gaming machines

The gaming machine employs a state control system with multiple game states and probabilistic transitions to enhance player engagement and winnings, addressing the limitations of conventional machines by offering dynamic and varied gameplay.

JP7755335B2Active Publication Date: 2025-10-16KITA DENSHI CORP
View PDF 13 Cites 0 Cited by

Patent Information

Application Number
JP2024062161
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-04-08
Publication Date
2025-10-16
Estimated Expiration
2040-04-10

AI Technical Summary

Technical Problem

Conventional gaming machines lack flexibility in game state transitions and do not adequately differentiate between advantageous and non-advantageous player states, limiting player engagement and potential winnings.

Method used

A gaming machine with a game state control system that includes multiple game states, each with distinct transition probabilities and upper limit gaming values, allowing dynamic transitions based on determination means with varying probabilities and controlled by a game state control mechanism.

Benefits of technology

Enhances player engagement by providing dynamic and varied game states, increasing the chances of winning and improving overall gaming experience through strategic state transitions and controlled gaming value acquisition.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 0007755335000001
    Figure 0007755335000001
  • Figure 0007755335000002
    Figure 0007755335000002
  • Figure 0007755335000003
    Figure 0007755335000003
Patent Text Reader

Abstract

To provide a game machine with playability that meets the needs of various players.SOLUTION: In a first game state, when first determination means determines that a game state is shifted to a first second game state, game state control means can control the game state to the first second game state. In the first game state, when the first determination means determines that the game state is shifted to a second second game state, the game state control means can control the game state to the second second game state. In the first second game state, when second determination means determines that the game state is shifted to a third game state, the game state control means can control the game state to the third game state. In the second second game state, when the second determination means determines that the game state is shifted to the third game state, the game state control means can control the game state to the third game state.SELECTED DRAWING: Figure 1
Need to check novelty before this filing date? Find Prior Art

Description

[Technical Field]

[0001] The present invention relates to a gaming machine. [Background technology]

[0002] An example of a gaming machine is a slot machine, and some slot machines have gaming states that are advantageous to the player, such as RT (replay time), which increases the probability of winning a replay role, AT (assist time), which assists in winning small roles and replay roles, and ART (assist replay time), which combines RT and AT to increase the probability of winning a replay role and assist in winning small roles and replay roles. In such slot machines, there are also known ones that control the machine to an advantageous zone when the game state is advantageous to the player, and control the machine to a normal zone, which is an unfavorable game state to the player, when the conditions for ending the advantageous zone are met (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-005532 Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]

[0005] In order to solve the above problem, a first gaming state, Including a first second game state and a second second game state The second gaming state is more advantageous than the first gaming state. and a first third game state and a second third game state. a game state control means capable of controlling the game state to any one of a plurality of game states including a first game state and a third game state; a first determination means capable of determining whether to transition to the second game state in the first game state; 1st In the second gaming state, 1st It is possible to determine whether to transition to the third game state. and in the second second gaming state, it is possible to determine whether to transition to the second third gaming state. and a second determination means, 1st The second game state is a game state in which the second determination means determines with a first probability whether to transition to the first third game state, and the game state control means does not transition to the second third game state; the second second game state is a game state in which the second determination means determines with a second probability higher than the first probability whether to transition to the second third game state, and the game state control means does not transition to the first third game state; The aforementioned 1st In the third gaming state, the first gaming value number is specified as the upper limit gaming value number that can be acquired. Ta Game status and , The second third gaming state is a gaming state in which a second gaming value number greater than the first gaming value number is specified as an upper limit gaming value number that can be acquired, When the first determination means determines that the first game state will be transitioned to the first second game state, the game state control means controls the first game state to the second game state. death, In the first gaming state, when the first determination means determines that the game state will be transitioned to the second gaming state, the game state is controlled to the second gaming state. death, In the first second gaming state, when the second determination means determines that the game state will be transitioned to the first third gaming state, the control means controls the game state to the first third gaming state. death, In the second second game state, when the second determination means determines that the game state will be shifted to the second third game state, the second determination means controls the game state to the second third game state. R It is structured as follows. [Brief explanation of the drawings]

[0006] [Figure 1] 1 is a schematic front view showing the appearance of a gaming machine according to a first embodiment. [Figure 2] 1 is a schematic perspective view showing the internal configuration of the gaming machine according to a first embodiment. [Figure 3] 1 is a block diagram showing the control configuration of the gaming machine according to the first embodiment. [Figure 4] 10 is a diagram showing the arrangement of reel symbols and the configuration of special roles according to the first embodiment. [Figure 5] 10 is a diagram showing a payout table according to the first embodiment. [Figure 6] 10 is a diagram showing an internal lottery table according to the first embodiment. [Figure 7] FIG. 1 is a state transition diagram of an RT state according to the first embodiment. [Figure 8] FIG. 2 is a state transition diagram of the game state according to the first embodiment. [Figure 9] 10 is a diagram showing a ceiling game number lottery table according to the first embodiment. [Figure 10] 10 is a diagram showing an AT mode determination point lottery table according to the first embodiment. [Figure 11] 10 is a diagram showing an AT mode lottery table according to the first embodiment. [Figure 12] 10 is a diagram showing an additional game number lottery table according to the first embodiment. [Figure 13] 10 is a diagram showing a payout table according to the second embodiment. [Figure 14] 10 is a diagram showing an internal lottery table according to the second embodiment. [Figure 15] 10 is a diagram showing a difference number initial value lottery table according to the second embodiment. [Figure 16] 10 is a diagram showing a background change lottery table according to the second embodiment. [Figure 17] 10 is a diagram showing an AT mode lottery table according to the second embodiment. [Figure 18] 10 is a diagram showing an additional game number lottery table according to the second embodiment. [Figure 19] 10 is a diagram showing a subtraction difference number lottery table according to a modified example of the second embodiment. [Figure 20] 10 is a diagram showing an upper limit game number lottery table according to a modified example of the second embodiment. [Figure 21] 10 is a diagram showing an AT transition lottery table according to a modified example of the second embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0007] A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings. [First embodiment] The first embodiment will be described with reference to FIGS.

[0008] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is one embodiment of a gaming machine according to the present invention, and like a normal slot machine, it has a cabinet 1b with an opening on the front and a front door 1a that can open and close and cover the opening.

[0009] A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and the symbols displayed on the reels 41 can be seen through this display window 6. In addition, below the display window 6, a step is formed that protrudes forward, and on the top surface of this step, there are provided a medal insertion slot 2 for inserting medals, which acts as an operating means, a bet button 2a which the player presses to set the number of bets when starting a game, and an effect button 2c which the player operates to change the effects displayed on the display 8. In addition, the front surface of the stepped portion is provided with a start lever 3 that acts as an operating means and is operated by the player when starting a game, and a stop button 5 that is pressed by the player when stopping the reel 41.

[0010] In addition, above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop button 5. In addition, below the display window 6, there is provided an advantageous zone lamp 13 that notifies the player that the situation is advantageous to the player. Note that instead of the advantageous zone lamp 13, for example, the "dot" portion of a 7-segment display (also called "7-seg") that constitutes the payout number display section that displays the number of medals paid out may be lit up.

[0011] An indicator 8 that functions as a notification means is provided on the upper portion of the front door 1a. The display 8 is configured, for example, by a liquid crystal display, and displays various effects using images, various information in the game, and the like. As shown in FIG. 1, one display 8 is provided, but multiple displays may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side, so that the main display and the sub-display function as a single display unit. Also, a display may be provided on a lower panel display, which is a large display unit arranged below the slot machine 1.

[0012] Above the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light when each winning combination is achieved and produces light effects and notifications corresponding to the effects displayed on the display 8. Further, a medal payout opening 7b through which medals are paid out is provided at the bottom of the front door 1a.

[0013] The top of the cabinet 1b is equipped with a main control unit 10 that controls the overall game, and the top of the front door 1a is equipped with a sub-control unit 20 that controls the game presentation and other aspects under the control of the main control unit 10. The center of the casing 1b is provided with a drum unit 4 that rotates the reels 41. The drum unit 4 includes reels 41a, 41b, and 41c that are arranged in a horizontal direction, and each of the reels 41a to 41c is configured to be rotatable by driving a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer periphery of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. In addition, the bottom of the cabinet 1b is equipped with a medal payout device 7 that pays out medals and a hopper 7a that stores medals, and the medals paid out from the medal payout device 7 are paid out to the player through a medal payout outlet 7b.

[0014] A power supply unit 14 is provided at the bottom of the housing 1b. The power supply unit 14 is a device for supplying power to each device including the main control unit 10 and the sub-control unit 20, and monitors the voltage or frequency of the power source input from outside the slot machine 1, and when the voltage or frequency drops below a predetermined value, outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped. Furthermore, when the power supply device 14 detects that the supply of power indicates a voltage or frequency exceeding a predetermined value due to power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has begun.

[0015] Fig. 3 shows the configuration of the control system of the slot machine 1. Note that the same or corresponding components as those explained in Figs. 1 and 2 are given the same reference numerals. The main control unit 10 is equipped with a CPU (not shown) that performs various calculation processes, a ROM (not shown) that stores control programs related to games and lottery tables for drawing lots for small winnings, etc., and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. The main control unit 10 is also connected to a bet button 2a, a medal selector 2b, a start lever 3, and a stop button 5 (stop buttons 5a to 5c), and is configured to be able to input signals from sensors built into each device. The main control unit 10 also performs processes such as starting a game based on a signal from the start lever 3 and sampling random numbers from a random number generator (not shown).The main control unit 10 then performs an internal lottery process to determine a winning combination for the current game from among multiple winning combinations based on the sampled random number, and controls the reels 41 to stop with a combination of symbols corresponding to the winning result of the internal lottery process. The main control unit 10 also implements various functions of the embodiments described below by appropriately reading and executing control programs and the like stored in the ROM. That is, the main control unit 10 functions as a lottery means capable of executing a lottery regarding the awarding of game value (medals).

[0016] In addition, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of the stop buttons 5a to 5c, transition of game states, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs to the sub-control unit 20 a signal indicating that the start lever has been operated. Furthermore, when any of the stop buttons 5a to 5c is operated, the main control unit 10 outputs to the sub-control unit 20 a signal that enables identification of which stop buttons 5 were operated and in what order. In addition, when each of the reels 41a to 41c is stopped by operating the stop button 5, the main control unit 10 outputs to the sub-control unit 20 information that can identify which reels 41 have stopped in what order, the patterns on the upper, middle, and lower rows, etc. Furthermore, when the gaming state of the slot machine 1 is shifted, the main control unit 10 outputs to the sub-control unit 20 information that can identify which gaming state the slot machine 1 has shifted to.

[0017] The main control unit 10 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the power-off signal is input, the main control unit 10 executes a power-off process to store (save) the game information at the time of input in RAM. This game information includes, for example, the game status at that time, winning combinations, the stopping state of the reels 41, the number of bets, etc. Furthermore, when the main control unit 10 receives a power recovery signal, it executes a power recovery process to load the game information stored (saved) in the RAM and resume the game. That is, when the main control unit 10 receives a power recovery signal, it restores the state to the state immediately before the power was cut off based on the loaded game information. Furthermore, in the power restoration process, the main control unit 10 transmits game information to the sub-control unit 20. This allows the sub-control unit 20 to resume the presentation based on the game state immediately before the power was cut off.

[0018] In addition, the main control unit 10 is connected to the drum unit 4, medal payout device 7, advantageous zone lamp 13, and sub-control unit 20, and is configured to be able to output signals to each device. Specifically, based on signals from the start lever 3 and the stop button 5, the main control unit 10 performs processes such as driving the drum unit 4 to rotate and stop the reels 41a to 41c, driving the medal payout device 7 to pay out medals, and turning on the advantageous zone lamp 13 when a game state advantageous to the player occurs.

[0019] The sub-control unit 20 is equipped with a ROM (not shown) that stores various information such as programs related to performance, image data for performance, audio data, etc., and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. The sub-controller 20 is also connected to a performance button 2c, and is configured to be able to input signals from sensors built into the devices, and is also connected to a display 8, a speaker 9, a lamp 11, and a navigation lamp 12, and is configured to be able to output signals to each device. For example, the sub-controller 20 can control the switching timing of each performance based on the signal from the performance button 2c. In addition, the sub-control unit 20 operates as a performance control means, and in response to one-way commands (control information) from the main control unit 10, performs image processing for predetermined performances on the display 8, audio output processing for various performances and notifications on the speaker 9, and lighting processing for lamps 11 and navigation lamps 12 composed of LEDs, etc.

[0020] The sub-controller 20 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the sub-controller 20 receives the power interruption signal, it stores (backs up) in RAM the performance information that specifies the performance content being executed at the time of the power interruption signal. This performance information includes, for example, various information displayed on the display 8. Furthermore, when the sub-controller 20 receives a power restoration signal, it resumes the presentation based on the game information received from the main controller 10 and the presentation information stored (saved) in the RAM.

