Also, when winning the common bell role in a game where the number of advantageous interval games reaches a specific number, it is determined with a probability of 255 / 256 that the AT challenge game is not generated (non-winning), and it is determined with a probability of 1 / 256 that the AT challenge game is generated (winning).
[0239] As described above, in the present embodiment, when a game where the number of advantageous interval games reaches a specific number is executed and the bell role is won in the game, the AT challenge game lottery is conducted. Therefore, the AT challenge game lottery is executed in some games during the normal game state, and it is possible to shift the game state from the normal game state to the AT state with an appropriate probability. Also, when winning the bell role, there is a possibility of shifting to the AT state, so it is possible to enhance the player's sense of expectation.
[0240] Note that the AT challenge game lottery is not executed while the bonus combination is carried over, but it may be executed even while the bonus combination is carried over. Also, although the AT challenge game lottery is executed during the fake precursor effect or the real precursor effect for the AT state described later, it may not be executed during the fake precursor effect or the real precursor effect. As described above, a lottery is conducted to determine whether or not to generate the AT challenge game.
[0241] [AT Challenge Effect] Next, with reference to FIG. 12, the AT challenge effect executed on the main display 8 will be described.
[0242] As described above, in the main control device 10, an AT challenge game lottery is conducted in a predetermined game during the normal gaming state, and when the lottery is won, the AT challenge game is executed. Also, in the sub-control device 20, based on the reception of the control information from the main control device 10, an AT challenge effect is executed for the execution of the AT challenge game.
[0243] FIG. 12 shows the effect image on the main display 8 when the AT challenge game is executed under the control of the sub-control device 20. First, as shown in FIG. 12(a), corresponding to the start of the AT challenge game, the AT challenge effect starts, and the AT challenge effect image 22 is displayed in the main part of the screen of the main display 8. Also, in the lower part of the screen of the main display 8, three AT challenge navigation images 23 are arranged side by side in the left-right direction corresponding to the stop button 5 and displayed. Also, corresponding to the display of the AT challenge effect image 22 on the main display 8, a predetermined sound effect is output from the speaker 9 and the lamp 11 emits light in a predetermined light emission mode.
[0244] Each AT challenge navigation image 23 includes symbol information of "?" indicating a question mark within a circular enclosure frame, and does not notify the pressing order for winning the bell role for pressing order, but when winning a predetermined bell role (including the common bell role), if the actual pressing order of the player for the stop button 5 corresponds to the winning bell role, the player is made to recognize that the bell role wins. That is, as described above, since the AT challenge game is executed when a bell role wins, at this time, the player is encouraged to select the pressing order for winning the bell role.
[0245] Also, the AT challenge effect image 22 may be any as long as it notifies that the AT challenge game has been executed, and may be a still image or a moving image composed of a predetermined background image or character image. It may also include character information such as "Guess the pressing order" that encourages the player to select the pressing order for winning the bell role, and "AT get if the pressing order is correct" that notifies that the AT state occurs when the bell role wins.
[0246] And every time the player performs a stop operation on any of the stop buttons 5 and the reel 4 stops, the corresponding AT challenge navigation image 23 is erased. As a result, if it is possible to win any of the bell roles that are winning in the game, by the control of the main control device 10, the right to transition to the AT state with the remaining game count set to 30 times is granted, and from the next game, the game state transitions from the normal game state to the AT state.
[0247] In the AT challenge game, even when winning the common bell role, the same AT challenge effect as described above is executed. However, since there is no setting for the pressing order for the common bell role, no matter which pressing order the player selects, the winning common bell role will always win. Therefore, the AT challenge game when winning the common bell role is extremely advantageous to the player.
[0248] In addition, in this embodiment, the sub-control device 20 enables the operation of the effect button 2d until either a predetermined time (e.g., 5 seconds) elapses after the start of the AT challenge game or the stop button 5 is operated, and during that time, an effect button valid image 22b for notifying that the operation of the effect button 2d is valid is displayed in the upper left corner of the screen of the main display 8.
[0249] And in a state where the operation of the effect button 2d is enabled, when the effect button 2d is operated, a push order prediction image 24 as shown in Fig. 12(b) is displayed in addition to the various images already displayed in the approximate center of the screen of the main display 8. The push order prediction image 24 contains information that seems to predict the push order for the winning push order bell role in the game, including the character information of "prediction", the push order prediction information (in the illustration, "3·1·2"), and the symbol information of "?" within a rectangular enclosure frame. The displayed push order prediction image 24 is displayed until all the reels 4 stop, and the player can perform a stop operation on the stop button 5 with reference to the push order prediction image 24.
[0250] The push order prediction information displayed by the push order prediction image 24 is generated by the sub-control device 20 at a predetermined timing. For example, a predetermined random number is extracted based on the operation of the effect button 2d, and one of six possible push orders is randomly determined by a lottery based on the extraction of the random number. Therefore, the above push order prediction information has nothing to do with the push order for the winning push order bell role in the game. So, even if the player performs a stop operation on the stop button 5 according to the push order prediction information, the probability of the push order bell role winning does not change compared to the case where the stop operation is not performed according to the push order prediction information.
[0251] In addition, the push order prediction information may be generated by a method other than that described above. For example, the sub-control unit 20 may manage historical information by storing the push order for the push order bell role during a predetermined number of AT challenge games that have already been executed, and generate push order prediction information based on the historical information. For example, the push order type that has produced the least winning results during the most recent predetermined period may be displayed.
[0252] On the other hand, if the operation of the effect button 2d is enabled and the effect button 2d is not operated until a predetermined time (e.g., 5 seconds) has elapsed, as shown in Figure 12 (c), the operation of the effect button 2d is disabled and the effect button enabled image 22b is erased, and thereafter, even if the effect button 2d is operated, the predicted press order image 24 will not be displayed.
[0253] As described above, the AT challenge presentation is executed in response to the execution of the AT challenge game, so that it is possible to increase the entertainment value of playing the AT challenge game. In addition, when the AT challenge performance is executed, a predicted push order image 24 can be displayed, so that the player can proceed through the AT challenge game by referring to the predicted push order image 24, which can provide a certain sense of security to players who are unsure which push order to select. In addition, since the predicted push order image 24 is displayed by operating the effect button 2d, the player can choose whether or not to display the predicted push order image 24 according to his or her preference, making it possible to provide a game that satisfies a large number of players.
[0254] In this embodiment, when the operation of the effect button 2d is enabled and the effect button 2d is operated, a predicted push order image 24 is displayed in addition to the AT challenge navigation image 23. However, when the effect button 2d is operated, the predicted push order image 24 may not be displayed and the symbol information "?·?·?" in the AT challenge navigation image 23 may be changed to numerical information indicating the predicted push order information (for example, "1·3·2") instead. Also, when winning the common bell role in the AT challenge game, when the effect button 2d is operated, the symbol information of "?·?·?" in the AT challenge navi image 23 may be changed to numerical information indicating the pressing order prediction information (for example, "1·3·2", etc.). However, in this case, the bell role will win regardless of the order in which the stop button 5 is operated. The AT challenge effect is executed as described above.
[0255] [Lottery table used when determining the occurrence of the precursor state] Next, with reference to FIG. 13, the generation control of the precursor state, which is the effect game state related to the above-described effect, will be described.
[0256] In the present embodiment, in addition to when the above-described AT challenge game is executed, when the next digit number in the number of advantageous section games during the normal game state becomes "1", the main control device 10 performs a lottery for shifting to the AT state, and determines whether to shift to the AT state based on the lottery result of the role in the game. When it is determined that the shift to the AT state is to be made, the shift to the AT state is not immediately performed, and a predetermined delay period is provided, and the shift to the AT state is performed after the elapse of this delay period.
[0257] Also, as described above, the sub-control device 20 performs effect control such as increasing the execution probability of individual effects based on the occurrence of the precursor state (specific effect game state) based on the result of the lottery for shifting to the AT state, and executing a precursor effect immediately before shifting to the AT state. Therefore, when the result of the lottery for shifting to the AT state during the normal game state is a winning result, the AT state will occur via the precursor state (this precursor state).
[0258] In addition, in the main control device 10, even when the transition lottery for the AT state has been conducted, if the lottery results in non-selection, the main control device 10 changes the game state related to the effect to a precursor state (fake precursor state). Therefore, even when the sub-control device 20 enters the fake precursor state, it executes control to increase the execution probability of the individual effect as described above, and also executes a precursor effect (fake precursor effect) similar to the precursor effect immediately before the transition to the AT state.
[0259] FIG. 13 shows a lottery table used when conducting a transition lottery to the AT state in a game where the next digit value in the number of advantageous interval games during the normal game state is "1". The transition lottery to the AT state is performed by the main control device 10 by lottery of random numbers for the transition lottery. In FIG. 13, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. In addition, the extraction of the random numbers is performed at the start of the game to be subjected to the lottery.
[0260] As shown in FIG. 13, when winning the watermelon combination in the game to be subjected to the lottery, the probability of generating this precursor state, that is, the probability of transitioning to the AT state, is determined to be 1 / 256. The probability of not transitioning to the AT state but generating a fake precursor state is determined to be 1 / 256. The probability of generating neither this precursor state nor the fake precursor state (non-winning) is determined to be 254 / 256.
[0261] In addition, when winning the cherry combination in the game to be subjected to the lottery, the probability of generating this precursor state is determined to be 64 / 256, the probability of generating a fake precursor state is determined to be 128 / 256, and the probability of generating neither this precursor state nor the fake precursor state (non-winning) is determined to be 64 / 256.
[0262] Also, when winning the cherry role in the game to be selected, the generation of this precursor state is determined with a probability of 128 / 256, the generation of a fake precursor state is determined with a probability of 128 / 256, and the non-generation (non-winning) of either this precursor state or the fake precursor state is determined with a probability of 0 / 256. Although illustration is omitted, when winning a role other than the above, all will result in non-winning.
[0263] As a result of the AT state transition lottery as described above, when winning the AT state transition lottery, the performance game state related to the performance transitions to the precursor state, and then it is notified that the game state will transition to the AT state in the final game of the precursor state, and the game state will transition to the AT state from the next game. On the other hand, when not winning the AT state transition lottery but winning the transition to the fake precursor state, the performance game state related to the performance transitions to the fake precursor state, and then it is notified that the game state will not transition to the AT state in the final game of the fake precursor state, and the game state will remain in the normal game state.
[0264] Since the AT state transition lottery is conducted as described above, when winning a rare role in a game where the next digit value in the advantageous interval game count becomes "1", it will transition to this precursor state with a high probability (the transition to the AT state is determined), and it becomes possible to enhance the player's sense of expectation. Also, when winning the replay role with a relatively high winning probability, although with a low probability, this precursor state will occur, so it becomes possible to form an unexpected AT state transition pattern.
[0265] Also, even when the transition to the AT state is not determined, when winning a rare role, a fake precursor state will occur with a high probability, and it becomes possible to enhance the interest in the game and the player's sense of expectation. In addition, since the transition lottery for the AT state is executed not in all games in the normal gaming state but only in specific games, it becomes possible to set the actual transition probability to the AT state to an appropriate value, and it becomes possible to adjust the profit balance between the game arcade and the player.
[0266] Note that it is preferable that the transition lottery for the AT state is not performed when the game has already transitioned to the precursor state, but it may be performed. In addition, when a rare combination is won, there may be a case of overlapping winning with a bonus combination. Even in this case of overlapping winning, the transition lottery to the above-mentioned AT state is performed, but at this time, it is preferable to invalidate the transition to the precursor state. Further, when winning the transition to the AT state at this time, it is preferable to notify that the transition to the AT state will occur at the end of the bonus state and then immediately transition to the AT state.
[0267] In addition, when winning a bonus combination during the precursor state, if the precursor state is a fake precursor state, the fake precursor state is ended by the transition to the bonus state, and if it is the real precursor state, the real precursor state is ended by the transition to the bonus state, and it is preferable to notify that the transition to the AT state will occur at the end of the bonus state and then immediately transition to the AT state. In addition, when the AT challenge game is executed during the real precursor state and the transition to the AT state is determined by the result of the AT challenge game, it is preferable to end the real precursor state and transition to the AT state. Further, in this case, it is preferable to generate the AT state in a state where the right to transition to the AT state for the ended real precursor state is granted (stockpiled).
[0268] In addition, the number of games in the advantageous section where the transition lottery to the AT state is to be performed may be other than those described above, or the transition lottery may be performed in all games. Further, the number of games subject to the lottery may be changed when a predetermined condition is satisfied. In addition, when the bonus combination and the rare combination overlap and win, the transition lottery to the AT state may not be performed. As described above, a lottery for transition to the AT state is conducted.
[0269] [Lottery table used when determining the number of premonition games in the premonition state] Next, with reference to FIG. 14, the control for determining the number of premonition games, which is the duration of the premonition state when the occurrence of the premonition state is determined, will be described.
[0270] As described above, the main control device 10 determines the occurrence of the present premonition state and the fake premonition state as the premonition state based on the result of the lottery for transition to the AT state. When the occurrence of the premonition state is determined, the number of premonition games for continuing the premonition state is determined.
[0271] FIG. 14 shows a lottery table used when determining the number of premonition games in the premonition state when the occurrence of the premonition state is determined. Note that the lottery for the number of games is performed by the main control device 10 by lottery of random numbers for the number of games. In FIG. 14, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the above random numbers is performed at the start of the game when the occurrence of the premonition state is determined.
