gaming machines
The gaming machine addresses the lack of dynamic advantage enhancement in conventional machines by using game result determination and probability setting means to improve player engagement through variable stop display modes and state transitions, increasing favorable outcomes and rewards.
Patent Information
- Application Number
- JP2021174142
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-10-25
- Publication Date
- 2025-11-04
- Estimated Expiration
- 2041-10-25
AI Technical Summary
Conventional gaming machines lack mechanisms to dynamically enhance player advantage during unfavorable gaming states, failing to effectively utilize benefits acquired during such states to improve player engagement and reward opportunities.
The gaming machine incorporates game result determination means, identification information display means, game state control means, and probability setting means to dynamically control game states and display modes, allowing for increased judgment probabilities based on player interaction, thereby enhancing player advantage through variable stop display modes and game state transitions.
This approach enhances player engagement by increasing the likelihood of favorable game outcomes and rewards, improving the overall gaming experience by dynamically adjusting game states and display modes based on player interaction.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] An example of a gaming machine is a slot machine, and some slot machines have a gaming state called AT (Assist Time) that notifies (navigates) the player to the possibility of winning a small prize or a replay prize, which is an advantageous gaming state for the player. Among such slot machines, there is known one that can shift to a gaming state advantageous to a player based on a benefit acquired during a gaming state disadvantageous to the player (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-198898 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-mentioned problems, the gaming machine of the present invention comprises: game result determination means capable of determining a game result based on the establishment of a predetermined condition; identification information display means capable of statically displaying variably displayed identification information in a static display manner according to the game result determined by the game result determination means and a stop operation manner of a stop operation means operable by a player; game state control means capable of controlling to one of a plurality of game states including a first game state and a second game state that is more advantageous to the player than the first game state; first determination means capable of determining whether or not to grant a first benefit related to the second game state based on a first determination probability; second determination means capable of determining whether or not to grant a second benefit related to the second game state based on a second determination probability; and a plurality of determination probabilities including the first determination probability and the second determination probability. and a judgment probability setting means capable of setting a probability whereby the identification information display means is capable of, in the first gaming state, when the gaming result determination means determines a specific gaming result and the stop operation means is operated to stop in a first stop operation mode, stopping and displaying the identification information in a first stop display mode, and in the first gaming state, when the gaming result determination means determines the specific gaming result and the stop operation means is operated to stop in a second stop operation mode, stopping and displaying the identification information in a second stop display mode, and the judgment probability setting means is configured to, in the first gaming state, when the identification information is displayed to stop in the first stop display mode, increase and set the first judgment probability, and, in the first gaming state, when the identification information is displayed to stop in the second stop display mode, increase and set the second judgment probability. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of the gaming machine. FIG. [Figure 2] 1 is a schematic perspective view showing the internal configuration of a gaming machine. [Figure 3] FIG. 2 is a block diagram showing the control configuration of the gaming machine. [Figure 4] 1 is a diagram showing the arrangement of reel symbols. [Figure 5]This is a chart showing the combinations of symbols for common 1-piece roles. [Figure 6] This is a state transition diagram of the RT state. [Figure 7] FIG. 10 is a state transition diagram of the game state. [Figure 8] 10A and 10B are diagrams illustrating examples of status point acquisition effects. [Figure 9] 10 is a diagram showing a point conversion table. [Figure 10] A diagram illustrating an example of a push order challenge presentation. [Figure 11] 10 is a diagram showing the combination of symbols for a common 1-piece role according to a modified example. [Figure 12] 10A and 10B are diagrams illustrating an example of a status point acquisition effect according to a modified example. 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, the overall configuration of the slot machine 1 will be described. The slot machine 1 is an embodiment of a gaming machine according to the present invention, and is installed in an amusement center or the like. As shown in Figures 1 to 3, the slot machine 1 includes a front door 1a, a cabinet 1b, a medal insertion slot 2, a bet button 2a, a medal selector 2b, a performance button 2c, a start lever 3, a drum unit 4, a reel 41, a stop button 5, a display window 6, a medal payout device 7, a hopper 7a, a medal payout outlet 7b, a display 8, a speaker 9, a lamp 11, a navigation lamp 12, a favorable zone lamp 13, a power supply unit 14, a probability setting device 15, a main control unit 10, a sub-control unit 20, etc.
[0008] The main control unit 10 and the sub-control unit 20 each have a memory unit (storage means) and a control unit, and are devices capable of various arithmetic processing and various controls, and are included in the concept of a computer. Each memory unit has a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit has a CPU, etc. Each control unit realizes the various functions of this embodiment by appropriately reading and executing various programs, etc. stored in the respective memory unit.
[0009] The slot machine 1, like a normal slot machine, has a housing 1b with an opening on the front, and a front door 1a that can open and close and cover the opening. 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 act as an operating means, a bet button 2a which the player presses to set the number of bets when the game starts, 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 the player operates when starting a game, and a stop button 5 that the player presses to stop the reels 41.
[0010] Above the display window 6, navigation lamps 12 (navigation lamps 12a, 12b, 12c) capable of informing the player of the operation order of the stop buttons 5 are arranged in correspondence with the reels 41a, 41b, 41c. Below the display window 6, for example, a favorable zone lamp 13 made up of an LED is disposed. The favorable zone lamp 13 is controlled to light up during the favorable zone (described later). Note that instead of the favorable zone lamp 13, for example, the "dot" portion of a 7-segment display (also called "7-seg") constituting the payout number display section that displays the number of medals paid out may be controlled to light up.