[0021] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control unit 10. At the start of a game, the number of bets is set using medals (including credit medals). The number of bets can be set by inserting medals directly into the medal insertion slot 2 or by pressing the bet button 2a.

[0022] In the method of setting the number of bets by inserting medals into the medal insertion slot 2, the inserted medals are detected by the medal selector 2b located on the back of the front door 1a, and the number of bets corresponding to the number of medals inserted (however, the maximum number is 3 bets corresponding to 3 medals) is set. The upper limit of the number of bets may be "1", "2", or "4" or more.

[0023] When the bet button 2a is pressed, a predetermined number of medals (for example, 3 medals) to be used in one game is subtracted from the credit medals stored internally as data, and the subtracted amount is set as a 3-bet. It should be noted that a 2-bet button for setting the number of medals corresponding to two medals may be provided as a bet button, and two bets may be set by pressing the 2-bet button once. In addition, by providing a 1 bet button that sets the number of medals corresponding to one coin as the bet button, a 2 bet can be set by pressing the 1 bet button twice, and a 3 bet can be set by pressing the 1 bet button three times. Furthermore, credit medals are added by inserting medals into the medal insertion slot 2 or winning a prize, and up to 50 medals can be credited (stored), for example.

[0024] In this way, the number of bets set by directly inserting medals into the medal insertion slot 2 or by pressing the bet button 2a is stored in a storage means such as a RAM provided in the main control unit 10. Then, when the number of bets reaches a number that allows one game to be played, the game can be started. In this state where a game can be started, operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, the game starts, the reels 41a to 41c on which multiple symbols are displayed start to move, and an internal lottery process is executed to determine in advance the winning combination for the current game from multiple winning combinations (including losing combinations) such as replay combinations and small combinations before the reels 41 stop.

[0025] Each of the reels 41a to 41c is an example of a display means, and has a plurality of (for example, 20) symbols on the periphery of each of the reels 41a to 41c that serve as identification information. For example, as shown in Fig. 4(a), symbols such as "replay," "bell," "red 7," "blue 7," "white 7," and "bar" are displayed, and the rotation speed gradually increases from a stopped state, and then reaches a steady rotation at a constant speed. When the reels reach this steady rotation, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become operable to be pressed. Furthermore, the configuration of the reels 41a to 41c is not limited to this, and for example, the number of symbols on the periphery may be other than 20.

[0026] When the reels 41a to 41c rotate forward, the symbols are displayed in a changing manner from top to bottom through the display window 6, and when the reels 41a to 41c rotate backward, the symbols are displayed in a changing manner from bottom to top through the display window 6. In the case of forward rotation, the pattern changes from the larger number to the smaller number of the pattern number shown in Figure 4(a), and in the case of reverse rotation, the pattern changes from the smaller number to the larger number of the pattern number. It should be noted that the symbol numbers shown in Figure 4(a) are not physically attached to the outer peripheral surfaces of the reels 41a to 41c, but are virtual numbers used to designate specific symbols in a program that controls the stopping of each symbol.

[0027] The stop buttons 5a to 5c are an example of an operating means for stopping the reels 41. For example, the stop buttons 5a to 5c become operable by lighting up an LED or other light-emitting means built into the stop buttons 5a to 5c. When each stop button 5 is pressed in this state, each reel 41a to 41c is controlled to stop with a combination of symbols that is allowed based on the timing of the operation and the result of the internal lottery process.

[0028] The reel 41 is controlled to stop based on the timing of operation of the stop button 5 so that the reel 41 stops with a combination of symbols corresponding to the winning result of the internal lottery process. In addition, if a pressing operation is performed before the symbol corresponding to the winning combination reaches the winning line, the timing of stopping the reels 41a to 41c is delayed to stop the symbol on the winning line, so-called pull-in stop control is performed. Specifically, it is determined whether or not there is a symbol corresponding to the winning role within the range of the number of slips (for example, 0 to 4 symbols) that can further advance the rotation of the reel 41 from the timing of operation, and if there is a symbol corresponding to the winning target within the range of the number of slips, control is performed to pull that symbol onto the winning line.

[0029] In this embodiment, the "bell" symbols and "replay" symbols are arranged within five consecutive frames on all reels 41a to 41c, so that they can always be stopped on the winning line by the four-frame pull-in stop control. On the other hand, symbols other than the "bell" and "replay" symbols are not necessarily arranged within five consecutive frames, so even if four-frame pull-in stop control is performed, they may not stop on the winning line, and the winning combination may be missed. In other words, in order to stop these symbols on the winning line, it is necessary to press the stop buttons 5a to 5c (so-called eye-pressing operation) aiming at the desired symbol.

[0030] The main control unit 10 then functions as an awarding means, determining whether a prize has been won based on the stopping pattern of the identification information (pattern) that has stopped on the winning line (hereinafter also referred to as "stop display") after the third reel has been stopped, and awards game value (medals) according to the stopping pattern. The third reel refers to the reel that is stopped in the third and final operation when the three reels 41a to 41c are stopped once for each reel (a total of three times). Furthermore, "after the third reel is stopped" refers to the time after the player releases his / her finger from the stop button 5 that was used to stop the third reel. Similarly, the first reel indicates the reel that is operated to stop in the first operation, which is the beginning of the stop operations, and the second reel indicates the reel that is operated to stop in the second operation.

[0031] For example, in this embodiment, the determination of whether or not a win has been made is based on the combination of symbols that stop only on the upward-to-right line out of a total of five lines, including the upper, middle, and lower lines, the downward-to-right line, and the upward-to-right line. Note that the number of winning lines used to determine whether or not a win has been made is not limited to one line, and can be changed as appropriate depending on the relationship between the arrangement of symbols, the type of symbols, the combination of symbols corresponding to the winning combination, etc. As described above, the slot machine game is executed.

[0032] The slot machine 1 is provided with a probability setting means (setting means) that can change the winning probability of a specific role (for example, a bonus role or a small role) among the roles drawn by the main control unit 10 (lottery means) by external operation (manual) using a button or the like. For example, by dividing the probability of winning a specific role into six levels, from low to high, and corresponding each level to a setting 1 to 6, the probability of winning a specific role can be changed to a winning probability corresponding to each setting value. In this case, the probability of winning a specific role is set higher when setting 6 is set than when setting 1 is set, and as a result, the slot machine game is controlled to proceed more advantageously when setting 6 is set than when setting 1 is set. When the set value is changed in the probability setting means, the main control unit 10 performs a process to initialize all stored information in the RAM (such as information on the winning status of bonus roles) in the same way as when the system of the slot machine 1 is reset. Although the setting value can be set in six stages, it is not limited to this, and may be set in four stages (settings 1, 2, 5, 6) or three stages (setting 1, setting 3, setting 6), for example.

[0033] (Winning combination and corresponding symbols) Next, each winning combination and the corresponding symbol combination will be described. The winning combinations include, for example, a small combination, a replay combination, and a bonus combination. Furthermore, the small roles include, for example, a bell role, a watermelon role, a cherry role, a chance role, and a special role. In the following description, the cherry role, watermelon role, and chance role will be collectively referred to as "rare role."

[0034] The bell role is equipped with a "push order bell." "Push order bell" is a winning combination of symbols that is obtained by following the operation order (hereinafter also referred to as "push order") of the stop buttons 5a to 5c, and six "push order bells 1 to 6" are provided. In the following explanation, "push order bells 1 to 6" are also simply referred to as "push order bells". In "Push Order Bell 1-6," when the stop buttons 5a-5c are operated in one of six possible push orders (1 / 6) (correct push order), the corresponding combination of symbols is displayed in a stopped state; on the other hand, when the stop button 5 is operated in one of the other five possible push orders (5 / 6) (incorrect push order), the corresponding combination of symbols is not displayed in a stopped state. For example, if you win "Push Order Bell 1," and the stop buttons 5a to 5c are pressed in the order of "left → center → right" (the correct order), "Bell Bell Bell" will stop and be displayed on the winning line, and if the stop buttons 5a to 5c are pressed in any other order (the incorrect order), a different combination of symbols (hereinafter referred to as "Push Order Bell Spill") will stop and be displayed.

[0035] In addition, when the "Push Order Bell" is won, regardless of the stop button 5 operated in the second or third operation, as long as only the stop button 5 operated in the first operation follows the correct push order, the reels 41 can be controlled to stop so that the combination of symbols corresponding to the "Push Order Bell" stops. In this case, the "Push Order Bell" is not limited to six types, and may be three types, "Push Order Bell 1 to 3." In addition, the number of combinations may be increased to 12 or more by adding the type of symbol that stops when the first reel is stopped.

[0036] The watermelon role ("Watermelon") displays the combination of "Bell, Watermelon, Bell" on the winning line. Chance roles ("Chance Eyes") are when the combination of "Bell, Watermelon, and Replay" symbols stops and appears on the winning line. There are two types of cherry roles: "weak cherry" and "strong cherry." "Weak Cherry" allows symbol combinations such as "Cherry, Cherry, Bell" to stop on the winning line, while "Strong Cherry" allows symbol combinations such as "Cherry, Cherry, Cherry" to stop on the winning line. The replay role ("normal replay") will result in a combination of symbols lining up regardless of the order in which you press the buttons, and the "replay replay replay" symbol combination will stop and be displayed on the winning line.

[0037] As shown in Figure 4(b), the "special roles" are composed of "special role A," which can stop a combination of symbols corresponding to the correct push order of the "Push Order Bell" ("Bell-Bell-Bell": first stop mode), and "special role B," which can stop a combination of symbols consisting of a "white 7" symbol or a "bar" symbol on reel 41a ("White 7-Bell-Replay," "White 7-Bell-Bell," "Bar-Bell-Replay," "Bar-Bell-Bell": second stop mode). In other words, if the result of the internal lottery process is a "special role" (specific lottery result), the player will win both special role A, which corresponds to the one combination of symbols mentioned above, and special role B, which corresponds to the four combinations of symbols mentioned above, and these five combinations of symbols will be able to be displayed in a stopped state.

[0038] The "special combination" is a winning combination in which the combination of symbols displayed in a stopped state varies depending on the order in which the stop buttons 5a to 5c are pressed and the pressing operation. Specifically, the combination of symbols that are stopped and displayed varies depending on the order in which the stop buttons 5 are pressed when the first reel is stopped. For example, if the stop button 5b or 5c is operated when the first reel is stopped, after the third reel is stopped, the symbol combination corresponding to "Special Role A" ("Bell Bell Bell") will be displayed stopped on the winning line (see Figure 4(c)).

[0039] Furthermore, if the stop button 5a is operated when the first reel is stopped, after the third reel is stopped, a combination of symbols corresponding to "Special Role B" (such as "White 7 Bell Replay" or "Bar Bell Replay") can be displayed stopped on the winning line (see Figure 4(c)). The conditions for the combination of symbols corresponding to this "Special Role B" to stop and be displayed are that in addition to the order of pressing the buttons when the first reel is stopped, the stop and be displayed when the button press operation is performed at a specific timing. Specifically, when the first reel is stopped, if the stop button 5a is operated at a timing when any of the symbols numbered 11 to 20 can be drawn onto the winning line of the reel 41a, the symbol corresponding to "special role B" will stop on the winning line.

[0040] More specifically, if the stop button 5a is operated at a timing when any of the symbols 16 to 20 can be drawn onto the winning line of the reel 41a, the "bar" symbol of symbol 16 will stop on the winning line. Therefore, after the third reel is stopped, the symbol combination of "bar-bell-replay" or "bar-bell-bell" will be displayed. In addition, if the stop button 5a is operated at a timing when any of the symbols 11 to 15 can be drawn onto the winning line of the reel 41a, the symbol 11, "white 7", will stop on the winning line. Therefore, after the third reel is stopped, the symbol combination of "white 7, bell, replay" or "white 7, bell, bell" will be displayed. On the other hand, if the stop button 5a is operated at a timing when a symbol other than symbol numbers 11 to 20 (symbol numbers 1 to 10) can be drawn onto the winning line of the reel 41a, the "bell" symbol will stop on the winning line, and after the third reel is stopped, the symbol combination of "bell-bell-bell" corresponding to "special role A" will be displayed.

[0041] Such control of the reel 41 can be achieved by the slot machine 1 of this embodiment adopting reel control that prioritizes drawing in symbols that have a large number of stoppable symbol combinations (hereinafter referred to as "combination number priority control"), and reel control that prioritizes drawing in symbol combinations that have a large number of medal payouts (hereinafter referred to as "number priority control"). In the "combination number priority control", when the stop button 5a is operated during the first reel stop operation, the main control unit 10 controls the reel 41a. For example, if a "special role" is won in the internal lottery process, and stop button 5a is operated at a timing when any of the symbols from symbol numbers 11 to 20 can be drawn onto the winning line when the first reel is stopped, five different symbol combinations can be stopped: the symbol combination corresponding to "special role A" ("Bell Bell Bell") and the symbol combination corresponding to "special role B" ("White 7 Bell Replay", "White 7 Bell Bell", "Bar Bell Replay", "Bar Bell Bell"). In this case, the "combination number priority control" can be used to control the reel 41a so that the "bar" symbol and the "white 7" symbol, which have a relatively large number of possible combinations of symbols that can be stopped (two possible combinations), are drawn in preferentially over the "bell" symbol, which has a relatively small number of possible combinations of symbols that can be stopped (one possible combination).