[0272] As shown in FIG. 14, when generating the fake premonition state as the premonition state, the number of premonition games is determined to be 8 games with a probability of 16 / 256, 16 games with a probability of 16 / 256, 31 games with a probability of 224 / 256, and 32 games with a probability of 0 / 256.
[0273] Also, when generating the present premonition state as the premonition state, the number of premonition games is determined to be 8 games with a probability of 16 / 256, 16 games with a probability of 16 / 256, 31 games with a probability of 96 / 256, and 32 games with a probability of 128 / 256.
[0274] As a result of determining the number of premonitory games as described above, if a fake premonitory state occurs, the fake premonitory state continues until the number of games corresponding to the determined number of premonitory games is executed, and after the end of the fake premonitory state, the normal gaming state is maintained. On the other hand, if this premonitory state occurs, this premonitory state continues until the number of games corresponding to the determined number of premonitory games is executed, and after the end of this premonitory state, the gaming state shifts to the AT state.
[0275] Also, as described above, at the end of the premonitory state, a continuous effect is executed by the sub-control device 20. As a result of the continuous effect, in the case of the fake premonitory state, it is notified that the transition to the AT state does not occur, and in the case of this premonitory state, it is notified that the transition to the AT state occurs. Note that in the case of the fake premonitory state, it may end without generating a continuous effect. Also, in the latter half of the premonitory state, a premonitory effect may be executed. When the premonitory effect is executed, the same continuous effect as described above is executed at the end thereof.
[0276] Since the number of premonitory games is determined as described above, the duration of the premonitory state varies variously, and it becomes possible to improve the interest of the game. Also, the number of premonitory games is determined such that the duration tends to be longer when this premonitory state occurs than when the fake premonitory state occurs. Therefore, it becomes possible to change the expectation of the player according to the duration of the premonitory state, and it becomes possible to improve the interest.
[0277] Also, it becomes possible to provide a game content that can efficiently increase the expectation of the player, such that the longer the premonitory state continues, the more the expectation of the player gradually increases. Furthermore, 32 games are selected as the number of premonitory games because it is only this premonitory state. Therefore, when the actual premonitory state exceeds 31 games, it becomes possible to extremely increase the expectation of the player.
[0278] Note that the options for the number of premonition games and the determination probabilities for each number of premonition games may be other than those described above. For example, each number of premonition games may be set on the condition of being equal to or longer than the duration of the premonition effect, or each number of premonition games may be set on the condition of being equal to or longer than the duration of the continuous effect. Also, in the case of this premonition state, the number of premonition games with the shortest period may not be selected, or in the case of the fake premonition state, the number of premonition games with the shortest period may not be selected. The number of premonition games is determined as described above.
[0279] [Lottery table used when determining the occurrence and type of individual effects] Next, with reference to FIGS. 15 and 16, the generation control of individual effects during the normal game state will be described.
[0280] As described above, the sub-control device 20 includes individual effect control means for executing an individual effect when a predetermined condition is satisfied in a game during the normal game state. Also, during the normal game state, the above-described premonition state is included, but when the premonition effect in the premonition state is not executed, the above individual effect can be executed. A plurality of types of individual effects are set. For example, there are those in which a predetermined character appears on the background displayed on the main display 8 during the normal game state, or those in which a car, train, etc. passes through the background, etc., and these are effects that change the effect during the normal game state.
[0281] In the present embodiment, the sub-control device 20 changes the generation control of the individual effect according to the presence or absence of the above-described premonition state. As individual effects related to the presence or absence of the premonition state in the sub-control device 20, individual effects 1 to 5 in which a character appearing from the left corner of the screen of the main display 8 passes to the right corner of the screen as shown in FIG. 16 are set. As shown in FIG. 16, for individual effects 1 to 5, the character images 24a to 24e that appear (pass through) are different from each other. Therefore, due to the differences in the character images that appear, the player will recognize which individual performance has been executed. In addition, in FIG. 16, only the character image is shown and other images are omitted, but a predetermined background image or the like during the normal game state is also displayed on the screen.
[0282] The sub-control device 20 determines whether to generate an individual performance and which of the above individual performances 1 to 5 to generate according to the performance game state related to the performance at that time, that is, according to the presence or absence of the precursor state. Therefore, based on the determination result of whether a privilege is granted or not by the sub-control device 20 as the individual performance control means, the type of the individual performance is selected. However, even in the case of the precursor state, if the precursor performance is being executed, the generation control of the individual performance is not performed.
[0283] FIG. 15 shows a lottery table used when determining whether to generate an individual performance and which of the above individual performances 1 to 5 to generate when the game during the normal game state is executed. Note that the lottery for the individual performance is performed by the main control device 10 by lottery of random numbers for individual performance lottery. In FIG. 15, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. In addition, the extraction of the above random numbers is performed at the start of each game.
[0284] As shown in FIG. 15, in the case of the non-precursor state, it is determined with a probability of 196 / 256 that none of the individual performances 1 to 5 are generated, and it is determined with a probability of 32 / 256 that the individual performance 1 is generated, and it is determined with a probability of 16 / 256 that the individual performance 2 is generated, and it is determined with a probability of 6 / 256 that the individual performance 3 is generated, and it is determined with a probability of 6 / 256 that the individual performance 4 is generated, and it is determined with a probability of 0 / 256 that the individual performance 5 is generated.
[0285] Also, in the case of the fake precursor state, it is determined with a probability of 1 / 256 not to generate any of the individual effects 1 to 5, it is determined with a probability of 128 / 256 to generate the individual effect 1, it is determined with a probability of 64 / 256 to generate the individual effect 2, it is determined with a probability of 32 / 256 to generate the individual effect 3, it is determined with a probability of 23 / 256 to generate the individual effect 4, and it is determined with a probability of 8 / 256 to generate the individual effect 5.
[0286] Also, in the case of this precursor state, it is determined with a probability of 1 / 256 not to generate any of the individual effects 1 to 5, it is determined with a probability of 128 / 256 to generate the individual effect 1, it is determined with a probability of 47 / 256 to generate the individual effect 2, it is determined with a probability of 32 / 256 to generate the individual effect 3, it is determined with a probability of 32 / 256 to generate the individual effect 4, and it is determined with a probability of 16 / 256 to generate the individual effect 5.
[0287] Since the generation control of the individual effects as described above is performed, in the case of the precursor state, the occurrence probabilities of the individual effects 1 to 5 are higher than those in the non-precursor state. Also, the larger the numerical value for classifying the individual effects, the less likely it is to occur in the non-precursor state, and the more likely it is to occur in the case of this precursor state than in the fake precursor state. Also, the individual effect 5 does not occur in the non-precursor state.
[0288] Therefore, it becomes possible to suggest whether the game state related to the performance at that time is a non-precursor state or a precursor state based on the occurrence frequencies of the individual effects 1 to 5, and it becomes possible to execute an interesting game that can change the player's sense of expectation based on the occurrence frequencies of the individual effects 1 to 5. Also, the larger the numerical value of the type of the individual effect that has occurred, the more possible it is to increase the player's sense of expectation for the occurrence of this precursor state. Also, when the individual effect 5 occurs, it becomes possible to extremely increase the player's sense of expectation.
[0289] Note that the number of individual effects related to the presence or absence of the precursor state may be less than 5 or 6 or more. In addition, individual effects that occur only in the non-precursor state may be provided, or individual effects that occur only in this precursor state may be provided.
[0290] Also, although individual effects 1 to 5 are varied according to the types of characters that appear, individual effects 1 to 5 may be those that display various other images. For example, in a predetermined individual effect, a predetermined character appears, but in another individual effect, a train or a car passes by, and in yet another individual effect, the wind blows and an umbrella flies over, etc. Any type of individual effect may be used as long as the player can recognize the difference in the types of individual effects.
[0291] Also, even when generating an individual effect during the precursor state, the occurrence probability of the individual effect may be changed according to the number of games in the precursor state. For example, in the first game after transitioning to the precursor state, the occurrence probability of a predetermined individual effect may be increased compared to other games, or a certain individual effect may always be generated in the first game after transitioning to the precursor state. By doing so, the player can recognize the timing when the precursor state starts, so the player can predict the progress state of the subsequent effects to some extent, and it becomes possible to improve the interest of the game. As described above, the generation control of the individual effect is performed.
[0292] [Lottery table used when determining the occurrence and type of precursor effects] Next, with reference to FIG. 17, the generation control of the precursor effect will be described.
[0293] As described above, in the sub-control device 20, various effect controls are performed due to the occurrence of the precursor state. For example, during the precursor state, the occurrence probability of a predetermined individual effect is increased. Also, when the number of premonitory games in the premonitory state is determined to be 31 games or 32 games, in the first half of the premonitory state (for example, during 16 games from the start of the premonitory state), control is performed to increase the occurrence frequency of a predetermined individual effect, and in the second half (for example, during 15 games until the end of the premonitory state), a premonitory effect spanning a plurality of games is executed. The premonitory effects include this premonitory effect executed when shifting to the AT state and a fake premonitory effect executed when not shifting to the AT state.
[0294] That is, the sub-control device 20 includes specific effect control means capable of executing a premonitory effect (specific effect) spanning a plurality of games in relation to the fact that the effect game state is controlled to be a premonitory state as a specific effect game state.
[0295] When the premonitory effect is executed, a continuous effect is executed during a predetermined number of games (for example, 3 games) immediately before the end of the premonitory effect. When the premonitory effect is this premonitory effect, as a result of the continuous effect, information enabling the player to recognize that a shift to the AT state occurs is displayed, and when it is a fake premonitory effect, as a result of the continuous effect, information enabling the player to recognize that a shift to the AT state does not occur is displayed.
[0296] When the number of premonitory games in the premonitory state is determined to be other than 31 games or 32 games, the premonitory effect does not occur. In this case, it is preferable to execute a continuous effect during a predetermined number of games (for example, 3 games) without going through the premonitory effect at the point immediately before the end of the premonitory state, and to notify the presence or absence of a shift to the AT state based on the result.
[0297] Also, the sub-control device 20 enables execution of a plurality of types of premonitory effects (videos) to be executed on the main display 8, and executes one of the premonitory effects according to the type of the premonitory state. For example, any one of a plurality of precursor performances such as the protagonist character performing weight training or the protagonist character running on the riverbank is executed, and then, as a continuous performance, for example, a performance in which the protagonist character battles an enemy character is executed. In the present embodiment, five types of precursor performances 1 to 5 with different performance modes are provided, and the sub-control device 20 can selectively execute any one of the precursor performances 1 to 5.
[0298] FIG. 17 shows a lottery table used when determining whether to generate a precursor performance and which one of the above precursor performances 1 to 5 to generate when 31 games or 32 games are selected as the number of precursor games in the precursor state. Note that the lottery for the precursor performance is performed by the main control device 10 by lottery of random numbers for precursor performance lottery. In FIG. 17, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the random numbers is performed at the start of the game when the number of precursor games is determined.
[0299] As shown in FIG. 17, in the case of the fake precursor state, it is determined with a probability of 32 / 256 not to generate a precursor performance, with a probability of 96 / 256 to generate precursor performance 1, with a probability of 64 / 256 to generate precursor performance 2, with a probability of 32 / 256 to generate precursor performance 3, with a probability of 24 / 256 to generate precursor performance 4, and with a probability of 8 / 256 to generate precursor performance 5.
[0300] Also, in the case of this premonitory state, it is determined with a probability of 32 / 256 not to generate a premonitory effect, with a probability of 96 / 256 to generate premonitory effect 1, with a probability of 48 / 256 to generate premonitory effect 2, with a probability of 32 / 256 to generate premonitory effect 3, with a probability of 32 / 256 to generate premonitory effect 4, and with a probability of 16 / 256 to generate premonitory effect 5.
[0301] Since the generation control of the premonitory effects as described above is performed, when the number of premonitory games in the premonitory state is determined to be 31 games or 32 games, any of the premonitory effects will occur with a high probability. Also, in the case of this premonitory state compared to the fake premonitory state, it is easier for a premonitory effect with a larger type value to occur.
[0302] Therefore, when a premonitory state with a relatively long duration is selected, a premonitory effect will occur with a high probability, and it becomes possible to execute an interesting game that can change the player's sense of anticipation. Also, the larger the type value of the generated premonitory effect, the more it becomes possible to enhance the player's sense of anticipation for the occurrence of this premonitory state.
[0303] Note that the number of premonitory effects may be less than 5 or 6 or more. Also, a premonitory effect that occurs only in this premonitory state may be provided. Also, when it is determined not to generate a premonitory effect in the premonitory state, a continuous effect may be executed in a predetermined number of games at the end stage of the premonitory state, and it may be configured to notify whether to shift to the AT state based on the result of the continuous effect.
[0304] Also, as premonitory effects 1 to 5, any can be used as long as the player can recognize the difference in the types of premonitory effects. The generation control of the premonitory effects is performed as described above.
[0305] [Premonitory Effect] Next, referring to FIG. 18, the omen performance executed on the main display 8 will be described.
[0306] As described above, in the sub-control device 20, when a premonition state of 31 games or 32 games occurs based on the reception of control information from the main control device 10, a premonition performance is executed in the latter half. By executing the premonition performance, the sub-control device 20 displays a corresponding performance image on the main display 8 and activates the speaker 9 and the lamp 11 to output corresponding sound effects and decorative light emissions.
[0307] Also, based on the operation of the performance button 2d in a predetermined game where the premonition performance is being executed, the sub-control device 20 can execute a button performance (operation performance) related to the performance game state. For example, when the performance button 2d is operated, various information related to the premonition state is displayed on the main display 8 or the like. That is, the sub-control device 20 includes operation performance control means capable of executing an operation performance related to the performance game state based on the operation of the performance button 2d as an operation means. In this embodiment, when the performance button 2d is operated, in order to notify information related to the premonition state, a notification performance capable of notifying the process information related to the control to the premonition state is executed.