[0011] An indicator 8 that functions as a notification means and a display means is provided on the upper part 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. 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. The sub-display may also be disposed closer to the reels 41 than the main display, so that the displayed image can be easily viewed while watching the reels 41 spin and stop. Moreover, the display may be provided on a lower panel display, which is a large display unit disposed below the slot machine 1.
[0012] Above the display 8, there is a speaker 9 that acts as 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. Furthermore, the center of the housing 1b is provided with a drum unit 4 that rotates and drives the reel 41. The drum unit 4 is provided with reels 41a, 41b, and 41c that are arranged side by side in the horizontal direction, and these reels 41a to 41c are configured to be rotatable by the drive of a stepping motor (not shown).
[0014] Reels 41a to 41c are an example of an identification information display means, and on the periphery of reels 41a to 41c, multiple (e.g., 20) symbols that serve as identification information, such as "replay," "bell," "bar," and "cherry," are displayed. In addition to the above symbols, the periphery of the reel 41a is displayed with one symbol each representing "speed," "stamina," "power," "guts," and "wisdom" at regular intervals. 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. Also, although FIG. 4 shows symbols that identify each symbol, the actual reel 41 has a predetermined design corresponding to each role. 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.
[0015] A power supply unit 14 is provided at the bottom of the housing 1b. The power supply unit 14 is a device for supplying power to each device including the main control unit 10 and the sub-control unit 20, 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.
[0016] 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 performs the lottery for winning combinations and the progress of the game, and the sub-control unit 20 performs various performance controls based on the control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is limited to one direction only, from the main control unit 10 to the sub-control unit 20, to prevent input of unauthorized signals from the sub-control unit 20 to the main control unit 10. The main control unit 10 is connected to the bet button 2a, medal selector 2b, start lever 3, stop button 5, drum unit 4, medal payout device 7, advantageous zone lamp 13, probability setting device 15 (setting means) and sub-control unit 20 via communication cables, and is able to control each device.
[0017] The probability setting device 15 can change the probability of a bonus being awarded in multiple stages (for example, six stages), thereby changing the degree of advantage for the player in multiple stages.The main control unit 10 stores one of the setting values in the memory unit based on the probability setting operation in the probability setting device 15, and controls the probability of a bonus being awarded based on the stored setting value. The setting values set by the probability setting device 15 are: setting 1 has the lowest probability value, the larger the number, the higher the probability value, and setting 6 has the highest probability value. Therefore, setting 1 is the setting that is most disadvantageous to the player, and the larger the number, the more advantageous it is to the player, with setting 6 being the setting that is most advantageous to the player.
[0018] In addition, the setting value in the probability setting device 15 may be used to directly or indirectly change the probability of transitioning to a game state (such as an AT state) that is advantageous to the player, making it possible to change the player's degree of advantage in multiple stages. In addition to the game state, the probability of winning a predetermined small winning combination (for example, a bell winning combination) may be made variable in multiple stages (for example, six stages). Furthermore, although the setting value can be set in six stages, it is not limited to this, and may be set in four stages (setting values 1, 2, 5, 6) or three stages (setting 1, setting 3, setting 6), or may be set to a fixed probability value.
[0019] The main control unit 10 performs processes such as starting a game based on a signal from the start lever 3 and sampling random numbers from a random number generator (not shown).The main control unit 10 then performs internal lottery processing based on the sampled random numbers.The main control unit 10 also realizes various functions of the embodiments described below by appropriately reading and executing control programs and the like stored in the memory unit. That is, the main control unit 10 is equipped with means (game result determination means, first determination means, second determination means, third determination means) for determining whether or not to grant a special privilege such as determining a minor role (game result) or the right to transition to a game state. In addition, the lottery pattern using random numbers may be other than the patterns described above, and the winning combination may be selected based on random numbers generated by software, and the transition lottery for the AT stage, etc. may be performed based on random numbers generated by a random number generator, or all lotteries may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0020] The main control unit 10 also controls the rotation of the reels 41 based on a signal from the start lever 3. The main control unit 10 detects the rotation position of each of the reels 41a to 41c based on a signal from a sensor (not shown) provided on each of the reels 41a to 41c, and is able to grasp the rotation position of the symbols on each of the reels 41a to 41c. Then, based on a signal from the stop button 5, the main control unit 10 performs control to stop the desired symbols within the display window 6.
[0021] Furthermore, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of the stop buttons 5a to 5c, transition of game states, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs 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 reel 41a to 41c is stopped by operating the stop button 5, the main control unit 10 outputs information to the sub-control unit 20 that can identify which reels 41 have stopped in what order, the patterns on the upper, middle, and lower rows, etc. Furthermore, when the game state is shifted, the main control unit 10 outputs to the sub-control unit 20 information that can identify which game state has been shifted to.
[0022] The main control unit 10 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the power-off signal is input, the main control unit 10 executes a power-off process to store (save) the game information at the time of input. This game information includes, for example, the game 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 read out the stored (saved) game information 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 read 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.
[0023] The sub-controller 20 is connected to and capable of communicating with the effect button 2c, speaker 9, display 8, lamp 11, and navigation lamp 12 via communication cables. The sub-controller 20 controls these devices in response to commands (control information) from the main controller 10.