[0042] In the "number priority control", when the stop button 5b or the stop button 5c is operated during the first reel stop operation, the main control unit 10 controls the reel 41b or the reel 41c. For example, if a "special role" is won in the internal lottery process, as shown in Figure 5, if the combination of symbols corresponding to "special role A" ("Bell-Bell-Bell") stops, 10 medals will be paid out, and if the combination of symbols corresponding to "special role B" ("White 7-Bell-Replay", "White 7-Bell-Bell", "Bar-Bell-Replay", "Bar-Bell-Bell") stops, 1 medal will be paid out. In this case, the "number priority control" can be used to control the drawing of the "bell" symbol, which is part of the symbol combination corresponding to "special role A," which has a relatively large number of medals paid out ("10 medals"), over the other symbols ("white 7" symbol, "bar" symbol) which are part of the symbol combination corresponding to "special role B," which has a relatively small number of medals paid out ("1 medal").

[0043] In this way, in the slot machine 1 according to this embodiment, by adopting "combination number priority control", when the first reel is stopped during a non-AT state, the game is played by aiming for one of the patterns from pattern numbers 11 to 20 on the lower row of reel 41a, and if a "special role" is won, the combination of patterns corresponding to "special role B", which pays out a relatively small number of medals, can be stopped and displayed. On the other hand, if you play by aiming for any of the symbols numbered 1 to 10 on the bottom row of reel 41a and win a "special role," the symbol combination corresponding to "special role A," which pays out a relatively large number of medals, can be displayed in a stopped state.

[0044] In this way, when a "special role" is won, the player can choose to win either "special role A" or "special role B" by operating the player, and as a result, the number of medals that the player can win during the non-AT state changes. In other words, in the non-AT state, selecting the stop operation to win "special role A" provides a game in which the game can be played with reduced medal consumption (a state in which the player has a high coin holding capacity) compared to selecting the stop operation to win "special role B."

[0045] Furthermore, in the slot machine 1 according to this embodiment, by adopting "number priority control," if a "special role" is won during the AT state, when the first reel is stopped, by operating the stop button 5b or the stop button 5c, the combination of symbols corresponding to the "special role A" can be stopped and displayed without having to perform a pinpoint operation for the symbols numbered 1 to 10 on the reel 41a (left reel). Therefore, every time the player wins a "special role" during the AT state, the player can win "special role A," which pays out a relatively large number of medals, without having to perform any eye-pressing operation on the reel 41a, and can play the game comfortably.

[0046] In this embodiment, the "combination number priority control" is assumed to be a case in which the main control unit 10 controls the reel 41a only when the stop button 5a is operated during the first reel stop operation, but this is not limited to this, and similar control may also be performed when the stop button 5b or the stop button 5c is operated during the first reel stop operation. This makes it possible to win "special role B" even if the stop button 5b or the stop button 5c is operated by mistake when the "special role" is won. In addition, in this embodiment, if a "special role" is won during a non-AT state, it is assumed that the fact that the "special role" has been won is not announced, but this is not limited to this, and the fact that the "special role" has been won may be announced. For example, before the first reel stop operation, the operation timing for winning the "special role A" (operation of pressing the symbols with symbol numbers 1 to 10) and the operation timing for winning the "special role B" (operation of pressing the symbols with symbol numbers 11 to 20) for the reel 41a may be announced by the display 8 or the like. When notifying that a "special role" has been won, it is preferable to notify only during the advantageous period described below, but it may also be notified during the normal period.

[0047] The bonus role is a "bonus" with the corresponding symbol combination "red 7 red 7 red 7". A "bonus" is a winning combination that is drawn during RT0 in the RT state described below, and can only be won in the game in which it is won. When it is won, the state transitions to the bonus state (RT2). In addition, the "bonus" can only be won in a game with a 3-bet setting (3-bet game), and can be won independently without overlapping with other small winning combinations. However, this is not limited to this, and it may be won overlappingly in some cases when other small winning combinations (for example, chance combinations or cherry combinations) are won.

[0048] In addition, the bonus role is a role that is subject to carry-over control by the main control unit 10, which allows the right to win a "bonus" to be carried over as long as the corresponding symbol combination does not stop in the winning game and in subsequent games. Therefore, during the period until the symbol combination corresponding to the "bonus" is stopped and displayed, the right to win the "bonus" is carried over. On the other hand, when a symbol combination corresponding to a "bonus" is displayed (a "bonus" is won), the game enters a bonus state, and after the bonus state ends, the game enters a non-carry-over state in which the right to win a "bonus" is not carried over. In other words, the carryover state indicates a state in which a bonus role has been won but the combination of symbols corresponding to the bonus role has not yet stopped (hereinafter, this state will be referred to as the bonus winning state), and the non-carryover state indicates a state in which a bonus role has not been won (hereinafter, this state will be referred to as the bonus non-winning state).

[0049] In addition, when different winning combinations occur in a bonus winning state, the main control unit 10 operates to perform priority stop control to stop the combination of symbols corresponding to one of the winning combinations on the reel 41 preferentially, and the combination of symbols corresponding to the bonus winning combination is set as the winning combination with the lowest priority. Therefore, in a game in which a bonus has been won, even if a bonus role has been won, if, for example, a replay role is won in that game, the symbol combination corresponding to the bonus role cannot be stopped on the reel 41, but the symbol combination corresponding to the replay role will be stopped on the reel 41, and the state of having won the bonus role will be carried over to the subsequent game.

[0050] Based on the combination of symbols as described above, it is determined whether or not a small win, replay win, or bonus win will be won. If the result of the determination is that a win will be won, a game value will be awarded (medals will be paid out) based on the "payout table" shown in Figure 5. As shown in Figure 5, when a "special role" is won, if the combination of symbols corresponding to "special role A" stops, 10 medals will be paid out, and if the combination of symbols corresponding to "special role B" stops, 1 medal will be paid out. Also, when "Push Order Bell 1 to 6" is won, if the stop buttons 5a to 5c are operated in the correct push order, a combination of symbols similar to "Special Role A" will stop, and 10 medals will be paid out. On the other hand, when "Push Order Bell 1 to 6" is won, if the stop buttons 5a to 5c are operated in an incorrect push order, the corresponding combination of symbols will not stop, the push order bell spill will stop, and one medal will be paid out instead of the specified number of medals. In this embodiment, the combination of symbols corresponding to "Special Role A" is the same as the combination of symbols when the stop buttons 5a to 5c are operated in the correct order when "Push Order Bell 1 to 6" is won, and the number of medals paid out is also the same, but this is not limited to this, and a different combination of symbols may be used, and the number of medals paid out may also be different.

[0051] In addition, when a combination of symbols corresponding to a "chance eye" appears, three medals are paid out. Also, when a combination of symbols corresponding to "watermelon" appears, three medals are paid out. Furthermore, by displaying a combination of symbols corresponding to a "normal replay" in a stopped state, the player can play again in the next game without inserting a medal. In addition, when a combination of symbols corresponding to "weak cherry" or "strong cherry" stops, one medal will be paid out. In this embodiment, the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets. Furthermore, the number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.

[0052] (Probability of winning each winning role) Next, the winning probability of each winning combination will be explained with reference to FIG. FIG. 6 shows an internal lottery table used for drawing lots for each role when a game is executed in each state related to a bonus role (bonus non-winning state, bonus winning state, bonus state). The internal lottery table indicates the range (number) of random numbers acquired in the internal lottery process by the main control unit 10 to be 65536, and the number of winning values ​​(wins) among them. The internal lottery table shown in FIG. 6 indicates the probability of winning each winning combination in a 3-bet game, and shows the case where the set values ​​set by the probability setting means are common to all the set values ​​in settings 1 to 6.

[0053] As shown in FIG. 6, the winning probabilities of each winning combination in a 3-bet game are as follows: The probability of winning for each of the "Push Order Bells 1 to 6" is set at 7610 / 65536 in both the non-bonus winning state and the bonus winning state. The probability of winning a "special role" is set at 2957 / 65536 in both the non-bonus winning state and the bonus winning state. The probability of winning a "chance symbol" is set to 256 / 65536 in both the non-bonus winning state and the bonus winning state. Also, the probability of winning a "chance symbol" is set to 65536 / 65536 in the bonus state. In other words, only "chance symbols" can be won during a bonus. The probability of winning "Watermelon" is set to 900 / 65536 in both the non-bonus winning state and the bonus winning state. The probability of winning "Weak Cherry" is set to 1000 / 65536 in both the non-bonus winning state and the bonus winning state. The probability of winning "Strong Cherry" is set to 80 / 65536 in both the non-bonus winning state and the bonus winning state.

[0054] The probability of winning the "bonus" when no bonus is won is set at 3077 / 65536. The probability of winning a "normal replay" is set to 9170 / 65536 when no bonus is won, and 14683 / 65536 when a bonus is won. In addition, the probability of winning a "miss" when no bonus is won is set at 2436 / 65536.

[0055] Note that the "internal lottery table" shown in Figure 6 shows the case where all setting values ​​are the same, but this is not limited to this, and it is also possible to provide winning roles where the winning probability varies depending on the setting value, and winning roles where the winning probability does not vary depending on the setting value. For example, the winning roles whose winning probability varies depending on the setting value may be set as "chance eye," "watermelon," "weak cherry," "strong cherry," and "normal replay," and the winning probability of "normal replay" may be set to decrease the higher the setting, while the winning probability of winning roles other than "normal replay" may be set to increase the higher the setting. In addition, the higher the setting of some rare roles, the higher the probability of winning, or the lower the setting, the higher the probability of winning a rare role. In addition, for winning roles other than rare roles such as the "push order bell," the higher the setting, the higher the probability of winning may be set, or the lower the probability may be set.

[0056] In addition to the above configuration, the slot machine 1 according to this embodiment has the following game states and characteristic game features based on these game states. Each game state is controlled (hereinafter also referred to as transition) to each game state by the main control unit 10 operating as a game state control means.

[0057] (RT state) First, with reference to FIG. 7, the RT state (hereinafter simply referred to as RT) of the slot machine 1 according to this embodiment will be described. The slot machine 1 according to this embodiment has RT states RT0, RT1, and RT2. Although there are three RT states in this embodiment, there may be two or less or three or more.

[0058] RT0 is initiated when the slot machine 1 is system reset, when the setting value is changed (including when the same setting value is set again (re-entering the setting value)), or when RT2 ends. Furthermore, RT0 ends when a bonus is won during the 3-bet game, and transitions to RT1 (arrow a in FIG. 7). In this way, RT0 is not a finite gaming state with a predetermined gaming period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless a bonus is won.

[0059] RT1 ends when a symbol combination corresponding to the bonus is displayed (a bonus is won), and the game transitions to RT2 (arrow b in FIG. 7). That is, RT1 continues from when a bonus is won until the bonus is won, and in RT1, the game proceeds in a bonus winning state. In this way, RT1 is not a finite game state with a predetermined game period, but an infinite game state (infinite RT) that does not transition to another game state unless a bonus combination is won. RT2 is a bonus state, in which the game is played with 3 bets, and only "chance numbers" can be won, as shown in Figure 6. In other words, in RT2 (bonus state), the actual net increase in medals is "0 medals," and the player cannot expect an increase in medals. RT2 ends when the number of medals paid out reaches a predetermined number (for example, 60 medals), and the game shifts to RT0. In RT2, only "chance eyes" are set to win, but other roles may also be set to win. For example, "push order bell 1 to 6" may be set to win with the same probability as RT1 (each with a probability of winning of 7610 / 65536), and "chance eyes" may be set to win with a probability of 19876 / 65536.

[0060] In addition, in the RT state of this embodiment, control is basically performed so that transition from RT1 to RT2 does not occur, for the following reasons. If a "bonus" is won in RT0, it is only possible to win the bonus in this bonus winning game, but since the fact that a "bonus" has been won is not announced, it is basically difficult for the player to stop and display the combination of symbols corresponding to the bonus. Therefore, from the game following the bonus winning game, the player will move to RT1 (bonus winning state) with the right to win the "bonus" carried over. Also, during RT1, as shown in FIG. 6, the "miss" timing, which is the timing when a bonus can be won, is not won, so the bonus cannot be won. For this reason, the slot machine 1 of this embodiment basically does not transition from RT1 to RT2, and once it transitions from RT0 to RT1, the game will proceed under the control of RT1 unless a system reset of the slot machine 1 is performed. However, without being limited to this, during RT1, it may be possible to win a "miss" with a predetermined probability (for example, a probability of 1 / 200), and winning a "miss" may trigger a bonus win during RT1.