[0308] FIG. 18 shows a performance image on the main display 8 when the premonition performance is executed under the control of the sub-control device 20. Note that FIG. 18 shows the case when the premonition performance 1 is executed. Also, although the performance image is simplified in the drawing, actually, images (videos) such as backgrounds and characters are displayed.
[0309] First, as shown in FIG. 18(a), when the first game of the premonition performance 1 is executed, a premonition performance 1 image 25 is displayed on the main part of the screen of the main display 8. The preliminary performance 1 is executed over a predetermined number of games (e.g., 15 games) and during that period, the preliminary performance 1 image 25 is continuously displayed on the main display 8. During the execution of a predetermined game during the preliminary performance, based on the lottery result of the transition to the AT state, it is preferable to change the player's sense of anticipation by causing a predetermined item image to appear or changing the background image.
[0310] Also, in the present embodiment, the sub-control device 20 enables the operation of the effect button 2d until a predetermined number of games (e.g., 3 games) are executed after the preliminary performance is started. During this period, an image notifying that the operation of the effect button 2d is valid may be displayed at a predetermined location on the screen of the main display 8.
[0311] When the effect button 2d is operated in the state where the operation of the effect button 2d is enabled, as shown in FIG. 18(b), a specific operation effect is executed, and a small screen 26a appears in the upper right corner of the screen of the main display 8 on which the preliminary performance 1 image 25 is displayed, and a preliminary state history image is displayed in the small screen 26a. The preliminary state history image displays information that can identify the type of individual effect executed in the predetermined games in the first half as the process information during the preliminary state that triggered the current preliminary performance. For example, an image notifying the type of individual effect actually executed in the first game of the preliminary state is displayed.
[0312] FIG. 18 illustrates the case where the individual effect 5 in which the character image 24e appears in the first game of the preliminary state is executed. Therefore, as the preliminary state history image, a target game number image 26b composed of the character image 24e and the character information "first game of the preliminary state" indicating the number of games in the preliminary state in which the individual effect 5 was executed is displayed in the small screen 26a. That is, the sub-control device 20 as the specific operation effect control means can execute a notification effect capable of notifying the selection result of the individual effect selected by the sub-control device 20 (individual effect control means) in a game before the precursor effect (specific effect) is executed as the specific operation effect. In particular, it can execute a notification effect capable of notifying the selection result of the individual effect selected by the sub-control device 20 (individual effect control means) in the first game in which the effect game state is controlled to the precursor state (specific effect game state).
[0313] Further, when the effect button 2d is operated, in addition to the precursor state history image, an elapsed game number image 27 indicating the number of games executed from the start of the current precursor state to that point is displayed in the lower right of the screen of the main display 8 as the history information during the precursor state.
[0314] Therefore, by the player operating the effect button 2d in a predetermined game during the precursor effect, the specific operation effect is executed, and it becomes possible to confirm the type of individual effect executed in the first game in the precursor state before the current precursor effect occurs, and the history information during the precursor state such as the number of games in the precursor state executed up to that point. Also, the sub-control device 20 can execute a specific operation effect when the effect button 2d is operated during a predetermined number of games (for example, 3 games) after the start of the precursor effect.
[0315] On the other hand, even if the operation of the effect button 2d is enabled, if the effect button 2d is not operated, as shown in FIG. 18(c), the small screen 26a is not displayed and the precursor effect 1 image 25 is displayed as it is.
[0316] Also, the operation of the effect button 2d is enabled also in the second game of the precursor effect. Therefore, even when the effect button 2d is operated during the execution of the game in the second game of the precursor effect, as shown in FIG. 18(e), the small screen 26a and the elapsed game number image 27 are displayed. The precursor state history image at this time is the same as the image in the first game, but the elapsed game number image 27 is updated by one game.
[0317] Although illustration is omitted, since the operation of the effect button 2d is enabled during the execution of the first three games of the preliminary effect, even when the effect button 2d is operated during the execution of the third game of the preliminary effect, the same image as described above will be displayed. In addition, the small screen 26a is displayed until a predetermined time (5 seconds) elapses from the time when the effect button 2d is operated in each game, and is erased based on the elapse of the predetermined time. Regarding the elapsed game number image 27, when the effect button 2d is operated in a predetermined game, it is continuously displayed until the subsequent preliminary effect ends.
[0318] As described above, when the effect button 2d is operated during a predetermined period (for example, until three games are executed) during the execution of the preliminary effect, the preliminary state history image and the elapsed game number image 27 are displayed as the process information in the preliminary state. Therefore, the player can enjoy the preliminary effect while checking the process information in the preliminary state, and it becomes possible to attract the player's interest in the preliminary effect.
[0319] In addition, as described above, since the selection rate of the types of individual effects executed in the first half of the preliminary state changes depending on whether the preliminary state is a fake preliminary state or a real preliminary state, the player's sense of expectation for the occurrence of the AT state changes by checking the preliminary state history image, and it becomes possible to improve the interestingness of the game. In addition, when the displayed preliminary state history image is selected with a high probability in the case of the real preliminary state, it becomes possible to improve the player's sense of expectation. In addition, since the process information in the preliminary state is displayed based on the operation of the effect button 2d, it becomes possible to select whether to display the process information according to the player's preference.
[0320] In addition, the selection rate for the number of games in the premonition state changes depending on whether the premonition state is a fake premonition state or a real premonition state, so by displaying this information in the same way as the premonition state history image, it is possible to change the player's expectations regarding the occurrence of the AT state, thereby making it possible to increase the interest of the game.
[0321] Also, at the time a premonition effect is executed, there is a high possibility that the player will have forgotten the type of individual effect that was already executed several dozen games ago; however, even in such a case, by displaying various information, the player can check the circumstances surrounding the occurrence of this premonition effect, making it possible to provide a gaming environment that satisfies the player. Similarly, even if the player forgets the number of games played during the premonition state, it is possible to confirm the number of games at that time, and to predict, for example, in which game during the premonition state the premonition effect occurred, and how many more games the premonition effect will continue, etc. In particular, when the premonition state continues for 32 games, this premonition state is confirmed, and there is a risk that the player will be extremely disappointed due to a misconception of the number of games played during the premonition state, but in this embodiment, it is possible to prevent such a situation from occurring. Furthermore, since the player does not need to remember the number of games played during the premonition state for each game, the player can play the game with peace of mind.
[0322] Furthermore, if the effect button 2d is operated between the start of the premonition effect and the execution of a predetermined number of games (e.g., 3 games), a premonition state history image and a number of games played image 27 are displayed, which makes it possible to prevent overlap with other button effects during the premonition effect, and makes it possible to execute various effects without any problems.
[0323] In addition, in this embodiment, when the effect button 2d is operated, the type of individual effect in the first game of the precursor state is notified. However, the type of individual effect in other games may also be notified. Also, since there is a possibility that no individual effect is executed in the first game of the precursor state, in that case, the type of individual effect that was first executed when transitioning to the precursor state may be notified, or the type of individual effect that was executed most frequently during the precursor state (the first half) may be notified. Also, in the first game of the precursor state, it is ensured that some individual effect is executed, and when the effect button 2d is operated, the type of individual effect in the first game of the precursor state may be notified.
[0324] Also, the precursor state history image is erased when a predetermined time has elapsed since the effect button 2d was operated, but it may also be continuously displayed until the precursor effect ends. Also, the period during which the effect button 2d is enabled may be other than the above, and it may be enabled only in the first game of the precursor effect, or may be always enabled during the precursor effect. Also, during the period when the effect button 2d is enabled, if another button effect is executed, the other button effect may be preferentially executed, and during this period, when the effect button 2d is operated, the precursor state history image and the elapsed game number image 27 may not be displayed. Also, each time the effect button 2d is operated, the display combinations of the precursor state history image being non-displayed and the elapsed game number image 27 being non-displayed, the precursor state history image being displayed and the elapsed game number image 27 being non-displayed, the precursor state history image being non-displayed and the elapsed game number image 27 being displayed, and the precursor state history image being displayed and the elapsed game number image 27 being displayed may be repeatedly displayed in a predetermined order. The precursor effect is executed as described above.
[0325] [Lottery table used when determining the number of consecutive effect games] Next, with reference to FIG. 19, the lottery for the number of consecutive effect games will be described.
[0326] As described above, in the main control device 10, role lottery is performed based on the execution of the game, and bonus role lottery is also performed during this lottery. When winning the bonus role, the game will be executed while the bonus role is carried over until the bonus role wins.
[0327] Also, in the sub-control device 20, when lottery related to winning the bonus role is performed based on the control information from the main control device 10, continuous effects are executed over a plurality of games (for example, 3 games). For example, when winning the cherry role which may overlap with the bonus role, continuous effects are executed. When winning the bonus role, continuous effects are executed to notify that the bonus role has been won as the effect result. When not winning the bonus role, continuous effects are executed to notify that the bonus role has not been lost as the effect result.
[0328] The period (number of games) during which continuous effects are executed is controlled by the main control device 10. In the sub-control device 20, effect control corresponding to the continuous effects is performed during the period of the continuous effects controlled by the main control device 10. Therefore, the period during which continuous effects are executed is determined by the main control device 10.
[0329] FIG. 19 shows a lottery table used by the main control device 10 to determine the number of games of continuous effects when winning a rare role. Note that the lottery for the number of games of continuous effects is performed by the main control device 10 by lottery of random numbers for the number of games lottery. In FIG. 19, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the above random numbers is performed at the start of the game when winning the rare role.
[0330] As shown in Fig. 19, when winning a rare role and also winning a bonus role (regular bonus role or big bonus role), the number of consecutive performance games is set to 3 games with a probability of 64 / 256, 4 games with a probability of 64 / 256, 5 games with a probability of 64 / 256, and 6 games with a probability of 64 / 256.
[0331] Also, when winning a rare role but not winning a bonus role, the number of consecutive performance games is set to 3 games with a probability of 96 / 256, 4 games with a probability of 96 / 256, 5 games with a probability of 32 / 256, and 6 games with a probability of 32 / 256.
[0332] During the period when the games for the number of games determined as above are executed, the consecutive performance will be executed. In this embodiment, the main control device 10 does not perform control (such as sending control information) to immediately execute the consecutive performance when winning a rare role, but inserts a waiting period for a predetermined number of games before starting the consecutive performance so that the consecutive performance ends when 8 games are executed after winning a rare role.
[0333] Therefore, for example, when 3 games are selected as the number of consecutive performance games, the consecutive performance will start after the elapse of a waiting period for 5 games after winning a rare role, and when 6 games are selected as the number of consecutive performance games, the consecutive performance will start after the elapse of a waiting period for 2 games after winning a rare role. This is because when winning a rare role, there is a possibility that the lottery for the transition to the AT state is also performed, and in that case, the shortest number of games in the precursor state may be selected as 8 games. Therefore, by setting the period from winning a rare role to the end of the consecutive performance to 8 games, it is to enhance the anticipation of both the transition to the AT state and the winning of the bonus role when winning a rare role.
[0334] In addition, if a bonus role is won and a symbol combination corresponding to the bonus role is derived before or during the continuous performance, the continuous performance will not be executed or will be forcibly ended.
[0335] Since the number of games for the continuous performance is determined as described above, the continuous performance is executed for various periods. Therefore, it is possible to improve the entertainment value of the game. In addition, a comparatively larger number of games of continuous effects is selected when a bonus combination is won than when no bonus combination is won. Therefore, the longer the execution period of the continuous performance, the higher the player's expectations for winning the bonus role can be.
[0336] In addition, the continuous performance is always executed when a rare combination is won, but the continuous performance may be executed with a predetermined probability (for example, 60%), or when a rare combination that does not win a bonus combination is won, the continuous performance may be executed with a predetermined probability. Also, when a rare combination is won, if a bonus combination is not won and the game does not move to a premonition state, the continuous performance may not be executed. In addition, when a rare combination is won, the above-mentioned waiting period may not be inserted, and continuous performances for the determined number of games may be immediately executed. The number of games for consecutive effects is determined in this manner.
[0337] [Lottery table used to determine the type of continuous performance] Next, the selection of the type of continuous effects will be described with reference to FIG.
[0338] As described above, the main control device 10 determines the number of games to be played when executing a continuous performance, whereas the sub-control device 20 determines the type of continuous performance based on the number of games to be played in the continuous performance. The continuous performance is a performance executed by the sub-control device 20 operating various main displays, speakers 9, and lamps 11. For example, it is executed by displaying a predetermined continuous performance image on the main display 8. In the sub-control device 20, based on the information indicating the number of games of the continuous performance transmitted from the main control device 10, one of the continuous performances 1 to 3 described later is determined.
[0339] Figure 20 shows a lottery table used when the sub-control device 20 determines the type of continuous performance when executing the continuous performance. Note that the lottery for the type of continuous performance is performed by the main control device 10 by lottery of random numbers for continuous performance type lottery. In Figure 20, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the above random numbers is performed when receiving the number of games of the continuous performance.
[0340] As shown in Figure 20, when it is determined that the number of games of the continuous performance is 3 games, setting the type of continuous performance to continuous performance 1 is determined with a probability of 128 / 256, setting it to continuous performance 2 is determined with a probability of 96 / 256, and setting it to continuous performance 3 is determined with a probability of 32 / 256.