[0024] The sub-controller 20 stores various information such as programs relating to performance, performance image data, and audio data in the storage unit. The sub-controller 20 operates as an effect execution means and an effect control means, and performs processing such as effects synchronized with the play of the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the display 8, the lamp 11, the speaker 9, etc. to output effect images and sound effects that indicate the transition of the game state, and lamp effects.
[0025] The sub-controller 20 is also configured to be able to input a power-off signal and a power-on signal from the power supply 14. When the sub-controller 20 receives a power-off signal, it stores (backs up) performance information that specifies the performance content being executed at the time of the input. 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 presentation information stored (saved) in the game information received from the main controller 10.
[0026] Such a slot machine 1 can 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.
[0027] 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 provided on the back of the front door 1a, and the number of bets corresponding to the number of inserted medals (however, the upper limit is 3 bets corresponding to 3 medals) is set. If medals exceeding 3 bets are inserted, they are internally stored as credit medals and held as data. The upper limit of the number of bets may be "1", "2", or "4" or more.
[0028] 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 the 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.
[0029] In this way, the number of bets set by directly inserting medals into the medal insertion slot 2 or by pressing each bet button is stored in the memory section of the main control section 10, and when the number of bets reaches the number required to execute one game, the game can be started. When the game can be started, operation of the start lever 3 is enabled, and when the start lever 3 is tilted, the game starts, the reels 41 start to move, and an internal lottery process is executed to determine the lottery result of the current game. In the internal lottery process, a winning combination for the current game is determined by lottery from among multiple winning combinations based on a predetermined winning probability. The reels 41 gradually increase their rotation speed from a stopped state, and then reach a steady state where they rotate at a constant speed. When the steady state rotation is reached, the stop buttons 5a to 5c provided corresponding to each of the reels 41a to 41c become operable by pressing them.
[0030] The stop buttons 5a to 5c are an example of an operating means (stop operating means) for performing a stop operation on the reels 41, and when pressed in a state where they can be pressed, each reel 41a to 41c is controlled to stop with a combination of patterns that is allowed based on the operation timing and the lottery results of the internal lottery process. The stopping control of each reel 41a to 41c has a pull-in range set for it, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stopping operation is performed can be pulled in, and only any of the symbols in this pull-in range can stop on an active line (hereinafter also referred to as a winning line).
[0031] In this embodiment, for example, the bell symbol, replay symbol, and BAR symbol 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 pull-in stop control of four frames. On the other hand, for example, the cherry symbols on the reel 41a are not arranged within five consecutive frames, so in order to stop them on the winning line, it is necessary to press the stop buttons 5a to 5c (eye-pressing operation) while aiming at the cherry symbols. In addition, since any of the speed, stamina, power, guts, and wisdom symbols is arranged within five consecutive frames on the reel 41a, any of the symbols will stop when the stop button 5a is pressed. However, as shown in Figure 4, since only one of each symbol is arranged, in order to stop these symbols on the winning line, it is necessary to press the button to aim for the desired symbol. In the following explanation, the speed symbols, stamina symbols, power symbols, tenacity symbols, and intelligence symbols are collectively referred to as "special symbols." However, the present invention is not limited to the above, and two or more of the same special symbols may be arranged on the reel 41a, and the same special symbols may be arranged within five consecutive frames.
[0032] After the third reel is stopped, the combination of symbols that stops on the winning line (hereinafter also referred to as "stop display") as a result of the game is judged, and if it is a predetermined combination of symbols, it is judged to be a winning combination, and a game value (e.g., medals) according to the combination of symbols is awarded. The third reel refers to the reel that is stopped in the third and final operation when the three reels 41a to 41c are stopped once 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.
[0033] In this embodiment, the winning result is determined based on the combination of symbols that stop on the middle line, with only the middle line being considered as the valid line out of the total of five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to one line, but can be changed as appropriate depending on the arrangement of symbols, the type of symbols, the combination of symbols corresponding to the winning combination, and the like. As described above, the slot machine game is executed.
[0034] (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. Small roles include, for example, bell roles, cherry roles, chance role, and common 1-piece role. In addition, there are weak cherry roles and strong cherry roles, and there are common 1-piece roles 1 to 4. In the following description, the cherry role and the chance role are collectively referred to as "rare role."
[0035] There are two types of bell roles, each with a different combination of corresponding symbols. For example, there is a common bell role, which is "bell-replay-bell," and a push-order bell role, which is "bell-bell-bell," in the order of "left reel 4a, middle reel 4b, right reel 4c" (and so on) on the winning line.
[0036] The common bell role is a minor role in which a corresponding combination of symbols stops regardless of the order in which the stop buttons 5a to 5c are operated (called the push order), and the push order bell role is a minor role in which a corresponding combination of symbols stops by following a specific push order. There are six push order bell roles 1 to 6, in which the stop buttons 5a to 5c are operated in one of six possible push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.) (the correct push order), and the corresponding pattern combination ("Bell Bell Bell") is stopped and displayed. In the case of such push order bell roles 1 to 6, if the stop buttons 5a to 5c are operated using any of the other five push orders (incorrect push orders), the corresponding pattern combination will not be displayed, and another pattern combination (push order bell spill or missing number) will be displayed. If the stop buttons 5a to 5c are operated in an incorrect pressing order, and the combination of symbols corresponding to the push order bell spill number ("Bell Bell Replay") cannot be stopped, a miss will occur and a missing number ("Replay Cherry Bell" etc.) will be displayed. If a combination of symbols corresponding to the push order bell spill number is stopped, one medal is awarded, and if a combination of symbols corresponding to a losing number is stopped, no medal is awarded.