[0061] Furthermore, the slot machine 1 of this embodiment can be controlled to an AT (assist time) as a gaming state related to "push order bells 1 to 6." In the AT, when the "Push Order Bell 1 to 6" is selected by the internal lottery process, the sub-controller 20 controls the display 8 etc. to notify specific information (such as the order in which to press the stop button 5 and the symbols that serve as a guide for pressing the stop button), and thus notifies the player that the corresponding symbol combination can be stopped. For this reason, the ball dispense speed is faster during the AT than during non-AT. In this embodiment, the period under AT control is referred to as the AT state (see FIG. 8).

[0062] For example, when "Push Order Bell 1" is won, the order in which to press the buttons is announced by displaying the text information "1," "2," and "3" in order from left to right on the display 8, outputting the sounds "left," "center," and "right" from the speaker 9, and lighting up the navigation lamps 12 in the order 12a (left), 12b (center), and 12c (right). In this embodiment, the navigation of the button press order by notification means such as the display 8, navigation lamp 12, speaker 9, etc. is also referred to as "button press order navigation." In the non-AT state, even if the winning result of the internal lottery process is "Push Order Bells 1 to 6," the order in which the stop buttons 5 should be pressed is not announced. Therefore, unless the order in which the player operates the stop buttons 5 coincides with the order in which the winning "Push Order Bells 1 to 6" is pressed by chance, the player cannot basically stop and display the symbol combination corresponding to the winning "Push Order Bells 1 to 6." Details will be described later, but in this embodiment, the preparation state and the normal game state are game states controlled to the non-AT state. Therefore, the playability of the slot machine 1 is such that the player can increase the number of balls dispensed by playing in such a way that the player stays in the AT state for a long time.

[0063] (Normal section, advantageous section) The game on the slot machine 1 according to this embodiment has a normal zone and a favorable zone as game zones. Specifically, the normal area is a game area in which push order navigation (specific information) cannot be notified, and the advantageous area is a game area in which push order navigation (specific information) can be notified. The main control unit 10 operates as a zone control means to control the transition between the normal zone and the advantageous zone.

[0064] The normal section is entered when a system reset is performed on the slot machine 1 or when a setting value is changed (including when a setting value is re-entered). In addition, if the "conditions for transition from the advantageous zone to the normal zone" described below are met, the game will move from the advantageous zone to the normal zone. In addition, the normal section is always controlled to be in a non-AT state, and in this embodiment, the preparation state of the gaming state is classified as the normal section.

[0065] The normal zone continues until a bell or rare role (hereinafter, these are also referred to as advantageous zone transition roles) is won through internal lottery processing, and if an advantageous zone transition role is won during the normal zone, the game will transition to the advantageous zone after the third reel is stopped in that winning game (arrow a in Figure 8). In addition, the advantageous zone transition role may be a winning role other than the bell role and the rare role. In addition, the transition from the normal zone to the advantageous zone may be triggered by the fulfillment of other conditions (the stop display of a combination of symbols corresponding to a predetermined winning role, the stop display of a combination of symbols not corresponding to a predetermined winning role (such as a push order bell spill)). The advantageous zone is divided into a non-AT state and an AT state, and in this embodiment, the normal game state among the game states is classified as the non-AT state.

[0066] (Conditions for transitioning from the advantageous zone to the normal zone) The transition from the advantageous zone to the normal zone occurs, for example, when the following conditions are met. If the number of AT games is consumed during the AT state If the number of AT games awarded during the AT state reaches "0" during the advantageous period, the advantageous period ends and the game transitions to the normal period (arrow d in Figure 8). When the advantageous zone limit is reached If the advantageous zone limiter is reached during the advantageous zone, the advantageous zone ends and the game transitions to the normal zone (arrow c in Figure 8). "Advantageous zone limiter" means that either "the number of games played during the advantageous zone reaches the limiter value" or "the number of coins won (the difference in number of coins) during the advantageous zone reaches the limiter value" is met. Specifically, this is the case when the value indicated by counter A or counter B, which will be described later, reaches a limiter value.

[0067] The above-mentioned "conditions for transitioning from the advantageous zone to the normal zone" are merely examples, and are not limited to these, and may include, for example, "the push order bell has been announced at least once," "a combination of symbols corresponding to the bonus role has stopped and been displayed," etc. In addition, when a predetermined winning combination (a normal zone transition combination) is won during the advantageous zone, the game may transition to the normal zone. For example, a "push order replay" may be provided, which is a winning combination of symbols that are stopped and displayed according to the push order, and when the stop buttons 5a to 5c are operated in the correct push order upon winning this push order replay, the advantageous zone may end and the game may transition to the normal zone.

[0068] In addition, while staying in the advantageous zone, the advantageous zone lamp 13 is basically lit. In order to prevent a decline in interest, the advantageous zone lamp 13 may be turned on only when an increase in medals is actually expected. For example, the advantageous zone lamp 13 may not be turned on during the normal game mode.

[0069] (Game-related counters) During the advantageous period, the main control unit 10 operates as a counting means, and stores the following counter-related information in RAM. Counter A: Count of the number of games played during the advantageous period Counter B: Count of the number of coins won (difference in number of coins) during the advantageous period Counter C: Count of the number of games played during AT mode Counter D: Count value of the number of coins acquired during the AT state (number of coins difference) Counter E: Count value of ceiling game number Counter F: Count value for determining AT mode

[0070] Counter A and Counter B are counters related to the advantageous zone limiter. Specifically, when the main control unit 10 transitions from the normal zone to the advantageous zone, it starts counting the number of games played during the advantageous zone (counter A) and the number of medals won during the advantageous zone (counter B), and when the value indicated by counter A reaches a limit value (1500 games) or when the value indicated by counter B reaches a limit value (2400 medals), it forcibly ends the advantageous zone.

[0071] Counter B is managed by the difference in number of coins, so if a winning combination is won in this game with the number of coins paid out being greater than the number of coins bet, the value of Counter B will increase, and if a winning combination is won with the number of coins paid out being less than the number of coins bet, the value of Counter B will decrease. For example, when the value of Counter B is "100", if a 3-bet game is executed and a combination of symbols corresponding to a push-order bell with a payout of 10 coins (a winning combination with a payout of more coins than the number of bets) is displayed, the difference in coins, "7" (=10-3), is added to the value of Counter B, and the value of Counter B becomes "107". On the other hand, when a 3-bet game is executed and a combination of symbols corresponding to a cherry role with a payout of 1 coin (a winning role with a payout of fewer coins than the bet number) is displayed, the difference in coins, "2" (=3-1), is subtracted from the value of counter B, and the value of counter B becomes "98". Furthermore, when the value of Counter B becomes a negative value, the value of Counter B is set to "0" (initialized). For example, when the value of Counter B is "0", if a 3-bet game is executed and a "loss" occurs, the difference in number of coins, "3" (=3-0), is subtracted from the value of Counter B, but the value of Counter B is corrected to "0".

[0072] Counter C is a counter that counts the number of games played during the AT state, and the main control unit 10 starts counting when the non-AT state transitions to the AT state. Counter D is a counter that counts the number of medals acquired during the AT state, and the main control unit 10 starts counting when the non-AT state transitions to the AT state. Counter C and Counter D are set to an initial value, for example, "0," at the start of the AT state. In addition, the values ​​of Counter C and Counter D are displayed on the display 8 during the AT state as the "remaining AT difference" and "remaining number of games."

[0073] Counter E is a counter related to a normal gaming state limiter (upper limit number of games in the normal gaming state). Specifically, the main control unit 10 sets the ceiling game number determined in the ceiling game number lottery described later in a counter E, and counts by subtracting 1 from the counter E for each game. Then, when the value indicated by the counter E reaches "0" (hereinafter also referred to as when the ceiling game number is reached), the main control unit 10 transitions from the normal gaming state to the AT state.

[0074] Counter F is a counter related to the AT mode determination point. Specifically, the main control unit 10 adds (counts) the AT mode determination points determined in the AT mode determination point lottery, which will be described later, to the value of the counter F. That is, the counter F is incremented (counted) each time a special role is won in the internal lottery process, and the accumulated and stored value of the counter F is referenced in the AT mode lottery described below. The value of each counter is erased (initialized) when the advantageous period ends.

[0075] (Details of each game state) Next, with reference to FIG. 8, each gaming state of the slot machine 1 according to this embodiment, transitions between each gaming state, and game characteristics based on each gaming state will be described. The main control unit 10 can independently control the transition between the normal zone and the advantageous zone, the transition between RT0 and RT2, and the transition between each game state shown in Fig. 8. However, as described above, the game in this embodiment is basically played in RT1, so the game in each game state is basically played while staying in RT1. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel is stopped in the game in which the transition condition is met (or after the medals have been paid out). However, this is not limited to this, and transition may occur from the next game after the transition condition is met.

[0076] As shown in Figure 8, the slot machine 1 of this embodiment has multiple gaming states, including a preparation state (first gaming state), a normal gaming state (second gaming state), and an AT state (third gaming state), and transitions between gaming states are made based on the establishment of predetermined transition conditions.

[0077] (Ready state) The preparation state is classified as a normal section, and therefore, the state stays when a system reset is executed in the slot machine 1 or when a setting value is changed (including re-entering a setting value). Furthermore, if the above-mentioned "conditions for transition from the advantageous zone to the normal zone" are met, the game enters the preparation state (arrows c and d in Figure 8). The preparation state ends when the internal lottery process results in a win for a favorable zone transition role (the favorable zone transition condition is met) and the game transitions to the normal game state (arrow a in Figure 8). In this way, if the main control unit 10 determines that the advantageous zone transition condition (first condition) is met during the preparation state, it controls to transition to the advantageous zone (normal game state), and if it determines that the advantageous zone transition condition (first condition) is not met, it controls to maintain the normal zone (preparation state). In other words, the duration of the preparatory state is extremely short, and the player will spend most of the time in a game state other than the preparatory state during play. In addition, the transition from the preparation state to the normal game state may be made via the normal premonition state. For example, when a winning combination that transitions to an advantageous zone is won, the display device 8 may execute the normal premonition effect for a predetermined number of games (for example, 5 games).

[0078] In the preparation state, a "ceiling game number lottery" is executed when a role that transitions to a favorable zone is won. Specifically, the main control unit 10 determines the ceiling number of games based on the set value set by the probability setting means, by referring to the "ceiling number of games lottery table" shown in FIG. The "ceiling game number" changes the period from the start of the advantageous zone until the transition to the AT state, and indicates the number of games from the transition to the normal game state until the transition to the AT state. When the main control unit 10 determines that the ceiling number of games has been reached during the advantageous period (when the value indicated by the counter E reaches "0"), it controls the advantageous period to continue and transitions the game state to the AT state (arrow b in Figure 8).

[0079] For example, when setting 1 is set, the ceiling number of games is set to "100 games" with a probability of 32 / 256, "200 games" with a probability of 16 / 256, "300 games" with a probability of 48 / 256, "500 games" with a probability of 128 / 256, and "700 games" with a probability of 32 / 256. Also, when setting 6 is set, the ceiling number of games is set to "100 games" with a probability of 64 / 256, "200 games" with a probability of 128 / 256, "300 games" with a probability of 32 / 256, "500 games" with a probability of 24 / 256, and "700 games" with a probability of 8 / 256. In addition, the ceiling game number determined in the ceiling game number lottery is set in a counter E.

[0080] In this way, as a general trend, the probability that a smaller ceiling game number will be selected is set higher when a higher setting value is set by the probability setting means. In addition, the allocation value is set so that the ceiling game number determined has characteristics when the set value in the probability setting means is an even number and when it is an odd number, so the length of the period until the AT state is reached changes depending on the set value, making it possible to diversify the game content and increase interest. In addition, the player can guess the set value to some extent based on the determined ceiling number of games, which can also increase the interest of the game.

[0081] However, without being limited to this, the probability of a smaller ceiling game number being selected may be higher when a lower setting value is set by the probability setting means. Also, a common ceiling game number may be determined for all setting values. Alternatively, the ceiling number of games may be determined based on the winning combination of the current game. For example, the probability of a smaller ceiling number of games being selected may be higher when a rare combination is won than when a combination other than a rare combination is won.

[0082] (Normal gameplay state) The normal game state is controlled as a non-AT state, and is entered after the preparation state ends (arrow a in Figure 8), and continues until the ceiling number of games is reached. During normal game mode, when the ceiling number of games is reached as the game progresses, the game transitions to AT mode (arrow b in Figure 8). Therefore, the normal game state is a disadvantageous game state for the player, as the player's remaining medals gradually decrease as he or she continues playing, and the player will play in the hope of reaching the ceiling number of games as soon as possible and transitioning to the AT state. In addition, when transitioning from the normal game state to the AT state, the transition may be made via an AT precursor state or an AT false precursor state to increase the expectation of winning the AT state. For example, the display 8 may start a premonition effect a predetermined number of games (e.g., 10 games) before the ceiling game number is reached, and notify the player that they will transition to the AT state in the game in which the ceiling game number is reached (the final game in the premonition effect).