[0341] Also, when it is determined that the number of games of the continuous performance is 4 games, setting the continuous performance to continuous performance 1 is determined with a probability of 96 / 256, setting it to continuous performance 2 is determined with a probability of 128 / 256, and setting it to continuous performance 3 is determined with a probability of 32 / 256.
[0342] Also, when it is determined that the number of games of the continuous performance is 5 games, setting the continuous performance to continuous performance 1 is determined with a probability of 64 / 256, setting it to continuous performance 2 is determined with a probability of 96 / 256, and setting it to continuous performance 3 is determined with a probability of 96 / 256.
[0343] In addition, if the number of games in the consecutive performance is determined to be 6, the probability of consecutive performance 1 is determined to be 64 / 256, the probability of consecutive performance 2 is determined to be 64 / 256, and the probability of consecutive performance 3 is determined to be 128 / 256.
[0344] Since the type of continuous performance is determined as described above, various continuous performances with different performance modes can be executed. Therefore, it is possible to improve the entertainment value of the game. In addition, the more games with consecutive effects, the higher the possibility that consecutive effects 2 will be selected over consecutive effects 1, or consecutive effects 3 will be selected over consecutive effects 2. As mentioned above, the more consecutive games there are, the higher the chance of winning a bonus role. Therefore, the larger the number classifying the consecutive roles, the higher the player's expectations of winning a bonus role.
[0345] The number of types of consecutive effects and the probability of selecting each consecutive effect may be other than those described above, and each consecutive effect may be selected at a uniform selection rate. Also, consecutive effects that are not selected depending on the number of games of a predetermined consecutive effect may be provided. For example, when the number of games of the consecutive effect is 3, consecutive effect 3 may not be selected, and when the number of games of the consecutive effect is 6, consecutive effect 1 may not be selected. In this manner, the type of continuous performance is determined.
[0346] [Continuous performance] Next, with reference to FIG. 21, a description will be given of the performance images displayed on the main display device 8 under the control of the sub-control device 20 when the continuous performances 1 to 3 are executed.
[0347] In this embodiment, successive performances are basically executed in the form of a battle between a main character and an enemy character, with the content of the battle varying depending on the type of successive performance. Figure 21 shows the production images displayed on the main display 8 corresponding to the continuous productions 1 to 3.
[0348] First, Fig. 21(a) shows the production image on the main display 8 when the continuous production 1 is executed. As shown in Fig. 21(a), when the continuous production 1 is executed, the protagonist character image 28a and the enemy character image 28b appear on the screen of the main display 8, and a production image (video) showing the protagonist character image 28a and the enemy character image 28b fighting across the games during the continuous production is displayed.
[0349] In this case, it is preferable to display a production image (video) in which the protagonist character image 28a and the enemy character image 28b repeat offense and defense for each game during the continuous production. Then, in the final game of the continuous production (for example, after the game ends), if the player has won the bonus role, a result image showing the victory of the protagonist character image 28a is displayed, and if the player has not won the bonus role, a result image showing the victory of the enemy character image 28b is displayed, thereby notifying whether the player has won the bonus role.
[0350] Next, Fig. 21(b) shows the production image on the main display 8 when the continuous production 2 is executed. As shown in Fig. 21(b), when the continuous production 2 is executed, the protagonist character image 28a, the enemy character image 28b, and the roulette image 28c are displayed on the screen of the main display 8, and a production image (video) showing the protagonist character image 28a and the enemy character image 28b playing the roulette game across the games during the continuous production is displayed.
[0351] In this case, it is preferable to display a result image in which both the protagonist character image 28a and the enemy character image 28b play the roulette game for each game during the continuous production and all are losers ("×" in the figure) until the final game. Then, in the final game of the continuous performance (for example, after the end of the game), if a bonus role has been won, a result image showing the main character image 28a as a winner ("O" in the figure) is displayed, and if the bonus role has not been won, a result image showing the enemy character image 28b as a winner ("O" in the figure) is displayed, thereby informing the player whether or not a bonus role has been won.
[0352] Next, FIG. 21(c) shows an effect image on the main display device 8 when continuous effect 3 is executed. As shown in FIG. 21(c), when continuous performance 3 is executed, a main character image 28a, an enemy character image 28b, and a slot image 28d are displayed on the screen of the main display 8, and a performance image (video) showing the main character image 28a and the enemy character image 28b playing a slot game is displayed across the games during the continuous performance.
[0353] In this case, it is preferable that in each game during the continuous performance, both the main character image 28a and the enemy character image 28b play a slot game, and that result images that are all loses (combinations other than "7·7·7") are displayed until the final game. Then, in the final game of the continuous performance (for example, after the end of the game), if a bonus role has been won, a result image of the main character image 28a indicating a win (the combination "7·7·7") will be displayed, and if a bonus role has not been won, a result image of the enemy character image 28b indicating a win (the combination "7·7·7") will be displayed, thereby informing the player whether or not a bonus role has been won.
[0354] As described above, each time the continuous performances 1 to 3 are executed, various performance images corresponding to the continuous performances are displayed on the main display 8. Therefore, it is possible to improve the entertainment value of the game when a continuous performance is executed. Furthermore, since it is possible to allow the player to clearly recognize the type of continuous performance that has been executed, it is possible to reliably change the player's sense of expectation.
[0355] In addition, the production images (videos) displayed during the continuous production may be other than those described above, and any images may be used as long as the player can recognize the type of continuous production and can be informed of the presence or absence of winning a bonus combination. Also, in addition to the main display 8 during the continuous production, corresponding production images may also be displayed on the sub-display 17. Also, for example, by displaying the remaining number of games of the continuous production during the continuous production, an image that allows the player to recognize the execution period of the continuous production may be displayed. In this way, the player can grasp the period during which the special lottery described later is executed. In addition, the above continuous production is also executed when notifying the winning of a bonus combination but when notifying the winning of the AT state (during the preliminary production). As described above, production images are displayed during the continuous production.
[0356] [Lottery table used when conducting a special lottery during continuous production] Next, with reference to FIG. 22, the special lottery performed by the main control device 10 during the continuous production will be described.
[0357] As described above, based on winning a rare combination by executing a game, a continuous production related to a bonus combination lottery is executed on the main display 8 or the like. This continuous production is continuously executed until a predetermined number of games determined in advance by the main control device 10 are executed. In the present embodiment, the main control device 10 conducts a special lottery for granting the right to shift to the AT state in the games during the continuous production.
[0358] That is, during the normal gaming state, the main control device 10 can grant the right to shift to the AT state not only in the AT state shift lottery in the predetermined games described above but also in the special lottery in the games during the continuous production. And, as a result of a special lottery during continuous performance when winning the bonus role, if the right to transition to the AT state is granted, the game state will transition to the AT state after the end of the bonus state. If the right to transition to the AT state is not granted, the game state will transition to the normal game state after the end of the bonus state. However, even in this case, if winning the lottery for transitioning to the AT state during the bonus state, it will transition to the AT state.
[0359] On the other hand, even during continuous performance when not winning the bonus role, a special lottery is conducted. As a result of this special lottery, if the right to transition to the AT state is granted, the game state will transition to the AT state after the end of the continuous performance. Also, in the case of continuous performance when not winning the bonus role, usually, an image where the main character loses will be displayed as a result of the continuous performance. However, as a result of the special lottery during this continuous performance, if the right to transition to the AT state is granted, similar to the case of winning the bonus role, the image will be changed to an image where the main character wins and it will be notified that the AT state has been won.
[0360] That is, in this case, the sub-control device 20 rewrites the result of the continuous performance to an image where the main character wins based on the winning information by the special lottery. Thus, in a situation where an image where the main character loses would originally be displayed and it would be notified that the bonus role has not been won, it is changed to an image where the main character wins and it is notified that the AT state has been won.
[0361] Also, the main control device 10 does not always conduct the above-mentioned special lottery by executing the game during continuous performance. Instead, it conducts the special lottery only when it is derived twice that the lottery result for the role in the game during continuous performance is a losing result where no role is won. For example, when the number of games in a continuous performance is determined to be 5 times, if a losing lottery result is derived in the first game, no special lottery is conducted yet. When a second losing lottery result is derived in a subsequent game (for example, the fifth game), a special lottery will be conducted.
[0362] Note that the lottery mode of the special lottery may be other than the above, as long as one special lottery is conducted when the losing lottery results are derived two or more times. For example, when the lottery for roles in the last game of the continuous performance ends and the losing lottery results have been derived two or more times, a special lottery may be conducted. Also, when the losing lottery results are derived three or more times, additional special lotteries may be conducted accordingly.
[0363] Therefore, the more games there are in the continuous performance, the higher the possibility of deriving more losing lottery results, and thus the higher the possibility of conducting a special lottery. In this embodiment, the condition for conducting a special lottery is set when the losing lottery results are derived twice, which corresponds to the number of types of bonus roles (two types).
[0364] As described above, in the games during the continuous performance, since the priority control of minor roles is performed, only when a losing lottery result is derived, the symbol combination corresponding to the bonus role can be stopped on Reel 4. Therefore, in the first game where the losing lottery result is derived, a stop operation aiming at the symbol combination corresponding to the big bonus role can be performed, and in the second game where the losing lottery result is derived, a stop operation aiming at the symbol combination corresponding to the regular bonus role can be performed. If a bonus role is won, the symbol combination corresponding to the bonus role will stop in one of the games; if a bonus role is not won, the symbol combination corresponding to the bonus role will not stop in any of the games.
[0365] That is, when not winning the bonus combination, in the game during the continuous performance, a player who performs a pressing operation on the symbol combination corresponding to the bonus combination will recognize that they have not won the bonus combination even if the continuous performance has not ended yet when the losing lottery result has been derived twice.
[0366] On the other hand, in the present embodiment, when the losing lottery result has been derived twice in the game during the continuous performance, since the special lottery is performed as described above, even if it is found during the continuous performance that the player has not won the bonus combination as a result of performing a pressing operation on the symbol combination corresponding to the bonus combination in the game during the continuous performance, it is possible to prevent the player's sense of expectation from decreasing.
[0367] FIG. 22 shows a lottery table used when performing a special lottery when the losing lottery result has been derived twice in the game during the continuous performance. The special lottery is performed by the main control device 10 by lottery of random numbers for special lottery. In FIG. 22, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the above random numbers is performed at the start of the game when the losing lottery result of the second time is derived.
[0368] As shown in FIG. 22, for example, when the set value in the probability setting device 14 is set value 1, it is determined with a probability of 246 / 256 that it is non-winning (losing) in the AT state, and it is determined with a probability of 8 / 256 that it is winning in the AT state to which 30 games are given as the initial number of games, and it is determined with a probability of 2 / 256 that it is winning in the AT state to which 50 games are given as the initial number of games.
[0369] Also, for example, when the set value in the probability setting device 14 is setting 6, it is determined with a probability of 223 / 256 that the AT state is a non-winning (losing) state, and it is determined with a probability of 32 / 256 that the AT state is a winning state with 30 games given as the initial number of games, and it is determined with a probability of 1 / 256 that the AT state is a winning state with 50 games given as the initial number of games. Also, although the explanation is omitted, special lotteries are also conducted for settings 2 to 5 with the illustrated probabilities.
[0370] Since the special lottery is conducted as described above, as a tendency, the higher the set value in the probability setting device 14, the higher the probability of winning the special lottery. Therefore, in the game arcade, it becomes possible to adjust the occurrence frequency of the AT state. Also, it becomes possible to enhance the expectation of the players who are playing with a high set value. Also, overall, when the set value in the probability setting device 14 is an even value, the probability of winning the special lottery is higher than when it is an odd value. On the other hand, when it is an odd value, the probability of winning the AT state with 50 games is higher than when it is an even value. Therefore, the occurrence mode of the AT state changes depending on the parity of the set value, and it becomes possible to make the occurrence mode of the AT state more diverse and improve the interestingness.
[0371] Also, as described above, the special lottery is conducted when the number of losing lottery results in the games during the continuous performance is equal to the number of types of bonus roles (2 times). Therefore, even if it is found halfway through the continuous performance when not winning the bonus role by the eye-pressing operation that one has not won the bonus role, it is possible to prevent the expectation of the player from decreasing.
[0372] Note that the special lottery may be other than the above as long as it is conducted when the number of losing lottery results in the games during the continuous performance is equal to the number of types of bonus roles. For example, if three types of bonus roles are set, the special lottery may be conducted when the number of losing lottery results is derived three times. Also, in consideration of the player's pressing error, a special lottery may be conducted when a losing lottery result is derived more times (for example, three times) than the number of types of bonus winning combinations. Also, in the game during the period including the continuous performance period and the waiting period until the continuous performance starts when winning a rare winning combination, a special lottery may be conducted when a losing lottery result is derived by the number of types of bonus winning combinations. Also, as a privilege given when winning the special lottery, it may be in the CZ state or the high probability state. The special lottery is conducted as described above.
[0373] [Lottery table used when adding extra games during the AT state] Next, with reference to FIG. 23, the lottery for adding extra games performed by the main control device 10 during the AT state will be described.
[0374] In the present embodiment, the main control device 10 performs a lottery for adding a predetermined number of games to the remaining number of games in the game during the AT state (additive). The main control device 10 performs the additive lottery based on the lottery result of the winning combination in the game during the AT state. When winning the additive lottery, a predetermined number of games are added to the remaining number of games at that time, so that the continuation period of the AT state is extended accordingly. When the additive lottery is conducted, it is preferable to perform an effect for notifying the additive lottery result on the main display 8 or the like.