[0037] When the push order bell role is won, regardless of which stop button 5 is operated second or third, as long as only the first stop button 5 is operated in a specific push order, the reels 4 may be controlled to stop so that a combination of symbols corresponding to the push order bell role stops. Also, the number of types of push order bell role is not limited to six, and three types of push order bell roles 1 to 3 may be provided. In the following explanation, push order bell roles 1 to 6 are collectively referred to as push order bell roles.
[0038] Furthermore, the slot machine 1 according to this embodiment can generate an AT (assist time) as a gaming state related to the push order bell combinations 1 to 6. In the AT, when the push order bell combinations 1 to 6 are won by the internal lottery process, the sub-controller 20 controls the display 8 etc. to notify the player of the order in which to press the stop button 5 and the symbols that serve as a guide for pressing the stop button 5, thereby notifying the player of the corresponding symbol combination that can be stopped. For this reason, during the AT, the ball dispense speed is faster than during non-AT. In this embodiment, the AT state described below is controlled by the AT.
[0039] For example, when the push order bell role 1 is won, the push order consisting of the text information "1," "2," and "3" is displayed on the display 8 in order from left to right, the sounds "left," "center," and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order 12a (left), 12b (center), and 12c (right), thereby announcing the order in which to press the stop button 5. In this embodiment, the navigation of the button press order by notification means such as the display 8, navigation lamp 12, speaker 9, etc. is also referred to as "button press order navigation." In the non-AT state, even if the winning result of the internal lottery process is the push order bell combination 1 to 6, the push order of the stop buttons 5 is not announced. Therefore, unless the operation order of the stop buttons 5 operated by the player coincidentally matches the push order corresponding to the winning push order bell combination 1 to 6, the player basically cannot stop and display the symbol combination corresponding to the winning push order bell combination 1 to 6. Details will be described later, but in this embodiment, the normal gaming state is a gaming state in which the normal gaming state is controlled to a non-AT state. Therefore, the playability of the slot machine 1 is such that the player can increase the number of balls dispensed by staying in the AT state for a long period of time.
[0040] For the weak cherry role, the combination of "BAR Cherry Replay" symbols can stop on the winning line, in which case two consecutive cherry symbols will line up on a line sloping upward to the right. A strong cherry role is when a combination of symbols such as "Speed, Cherry, Replay" can stop on the winning line, and in this case, three consecutive cherry symbols line up in a straight line on an upward sloping line to the right. The chance role is that the combination of "Bell, BAR, Bell" can stop on the winning line, and in this case, the BAR symbols will line up in a small V-shaped line. For the replay role, a combination of symbols will line up regardless of the order in which you press the buttons, and the combination of symbols "Replay / BAR·Replay·Replay" will stop and be displayed on the winning line.
[0041] The common 1-piece role is a winning role that can be won regardless of the pressing order, but the combination of symbols that stops and is displayed varies depending on the pressing order. For example, there are four common 1-piece roles 1 to 4. For the common 1-piece combinations 1 to 4, when the stop buttons 5a to 5c are pressed in one of six possible sequences (the correct sequence), the corresponding symbol combination ("BAR BAR BAR") is displayed (hereinafter, this stop mode is also referred to as "BAR alignment"). On the other hand, when the stop button 5 is pressed in one of the other five possible sequences, a symbol combination other than BAR alignment is displayed. For example, as shown in Figure 5, when the stop buttons 5a to 5c are pressed in the order of "middle → right → left" (correct order), a BAR combination stops and displays on the winning line, and when the stop buttons 5a to 5c are pressed in the order of "middle → left → right," "right → middle → left," or "right → left → middle," the symbol combination "Bell · BAR · BAR" stops and displays on the winning line, and when the stop buttons 5a to 5c are pressed in the order of "left → middle → right" or "left → right → middle," the symbol combination "Speed / Stamina / Power / Tenacity / Intelligence · Cherry · Cherry" stops and displays on the winning line.
[0042] Similarly, for common 1-piece roles 2 to 4, as shown in Figure 5, if the correct button presses are used, a BAR combination will stop and be displayed on the winning line, and if the button presses are used in a different order, the symbol combinations "Bell BAR BAR" or "Speed / Stamina / Power / Tenacity / Wisdom Cherry Cherry" will stop and be displayed.
[0043] In this way, the common 1 coin roles 1 to 4 are winning roles in which the combination of symbols that are stopped and displayed varies depending on the pressing order of the stop buttons 5a to 5c and the pressing operation. In particular, when the first reel is stopped, if the stop button 5a is operated at a timing when any of the symbols "speed," "stamina," "power," "guts," and "wisdom" can be drawn onto the winning line of the reel 41a, that symbol will be displayed stopped on the winning line. For example, if any of the common 1-piece roles 1 to 4 (specific game results) is won and the stamina symbol is pressed (stopped in the first stop operation mode) when the first reel is stopped, the stamina symbol will be displayed as stopped on reel 41a, and after the third reel is stopped, "Stamina Cherry Cherry (first stop display mode)" will be displayed as stopped. In addition, if any of the common 1-piece roles 1 to 4 (specific game results) is won and the eye-pressing operation for the tenacity symbol (stop operation in the second stop operation mode) is performed when the first reel is stopped, the tenacity symbol will be displayed stopped on reel 41a, and after the third reel is stopped, ``Tenacity Cherry Cherry (second stop display mode)'' will be displayed stopped.