[0083] During the normal gaming state, the player can select and play the game in a way that consumes fewer medals or more medals, depending on the manner in which the stop buttons 5a to 5c are operated. Specifically, by performing a stop operation (a stop operation using a specific operation mode) to win the above-mentioned "special role A" and proceeding with the game, if the "special role" is won, it is possible to reliably win "special role A" and obtain the difference in number of coins, "7 coins." On the other hand, by performing a stop operation (a stop operation using a non-specific operation mode) to win the above-mentioned "special role B" and proceeding with the game, if the "special role" is won, it is possible to avoid winning "special role A" and consume the difference in number of "2 coins" (gain -2 coins). In this way, in this embodiment, during normal game play, the player can choose whether to perform a high-base stop operation (a stop operation using a specific operation mode) or a low-base stop operation (a stop operation using a non-specific operation mode), so the player can choose whether to win ``special role A'' and continue playing.

[0084] In addition, in the normal game state, if a special combination is won in the internal lottery process, an AT mode determination point lottery is executed to determine the points to be awarded to the player. Specifically, the main control unit 10 operates as a determination means according to the present invention, and determines points to be awarded from among a plurality of point values ​​(hereinafter referred to as AT mode determination points: specific values) based on the stopping pattern of the symbols corresponding to the special role. For example, the main control unit 10 determines the AT mode determination points to be awarded based on the winning combination by lottery, by referring to the "AT mode determination point lottery table" shown in FIG. For example, if "Special Role A" is won (the symbol combination is displayed in the first stopping mode), "1" is selected with a probability of 256 / 256, and "2" or higher cannot be selected. In addition, when "Special Role B" is won (the combination of symbols is displayed in the second stopping mode), "2" is selected with a probability of 56 / 256, "3" is selected with a probability of 50 / 256, "4" is selected with a probability of 50 / 256, "5" is selected with a probability of 50 / 256, "6" is selected with a probability of 50 / 256, and "1" is not selected. The AT mode determination points determined in the AT mode determination point lottery are counted (added) each time they are determined, and are cumulatively stored (value of counter F).

[0085] In this way, when a special role is won, it is more likely that a larger number of AT mode determination points will be determined if "Special Role B" is won than if "Special Role A" is won. Therefore, by performing a stop operation (a stop operation using a non-specific operation mode) to win "special role B" during normal game play and progressing through the game, the player can easily accumulate points for determining the AT mode, while by performing a stop operation (a stop operation using a specific operation mode) to win "special role A" and progressing through the game, the player can make it more difficult to accumulate points for determining the AT mode. The total number of AT mode determination points accumulated during normal game play is referenced in the AT mode determination lottery described below.

[0086] In the above description, the points for determining the AT mode are determined based on the stopping pattern of the symbols corresponding to the special role, but this is not limited to this. For example, the points for determining the AT mode may be determined based on the number of medals paid out or the difference in the number of medals when the special role is won. For example, if "1 coin" is paid out when a special role is won, a large number of points for determining the AT mode is likely to be determined, and if "10 coins" are paid out when a special role is won, a small number of points for determining the AT mode is likely to be determined. Alternatively, if the difference in number of coins decreases to "2 coins", a larger number of points for determining the AT mode is more likely to be determined, and if the difference in number of coins increases to "7 coins", a smaller number of points for determining the AT mode is more likely to be determined.

[0087] In addition, in the AT mode determination point lottery, a positive value of points is awarded, but this is not limiting, and it may be set so that a negative value or "0" points are awarded. Also, a predetermined number of points may be awarded uniformly. Furthermore, it is assumed that the AT mode determination points determined in the AT mode determination point lottery and their total value will not be notified to the player, but this is not limited to this and they may be notified or suggested by the display 8, etc. For example, in the normal gaming state, the AT mode determination points may be notified at the timing when they are determined, or the total value of the AT mode determination points may be notified at the timing when the ceiling number of games is reached. In addition, by providing a normal probability state and a high probability state in the normal gaming state, the number of points determined in the AT mode determination point lottery may differ depending on the probability state you are in. For example, it may be possible to make it easier to determine larger points when controlled to the high probability state than when controlled to the normal probability state.

[0088] It should be noted that during normal gaming, it is assumed that the ceiling game number is reduced by one game for each game, but this is not limited to this, and it may be reduced by two or more games. For example, the number of games to be subtracted from the ceiling number of games depending on the winning combination of the current game may be determined by lottery. Specifically, the main control unit 10 may determine the number of games to be subtracted by lottery from among a plurality of periods of different lengths (0, 10, 30, 50 games). In this case, for example, it may be set so that a larger number of games to be subtracted is determined when a rare combination is won than when a combination other than a rare combination is won. This significantly shortens the time it takes to reach the ceiling number of games when a rare combination is won. In particular, the rare combination with a relatively low winning probability (for example, strong cherry) tends to determine a larger number of games to be subtracted, which increases the interest of the game. If the determined number of subtraction games exceeds the ceiling number of games, the excess number of games may be carried over. This prevents the number of subtraction games from being wasted when a large number of subtraction games is determined due to a rare winning combination.

[0089] (AT state) In the AT state, the correct push order of the winning "Push Order Bell 1 to 6" is announced, and by operating the player according to this correct push order, the player's medals will increase by a fixed amount, making it an advantageous gaming state for the player. Therefore, players will play while hoping to stay in the AT state for as long as possible.

[0090] The AT state is entered when the ceiling number of games is reached in the normal gaming state (arrow b in Figure 8). The AT state in this embodiment is a game number-managed AT, in which the game progresses as managed by the number of games (AT game number), and when the number of AT games has been consumed, the AT state ends with the end of the advantageous zone. During the AT state, control information regarding the AT state is sent from the main control unit 10 to the sub-control unit 20, and under the control of the sub-control unit 20, various effect images, text images, etc. during the AT state are displayed on the display unit 8. For example, the number of coins won during the AT state (the difference in coins), the total number of games played during the AT state, etc. are displayed on the display unit 8.

[0091] In addition, the AT state is managed in a plurality of modes (AT modes). For example, three types of AT modes are provided: AT mode A (specific third game state), AT mode B (specific third game state or special third game state), and AT mode C (special third game state). Based on the relationship of AT mode A < AT mode B < AT mode C, the expected degree of medal acquisition during the AT state is set to increase.

[0092] The number of AT games at the start of the AT state (initial AT game number) is assigned according to the AT mode. For example, when AT mode A is selected, "50 games" are assigned, when AT mode B is selected, "70 games" are assigned, and when AT mode C is selected, "100 games" are assigned. Note that this is not limited to this, and the same number of games may be assigned, or the initial AT game number may be determined by lottery from a plurality of game numbers.

[0093] The AT mode is determined, for example, when the ceiling game number is reached. Specifically, the main control unit 10 refers to the "AT mode lottery table" shown in FIG. 11 and determines the AT mode by lottery based on the total value of the AT mode determination points when the ceiling game number is reached. For example, when the total value of the AT mode determination points is "40 or more", "AT mode B" is selected with a probability of 56 / 256, "AT mode C" is selected with a probability of 200 / 256, and "AT mode A" is not selected. Also, when the total value of the AT mode determination points is "16 - 20", "AT mode A" is selected with a probability of 128 / 256, "AT mode B" is selected with a probability of 96 / 256, and "AT mode C" is selected with a probability of 32 / 256. In addition, if the total value of the AT mode determination points is "0 to 4", "AT Mode A" is selected with a probability of 253 / 256, "AT Mode B" with a probability of 2 / 256, and "AT Mode C" with a probability of 1 / 256.

[0094] In this way, when the ceiling number of games is reached in the normal game state, there is a higher probability that the AT state to which the player will be transitioned next can be controlled to a state that is more advantageous to the player than the normal AT state if the total value of the points for determining the AT mode when the ceiling number of games is reached is large (second specific value) than if the total value of the points for determining the AT mode is small (first specific value). In other words, the larger the total value of points for determining the AT mode when the ceiling number of games is reached, the higher the probability that an AT mode with a high expected payout rate will be selected.

[0095] Therefore, if during the normal game state, a player selects a stop operation using a specific operation mode and plays to ensure that "special role A" is won, and the game proceeds in a state where medal consumption is suppressed (a so-called state where the coin holding is high), the probability of remaining in an AT state with a low medal winning expectation increases when the player subsequently transitions to the AT state. On the other hand, if during the normal game state, a stop operation using a non-specific operation mode is selected to play, thereby avoiding winning "special role A" and proceeding with the game in a state in which many medals are consumed (a state in which the player has a low coin holding), the probability of remaining in the AT state with a high expectation of winning medals increases when the player subsequently transitions to the AT state. In other words, the more medals you consume during normal gameplay, the more balls you can expect to win during the subsequent AT state.

[0096] Therefore, if a player wants to enjoy a game with a gentle fluctuation in the number of balls released, he or she can proceed with the game by winning the "special role A" by performing a stop operation using a specific operation mode during the normal game state, and as a result, can transition to the AT state (AT mode) with reduced medal consumption. On the other hand, if a player wants to enjoy a game with a large fluctuation in the number of balls that are released, he or she can proceed with the game without winning "Special Role A" by performing a stop operation using a non-specific operation mode during the normal game state, and as a result, the game can be transitioned to an AT state (AT mode) where a large number of balls can be expected to be released. This allows the player to select the wave of balls that will be dispensed, thereby meeting the needs of the player.

[0097] In addition, the "AT mode lottery table" shown in FIG. 11 shows a case where all setting values ​​are common, but this is not limiting, and the AT mode may be determined based on the setting value set by the probability setting means. For example, the higher the setting value set, the higher the AT mode with higher expectations may be determined. Also, some AT modes may be determined based on only some setting values. In addition, the allocation value may be set so that the AT mode to be determined has characteristics when the set value in the probability setting means is an even number and when it is an odd number. For example, the probability of winning AT mode A may be increased when the set value is an odd number, and the probability of winning AT mode C may be increased when the set value is an even number. Furthermore, the AT mode is not limited to being determined based on the AT mode determination points, but may also be determined based on, for example, the difference in the number of coins in the advantageous zone when the ceiling number of games is reached (the value of counter B) or the number of medals paid out in the advantageous zone. In addition, the AT performance (initial AT game number, additional winning probability) may be the same in all AT modes, and the upper limit of the number of medals that can be acquired during the AT state may be different for each AT mode. For example, it may be set to "200 medals" for AT mode A, "500 medals" for AT mode B, and "1000 medals" for AT mode C. Also, two or less or four or more AT modes may be provided.

[0098] Next, we will explain the lottery for adding AT games. During the AT state, if a predetermined winning combination is won, a lottery is held to determine the number of additional games, in which a predetermined number of games will be added to the number of AT games. In the lottery for the number of added games, a lottery is held to determine whether or not an addition will be made and the number of games to be added (number of added games) based on the type of winning role in this game and the AT mode you are currently in.

[0099] Specifically, the main control unit 10 determines the number of additional games by lottery by referring to the "number of additional games lottery table" shown in FIG. For example, when in AT mode A, as shown in Figure 12(a), if a "chance eye" is hit, "10 games" is selected with a probability of 50 / 256, "30 games" with a probability of 152 / 256, "60 games" with a probability of 32 / 256, "90 games" with a probability of 32 / 256, and "0 games" is not selected. Also, if you win the "Watermelon", there is a 180 / 256 chance that "0 games" will be selected, a 30 / 256 chance that "30 games" will be selected, a 10 / 256 chance that "60 games" will be selected, and a 36 / 256 chance that "90 games" will be selected. Note that if "0 games" is selected, no additional bonus will be awarded. Also, if you win a "Strong Cherry," there is a 200 / 256 chance that "30 games" will be selected, a 36 / 256 chance that "60 games" will be selected, and a 20 / 256 chance that "90 games" will be selected, and "0 games" and "10 games" will not be selected.

[0100] When in AT mode B, as shown in Figure 12(b), the probability of an additional bonus being awarded is set higher than when in AT mode A, and the probability of a large number of additional games being selected is set higher. Furthermore, when the player is in AT mode C, as shown in Figure 12(c), an addition is always made, and the probability of an addition being made is set higher than when the player is in AT mode A or AT mode B, and the probability of a large number of added games being selected is set higher.

[0101] In this way, depending on the type of winning combination, a lottery is conducted to determine whether to add additional games and the number of additional games to be added, resulting in various winning outcomes, enabling diverse games to be executed and enhancing the趣味性 of the game. Also, the rarer the winning combination with a relatively low winning probability, the higher the probability of winning the additional game lottery. Moreover, since the number of additional difference cards is larger, it is possible to further increase the player's sense of expectation. In addition, since the degree of expectation for additional games varies based on the staying AT mode (relationship of AT mode A < AT mode B < AT mode C), it is possible to further increase the player's sense of expectation.