[0375] FIG. 23 shows a lottery table used when performing the additive lottery in the game during the AT state (including the ED state). The additive lottery is conducted by the main control device 10 by lottery of random numbers for the additive lottery. In FIG. 23, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. Also, the extraction of the above random numbers is performed at the start of the game when winning the winning combination that is the lottery trigger.
[0376] As shown in FIG. 23, for example, when winning the replay role, the addition of 0 games, that is, no addition, is determined with a probability of 255 / 256, the addition of 5 games is determined with a probability of 0 / 256, the addition of 10 games is determined with a probability of 0 / 256, the addition of 20 games is determined with a probability of 0 / 256, and the addition of 30 games is determined with a probability of 1 / 256.
[0377] Also, for example, when winning the cherry role, the addition of 0 games, that is, no addition, is determined with a probability of 0 / 256, the addition of 5 games is determined with a probability of 0 / 256, the addition of 10 games is determined with a probability of 128 / 256, the addition of 20 games is determined with a probability of 64 / 256, and the addition of 30 games is determined with a probability of 64 / 256. Also, although the description is omitted, for the bell role (both the push-order bell role and the common bell role) and the watermelon role, the additional draw is performed with the probabilities shown in the figure.
[0378] Since the additional draw is performed as described above, when winning the rare role, the probability of winning the additional draw is higher than when winning other roles. Therefore, when winning the rare role during the AT state, it is possible to enhance the player's sense of expectation. Also, when winning the replay role, the probability of winning the additional draw is extremely low, but when winning, the maximum of 30 games will be added. Therefore, it is possible to perform an unexpected additional draw and improve the interestingness.
[0379] In addition, when winning the cherry role, all of the 10 to 30 game counts may be added on, while when winning the watermelon role, only 10 games and 30 games are the possible game counts to be added on. Therefore, a more distinct added-on mode can be formed, making it possible to enhance the interestingness.
[0380] Note that the tables to be referred to may be different between the AT state other than the ED state and during the ED state. Also, when the tables to be referred to are made different between the AT state other than the ED state and during the ED state, the winning probability for the add-on and the number of games that can be added on may be made different in their respective tables. Also, the number of games to be added on may be other than the above, and a number of games greater than 30 may be added on. The add-on lottery is conducted as described above.
[0381] [Lottery table used when determining the transition of the AT state and the addition of the number of games in the AT state during the bonus state] Next, with reference to FIG. 24, the transition lottery of the AT state and the add-on lottery of the number of games, which are performed by the main control device 10 during the bonus state, will be described.
[0382] In the present embodiment, the main control device 10 conducts a transition lottery of the AT state in the games during the bonus state. When winning this transition lottery of the AT state, after the end of the bonus state, the gaming state is transitioned to the AT state. Also, in the games after winning the above transition lottery of the AT state and in the games during the bonus state that have transitioned to the AT state, that is, in the games during the bonus state where the right to transition to the AT state has already been granted, instead of the transition lottery of the AT state, an add-on lottery of the number of games is conducted to add a predetermined number of games to the remaining number of games in the AT state.
[0383] In addition, in the main control device 10, the transition lottery and the additional draw of the AT state during the bonus state are performed based on the lottery result of the role in the game during the bonus state. When the transition lottery or the additional draw of the AT state is performed, it is preferable to perform an effect for notifying the lottery result on the main display 8 or the like.
[0384] FIG. 24 shows a lottery table used when performing the transition lottery and the additional draw of the AT state in the game during the bonus state. Each lottery is performed by the main control device 10 by lottery of corresponding random numbers. In FIG. 24, the acquisition range (number) of the random number values to be acquired is set to 256, and the number of winning values (winning) among them is shown respectively. In addition, the extraction of the random numbers is performed at the start of the game in which the role that is the lottery trigger wins.
[0385] First, FIG. 24(a) shows the transition probability of the AT state at the time of winning each role in each game during the bonus state where the right to transition to the AT state is not granted. As shown in FIG. 24(a), for example, when winning the replay role, not transitioning to the AT state (losing) is determined with a probability of 254 / 256, transitioning to the AT state with an initial game count of 30 games is determined with a probability of 1 / 256, and transitioning to the AT state with an initial game count of 50 games is determined with a probability of 1 / 256.
[0386] Also, for example, when winning the cherry role, not transitioning to the AT state (losing) is determined with a probability of 128 / 256, transitioning to the AT state with an initial game count of 30 games is determined with a probability of 64 / 256, and transitioning to the AT state with an initial game count of 50 games is determined with a probability of 64 / 256. Also, although the description is omitted, when winning the bell role (both the pressing-order bell role and the common bell role) and the watermelon role, the transition lottery of the AT state is also performed with the illustrated probabilities.
[0387] Since the transition lottery for the AT state is conducted during the bonus state as described above, if a player wins a rare role, the probability of winning the transition lottery for the AT state is higher than when winning other roles. Therefore, if a player wins a rare role in a game during the bonus state, it is possible to enhance the player's sense of anticipation.
[0388] Also, even for the same rare role, when winning the cherry role, the probability of transitioning to the AT state is higher than when winning the watermelon role. On the other hand, if winning the transition lottery for the AT state by winning the watermelon role, it will definitely transition to the AT state for 50 games. Therefore, it is possible to form a more distinct AT state transition pattern, which can improve the interestingness.
[0389] Next, Fig. 24(b) shows the probability of adding extra games when winning each role in each game during the bonus state where the right to transition to the AT state is granted. As shown in Fig. 24(b), for example, when winning the replay role, the probability that no extra games, i.e., no addition of games, is determined with a probability of 255 / 256. The probability that 5 games are added is determined with a probability of 0 / 256. The probability that 10 games are added is determined with a probability of 0 / 256. The probability that 20 games are added is determined with a probability of 0 / 256. The probability that 30 games are added is determined with a probability of 1 / 256.
[0390] Also, for example, when winning the cherry role, the probability that no extra games, i.e., no addition of games, is determined with a probability of 0 / 256. The probability that 5 games are added is determined with a probability of 0 / 256. The probability that 10 games are added is determined with a probability of 128 / 256. The probability that 20 games are added is determined with a probability of 64 / 256. The probability that 30 games are added is determined with a probability of 64 / 256. Although the description is omitted, when winning the bell role (both the pressing - order bell role and the common bell role) and the watermelon role, the extra - game lottery is also conducted with the illustrated probabilities.
[0391] As described above, in games during the bonus state, a lottery is held to add to the number of games played for the AT state to which transition rights have already been granted. Therefore, if you win a rare role, your chances of winning the additional lottery are higher than if you win any other role. Therefore, when a rare combination is won in a game during a bonus state, it is possible to increase the player's sense of expectation.
[0392] Also, even if the same rare role is played, if a cherry role is won, the probability of the number of games being added is higher than if a watermelon role is won, whereas if a watermelon role is won and the player is entered into the additional lottery, the probability of the maximum of 30 games being added is higher. This makes it possible to create a more dramatic number of games being added, thereby increasing the fun factor.
[0393] In addition, if the right to transition to the AT state has already been granted, a lottery is held to add to the number of games. However, even when the right to transition to the AT state has been granted, a lottery to transition to the AT state is held in the same way as when the right to transition to the AT state has not been granted, and if the lottery is won, the right to cause the AT state to occur again is granted (stocked). As described above, a lottery for transition to the AT state and an additional lottery are held during the bonus state.
[0394] [Number of payouts when ending the advantageous zone during the big bonus state in the ED state and number of games remaining in the AT state] Next, referring to FIG. 25, a control for ending the advantageous zone during a big bonus state that occurs during the ED state will be described.
[0395] As described above, in this embodiment, if a restriction function (so-called limiter) is activated while an AT state is occurring, the main control unit 10 performs control to forcibly terminate the AT state by ending the advantageous zone. In addition, the main control device 10 controls the AT state to the ED state before a predetermined period during which the above-described restriction function operates.
[0396] By shifting to this ED state, it invalidates the lottery for adding extra game counts in subsequent games and performs an effect of blessing in advance that the AT state reaches the upper limit by the main display 8 or the like. Note that the lottery for adding extra game counts may be performed even during the ED state.
[0397] In the present embodiment, the main control device 10 controls the transition to the above-described ED state based on the number of games in the advantageous section. Specifically, before the advantageous section restriction condition is satisfied (for example, when the game is executed 1500 times), when the number of games in the advantageous section during the AT state reaches a predetermined number of games (for example, 1200 times), the main control device 10 causes a transition to the ED state. That is, the main control device 10 includes a pre-stage determination means capable of determining that it has reached a pre-stage before the advantageous section restriction condition is satisfied before the advantageous section restriction condition is satisfied. When the pre-stage determination means determines that it has reached the above-described pre-stage when the number of games in the advantageous section during the AT state reaches a predetermined number of games (for example, 1200 times), it causes a transition to the ED state based on the number of games in the advantageous section. During the ED state based on the number of games in the advantageous section, the main control device 10 does not subtract the remaining number of games in the AT state. Therefore, the ED state continues until the number of games in the advantageous section reaches a predetermined number (1500 games when the restriction function operates) during the ED state.
[0398] In addition to the ED state based on the number of games in the advantageous section, when the number of medals paid out during the advantageous section reaches a predetermined number (for example, 2000 pieces), a transition may be made to the ED state (ED state based on the number of medals paid out). Also, when transitioning to the ED state based on the number of medals paid out, an effect may be performed to pre - bless that the AT state reaches the upper limit by means of the main display 8 or the like. Also, different effects may be performed depending on the ED state based on the number of advantageous - interval games and the ED state based on the number of medals paid out.
[0399] Also, the transition condition for the ED state based on the number of medals paid out may be other than the above. Calculate the subsequent predicted number of medal payouts derived from the remaining number of games in the AT state, and when the total predicted number of medal payouts obtained by adding the predicted number of medal payouts reaches the above - mentioned upper limit number of medals, it may be made to transition to the ED state. Also, when transitioning to the ED state based on the number of advantageous - interval games, subtraction of the remaining number of games in the AT state is not performed, and the ED state is continued until the number of advantageous - interval games reaches a predetermined number (1500 games). However, even during the ED state, the remaining number of games in the AT state may be subtracted, and when this remaining number of games runs out, the ED state may be terminated. In this case, since the remaining number of games in the AT state may run out before the number of advantageous - interval games reaches the predetermined number (1500 games), the ED state may end before the restriction function operates.
[0400] Also, in the present embodiment, the main control device 10 designates the bonus state occurring during the ED state based on the number of advantageous - interval games as a specific bonus state, and performs specific advantageous - interval restriction control to end the advantageous interval based on the establishment of specific advantageous - interval restriction conditions during the specific bonus state. Therefore, the specific advantageous - interval restriction control is executed on the condition of the transition to the ED state based on the number of advantageous - interval games. That is, the main control device 10 as the pre - stage determination means can make the specific advantageous - interval restriction conditions hold on the condition of determining the reach to the pre - stage where the advantageous - interval restriction conditions hold before the advantageous - interval restriction conditions are made to hold.
[0401] Further, in the main control device 10, the specific advantageous section restriction control is executed based on the number of medals paid out during the bonus state in a specific bonus state and the remaining number of games in the AT state. Specifically, during the bonus state, the main control device 10 monitors the number of medals paid out during the bonus state by counting with a payout counter, and when the value of the payout counter exceeds a predetermined number (130 medals in the big bonus state and 80 medals in the regular bonus state), the bonus state is terminated. However, when the relationship between the payout counter that changes for each game and the remaining number of games in the AT state at that time shows a specific relationship set in advance, the specific advantageous section restriction condition is satisfied. That is, the main control device 10 as the specific advantageous section restriction means enables the specific advantageous section restriction condition to be satisfied based on the remaining number of games that can continue the AT state (the first specific game state) and the number of game value (payout number) given in a specific bonus state (the third specific game state).
[0402] Then, based on the satisfaction of the specific advantageous section restriction condition in a specific bonus state, the main control device 10 shifts the game section from the advantageous section to the normal section. That is, the main control device 10 as the advantageous section restriction means includes a specific advantageous section restriction means capable of satisfying the specific advantageous section restriction condition when the game state is controlled to a specific bonus state (the third specific game state) by the main control device 10 (the third specific game state control means).
[0403] Further, since the main control device 10 continues the bonus state until the payout counter reaches the upper limit value, even if the game section shifts from the advantageous section to the normal section, the bonus state continues when the payout counter has not reached the upper limit value. Also, the advantageous section transition condition during the normal section is satisfied even when a predetermined winning result (for example, the push order bell combination) is derived in the games during the bonus state. Therefore, when the advantageous section transition condition is satisfied during the continued bonus state, the game section shifts from the normal section to the advantageous section during the bonus state.
[0404] Therefore, based on the establishment of the specific advantageous section restriction conditions in a specific bonus state, the game section shifts to the normal section, and then, based on the establishment of the subsequent advantageous section transition conditions, the bonus state continues in the new advantageous section. That is, when the game section is controlled from the advantageous section to the normal section based on the establishment of the specific advantageous section restriction conditions, the main control device 10 as the third specific game state control means enables the continuation of a specific bonus state (third specific game state) in the new advantageous section based on the establishment of a predetermined advantageous section transition condition.
[0405] FIG. 25 is a chart showing a specific relationship between the value of the payout counter during the bonus state and the number of remaining games in the AT state at that time (the number of remaining games in the AT state at the end of the advantageous section), where the specific advantageous section restriction conditions are satisfied in the above-mentioned specific bonus state (big bonus state). Note that FIG. 25 shows a specific relationship during the big bonus state as a specific bonus state.