[0044] In addition, when the common 1-piece combination 1 to 4 is won, if only the stop button 5 that is operated first is pressed in the correct order, the reel 41 may be controlled to stop so that the corresponding combination of symbols stops.
[0045] The bonus symbol combination is a winning symbol of "Bell, BAR, Cherry." In this case, three consecutive BAR symbols line up in a straight line sloping upward to the right. The bonus role is subject to lottery during RT0 in the RT state described below, and can only be won in the game in which it is won, and when it is won, the state transitions to bonus state. 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 the bonus role 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 from when the bonus role is won until the symbol combination corresponding to the bonus role is stopped and displayed, the player is in a carry-over state in which the right to win the bonus role is carried over (hereinafter, this state will be referred to as the "bonus winning state"). On the other hand, if a bonus role is won and the symbol combination corresponding to the bonus role is displayed (a prize is won), the player transitions to a bonus state, and after the bonus state ends, the player enters a non-carry-over state in which the right to win the bonus role is not carried over (hereinafter, this state will be referred to as the "non-bonus winning state").
[0046] In addition, the bonus role can be won in combination with the common 1-piece role. In a bonus winning state, the main control unit 10 controls the reels to stop and display a combination of symbols corresponding to a small winning combination with priority, and a combination of symbols corresponding to a bonus winning combination is set as the winning combination with the lowest priority. Therefore, in the current game in which the bonus role is won, the combination of symbols corresponding to the bonus role cannot be stopped, and the combination of symbols corresponding to the common 1-piece role will be stopped, and the bonus winning state will continue in subsequent games.
[0047] Based on the combination of symbols as described above, it is determined whether or not a small win, a replay win, or a bonus win has been won. If it is determined that a win has been won, a game value is awarded (medals are paid out). That is, the main control unit 10 is provided with a game value providing means for providing game values (medals) according to the stopping mode of the symbols. For example, when the push order bell role is won, if the stop buttons 5a to 5c are operated in the correct push order and the corresponding symbol combination stops, 13 medals will be paid out. On the other hand, when the push order bell role is won, if the stop buttons 5a to 5c are operated in the incorrect push order and the push order bell spill stops, 1 medal will be paid out. In addition, when a combination of symbols corresponding to each winning role of the weak cherry role, strong cherry role, chance eye role, and common 1-coin role stops, one medal will be paid out. Furthermore, by the stop display of a combination of symbols corresponding to a replay role, the player can play again in the next game without inserting a medal. Furthermore, if a combination of symbols corresponding to a bonus role is stopped, no medals will be paid out.
[0048] 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 numbers. Furthermore, the combination of symbols corresponding to each winning combination may be other than those described above and can be set arbitrarily. Furthermore, in this embodiment, it is assumed that the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets.
[0049] In addition, the winning probability of each small role and replay role is set in the following order for all setting values: Bell role > Replay role > Common 1-piece role > Weak Cherry role > Chance eye role > Strong Cherry role, in other words, Bell role is set to be the easiest to win and Strong Cherry role is set to be the hardest to win. The winning probability of the common 1-piece combinations 1 to 4 can be set to, for example, 1 / 10. Furthermore, the relationship between the winning probabilities of each winning combination may be other than that described above. Furthermore, it is assumed that the winning probability is the same for all set values, but this is not limited to this. There may be winning roles whose winning probability varies depending on the set value, and winning roles whose winning probability does not vary depending on the set value. 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, the higher the setting, the higher the winning probability may be set, or the lower the winning probability may be set.
[0050] 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.
[0051] (RT state) With reference to FIG. 6, the RT (replay time) state (hereinafter simply referred to as RT) of the slot machine 1 according to this embodiment will be described. The slot machine 1 according to this embodiment has RT states RT0, RT1, and RT2. Although there are three RT states in this embodiment, there may be two or less or three or more.
[0052] RT0 is initiated when the slot machine 1 is 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. RT0 is a state in which no bonus is won, and ends when a bonus role is won, and transitions to RT1 (arrow a in FIG. 6). In this way, RT0 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 role is won.
[0053] RT1 ends when a symbol combination corresponding to a bonus role is displayed (a bonus role is won), and the game transitions to RT2 (arrow b in Figure 6). That is, RT1 continues from when a bonus role is won until the bonus role is won, and in RT1, the game proceeds in a state where the bonus role is internally won (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 that is a so-called real bonus, and ends when the number of medals paid out reaches a predetermined number (for example, 55 medals), and transitions to RT0 (arrow c in FIG. 6).
[0054] In addition, in the RT state of this embodiment, control is basically performed so that transition from RT1 to RT2 does not occur. As mentioned above, when a bonus role is won, the common 1-piece role that is won at the same time as the bonus role is won takes priority, so the bonus role is not won and the next game moves to RT1 (bonus winning state). Also, during RT1, a losing role that can win a bonus role is not won, so the bonus role is not won (it does not move to RT2). For this reason, the slot machine 1 of this embodiment does not transition from RT1 to RT2, and once it transitions to RT1, the game will proceed under the control of RT1 unless a system reset of the slot machine 1 is performed.