[0102] Note that in the "Additional Game Number Lottery Table" shown in FIG. 12, it is assumed that the case is common for all setting values. However, it is not limited to this, and the additional game number lottery may be conducted based on the setting values set by the probability setting means. For example, by providing an additional game number lottery table for each setting value, the higher the set setting value, the higher the probability of winning the additional game lottery, and it may be made easier for a larger number of additional game numbers to be determined. Also, during the AT state, when winning a rare combination or the like, instead of the additional game number lottery, it may be possible to generate a specialized zone with relaxed conditions for additional games for a specific period (e.g., 10 games). For example, during the specialized zone, control such as increasing the additional game winning probability or adding a large number of additional games compared to other game states may be performed. Also, the trigger for the additional game number lottery may be the winning of a winning combination other than a rare combination such as a "common bell", and the additional game number can also be set arbitrarily. Also, although the additional game number is set as a positive value, it may also be set as a negative value. Also, instead of adding additional game numbers, additional sets (e.g., 50 cards / 1 set) may be added.

[0103] As described above, the slot machine 1 of this embodiment can be controlled so that it is easier for a player to accumulate AT mode determination points by performing a stop operation (a stop operation using a non-specific operation mode) to prevent the ``special role A'' from being won during normal game mode, rather than by performing a stop operation (a stop operation using a specific operation mode) to win the ``special role A.'' When the ceiling number of games is reached, the greater the total number of points for determining the AT mode accumulated during the normal game state, the more likely it is that the player will remain in an AT state where more balls will be released in the AT state to which the player will subsequently transition; on the other hand, the smaller the total number of points for determining the AT mode, the more likely it is that the player will remain in an AT state to which the player will subsequently transition with fewer balls released. This prevents a decline in interest in the game, since the more medals are consumed to progress in the game during the normal game state, that is, the more the winning of "special role A" is avoided, the more balls can be expected to be dispensed during the subsequent AT state. Also, even if you play while reducing the consumption of medals during normal game mode, you can still transition to the AT mode, although you cannot expect to get many balls. In this way, according to the slot machine 1 of this embodiment, the player can select the wave of balls to be dispensed by himself / herself, and therefore it is possible to meet the needs of the player.

[0104] (Modification of the first embodiment) Next, a modification of the first embodiment will be described. The slot machine 1 according to the first embodiment can also be modified as follows.

[0105] In the above embodiment, when a special role is won, it is explained that if "Special Role B" is won, a larger number of points for determining the AT mode is more likely to be determined than if "Special Role A" is won. However, it is not limited to this, and it may be set so that if "Special Role B" is won, a smaller number of points for determining the AT mode is more likely to be determined than if "Special Role A" is won. In this case, in the AT mode lottery, the smaller the total number of AT mode determination points, the higher the probability of transitioning to an AT mode with a high expectation.

[0106] In addition, in the above embodiment, it was explained that if winning "Special Role A" is avoided, "Special Role B" will be won, but this is not limited to this, and the control may be such that a bonus will be won. For example, in a game where a special combination is won, if a pressing operation is performed at a specific timing, a combination of symbols that can win a bonus may be displayed, making it possible to win the bonus. In this case, during the bonus, the game state is set so that even more medals are consumed than if the game were to proceed while avoiding the winning of "special combination A" during the normal game state, thereby realizing a state where the coin holding capacity is extremely low. In this way, by winning a bonus, the probability of staying in an AT state with a high probability of winning medals can be extremely increased in the AT state to which the player subsequently transitions.

[0107] In addition, in the above-described embodiment, an example was given of using a point value (points for determining the AT mode) as the specific value, but instead of or in addition to this, the specific value can also be the number of times a special role is won. For example, the main control unit 10 (counting means) counts the number of times "special role A" is won (the number of times the pattern combination is stopped and displayed in the first stopping mode) and the number of times "special role B" is won (the number of times the pattern combination is stopped and displayed in the second stopping mode) during normal game play. Then, when the ceiling number of games is reached, the more times the combination of symbols stops and is displayed in the second stopping mode, the more that number is counted as a second specific value, and the AT state to which it subsequently transitions can be controlled to an advantageous state in which more balls can be expected to be released than in the normal AT state. Furthermore, when the ceiling number of games is reached, the fewer the number of times that the combination of symbols stops and is displayed in the first stopping mode, the more that number is counted as a second specific value, and the AT state to which the player subsequently transitions can be controlled to an advantageous state in which more balls can be expected to be released than in the normal AT state. In other words, the more times "special role B" is won before the ceiling number of games is reached, the more likely it is that the player will be able to stay in AT mode (special third game state) where more balls can be expected to be released, while the more times "special role A" is won, the more likely it is that the player will be able to stay in AT mode (special third game state) where more balls are released.

[0108] The specific value may also be the payout amount when a special role is won or the difference in the number of coins when a special role is won. In this case, the main control unit 10 (counting means) counts the number of payouts and difference in number of coins related to the winning of "special role A" and the number of payouts and difference in number of coins related to the winning of "special role B" in the normal game state, and when the ceiling number of games is reached, the smaller the total number of payouts or the smaller the total difference in number of coins, the more advantageous the AT state to which the player will subsequently transition, where more balls can be expected to be paid out than in the normal AT state.

[0109] Furthermore, in the above-described embodiment, it is assumed that the AT transition lottery will not be executed during a non-AT state (preparation state, normal game state), so that the transition from the normal game state to the AT state will always occur when the ceiling number of games is reached. However, this is not limited to this, and an AT transition lottery may be executed during a non-AT state, and whether or not to transition to the AT state may be determined based on the results of the lottery. For example, when a role that transitions to a favorable zone is won, an AT transition lottery is executed based on a set value set by a probability setting means, and the probability of winning the AT can be higher if a higher set value is set. Then, when the ceiling number of games is reached, if the AT transition lottery is not won, the game state may be controlled to transition to the preparation state (normal area), and if the AT transition lottery is won, the game state may be controlled to transition to the AT state.

[0110] In addition to the possibility of winning the AT state as a result of the AT transition lottery, it may also be possible to win the "ready state". For example, the winning of a rare role may be triggered by a predetermined probability of winning the "ready state", or the winning of a specific role may be triggered by a certain probability of winning the "ready state". In this way, by executing the AT transition lottery when the advantageous zone transition role is won (when the transition from the normal zone to the advantageous zone is triggered), the AT transition lottery is executed each time the advantageous zone transitions to the normal zone. Therefore, there are cases where it is more advantageous to transition to the normal zone (preparation state) than to stay in the advantageous zone (normal gaming state), and compared to conventional gaming machines, it is possible to provide a game with unique playability and unexpectedness.

[0111] In addition, the ceiling number of games may be determined based on the winning result of the AT transition lottery. For example, if the player does not win the AT transition lottery, a smaller number of ceiling games may be more likely to be selected, and if the player wins the AT transition lottery, a larger number of ceiling games may be more likely to be selected. As a result, if the player does not win the AT transition lottery, the player can transition to the preparation state in a short playing period after the start of the advantageous zone, and then when transitioning to the advantageous zone, the AT state lottery will be executed more quickly. In addition, if the player wins the AT transition lottery, the game period until the transition to the AT state becomes longer after the start of the advantageous zone, and there is a high possibility that the player will stay in the so-called "stuck zone." As a result, there is a high possibility that the game period until the transition to the AT state during the advantageous zone (the period of stay in the normal game state) will be longer, which can prevent the player's profit from becoming significantly larger.

[0112] In addition, in the above-mentioned embodiment, the case where the transition from the normal game state to the AT state is triggered by reaching the ceiling number of games is explained, but this is not limited to this, and the transition to the chance zone (hereinafter referred to as CZ) may also be made. The CZ is in a non-AT state, and continues until a predetermined number of games (for example, 10 games) have been played, and a lottery for transitioning to the AT state is held while the CZ is in this state. In addition, CZ is managed in a plurality of modes such as, for example, CZ mode A (specific third game state), mode B (specific third game state or special third game state), CZ mode C (special third game state), etc. Based on the relationship of CZ mode A < CZ mode B < CZ mode C, the winning expectancy of the AT state is set to be high. When the ceiling game count is reached, the higher the total number of points for determining the AT mode stored during the normal game state, the more likely it is to stay in CZ (CZ mode) with a high expectancy of transitioning to the AT state. On the other hand, the lower the total number of points for determining the AT mode, the more likely it can be controlled to stay in CZ (CZ mode) with a low expectancy of transitioning to the AT state. Note that the AT state to which it transitions after the end of CZ may transition to a uniform AT mode (for example, AT mode B), or CZ mode A may transition to AT mode A, CZ mode B may transition to AT mode B, and CZ mode C may transition to AT mode C. During CZ, it may be set as an AT state that executes the push order navigation with a predetermined probability (for example, 60%) when winning on the push order bell.

[0113] (Second Embodiment) Next, the second embodiment will be described with reference to FIGS. 13 to 18. The slot machine 1 according to the second embodiment is the same as the slot machine 1 according to the first embodiment described above with respect to the basic configuration (FIGS. 1 to 4) and the game states (FIGS. 7 to 8). Therefore, the differences from the first embodiment described above will be explained below.

[0114] The winning combination of the slot machine 1 according to the second embodiment is different from the first embodiment in that, as shown in FIG. 13, a "common bell" is provided for the bell combination. The "common bell" is a winning combination in which the corresponding symbol combinations are aligned regardless of the push order. When "bell · replay · bell" stops and is displayed on the winning line, 10 medals are paid out (see FIG. 13). In addition, the probability of winning the "Common Bell" is set at 2937 / 65536 in both the non-bonus winning state and the bonus winning state.

[0115] In addition, in this embodiment, the winning probability of "Push Order Bell 1 to 6" is set differently from that in the first embodiment. As shown in Figure 14, the winning probability of "Push Order Bell 1" and "Push Order Bell 2" is set to 1080 / 65536 in both the non-bonus winning state and the bonus winning state, and the winning probability of "Push Order Bells 3 to 6" is set to 10880 / 65536 in both the non-bonus winning state and the bonus winning state. In this way, in this embodiment, the winning probability of "Push Order Bell 1" and "Push Order Bell 2", among "Push Order Bell 1 to 6", where the first correct push order is the left reel, is set to be extremely low compared to the winning probability of "Push Order Bell 3 to 6", where the first correct push order is a reel other than the left reel.

[0116] With this configuration, in the slot machine 1 according to this embodiment, when the first reel is stopped during normal game mode, the stop button 5b or the stop button 5c is stopped (stopped in a specific operation mode) and the game progresses, resulting in an extremely high probability of winning the "Push Order Bells 3 to 6". On the other hand, when the first reel is stopped during normal gameplay, if the stop button 5a is stopped (stopped by a non-specific operation mode) and the game progresses, "Push Order Bells 3 to 6" will not win, and "Push Order Bells 1 to 2" will win with an extremely low probability. In other words, in this embodiment, during normal gameplay, selecting a high-base stop operation (a stop operation using a specific operation mode) to play the game has the advantage of allowing the game to proceed in a state where medal consumption is suppressed (a so-called state where coin holdings are high) compared to selecting a low-base stop operation (a stop operation using a non-specific operation mode) to play the game.

[0117] In this way, the type of bell to be pressed to win can be selected depending on how the player operates the stop button 5, and the number of medals that the player can win during normal gameplay (non-AT state) changes. Depending on the stop operation performed during this normal game state, the expected number of balls to be dispensed during the AT state to which the game subsequently shifts will differ. The winning probability of the "internal lottery table" shown in Figure 14 is not limited to the above-mentioned value and can be set arbitrarily. For example, the winning probability of "Push Order Bell 1" and "Push Order Bell 2" may be set to 0 / 65536. Also, the winning probability of "Push Order Bell 1" and "Push Order Bell 2" may be set to an extremely high value, and the winning probability of "Push Order Bell 3 to 6" may be set to an extremely low value.

[0118] (Ready state) In the preparation state, when a role that transitions to a favorable zone is won, a "lottery for the initial value of the difference in number of coins" is executed. Specifically, the main control unit 10 determines the initial value of the difference in number of coins based on the winning role of the current game and the setting value set by the probability setting means by referring to the ``Initial Value Difference in Number of Coins Lottery Table'' shown in Figure 15. The "initial difference in number of sheets" is the initial value of the difference in number of sheets during the advantageous period at the start of the advantageous period (initial value of counter F), and in this embodiment, a number equal to or less than "0" is determined. In other words, in the first embodiment described above, it is assumed that the initial difference in number of coins is "0 coins," but in this embodiment, the initial difference in number of coins is determined by lottery, and a negative value may be determined.

[0119] For example, as shown in Figure 15(a), if a winning role other than a rare role is won in this game and setting 1 is set, the probability of selecting "0 coins" is 224 / 256, the probability of selecting "-100 coins" is 16 / 256, the probability of selecting "-300 coins" is 8 / 256, and the probability of selecting "-500 coins" is 8 / 256. When setting 6 is selected, there is a 216 / 256 chance that "0 coins" will be selected, a 32 / 256 chance that "-100 coins" will be selected, an 8 / 256 chance that "-300 coins" will be selected, and "-500 coins" will never be selected.