[0406] Also, the determination of the establishment of the specific advantageous section restriction conditions is made at the start of the game. Therefore, at the start of the game, the payout counter updated by the medal payout until the previous game is referred to. Also, since the number of remaining games in the AT state is not updated (subtracted) during the bonus state, the number of remaining games at the start of the bonus state is referred to throughout the bonus state.
[0407] As shown in FIG. 25, for example, when the payout counter during a specific bonus state (big bonus state) is in the range of "0 to 10", and the number of remaining games in the AT state at that time is in the range of "0 to 20", the specific advantageous section restriction conditions are satisfied and the advantageous section ends.
[0408] Also, for example, when the payout counter during a specific bonus state (big bonus state) is in the range of "51 - 60", and the remaining number of games in the AT state at that time is in the range of "51 - 100", the specific advantageous section restriction condition is satisfied and the advantageous section ends.
[0409] Also, for example, when the payout counter during a specific bonus state (big bonus state) is in the range of "121 - 130", and the remaining number of games in the AT state at that time is "251 or more", the specific advantageous section restriction condition is satisfied and the advantageous section ends. Although the description is omitted, the other payout counters and the remaining number of games are also set as shown in the illustration.
[0410] Since the values of the payout counter during the bonus state and the value of the remaining number of games in the AT state at that time are set such that the specific advantageous section restriction condition is satisfied as described above, each value is set so that the remaining number of games increases as the payout counter increases. That is, in the early stage of a specific bonus state (big bonus state) where the payout counter is small, the possibility of the specific advantageous section restriction condition being satisfied is higher when the remaining number of games is less than when it is more. In the late stage of a specific bonus state (big bonus state) where the payout counter is large, each value is set such that the possibility of the specific advantageous section restriction condition being satisfied is higher when the remaining number of games is more than when it is less.
[0411] As described above, since the specific advantageous section restriction control is performed by the main control device 10, when the relationship between the value of the payout counter during a specific bonus state (big bonus state) and the value of the remaining number of games in the AT state becomes a specific relationship, the specific advantageous section restriction condition is satisfied and the game section shifts from the advantageous section to the normal section. As described above, since the determination of the satisfaction of the specific advantageous section restriction condition is made at the start of the game, the game section in this game shifts from the advantageous section to the normal section. That is, when operating the start lever 3, it is determined whether the specific advantageous section restriction condition is satisfied. If it is determined that the specific advantageous section restriction condition is satisfied, when the operation of the stop button 5 for stopping the last reel 4 in the game is completed, the game section will shift from the advantageous section to the normal section.
[0412] Also, when a specific bonus state (big bonus state) continues even after shifting to the normal section, based on the establishment of the advantageous section transition condition in the subsequent game, it will shift to a new advantageous section, and the specific bonus state (big bonus state) will continue in the new advantageous section.
[0413] Furthermore, during a specific bonus state (big bonus state), the previous advantageous section will end once. At that time, the counted value of the advantageous section game number (advantageous section game number counter) and the value of the net increase in medals will be initialized, and various data (such as the advantageous section game number) related to the advantageous section will be updated from the initial state due to the transition to a new advantageous section. That is, when shifting to a new advantageous section based on the establishment of the advantageous section transition condition during a specific bonus state (big bonus state), the monitoring control related to the previous restriction function becomes invalid due to the initialization of various data related to the advantageous section, and the monitoring control related to the restriction function in the new advantageous section will start from that point.
[0414] Therefore, when shifting to the ED state according to the advantageous section game number, since the AT state is approaching the end, the player's sense of expectation will decrease. However, when a specific bonus state (big bonus state) occurs, there is a possibility that the monitoring control related to the restriction function in the already operating advantageous section will be initialized. Therefore, even after the time when the AT state should end due to the restriction function originally, the AT state may continue, and it becomes possible to improve the player's once-decreased sense of expectation again.
[0415] In addition, since the specific advantageous zone limiting condition is established based on the number of medals paid out during a specific bonus state and the number of games remaining in the AT state at that time, the establishment of the specific advantageous zone limiting condition changes in various ways, making it possible to increase the interest of the game. In addition, since each value that will establish the specific advantageous zone restriction condition is set so that the number of remaining games increases as the payout counter increases, it is possible to adjust the balance of profits between the gaming facility and the player regarding the continuation of the AT state after the end of a specific bonus state (big bonus state).
[0416] In addition, since the specific advantageous zone restriction control is executed on the condition that the ED state transition occurs due to the number of advantageous zone games, it is possible to prevent the AT state from continuing beyond the period specified by the restriction function, making it possible to adjust the profit balance between gaming establishments and players.
[0417] In addition, if a specific favorable zone restriction condition is met during a specific bonus state (big bonus state), resulting in a transition to the normal zone, and then the favorable zone transition condition is not met (for example, if only the common bell role is won), the ED state will end when the bonus state ends. In addition, the value of the payout counter during a specific bonus state (big bonus state) that will establish the specific advantageous zone restriction condition and the value of the remaining number of games in the AT state may be other than those mentioned above, and may be anything that can form the above-mentioned trend.
[0418] In addition, the ED state in which the specific advantageous zone restriction condition can be established is set to an ED state based on the number of advantageous zone games, but the specific advantageous zone restriction condition may also be established in the ED state based on the number of medals paid out, as described above.
[0419] In addition, during the BB state (operation of the continuous operation device for the first type special feature), during JACIN (operation of the first type special feature), it is possible to control to a specific RT and not refer to the above table during that RT. During a specific bonus state (big bonus state) as described above, control is performed to end the advantageous section.
[0420] [Payout amount when resuming the AT state after the end of the big bonus state in the ED state and number of AT state games at the start of the advantageous section] Next, with reference to FIG. 26, the initial number of games of the AT state when resuming the AT state after the end of the big bonus state (specific bonus state) during the ED state depending on the number of games in the advantageous section will be described.
[0421] As described above, when a specific bonus state (big bonus state) occurs and a transition is made to a new advantageous section during the bonus state, the bonus state continues in the new advantageous section. In the present embodiment, the main control device 10 is capable of generating a new AT state (special AT state) after the end of the specific bonus state based on the fulfillment of the specific advantageous section restriction conditions during the specific bonus state (big bonus state). That is, the main control device 10 as the first specific game state control means is provided with a special first specific game state generation means capable of generating a special AT state as the special first specific game state based on the end of the specific bonus state (third specific game state) controlled in the new advantageous section.
[0422] Therefore, when a bonus state (big bonus state) occurs during the ED state as a specific bonus state and the specific advantageous section restriction conditions are fulfilled, and then the bonus state (big bonus state) that continued in the new advantageous section ends, a new AT state (special AT state) will resume.
[0423] In the main control device 10, when the above special AT state is generated, an initial number of games is given as the remaining number of games, and this initial number of games is determined based on the value of the payout counter during the specific bonus state (big bonus state) at the time when the game that will transition to the new advantageous section starts. That is, the main control device 10 as the special first specific game state generating means can determine the remaining number of games (initial number of games) that can be continued in the special AT state (special first specific game state) based on the number of game values (payout numbers) awarded in a specific bonus state (third specific game state).
[0424] Therefore, when generating the special AT state after the end of a specific bonus state (big bonus state), the initial number of games in the special AT state will change according to the value of the payout counter at the start of the game when the advantageous section transition condition is satisfied during the specific bonus state.
[0425] However, even if the specific advantageous section restriction condition is satisfied based on the occurrence of a specific bonus state and the game section shifts to the normal section, if the advantageous section transition condition is not satisfied in subsequent games, it will not shift to the special AT state after the end of the bonus state but will shift to the normal game state. That is, the transition condition for the special AT state is that during the above specific bonus state, the specific advantageous section restriction condition is satisfied and then the advantageous section transition condition is satisfied.
[0426] FIG. 26 is a chart showing the relationship between the value of the payout counter during the bonus state (big bonus state) and the initial number of games to be granted (number of games in the AT state at the start of the advantageous section) when shifting to a new advantageous section when generating the above special AT state. Note that FIG. 26 shows the case during the big bonus state as the specific bonus state. Also, since the determination of the initial number of games in the special AT state is made at the start of the game when shifting to a new advantageous section, the payout counter updated by the payout of medals up to the previous game is referenced at the start of the game.
[0427] As shown in FIG. 26, for example, when the payout count counter in a specific bonus state (big bonus state) at the start of a game that will transition to a new advantageous section is in the range of "0 to 10", "0", that is, 0 games, is given as the initial number of games in the special AT state (the AT state does not occur).
[0428] Also, for example, when the payout count counter in a specific bonus state (big bonus state) at the start of a game that will transition to a new advantageous section is in the range of "51 to 60", "100", that is, 100 games, is given as the initial number of games in the special AT state.
[0429] Also, for example, when the payout count counter in a specific bonus state (big bonus state) at the start of a game that will transition to a new advantageous section is in the range of "121 to 130", "300", that is, 300 games, is given as the initial number of games in the special AT state. Also, although the description is omitted, for other payout count counters, each initial number of games is given as shown in the figure.
[0430] When generating the special AT state as described above, since the initial number of games is determined according to the value of the payout count counter in the bonus state at the start of the game that will transition to a new advantageous section, the initial number of games given increases as the payout count counter increases. That is, when transitioning to a new advantageous section in the early stage of a specific bonus state (big bonus state) where the payout count counter is small, a special AT state with a relatively small initial number of games given will occur, and when transitioning to a new advantageous section in the late stage of a specific bonus state (big bonus state) where the payout count counter is large, the initial number of games in the special AT state is determined so that a special AT state with a relatively large initial number of games given tends to occur.
[0431] Therefore, a special AT state will occur after the end of a specific bonus state, which can increase the player's sense of anticipation. In addition, a special AT state may occur following the previous AT state, with a specific bonus state in between, thereby greatly increasing the player's sense of anticipation. In addition, when a special AT state occurs, the initial number of games in the special AT state is determined according to the value of the payout counter at the start of the game, when the favorable zone transition condition is met during a specific bonus state. Therefore, various initial game numbers can be set, making it possible to diversify the game content and increase the interest of the game.
[0432] Furthermore, as the payout counter increases, the number of initial games awarded also increases, so if a transition to a new advantageous zone occurs at the beginning of a specific bonus state (big bonus state) where the number of medals paid out is small and a large number of medals can be expected to be paid out thereafter, a special AT state with a relatively small number of initial games will occur.On the other hand, if a transition to a new advantageous zone occurs at the end of a specific bonus state (big bonus state) where the number of medals paid out is large and a large number of medals cannot be expected to be paid out thereafter, a special AT state with a relatively large number of initial games will occur, making it possible to generate a special AT state that strikes a good balance between the benefits of the gaming establishment and the player. In particular, when the payout counter value is "0 to 10" and "11 to 20", the initial number of games is 0, i.e., the special AT state does not occur, making it possible to prevent the player from gaining an extreme advantage.
[0433] In addition, the value of the initial number of games corresponding to the value of the payout counter during a specific bonus state (big bonus state) when generating a special AT state may be other than the above, and may be any value that can form the above-mentioned tendency. As described above, the initial number of games in the special AT state that occurs after the end of a specific bonus state (big bonus state) is determined.
[0434] [Payout amount and remaining AT state games when ending the advantageous period during the regular bonus state in the ED state] Next, referring to FIG. 27, control for ending the advantageous period during the regular bonus state that occurs during the ED state will be described.
[0435] As described above, in the present embodiment, when a big bonus state (specific bonus state) occurs during the ED state based on the number of advantageous period games, the main control device 10 performs specific advantageous period restriction control based on the establishment of specific advantageous period restriction conditions during the big bonus state. However, even when a regular bonus state occurs during the ED state based on the number of advantageous period games, as a specific bonus state, specific advantageous period restriction control is also performed based on the establishment of specific advantageous period restriction conditions during the regular bonus state.
[0436] When a regular bonus state occurs during the ED state based on the number of advantageous period games, the specific relationship between the value of the payout number counter during the bonus state, where the specific advantageous period restriction conditions are satisfied, and the value of the remaining games of the AT state at that time (remaining games of the AT state at the end of the advantageous period) is only different from the case when a big bonus state occurs during the ED state described above, and the same control is performed for the rest.
[0437] FIG. 27 is a chart showing the specific relationship between the value of the payout number counter during the bonus state, where the specific advantageous period restriction conditions are satisfied in the specific bonus state (regular bonus state), and the value of the remaining games of the AT state at that time (remaining games of the AT state at the end of the advantageous period).
[0438] As shown in FIG. 27, for example, when the payout number counter during a specific bonus state (regular bonus state) is in the range of "0 to 10", and the remaining games of the AT state at that time are in the range of "0 to 30", the specific advantageous period restriction conditions are satisfied and the advantageous period ends.
[0439] Also, for example, when the payout counter during a specific bonus state (regular bonus state) is in the range of "51 to 60", if the remaining game count in the AT state at that time is "200 or more", the specific advantageous section restriction condition is satisfied and the advantageous section ends.
[0440] Also, for example, when the payout counter during a specific bonus state (regular bonus state) is in the range of "71 to 80", if the remaining game count in the AT state at that time is "200 or more", the specific advantageous section restriction condition is satisfied and the advantageous section ends. Although the explanation is omitted, the other payout counters and remaining game counts are also set as shown in the illustration.