[0055] Although the bonus role is configured to be won simultaneously with the common 1-coin role, this is not limiting, and the bonus role may be won independently, and the bonus role may be won in this bonus winning game. Also, during RT1, a losing combination may occur with a predetermined probability (for example, a probability of 1 / 200), and if the losing combination is won, it may be possible to win a bonus combination.
[0056] (Normal section, advantageous section) The main control unit 10 is provided with a zone control means that can control the gaming zone to either a normal zone or an advantageous zone, independently of the gaming state. The normal zone is a game zone in which push order navigation related to the push order bell role is not executed, and it starts when the favorable zone end condition is met and ends when the favorable zone transition condition is met. In this embodiment, the condition for transitioning to the advantageous zone is met when a winning role other than the common 1-piece role is won, and after the third reel of the winning game is stopped, the transition from the normal zone to the advantageous zone occurs. In addition, in the initial state (when reset) of the main control unit 10, it is controlled to the normal section, and in the normal section, the advantageous section lamp 13 is controlled to be in the off state.
[0057] Although the conditions for transitioning to the advantageous zone are met when a win other than the common 1-piece role is achieved, this is not limited to this, and transition may also be made when, for example, a combination of symbols corresponding to a predetermined winning role is displayed, or a combination of symbols not corresponding to a predetermined winning role is displayed (for example, a losing number or a push order bell being dropped). In addition, the game may be transitioned to an advantageous zone on the condition that the game state has shifted to one that is advantageous to the player, and the advantageous zone may be continued if the game state that is advantageous to the player continues.
[0058] The advantageous zone is a game zone in which push order navigation can be implemented, and is a game zone that is more advantageous to the player than the normal zone because push order navigation is implemented. In addition, the advantageous zone ends when a predetermined advantageous zone termination condition is met after the advantageous zone transition condition is met in the normal zone. The condition for the advantageous period to end is that a predetermined game state (for example, AT state) has ended, and the advantageous period ends and transitions to the normal period after the third reel of the winning game is stopped. In addition to this, the condition for ending the advantageous zone is that when the advantageous zone limiter is reached, the advantageous zone ends and transitions to the normal zone. The advantageous zone limiter is when one of the following conditions is met: "The number of games during one advantageous zone (number of advantageous zone games) reaches the upper limit number of games (for example, 3,000 games)" or "The number of coins won (difference in number of coins) during one advantageous zone reaches the upper limit number of coins (for example, 2,400 coins)." The above conditions for ending the advantageous zone are merely examples, and may include, for example, "at least one push order bell has been announced" or "a combination of symbols corresponding to a bonus role has stopped and been displayed." In addition, the transition to the normal zone may be triggered by winning a predetermined winning role (a role that transitions to the normal zone) during the advantageous zone. In addition, in the advantageous zone, the advantageous zone lamp 13 is controlled to be in a state where it can be lit. However, this is not limited to this, and the advantageous zone lamp 13 may start lighting up when the game state becomes such that the number of medals held by the player increases after the transition to the advantageous zone.
[0059] (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 the memory unit. 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)
[0060] Counter A and Counter B are counters related to the advantageous zone limiter (the upper limit number of times of play in the advantageous zone). When the game transitions from the normal zone to the advantageous zone, the main control unit 10 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 (3000 games) or when the value indicated by counter B reaches a limit value (2400 medals), the advantageous zone is forcibly ended. Counter A and Counter B may also function as ending limiters (maximum number of games until the ending in the advantageous zone). For example, the main control unit 10 may forcibly transition to the ending game state when the value indicated by Counter A reaches a predetermined number (for example, 2480 games) or when the value indicated by Counter B reaches a predetermined number (for example, 2300 coins). The values of counter A and counter B are erased (initialized) when the advantageous period ends.
[0061] 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 can be displayed on the display 8 during the AT state as the "number of remaining games" and the "remaining AT difference." The values of counter C and counter D are erased (initialized) when the AT state ends.
[0062] (Details of each game state) Next, with reference to FIG. 7, 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 game states. However, as mentioned 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.
[0063] As shown in FIG. 7, the slot machine 1 according to this embodiment has a normal gaming state (first gaming state) and an AT state (second gaming state) as gaming states. The normal gaming state is controlled as a non-AT state. Therefore, the longer the player stays in the normal gaming state, the longer the period during which the player's medal count is difficult to increase, which is disadvantageous to the player. Therefore, players play with the aim of transitioning from the normal gaming state to the AT state and staying in the AT state for as long as possible after the transition.
[0064] (Normal gameplay state) The normal gaming state is maintained when the slot machine 1 system is reset, when the setting value is changed (including when the setting value is re-entered), or when the advantageous zone ends. The normal game state has a state in which it is controlled in a normal zone (hereinafter, this state will be referred to as normal game state A), and a state in which it is controlled in an advantageous zone (hereinafter, this state will be referred to as normal game state B).
[0065] In the normal gaming state A, if the advantageous zone transition condition is met (if a winning combination other than the common 1-piece combination is won by the internal lottery process), the main control unit 10 controls the game state to the advantageous zone and also controls the game state to transition to the normal gaming state B (arrow a in FIG. 7). On the other hand, if it is determined that the advantageous zone transition condition is not met, the main control unit 10 controls the game state to stay in the normal gaming state A. In other words, the period of stay in normal gaming state A is extremely short, and the player stays in normal gaming state B for most of the time during the game. It should be noted that the normal gaming state A may be made indistinguishable from other gaming states in appearance. For example, the display screen displayed on the display device 8 may have the same background image in the normal gaming state A and the normal gaming state B. By sharing the display screen in this way, it is possible to make it difficult to recognize that the game has shifted from the normal zone to the advantageous zone.