[0120] Also, as shown in Figure 15(b), if a rare role is won in this game and setting 1 is set, there is a 192 / 256 probability that "0 coins" will be selected, a 32 / 256 probability that "-100 coins" will be selected, a 16 / 256 probability that "-300 coins" will be selected, and a 16 / 256 probability that "-500 coins" will be selected. When setting 6 is selected, there is a 160 / 256 chance of selecting "0 coins," a 64 / 256 chance of selecting "-100 coins," a 16 / 256 chance of selecting "-300 coins," and a 16 / 256 chance of selecting "-500 coins."

[0121] In this way, the probability that a small initial difference number will be selected is set higher when a higher set value is set for each of the even and odd numbers. In addition, the probability that a small initial difference number will be selected is set higher when a rare role is won than when a role other than a rare role is won. Therefore, if a negative initial difference in number of coins is determined in the initial difference in number of coins lottery, when the ceiling number of games is reached as the game progresses, the difference in number of coins in the advantageous zone (the value of counter F) will be a further reduced value.

[0122] In addition, in the lottery for the initial difference number, the probability of selecting a smaller initial difference number may be higher when a winning role other than a rare role is won than when a rare role is won. In addition, the initial difference number may be determined by lottery depending on the type of winning combination in the current game. For example, among rare combinations, the rarer the combination is (for example, strong cherry) with a relatively low winning probability, the smaller the initial difference number may be determined. Alternatively, the initial difference in number of coins may be determined based on either the winning combination of the current game or a set value set by the probability setting means. Furthermore, the initial difference in number of coins may be determined with a predetermined probability, regardless of the winning combination of the current game and the set value set by the probability setting means. Alternatively, a value equal to or greater than "1" (a positive value) may be determined as the initial difference in number of coins.

[0123] (Normal gameplay state) As in the first embodiment, the normal gaming state continues until the ceiling number of games is reached, and once the ceiling number of games is reached, the game is controlled to always transition to the AT state. Furthermore, during the normal game state, the player can select and proceed with the game so that medals are consumed less or more depending on the manner in which the stop buttons 5a to 5c are operated. Specifically, by playing the game in a stopping mode (stop operation by specific operation mode) in which the stop button 5b or the stop button 5c is operated when the first reel is stopped, it is possible to reliably win "Push Order Bells 3 to 6" and pay out "10 coins" with a high probability. On the other hand, by proceeding with the game by operating the stop button 5a when operating the first reel to stop (stop operation by non-specific operation mode), the game can be proceeded without winning the "push order bells 3 to 6". In this way, in the normal game state, the player can choose whether or not to proceed with the game by ensuring that "Push Order Bells 3 to 6" are won.

[0124] In addition, in the normal game state, the expectation level for the next AT state to be entered is notified to the player in an identifiable manner. For example, the degree of expectation is indicated by a background image displayed on the display 8, and by displaying a morning background image, a daytime background image, an evening background image, a night background image, and a heaven background image, it is suggested that the degree of expectation is high based on the relationship of "morning" < "daytime" < "evening" < "night" < "heaven". This will draw the player's attention to the background image during normal game play, increasing the player's interest.

[0125] Furthermore, the background image may change at a predetermined timing during normal game play. Specifically, the sub-control unit 20 refers to the "background change lottery table" shown in Figure 16, and when the difference in number of coins in the advantageous zone (the value indicated by counter F) reaches a predetermined number, executes a background image change lottery to determine whether or not to change the background image and which background image to change. In addition, the sub-control unit 20 is able to recognize the difference in the number of coins during the advantageous period by receiving the difference in the number of coins (value of counter F) during the advantageous period from the main control unit 10 at a predetermined timing.

[0126] For example, if the difference in number of coins during the advantageous period reaches "-100 coins" or "-200 coins," the morning background image is selected with a probability of 200 / 256, the daytime background image with a probability of 40 / 256, and the evening background image with a probability of 16 / 256. In addition, when the difference in number of coins during the advantageous zone reaches "-900 coins," the daytime background image is selected with a probability of 64 / 256, the evening background image with a probability of 128 / 256, and the night background image with a probability of 64 / 256. In addition, if the difference in number of coins during the advantageous zone reaches "-1300 coins," the heaven background image is set to be selected with a probability of 256 / 256. In this way, the smaller the difference in number of coins during the advantageous zone (the more medals consumed during the normal game state), the higher the probability that a background image suggesting a high expectation of the next AT state to be transitioned to will be selected. On the other hand, the larger the difference in number of coins during the advantageous zone (the fewer medals consumed during the normal game state), the higher the probability that a background image suggesting a low expectation of the next AT state to be transitioned to will be selected.

[0127] The background image determined as a result of the lottery is displayed in place of the background image currently being displayed. However, if the lottery result is the same as the currently displayed background image or if the expectation level is lower than that of the currently displayed background image, the display of the background image does not change. However, this is not limited to this, and the display of the background image may be changed even if the lottery result is the same as the currently displayed background image or if the expectation level is lower than that of the currently displayed background image.

[0128] In the above description, a background image change lottery is executed every time the difference in the number of coins in the advantageous zone is reduced by 100 coins, but this is not limited to this and the lottery may be executed at any timing. In addition, it is assumed that if the difference in the number of coins in the advantageous zone once reaches a predetermined number that triggers the lottery to be held and then reaches that predetermined number again, the lottery will not be held, but this is not limited to this, and the lottery may also be held even if the predetermined number is reached again. Furthermore, the notification mode for notifying the expectation level of the AT state is not limited to a background image, and any notification mode can be used as long as it is associated with the expectation level. For example, it may be lighting up the lamp 11 or outputting a sound effect from the speaker 9.

[0129] (AT state) The AT state of this embodiment is a game number management type AT, similar to the first embodiment, and is managed in multiple modes (AT modes), and the AT mode is determined, for example, when the ceiling game number is reached.

[0130] The main control unit 10 determines the AT mode by lottery based on the difference in the number of coins in the advantageous zone when the ceiling number of games is reached, by referring to the "AT mode lottery table" shown in FIG. For example, if the difference in number of coins is "-299 or more," "AT Mode A" is selected with a probability of 253 / 256, "AT Mode B" with a probability of 2 / 256, and "AT Mode C" with a probability of 1 / 256. In addition, if the difference in number of coins is "-1100 or less," "AT Mode B" is selected with a probability of 56 / 256, "AT Mode C" is selected with a probability of 200 / 256, and "AT Mode A" is not selected. In this way, the smaller the difference in the number of coins in the advantageous zone when the ceiling game number is reached, the higher the probability that an AT mode with a high expectation will be selected, and the larger the difference in the number of coins in the advantageous zone, the higher the probability that an AT mode with a low expectation will be selected.

[0131] Therefore, by selecting a stop operation using a specific operation mode during normal game mode and playing, the consumption of medals can be reduced and the reduction in the difference in number of medals during the advantageous zone can be reduced, and the probability of staying in the AT mode with a low expectation of winning medals in the AT state to which the player subsequently transitions will increase. On the other hand, by selecting a stop operation using a non-specific operation mode and playing the game, the more medals are consumed and the smaller the difference in the number of medals in the advantageous zone, the higher the probability of staying in the AT mode with a high probability of winning medals in the AT state to which the player subsequently transitions. Therefore, if a player wants to enjoy a game with a gentle fluctuation in the number of balls released, he or she can proceed with the game by performing a stop operation using a specific operation mode during the normal game state to win ``Push Order Bells 3 to 6'', and as a result, can transition to the AT state (AT mode) while reducing the consumption of medals. On the other hand, if a player wants to enjoy a game with a large fluctuation in the number of balls that are released, he or she can proceed with the game without winning the "Push Order Bells 3 to 6" by performing a stop operation using a non-specific operation mode during the normal game state, and as a result, the game can be transitioned to the AT state (AT mode) where a large number of balls can be expected to be released. This allows the player to select the wave of balls that will be dispensed, thereby meeting the needs of the player.

[0132] During the AT state, a lottery is held to determine the number of additional games, as in the first embodiment. Specifically, the main control unit 10 determines the number of additional games by lottery by referring to the "number of additional games lottery table" shown in FIG. For example, when staying in AT mode A, as shown in Figure 18(a), if the "Common Bell" is won, "0 games" is selected with a probability of 232 / 256, and "10 games" is selected with a probability of 24 / 256. Note that if "0 games" is selected, no additional bonus will be added. Additionally, if you win the "Watermelon," there is a 180 / 256 chance that "0 games" will be selected, a 30 / 256 chance that "30 games" will be selected, a 10 / 256 chance that "60 games" will be selected, and a 36 / 256 chance that "90 games" will be selected. In addition, if you win a "Strong Cherry," there is a 200 / 256 chance that "30 games" will be selected, a 36 / 256 chance that "60 games" will be selected, and a 20 / 256 chance that "90 games" will be selected.

[0133] Furthermore, when the player is in AT mode B, as shown in Figure 18(b), the probability of an additional bonus being awarded is set higher than when the player is in AT mode A, and the probability of a large number of additional games being selected is set higher. Also, when staying in AT mode C, as shown in Figure 18 (c), the probability of being added is set higher than when staying in AT mode A and AT mode B, and the probability of selecting a large number of added games is set higher. When a rare combination is won, an addition is always made. In this way, the rarer the role with a relatively lower probability of winning, the higher the probability of winning the additional lottery, and the larger the difference in the number of additional coins.

[0134] As described above, the slot machine 1 of the second embodiment has a playability in which the smaller the difference in the number of coins during the advantageous zone, the more likely it is that the player will be able to stay in an AT state (AT mode) in which more balls can be expected to be paid out in the AT state to which the player subsequently transitions, and conversely, the larger the difference in the number of coins during the advantageous zone, the more likely it is that the player will be able to stay in an AT state (AT mode) in which more modest balls will be paid out in the AT state to which the player subsequently transitions. This prevents the player's interest in the game from declining, since the more medals consumed during the normal game mode, the more balls can be expected to be dispensed thereafter. Also, even if the player plays while reducing medal consumption during the normal game mode, the player can still transition to the AT mode. In this way, the player can select the wave of balls that will be dispensed, so that the needs of the player can be met.

[0135] (Modification of the second embodiment) Next, a modification of the second embodiment will be described with reference to FIGS. The slot machine 1 according to the second embodiment can also be modified as follows.

[0136] In this modified example, when a predetermined winning role is won during normal game play, a lottery is held to determine whether or not to subtract the difference in the number of coins in the advantageous zone (the value of counter F) and the difference in the number of coins to be subtracted (the difference in coins to be subtracted). Specifically, the main control unit 10 determines the subtraction difference by lottery based on the winning combination of the current game by referring to the "subtraction difference lottery table" shown in FIG. For example, if you win a "chance eye" or a "strong cherry," the difference in the number of coins is always subtracted, and if you win a "normal replay," "common bell," "watermelon," or "weak cherry," the difference in the number of coins is subtracted with a predetermined probability. For example, if you win the "chance number," the probability of "10 coins" being selected is 240 / 256, the probability of "30 coins" being selected is 12 / 256, and the probability of "50 coins" being selected is 4 / 256. In addition, if you win the "Common Bell", there is a 250 / 256 chance that "0 coins" will be selected, a 5 / 256 chance that "10 coins" will be selected, and a 1 / 256 chance that "30 coins" will be selected. If "0 coins" is selected, the difference in the number of coins will not be subtracted. As a result of the lottery, the subtraction difference number determined is subtracted from the difference number of the advantageous zone (the value of the counter F).

[0137] In this way, the probability of winning the lottery is set higher if you win a rare role than if you win a role other than rare roles, and it is also set so that a larger subtraction difference number is determined if you win a rare role. In particular, the rarer the role with a relatively low winning probability (for example, strong cherry), the larger the subtraction difference number tends to be, so it is possible to improve the entertainment value of the game.

[0138] In this way, by winning the subtraction difference number lottery, the difference number of coins in the advantageous zone (value of counter F) will be significantly reduced, and the difference number of coins in the advantageous zone when the ceiling game number is reached will also be significantly reduced. As a result, the probability that an AT state (AT mode) that is advantageous to the player will be selected in the AT mode lottery described above increases, which can increase the player's interest in the game.

[0139] In addition, in this modified example, during the normal gaming state, a lottery is held to determine whether or not to add the ceiling number of games and the number of games to be added (number of games to be added). Specifically, the main control unit 10 determines the number of games to be played by lottery based on the winning combination of the current game, by referring to the "table for determining the number of games to be played for the ceiling of games to be played" shown in FIG. For example, if you win a "normal replay," there is a 253 / 256 chance that "0 games" will be selected, a 1 / 256 chance that "10 games" will be selected, a 1 / 256 chance that "20 games" will be selected, and a 1 / 256 chance that "30 games" will be selected. In addition, if the "Push Order Bell" is selected, there is a 254 / 256 probability that "0 games" will be selected, a 1 / 256 probability that "10 games" will be selected, and a 1 / 256 probability that "20 games" will be selected. If "0 games" is selected, the ceiling number of games will not be added. Then, the number of additional games determined as a result of the lottery is added to the ceiling number of games.