[0441] As described above, even when a regular bonus state occurs as a specific bonus state, since the value of the payout counter during the bonus state and the value of the remaining game count in the AT state at that time are set such that the specific advantageous section restriction condition is satisfied, each value is set so that the remaining game count increases as the payout counter increases. That is, in the early stage of a specific bonus state (regular bonus state) where the payout counter is small, the possibility that the specific advantageous section restriction condition is satisfied is higher when the remaining game count is less than when it is more. In the final stage of a specific bonus state (regular bonus state) where the payout counter is large, each value is set such that the possibility that the specific advantageous section restriction condition is satisfied is higher when the remaining game count is more than when it is less.
[0442] As described above, when a regular bonus state occurs as a specific bonus state by the main control device 10, similar to when a big bonus state occurs, specific advantageous section restriction control is performed. Therefore, the subsequent game progresses in the same manner as described above, and the same effect as described above is obtained.
[0443] Note that the value of the payout counter during a specific bonus state (regular bonus state) that satisfies the specific advantageous section restriction conditions and the value of the remaining game count in the AT state may be other than the above, as long as they can form the above-described tendency. As described above, control is performed to end the advantageous section during a specific bonus state (regular bonus state).
[0444] [Payout number and AT state game count at the start of the advantageous section when resuming the AT state after ending the regular bonus state in the ED state] Next, with reference to FIG. 28, the initial game count of the AT state when resuming the AT state after ending the regular bonus state (specific bonus state) during the ED state will be described.
[0445] In the main control device 10, as described above, when a special AT state occurs after the end of a specific bonus state (regular bonus state), the initial game count is given as the remaining game count. This initial game count is determined based on the value of the payout counter at the start of the game that satisfies the advantageous section transition conditions during the specific bonus state (regular bonus state).
[0446] FIG. 28 is a chart showing the relationship between the value of the payout counter during the bonus state (regular bonus state) at the start of the game when transitioning to a new advantageous section when the above special AT state occurs and the initial game count (AT state game count at the start of the advantageous section) to be given. Also, since the determination of the initial game count of the special AT state is performed at the start of the game when transitioning to a new advantageous section, the payout counter updated by the payout of medals up to the previous game is referred to at the start of the game.
[0447] As shown in FIG. 28, for example, when the payout number counter in a specific bonus state (regular bonus state) at the time of transitioning to a new advantageous section is in the range of "0 to 10", "0", that is, 0 games, is given as the initial number of games in the special AT state (the AT state does not occur).
[0448] Also, for example, when the payout number counter in a specific bonus state (regular bonus state) at the time of transitioning to a new advantageous section is in the range of "51 to 60", "100", that is, 100 games, is given as the initial number of games in the special AT state.
[0449] Also, for example, when the payout number counter in a specific bonus state (regular bonus state) at the time of transitioning to a new advantageous section is in the range of "71 to 80", "300", that is, 300 games, is given as the initial number of games in the special AT state. Also, although the explanation is omitted, for other payout number counters, each initial number of games is given as shown in the figure.
[0450] When generating a special AT state after the end of a specific bonus state (regular bonus state) as described above, similar to after the end of the big bonus state, the initial number of games is determined according to the value of the payout number counter in the bonus state at the time of transitioning to a new advantageous section. Therefore, the initial number of games given increases as the payout number counter increases. That is, when transitioning to a new advantageous section in the early stage of a specific bonus state (regular bonus state) where the payout number counter is small, a special AT state with a relatively small initial number of games will occur. When transitioning to a new advantageous section in the final stage of a specific bonus state (regular bonus state) where the payout number counter is large, the initial number of games in the special AT state is determined so that a special AT state with a relatively large initial number of games tends to occur.
[0451] As described above, when the regular bonus state occurs as a specific bonus state, the initial number of games in the special AT state is determined in the same manner as when the big bonus state occurs. Therefore, the same effects as those in the above-described case can be obtained. In particular, when the value of the payout counter is less than 200, the initial number of games is 0 games, that is, the special AT state does not occur, so it is possible to prevent the situation from becoming extremely advantageous for the player. On the other hand, when the special AT state occurs, an initial number of games of 100 games or more is given to all, so it is possible to enhance the player's sense of expectation.
[0452] Also, as described above, the determination of the initial number of games in the special AT state is performed at the start of the game when shifting to a new advantageous section. That is, once the game section shifts to the normal section during the regular bonus state, and then it is performed at the start of the game when the advantageous section transition condition is satisfied.
[0453] Therefore, in the game after shifting to the normal section, for example, when winning the common bell role that does not satisfy the advantageous section transition condition, the payout number counter increases while the normal section continues. That is, if you continue to win the common bell role in the above normal section, there is a possibility that an advantageous initial number of games will be determined due to the increase in the payout number counter. However, even in this case, if the advantageous section transition condition could not be satisfied in the above normal section, there is also a risk that the AT state will end together with the end of the bonus state.
[0454] In the present embodiment, as described above, during the regular bonus state, the winning probability of the common bell role that does not satisfy the advantageous section transition condition is increased compared to during the big bonus state. Therefore, the possibility of not being able to satisfy the advantageous section transition condition is also increased compared to during the big bonus state. On the other hand, the possibility of determining an advantageous initial number of games is also increased. Therefore, according to the type of a specific bonus state (big bonus state or regular bonus state), the occurrence probability of the special AT state and the initial number of games will vary, enabling the provision of more vivid game content and the improvement of the interestingness. In particular, when a regular bonus state occurs as a specific bonus state, it is possible to provide thrilling game content and improve the interest of the game.
[0455] Note that as the initial number of games in the special AT state, the maximum value is set to 300 games whether the specific bonus state is the big bonus state or the regular bonus state, but it is also possible to assign a larger number of games, or to set different maximum values according to the type of bonus state. In addition, based on the occurrence of a specific bonus state, it is possible to generate an AT state, but other benefits may also be provided. For example, it is possible to generate a CZ state, or to provide rights that are advantageous to the player when transitioning to the AT state.
[0456] Also, the value of the initial number of games corresponding to the value of the payout counter during a specific bonus state (regular bonus state) when generating the special AT state may be other than those described above, as long as it can form the above-described tendency. As described above, the initial number of games in the special AT state after the end of a specific bonus state (regular bonus state) is determined.
[0457] [Game transition during the big bonus state when the big bonus state occurs during the ED state] Next, with reference to FIG. 29, the game transition during the big bonus state when the big bonus state (specific bonus state) occurs during the ED state will be described.
[0458] As described above, when a big bonus state (a specific bonus state) occurs during the ED state depending on the number of games in the advantageous section, and when the specific advantageous section restriction conditions are satisfied in the games during the big bonus state, the game section shifts from the advantageous section to the normal section. Furthermore, when the advantageous section transition conditions are satisfied in the subsequent games, the game section shifts from the normal section to the advantageous section, and thus the big bonus state continues in the new advantageous section. Based on the occurrence of the above specific bonus state, a special AT state will occur after the end of the bonus state.
[0459] Figure 29 shows the game transitions for each game during the big bonus state, which is a specific bonus state, when the above special AT state occurs. In Figure 29, for example, it shows the case where an ED state occurs depending on the number of games in the advantageous section and a transition to the big bonus state occurs when the remaining number of games in the AT state is 123 games.
[0460] As shown in Figure 29, when transitioning to the big bonus state during the ED state, when the push-order bell combination wins, the push-order bell combination wins regardless of the push order. Therefore, for each game, the payout amount (payout counter) during the big bonus state is added according to the winning of the push-order bell. Note that the remaining number of games in the AT state does not change during the big bonus state, so the 123 games at the start of the big bonus state are maintained. Therefore, as shown in Figure 25 above, in this case (when the remaining number of games is 101 - 200 games), the specific advantageous section restriction conditions are satisfied when the payout amount falls within the range of 71 - 80 coins.
[0461] In the main control device 10, at the start of each game, a determination is made as to whether or not the specific advantageous section restriction condition is satisfied based on the number of payouts at that time and the remaining number of games in the AT state. However, at the start of the games from the 1st game to the 8th game in the figure, since any of the payout numbers is outside the range of 71 to 80 sheets, it is determined that the specific advantageous section restriction condition is not satisfied, and the game section is maintained as the advantageous section.
[0462] Then, at the start of the 9th game in the figure, since the payout number at that time (80 sheets) is within the range of 71 to 80 sheets, it is determined that the specific advantageous section restriction condition is satisfied. After the end of the 9th game, the game section shifts to the normal section, and the 10th game is executed in the normal section. Also, due to the satisfaction of the specific advantageous section restriction condition, the AT state ends and the remaining number of games in the AT state is initialized. Further, the game state shifts from the big bonus state during the ED state to the normal big bonus state. Note that due to the shift to the normal section, the information on the number of advantageous section games related to the restriction function and the net increase in the number of medals during the advantageous section is also initialized.
[0463] The big bonus state is continuously executed until the end condition of the big bonus state is satisfied even if the game section shifts. Therefore, the 10th game is also started during the big bonus state. When winning the push order bell combination by executing the 10th game, the advantageous section shift condition is satisfied. After the end of the game, that is, starting from the 11th game, the game section shifts to the advantageous section, and a new advantageous section is started. Also, due to the shift to the new advantageous section, the update of the information on the number of advantageous section games related to the restriction function and the net increase in the number of medals during the advantageous section resumes from the initial state.
[0464] Also, due to the satisfaction of the advantageous section shift condition, the shift condition to the special AT state is satisfied, and at the start of the 10th game, the initial number of games in the special AT state is determined. Since the number of payouts at the start of the 10th game is 90, as shown in FIG. 26 described above, in this case (when the remaining number of games is 81 - 90), the initial number of games in the special AT state is determined to be 200 games.
[0465] Also, due to the fulfillment of the advantageous section transition condition, the game state will transition from the normal big bonus state to the big bonus state (BB state in the AT - determined state) where the right to transition to the special AT state is confirmed.
[0466] After that, games in the big bonus state are executed. When the number of payouts exceeds a predetermined number (130) (at the 14th game in the figure), the big bonus state ends, and the special AT state with an initial number of 200 games in the new advantageous section starts.
[0467] As described above, during a specific bonus state, since the determination of the fulfillment of the specific advantageous section restriction condition and the determination of the fulfillment of the advantageous section transition condition are made for each game, it is possible to surely transition to the special AT state after the end of the specific bonus state. In this embodiment, the number of medal payouts in the previous games is determined at the start of the game. However, it may be determined at the end of the game based on the number of medal payouts including the current game. As described above, the game transition during the big bonus state when the big bonus state occurs during the ED state is carried out.
[0468] [Effect on the main display when the big bonus state occurs during the ED state] Next, with reference to FIG. 30, the effect (effect image) on the main display 8 when the big bonus state (specific bonus state) occurs during the ED state will be described. Note that FIG. 30 shows the content of the effect image executed corresponding to a part of the game transition in FIG. 29 described above, and shows the effect image displayed on the main display 8 by the sub - control device 20.
[0469] First, FIG. 30(a) shows the effect image of the main display 8 during the normal AT state. As shown in FIG. 30(a), when the AT state occurs, the AT state image 29 is displayed in the main part of the screen of the main display 8.
[0470] The AT state image 29 can be any effect image as long as the player can recognize that it is in the AT state. For example, it may be a still image or a moving image in which a predetermined character appears on a predetermined background. Also, in the sub-control device 20, in response to the display of the AT state image 29, control is performed to enhance the decoration effect by operating the speaker 9 and the lamp 11.
[0471] Also, a remaining game number image 33 capable of notifying the remaining game number during the AT state is displayed in the upper left part of the screen of the main display 8. In FIG. 30(a), since the time point when the remaining game number is 103 games is shown, information including numerical information of "Remaining 103G" is displayed as the remaining game number image 33.
[0472] Also, in the lower part of the screen of the main display 8, three push order navigation images 30 are arranged side by side in the left - right direction corresponding to the stop buttons 5. In FIG. 30(a), since the start point of the game in which "5a→5c→5b" is selected as the specific push order is shown, numerical information of "1·3·2" is displayed as the push order navigation image 30.
[0473] Next, FIG. 30(b) shows the effect image of the main display 8 when the number of games in the advantageous section becomes 1200 games and a transition to the ED state occurs due to the number of games in the advantageous section. As shown in FIG. 30(b), when a transition to the ED state occurs due to the number of games in the advantageous section, the ED state image 31 is displayed in the main part of the screen of the main display 8. The ED state image 31 can be any effect image as long as the player can recognize that it is in the ED state. For example, it may be a still image or a moving image in which a predetermined character appears on a predetermined background to bless the transition to the ED state.
[0474] Also, the information of the remaining game number image 33 is updated, and the remaining game number in the AT state at that time is displayed. In FIG. 30(b), the remaining game number image 33 is updated and displayed with the information of "Remaining 123G".
[0475] Next, FIG. 30(c) shows the effect image of the main display 8 when in the big bonus state during the ED state according to the number of games in the advantageous section, that is, when a specific bonus state occurs (the first game in FIG. 29). As shown in FIG. 30(c), when the big bonus state occurs, the EDBB state image 32 is displayed in the main part of the screen of the main display 8. During the big bonus state, no matter in what order the stop operation of the reel 4 is performed, the bell for the pressing order will win, so the pressing order navigation is not executed. Also, in the sub-control device 20, corresponding to the display of the EDBB state image 32, control is performed to enhance the decorative effect by operating the speaker 9 and the lamp 11.
[0476] The EDBB state image 32 may be any effect image as long as the player can recognize that the big bonus state has occurred during the ED state, that is, a specific bonus state has occurred. For example, it may be a still image or a moving image in which a predetermined character appears on a predetermined background to notify that there is a chance to shift to a special AT state.
[0477] Also, during the big bonus state, the remaining game number in the AT state is not updated, so the information of the remaining game number image 33 remains "Remaining 123G".