[0066] In the normal gaming state B, the number of games is counted as the game progresses, and when the number of games reaches a predetermined number (hereinafter referred to as the periodic game number), a lottery is held to transition to the AT state. For example, the number of cycle games is set to 100, and 100 games constitute one cycle, with an AT state transition lottery being held for each cycle. The number of periodic games can be set arbitrarily, or may be determined by lottery from among a plurality of game numbers. For example, it may be determined based on a set value when the game transitions to normal game state B. This allows the player to guess the set value based on the determined number of periodic games, which can increase the entertainment value of the game. In addition, the number of periodic games may be counted from the time when the normal gaming state A is entered.
[0067] The lottery for transitioning to the AT state when the number of periodic games is reached is designed so that the lottery results differ depending on the game results during normal game state B. Specifically, the winning probability of the AT state transition lottery is calculated based on the number of times the common 1-piece role is won and the number of times the rare role is won during the normal gaming state B. For example, it can be calculated using the following formula. Winning probability = ("Number of times common 1-piece roles are won during normal game mode B" + "Number of times rare roles are won during normal game mode B") x 1% As can be seen from this formula, the more the number of times common 1-piece roles and rare roles are won during normal gaming state B, the higher the probability of transition to the AT state. However, this is not limited to this, and calculation may be performed using either the number of times common 1-piece roles are won or the number of times rare roles are won. If the AT state transition lottery is won, the main control unit 10 controls the transition to the AT state (arrow b in Figure 7), and if not won, controls the game to remain in the normal game state B.
[0068] In addition, if the player does not win the AT state transition lottery, the number of times the common 1-piece role has been won, the number of times the rare role has been won, and the number of status points (described below) will be carried over to the next cycle. Therefore, the more cycles are played in the normal gaming state B, the higher the probability of winning the lottery for transitioning to the AT state when the number of cycle games is reached, and the easier it is to win the lottery. In addition, the number of status points is also accumulated across cycles. In this way, if the player does not win the lottery to transition to the AT state when the number of periodic games is reached, the normal gaming state B will continue, which is disadvantageous for the player, but it is possible to increase the player's hopes of winning the lottery to transition to the more advantageous AT state. This can increase the player's motivation to play during the normal gaming state B. In addition, if you do not win the AT state transition lottery, it is assumed that all status points will be carried over, but this is not limited to this, and it is also possible to carry over only status points related to some special patterns.
[0069] The winning probability of the AT state transition lottery when the periodic game number is reached is not limited to the above, but can also be set as follows. For example, it can be calculated using the following formula. Winning probability = fixed probability + (number of times the third stop display mode is displayed during normal game mode B x 1%) The fixed probability is a preset probability (for example, 50%). Alternatively, the probability may be determined by lottery from among multiple probabilities. The third stop display mode is a combination of the symbols "Intelligence, Cherry, Cherry" when a common 1-piece role 1 to 4 (specific game result) is won and the first reel is stopped by performing a push-button operation for the Intelligence symbol (stop operation in the third stop operation mode). The third stop display mode is not limited to this, and may be, for example, a special combination of symbols (e.g., cherry, cherry, cherry) that can be drawn onto the winning line of reel 41a when common 1-coin roles 1 to 4 are won and the cherry symbol is stopped at the timing of the "perfect push" (stopped in the third stop operation mode). As a result, when common 1-piece roles 1 to 4 are won in normal gaming state B, the more the stop operation is performed in the third stop operation mode, the higher the probability of winning the AT state transition lottery when the periodic game number is reached. In other words, when a pattern is displayed in a stopped state in the third stop display mode in the normal game state B, the main control unit 10 (determination probability setting means) can increase and set the third determination probability (winning probability) related to the determination of whether or not to control to the AT state.
[0070] In addition, normal game state B has a low probability state (hereinafter also referred to as low probability) in which it is difficult to win the AT state, and a high probability state (hereinafter also referred to as high probability) in which it is easier to win the AT state than the low probability state. The probability state is controlled to a low probability state at the initial transition to the normal game state, and the transition from the low probability state to the high probability state occurs, for example, when a rare role is won or when the number of games played reaches a predetermined number. Therefore, during normal game state B, the player will play with the aim of winning the AT state, while keeping in mind the winning role and the number of games played, and hoping to transition to a high probability state.
[0071] In the normal gaming state B, the main control unit 10 operates as a point giving means, thereby executing a status point giving process. Status points are indicators that can change (increase) the performance of the next AT state to which the player will transition, and the more points a player has, the more advantageously the player will be able to play during the next AT state. The number of status points is managed for each special symbol, and before playing in the AT state, the status points for each special symbol are converted into a numerical value related to the performance of the AT state (hereinafter referred to as the AT performance value). In other words, the performance of the AT state to which the player will next transition can be changed depending on the type and number of status points held, and the playability during the AT state can be varied. The relationship between the types of status points for each special pattern and the AT performance value will be described later.
[0072] Status points are awarded to the player based on the stopped display mode of the symbols on the reels 41. Specifically, when the main control unit 10 determines that a common 1-coin role 1 to 4 has been won through the internal lottery process and that a special symbol has stopped on the winning line of the reel 41a, it awards a predetermined number of points linked to the special symbol that has stopped. For example, in the case of the stopped display mode of "Speed Cherry Cherry", +1 status point is given to "Speed". Note that the number of points given is not limited to 1 point and can be set arbitrarily. The granted status points are accumulated for each special symbol and stored in the storage unit of the main control unit 10. In addition, they are erased (initialized) when the advantageous zone ends.