[0140] In this way, by winning the additional ceiling game number lottery, the ceiling game number increases significantly, thereby extending the playing period until the transition from normal playing state to AT state. As a result, for example, in the case of a player who wants to enjoy a game with a gameplay that has a large fluctuation in the number of balls that are released, by consuming more medals during the period until the ceiling number of games is reached, the difference in the number of balls in the advantageous zone can be reduced, making it easier for the player to select an AT mode that is advantageous to the player when transitioning to the next AT state.

[0141] However, without being limited to this, a lottery may be performed to determine whether or not to subtract the ceiling number of games and the number of games to be subtracted (subtraction number of games) by referring to the "addition ceiling number of games lottery table" shown in FIG. This means that for players who want to enjoy a game with a gentle fluctuation in the number of balls dispensed, the time it takes to reach the ceiling number of games is shortened, allowing them to significantly reduce the consumption of medals.

[0142] Furthermore, in the second embodiment described above, it is assumed that the AT transition lottery is not executed during the normal gaming state, but this is not limiting, and the AT transition lottery may be executed. Specifically, the main control unit 10 performs a lottery for transition to the AT state by referring to the "AT transition lottery table" shown in FIG. For example, if you win a "chance number," you have a 24 / 256 chance of winning; if you win a "watermelon," you have a 16 / 256 chance of winning; if you win a "weak cherry," you have a 6 / 256 chance of winning; and if you win a "strong cherry," you have a 64 / 256 chance of winning.

[0143] As explained above, in the present invention, there are provided lottery means (main control unit 10) capable of executing a lottery for a game result based on the establishment of a predetermined condition, operation means (stop button 5, etc.) operable by a player, display means (reels 41) capable of statically displaying variably displayed identifiers (symbols) based on the lottery result by the lottery means and the manner in which the player operates the operation means, awarding means (main control unit 10) capable of awarding game value according to the manner in which the identifiers are statically displayed on the display means, a first game state (preparation state), a second game state (normal game state), and a third game state (AT state). The device is provided with a game state control means (main control unit 10) that can control the game state to any one of a plurality of game states including a game state control means (main control unit 10), a notification means (display unit 8, etc.) that can notify specific information (push order navigation) that is information regarding a stop operation, a zone control means (main control unit 10) that can control the game state to any one of a plurality of zones including a normal zone in which specific information cannot be notified and an advantageous zone in which specific information can be notified, and a counting means (main control unit 10) that can count a specific value (AT mode determination points, etc.) when the lottery result by the lottery means in the advantageous zone is a specific lottery result (winning a special role), and the display means is provided with a lottery When the result of the lottery by the lottery means is a specific lottery result and the manner of operation of the operation means by the player is a specific operation manner, the variable displayed identifier can be displayed statically in a first stop manner (bell, bell, bell, etc.), and when the result of the lottery by the lottery means is a specific lottery result and the manner of operation of the operation means by the player is a non-specific operation manner, the variable displayed identifier can be displayed statically in a second stop manner (white 7, bell, bell, etc.), and the granting means is more likely to display the identifier statically in the first stop manner on the display means than in the second stop manner. A large gaming value can be awarded, the interval control means controls to a normal interval in the first gaming state, and controls to an advantageous interval in the second gaming state and the third gaming state, the notification means can notify specific information in the third gaming state, the counting means can count a larger value when the identification information is stopped and displayed in the second stopping mode in the second gaming state than when the identification information is stopped and displayed in the first stopping mode, the third gaming state includes a specific third gaming state (AT mode A etc.) and a special third gaming state (AT mode C etc.) which is more advantageous than the specific third gaming state, and the gaming state control meansIn the first gaming state, when a first condition (such as winning a role that transitions to an advantageous zone) is met, it is possible to control the gaming state to a second gaming state, and in the second gaming state, when a second condition (such as reaching the ceiling number of games) is met, it is possible to control the gaming state to a special third gaming state with a higher probability when the counting result by the counting means is a second specific value that is larger than the first specific value than when the counting result is a first specific value.

[0144] In this way, in the normal game state, the slot machine 1 of the present invention allows the player to select either a stop operation using a specific operation mode (a stop operation for winning "special role A") or a stop operation using a non-specific operation mode (a stop operation for avoiding winning "special role A") and proceed with the game, and can control the expected degree of ball payout during the AT state to which it subsequently transitions so that it differs. For example, by selecting a stop operation using a non-specific operation mode and continuing the game, it becomes easier to accumulate points (specific value) for determining the AT mode during the normal game state, and when the ceiling number of games is reached, the total number of points for determining the AT mode becomes large (second specific value), and the AT state to which the game is subsequently transferred can be controlled to an AT state (AT mode) in which a large number of balls can be expected to be released. This prevents a decline in interest in the game, since the more medals are consumed during the normal game state by avoiding the winning of "special role A" and progressing with the game, the more balls can be expected to be dispensed during the AT state to which the game is subsequently transferred. Furthermore, by selecting a stop operation using a specific operation mode and proceeding with the game, the consumption of medals can be reduced, and although many balls cannot be expected to be released, the game can be reliably shifted to the AT state. This allows players to select the wave of balls they want to pay out, so it is possible to meet the needs of a variety of players.

[0145] On the other hand, Patent Document 1 discloses a gaming machine that transitions to a favorable zone based on the establishment of a favorable zone transition condition, and transitions to an AT state that is advantageous to the player based on the establishment of an AT transition condition during the favorable zone. Also, during the favorable zone and in a non-AT state, the shorter the playing period until the transition to the AT state, the more advantageous it is for the player. In this gaming machine, players consume a lot of medals during advantageous zones and non-AT states, and even if advantageous zones and non-AT states continue for a long time, not only will the limited advantageous zone be wasted, but there is also a risk that interest in the game will decrease because the game does not have the gameplay characteristics to increase the expected probability of winning balls in the AT state to which it subsequently transitions. Furthermore, in recent years, players have been demanding a variety of gameplay features from gaming machines. Specifically, there are players who do not mind a small number of balls being dispensed during the AT state and would like to consume fewer medals before transitioning to the AT state (players who prefer a so-called "gameplay with gentle fluctuations in balls being dispensed"), while there are players who do not mind a large number of medals being consumed before transitioning to the AT state and would like to obtain a large number of balls being dispensed during the AT state (players who prefer a so-called "gameplay with extreme fluctuations in balls being dispensed"). The gaming machines described in the above patent documents were unable to meet both of these player needs. In this way, the slot machine 1 according to this embodiment can solve all or part of the problems that need to be improved in conventional gaming machines.

[0146] The above describes a preferred embodiment of the gaming machine of the present invention, but it goes without saying that the gaming machine of the present invention is not limited to the above-mentioned embodiment, and various modifications can be made within the scope of the present invention. For example, the gameplay of the first embodiment described above and the gameplay of the second embodiment described above may be selectable when the advantageous zone is won. For example, in the normal zone (preparation state), when a role that transitions to a favorable zone is won, these game characteristics (game modes) may be determined by lottery, and it may be set so that, for example, the former game mode is won with a 25% probability, and the latter game mode is won with a 75% probability.

[0147] In addition, in the above-described embodiment, the number of games is used as a value that can manage the AT, but this is not limited to this, and it may also be managed using at least one of, for example, the difference in number of coins, the number of times push order navigation occurs, the number of times small wins are made, the number of medals won, the number of medals paid out, etc. In addition, in the above-mentioned embodiment, a game number subtraction method is applied during the AT state, but this is not limited to this, and a game number addition method may also be used in which the AT state ends when the number of games added for each game reaches an upper limit number.

[0148] In addition, the number of AT transition rights granted to a player upon winning the AT state is not limited to one, and multiple rights may be granted. In addition, the number of AT transition rights granted may be varied depending on the type of winning combination that triggers the transition to the AT state, and the number of AT transition rights granted may be determined by lottery.

[0149] In addition, in the above-described embodiment, the transition from the normal gaming state to the AT state is controlled by using the ceiling number of games as the gaming period that is continuously controlled in the normal gaming state, but instead, the following can also be done. For example, the number of points to be awarded to a player may be determined by lottery based on the winning combination won in the current game during normal game mode, and when the accumulated number of points reaches an upper limit, the game may transition from normal game mode. Furthermore, without being limited to this, for example, by using at least one of the number of times small prizes are won, the number of medals won, the number of medals paid out, the difference in the number of medals, etc., if these values ​​reach an upper limit value during the normal game state, a transition from the normal game state may be made.

[0150] Furthermore, the tables referenced in the various processes are merely examples, and are not limited to the tables described above. In addition, the winning probabilities for each table are not limited to the values ​​described above and can be set or changed as desired. For example, in the above-described embodiment, the AT mode determination points in the "AT mode determination point lottery table" and the ceiling game number in the "ceiling game number lottery table" are not limited to the values ​​described above and can be set or changed as desired.

[0151] In addition, in the above-described embodiment, the effect button 2c is provided as an operation means for the player to operate, but a touch sensor capable of detecting the player's contact may be provided on the display surface of the display 8, and the operation effect may be executed by displaying a touch image on the display 8 to prompt the player to touch the desired position, and the sub-control unit 20 may accept the operation (touch operation) in response to the player's contact with the touch image and execute an effect on the display 8.

[0152] Furthermore, the effect button 2c may be equipped with a vibration means that vibrates when a motor or the like is activated, and the vibration means may be activated when the player operates the button. In this case, it is preferable to activate the vibration means when an effect with a relatively high expectation is performed, for example. This can further increase the player's sense of expectation.

[0153] In addition, a vibration means may be provided on the front door 1a to vibrate the front door 1a by activating a motor, speaker, etc., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation. In addition, a ventilation means may be provided on the front door 1a to blow air towards the player, and when a relatively highly anticipated effect is performed, the ventilation means may be activated to increase the player's sense of anticipation.

[0154] In addition, in this embodiment, the main control unit 10 performs operations as various means such as game state control means, but the sub-control unit 20 can also perform some or all of these functions and operate as various means. Conversely, while the sub-controller 20 operates as a means for executing effects on the display 8, etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.

[0155] In addition, in the present embodiment, the gaming machine is an example of a slot machine, but is not limited to this, and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may also be a so-called medal-less gaming machine that can play games using pseudo gaming media in the form of data rather than using actual gaming media such as medals.Furthermore, the gaming machine may be a so-called enclosed gaming machine that can play games by circulating gaming media such as gaming balls internally rather than paying them out to the outside.

[0156] In addition, in this embodiment, reels 41 driven and controlled by a motor are used as the display means, but instead of or in addition to this, a display 8 such as a liquid crystal display can be used as a means for displaying identification information by displaying an image of a changing pattern on a reel or the like. [Explanation of symbols]

[0157] 1. Slot Machine 5 Stop button (operation means) 8. Display (notification means) 10 Main control unit (lottery means, interval control means, awarding means, determination means, increase determination means, game state control means, counting means) 20 Sub-control unit (performance control means) 41 Reel (display means)

Claims

[Claim 1] a game state control means capable of controlling a game to any one of a plurality of game states including a first game state, a second game state including a first second game state and a second second game state, and a third game state which is more advantageous than the first game state and includes a first third game state and a second third game state; a first determination means for determining whether to transition from the first gaming state to the second gaming state; a second determination means capable of determining whether to transition from the first second gaming state to the first third gaming state and determining whether to transition from the second second gaming state to the second third gaming state; Equipped with The first second gaming state is a gaming state in which the second determination means determines with a first probability whether to transition to the first third gaming state; A gaming state in which the gaming state control means does not transition to the second or third gaming state, The second gaming state is a gaming state in which the second determination means determines whether to transition to the second third gaming state with a second probability higher than the first probability, A gaming state in which the gaming state control means does not transition to the first or third gaming state, The first third gaming state is A gaming state in which a first gaming value number is specified as the upper limit gaming value number that can be acquired, The second third gaming state is A gaming state in which a second number of gaming values ​​greater than the first number of gaming values ​​is specified as the upper limit number of gaming values ​​that can be acquired, The game state control means When the first determination means determines that the first game state will be transitioned to the first second game state, control is performed to the first second game state; When the first determination means determines that the first gaming state will be transitioned to the second gaming state, control is performed to the second gaming state; When the second determination means determines that the first second gaming state will be transitioned to the first third gaming state, control is performed to the first third gaming state; When the second determination means determines that the second second gaming state will be transitioned to the second third gaming state, the second third gaming state is controlled. A gaming machine characterized by:

Citation Information

Patent Citations

  • Game machine

    JP2014166279A

  • Game machine

    JP2016052380A

  • Game machine including reel device

    JP2016131833A

  • Rotary drum type game machine

    JP2016189962A

  • Game machine

    JP2017158731A