[0478] Next, FIG. 30(d) shows the effect image of the main display 8 during game execution after the specific advantageous section restriction condition is satisfied (the 10th game in FIG. 29) during the occurrence of the big bonus state (specific bonus state) during the ED state according to the number of games in the advantageous section. As shown in FIG. 30(d), even if the game section shifts to the normal section during the occurrence of the big bonus state (specific bonus state), the EDBB state image 32 in the main part of the screen of the main display 8 is continuously displayed.
[0479] In addition, since the AT state ends and the game state shifts to the normal big bonus state due to the establishment of the specific advantageous section restriction condition (shift to the normal section), the remaining game number image 33 that has been displayed until then is erased. Note that when shifting to the normal section during the occurrence of the big bonus state (specific bonus state), the image may be switched to an image notifying that fact from the EDBB state image 32, or an image notifying that fact may be added.
[0480] Next, FIG. 30(e) shows the effect image of the main display 8 during game execution after the advantageous section transition condition is satisfied (at the 11th game in FIG. 29) during the big bonus state (specific bonus state) in the above normal section. As shown in FIG. 30(e), even if the advantageous section transition condition is satisfied and the game shifts to the big bonus state in the advantageous section during the big bonus state (specific bonus state) in the normal section, the big bonus state continues, so the EDBB state image 32 in the main part of the screen of the main display 8 is continuously displayed.
[0481] Note that when shifting to the advantageous section during the occurrence of the big bonus state (specific bonus state), the image may be switched to an image notifying that fact from the EDBB state image 32, or an image notifying that fact may be added. For example, image switching or image addition may be performed to notify that the right to shift to the special AT state has been granted.
[0482] In addition, due to the establishment of the advantageous section transition condition during the big bonus state (specific bonus state) in the above normal section, the right to shift to the special AT state is granted, a new advantageous section starts from this point, and the counting of the advantageous section game number and the counting of the net increase number during the advantageous section start.
[0483] Also, at the start of the game, since the initial number of games in the special AT state is determined, a remaining game number image 33 for notifying the determined initial number of games in advance is displayed in the upper left corner of the screen of the main display 8. Note that the remaining game number image 33 is not changed until the end of the big bonus state. In FIG. 30(e), since the case where 200 games are determined as the initial number of games is shown, as the remaining game number image 33, information including numerical information of "Remaining 200G" is displayed.
[0484] Next, FIG. 30(f) shows a rendering image of the main display 8 during game execution when shifting to the special AT state after the end of the big bonus state (specific bonus state).
[0485] As shown in FIG. 30(f), when the special AT state occurs, similar to the normal AT state, an AT state image 29 is displayed in the main part of the screen of the main display 8. Also, a remaining game number image 33 capable of notifying the remaining number of games during the special AT state is displayed in the upper left corner of the screen of the main display 8. At this time, since the number of games determined as the initial number of games is displayed in the remaining game number image 33, information including numerical information of "Remaining 200G" is displayed.
[0486] Also, in the lower part of the screen of the main display 8, three push order navigation images 30 are arranged side by side in the left - right direction so as to correspond to the stop buttons 5. In FIG. 30(f), since the start point of the game when winning the push order bell role with a specific push order of "5b→5a→5c" is shown, numerical information of "2·1·3" is displayed as the push order navigation image 30.
[0487] As described above, when the big bonus state (specific bonus state) occurs during the ED state, since various images are displayed on the main display 8, it becomes possible to surely notify the player of changes in the game state, changes in the game section, and the like. In addition, since the right to transition to the special AT state is granted and it becomes possible to reliably inform the player of the initial number of games, it becomes possible to enhance the player's sense of anticipation.
[0488] Note that even when transitioning to the normal section during a specific bonus state, if the advantageous section is not entered thereafter, the right to transition to the special AT state is not granted. Therefore, when transitioning to the normal section during a specific bonus state, the screen of the main display 8 may not be changed. By doing so, even if the right to transition to the special AT state is not granted, it becomes possible to prevent the player from being discouraged. Also, as a specific bonus state, different images may be displayed during the big bonus state and the regular bonus state. As described above, the effect when the big bonus state (specific bonus state) occurs during the ED state is executed.
[0489] In this embodiment, the AT state is managed by the number of games, but the management method of the AT state may be otherwise. For example, it may be managed by the difference in the number of medals, the number of medals paid out, the winning number of small roles (push-order bell roles), or the number of medals inserted. Also, although the number of bets for executing the game is set to only 3 bets, a game with 1 bet is allowed, and a small role that determines a duplicate win with the bonus is set. By setting the symbol combination corresponding to this small role that determines a duplicate win with the bonus to a symbol combination that urges 1 bet such as "1BET symbol · 1BET symbol · 1BET symbol", the optimal number of bets in the game situation may be suggested by the symbol combination.
[0490] Also, as a bonus state, a special bonus state in which medals do not increase or decrease even when it occurs is provided, and even when winning the corresponding special bonus role, in a game in which the special bonus role can be won, an operation instruction (navigation) for causing a special small role (such as a 1-piece role) that makes it impossible to win the bonus role to win may be executed. In addition, when configured as described above, during the normal gaming state, by performing navigation to avoid winning a special bonus combination, the possibility of always winning the special bonus combination is increased. Also, if by mistake the special bonus combination wins, it is set so that the advantageous section does not end during the special bonus state.
[0491] Then, during the normal gaming state or during a normal AT state, an operation instruction for winning the above special minor combination is performed, but during the ED state, an operation instruction for winning the special bonus combination is performed without performing an operation instruction for winning the special minor combination. Furthermore, when shifting to the special bonus state during the ED state, similar to the present embodiment described above, the advantageous section is ended based on the number of medals paid out during the special bonus state and the remaining game count of the AT state, and the initial game count is determined by the number of medals paid out at the time of shifting to a new advantageous section in the subsequent game, so that a special AT state may be generated in the same manner as the present embodiment.
[0492] Also, by associating the remaining game count of the AT state with the number of medals paid out during the bonus state and determining the remaining game count of the special AT state according to the remaining game count before the end of the advantageous section, it is indirectly carried over to the advantageous section that shifts after the end of the said advantageous section, but the content to be carried over is not limited to that described above. For example, it may be configured to control to a special AT state according to the number of winnings (difference in the number of medals) during the advantageous section, by associating it with the number of medals paid out during the bonus state. Specifically, when the number of wins during the advantageous period at the start of the bonus state that has shifted to the ED state is less than 2000, if the value of the payout counter is less than 60, the advantageous period is ended. When the number of wins is 2000 or more, if the value of the payout counter is 60 or more, the advantageous period is ended. When shifting from the normal period to the advantageous period when the value of the payout counter is less than 60, it is easy to shift to the upper AT state. When shifting from the normal period to the advantageous period when the value of the payout counter is 60 or more, it is easy to shift to the lower AT state. By doing so, when the number of wins during the advantageous period is large, even when shifting from the ED state to the special AT state, the number of winning balls can be suppressed so as not to arouse the excitement of gambling.
[0493] As described above, in the present invention, a gaming machine (slot machine 1) includes a granting determination means (main control device 10) for determining whether or not to grant a privilege in relation to the execution of a game, and is capable of executing an effect based on the determination result by the granting determination means. In the gaming machine, an effect game state control means (main control device 10) capable of controlling the effect game state related to the effect to a specific effect game state in relation to the determination result by the granting determination means, and a specific effect control means (sub-control device 20) capable of executing a specific effect (precursor effect) across a plurality of games as the effect in relation to the fact that the effect game state is controlled to the specific effect game state, an operation means (effect button 2d) operable by a player, and an operation effect control means (sub-control device 20) capable of executing an operation effect (button effect) related to the effect game state based on an operation of the operation means. The operation effect control means includes a specific operation effect control means (sub-control device 20) capable of executing a specific operation effect that allows a player to recognize information related to the specific effect game state based on an operation of the operation means in a predetermined game in which the specific effect is being executed.
[0494] Here, the granting determination means, the effect game state control means, the specific effect control means, the operation effect control means, and the specific operation effect control means may be provided in the main control device 10, or may be provided in 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.
[0495] Therefore, based on the operation of the operating means in a specific game in which the specific presentation is being executed, a specific operation presentation that allows the player to recognize information related to the specific presentation game state is executed, which makes it possible to increase the interest of the game and also to increase the player's anticipation for the awarding of a special benefit. Furthermore, since the specific operation presentation is executed based on the operation of the operating means, the player can choose whether or not to execute the specific operation presentation according to his or her preference.
[0496] The specific operation presentation control means is configured to be capable of executing the specific operation presentation based on the operation of the operation means during the period from when the specific presentation is started until a predetermined number of games have been executed. Therefore, it is possible to prevent overlapping of a specific performance with other operation performances, and it is possible to execute various operation performances without any problems.
[0497] The specific operation presentation control means is configured to execute, as the specific operation presentation, a notification presentation capable of notifying progress information regarding control to the specific presentation game state. Therefore, the player can enjoy the special effect while checking the background information regarding the control to the special effect game state, and it becomes possible to attract the player's interest in the special effect.
[0498] In addition, in a game in which the presentation game state is controlled to the specific presentation game state, an individual presentation control means (sub-control device 20) is provided that is capable of executing an individual presentation that is completed in the game, and the individual presentation control means is capable of selecting and executing any one of a plurality of individual presentations based on the decision result by the award decision means, and the specific operation presentation control means is configured to be capable of executing, as the specific operation presentation, a notification presentation that is capable of notifying the selection result of an individual presentation selected by the individual presentation control means in a game before the specific presentation is executed.
[0499] Therefore, during a specific effect, the player can confirm the selection result of an individual effect in a game controlled in a specific effect game state, and it becomes possible to execute an interesting game that changes the player's sense of anticipation by confirming the selection result of the individual effect related to the granting of a privilege. Note that the individual effect control means may be provided in the main control device 10, or may be provided in the sub-control device 20. Further, it may be configured by the cooperation of the main control device 10 and the sub-control device 20.
[0500] Further, the specific operation effect control means is configured to be able to execute a notification effect capable of notifying the selection result of the individual effect selected by the individual effect control means in the first game in which the effect game state is controlled to the specific effect game state. Therefore, during a specific effect, the player can confirm the selection result of the individual effect in the first game controlled in the specific effect game state, and by confirming the selection result of the individual effect in the first game, it becomes possible to execute an interesting game that surely changes the player's sense of anticipation.
[0501] On the other hand, Patent Document 1 discloses a gaming machine that enhances the sense of anticipation for the occurrence of a specific gaming state by controlling a predetermined period before the occurrence of the specific gaming state as a precursor state. However, in conventional gaming machines, it has been insufficient to enhance the player's sense of anticipation or the interest of the game. Thus, according to the slot machine 1 of the present invention, all or part of such problems that conventional gaming machines should improve can be solved.
[0502] As described above, the preferred embodiments of the gaming machine of the present invention have been described, but it goes without saying that the gaming machine according to the present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the present invention. For example, in the present embodiment, the AT state (AT) is given as a privilege, but ART or RT may be given instead.
[0503] In addition, in this embodiment, the type of AT state is one that ends when there are no more games remaining in the AT state, but the AT state that is executed in units of a specified number of games may also be one that can be continued multiple times.
[0504] 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.
[0505] 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 predetermined times during individual performances, premonition performances, and continuous performances to increase the player's sense of anticipation. In addition, a ventilation means for blowing air toward the player may be provided on the front door 1a, and the ventilation means may be operated at a predetermined time during the individual performances, premonition performances, and continuous performances to heighten the player's sense of anticipation.
[0506] In addition, a main display unit 8 and a sub-display unit 17 are provided as display means, but the individual effects, premonition effects and continuous effects may be executed by any one of the display means, or may be executed by both of the two display means.
[0507] Furthermore, in this embodiment, the main control device 10 performs operations as various means such as the lottery means, but the sub-control device 20 may perform some or all of these operations and operate as the various means. Conversely, the main controller 10 can perform some or all of the operations executed by the sub-controllers 20, and the main controller 10 can operate as various means.
[0508] Furthermore, although the present invention is applied to a slot machine, it can also be applied to other gaming machines such as pachinko (for example, ball slot). The present invention can also be applied to so-called enclosed gaming machines that can execute games using pseudo gaming media in data format without using physical gaming media such as medals and game balls.
Explanation of Signs
[0509] 1: Slot machine 2: Bet button 2d: Effect button 4: Reel 5: Stop button 8: Main display 10: Main control device 17: Sub display 20: Sub control device
Claims
【Claim 1】 In a gaming machine provided with awarding determination means for determining whether to award a privilege in relation to the execution of a game, and enabling an effect to be executed based on the determination result by the awarding determination means, effect game state control means capable of controlling an effect game state related to the effect to a specific effect game state in relation to the determination result by the awarding determination means; specific effect control means capable of executing a specific effect spanning a plurality of games as the effect in relation to the effect game state being controlled to the specific effect game state; operation means operable by a player; operation effect control means capable of executing an operation effect related to the effect game state based on an operation of the operation means; comprising: The operation effect control means includes specific operation effect control means capable of executing, as the operation effect, a specific operation effect that enables a player to recognize information related to the specific effect game state based on an operation of the operation means in a predetermined game in which the specific effect is being executed. The specific operation effect control means is capable of executing, as the specific operation effect, a notification effect capable of notifying the number of games executed from the time when the effect game state is controlled to the specific effect game state until the operation means is operated, and the notification effect can be continuously executed even during the specific effect after the predetermined game. A gaming machine characterized by the above.
Citation Information
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