[0073] Therefore, in normal game state B, the player can proceed with the game by performing a button press operation to stop the corresponding special symbol in order to acquire status points that can change the AT performance in the next AT state to which the player will be transferred. In this way, status points are added by stopping special symbols through eye-pressing operations, so the player can improve the performance of the AT state to which they will next transition, depending on their wishes, and can play AT games with the AT performance they desire.
[0074] Next, the status point acquisition effect performed by the sub-control unit 20 will be described with reference to Fig. 8. The status point acquisition effect displays on the display 8 various effect images relating to the acquisition of status points. For the purpose of explanation, Figure 8 shows a simplified configuration of the gaming machine (slot machine) 1, and the images displayed are also simplified, but in reality, character images, background images, etc. are displayed as moving images on the display 8.
[0075] In the normal game state B, when a player wins a common 1-piece role 1 to 4 and performs the game start operation, the display 8 displays a presentation image 81a that prompts the player to select a special symbol, and an operation image 81b that prompts the player to operate the stop button 5a (Figure 8(a)). For example, the operation image 81b is a text image such as "Left!!" that prompts the player to operate the stop button 5a to stop the first reel, or an image that renders the color of the display window 6 of the reel 41a. Additionally, during normal gaming state B, the currently held status points 81c are displayed. The corresponding status points are displayed on the screen in the order of "Speed," "Stamina," "Power," "Perseverance," and "Intelligence." In the example shown in Figure 8(a), the number of points corresponding to "Speed" is "3 points," the number of points corresponding to "Stamina" is "2 points," the number of points corresponding to "Power" is "1 point," the number of points corresponding to "Perseverance" is "5 points," and the number of points corresponding to "Intelligence" is "0 points."
[0076] In the state shown in FIG. 8(a), when the first reel stopping operation is performed in accordance with the operation image 81b, one of the symbols "speed," "stamina," "power," "guts," or "wisdom" is displayed stopped on the winning line. In the example shown in Figure 8(b), the stop button 5a is pressed at a timing when the speed symbol can be drawn, and the "Speed Cherry Cherry" symbol combination is displayed after the third reel is stopped. In this case, one point is added to the "Speed" status point 81c. At this time, if the first reel stop operation is not performed in accordance with the operation image 81b (if the stop button 5b or stop button 5c is operated to stop the first reel), other pattern combinations (bell, BAR, BAR, etc.) will be displayed as stopped and no status points will be awarded.
[0077] In this way, during the normal gaming state B, the player can select the status points he / she wants to acquire in the game in which he / she wins the common 1-coin combinations 1 to 4, depending on the manner of stop operation of the stop button 5a, and proceed with the game. Depending on the stop operation (type of status points acquired) during normal gaming state B, the AT performance of the AT state to which the game subsequently transitions will differ.
[0078] The status point granting process is carried out as follows. For example, when a symbol combination is displayed in the first stop display mode (e.g., stamina cherry cherry) and the status points corresponding to the special symbol (e.g., stamina symbol) have reached the upper limit, the excess points are assigned to the status points corresponding to other special symbols (e.g., tenacity symbol). The upper limit of status points corresponds to the upper limit of the AT performance value related to the point conversion process described below. For example, the upper limit of status points corresponding to stamina is "90 points", which corresponds to the upper limit of the AT performance value (probability of winning the bonus) of "100%". In this way, when a special symbol stops on a winning line in normal game state B, if the status points corresponding to that special symbol have reached the upper limit, status points corresponding to another special symbol are awarded in place of that special symbol. As a result, the AT performance value (for example, the probability of winning an additional set number) corresponding to the other special symbol is increased by the point conversion process executed later. In addition, the status points to be substituted when the upper limit value is reached are not limited to the above, and for example, they may be awarded to the status points corresponding to the special pattern with the fewest number of status points, or to the status points corresponding to the special pattern with the most number of points among the status points that have not yet reached the upper limit value.
[0079] The normal gaming state is not limited to the above, and can be modified as follows. In the normal gaming state A, when the advantageous zone transition condition is established, a lottery for transition to the AT state or a lottery for the probability state may be performed based on a predetermined winning probability. For example, the lottery may be performed based on a set value set by the probability setting means. In the normal game state B, a lottery for transitioning to the AT state may be held when a rare combination is won. For example, a strong cherry combination may be won, which triggers a transition to the AT state with a predetermined probability (for example, 1%). In addition, a transition to the AT state may also be held with a predetermined probability (for example, 1%) when a losing lottery result is derived in which no small combination is won. In addition, in the normal gaming state B, when the transition to the AT state is confirmed, a premonition effect may be executed for a predetermined number of games before the transition to the AT state in order to heighten the player's sense of anticipation. Note that the premonition effect may be any effect that allows the player to recognize that the effect content has changed and heightens the player's sense of anticipation. In addition, the premonition effect may include a true premonition effect when the player wins the lottery to transition to the AT state, and a fake premonition effect when the player does not win. In addition, in the normal gaming state B, when the number of executed games reaches the upper limit (for example, 900 games), the game may be controlled to transition to the AT state without conducting a lottery. In this case, too, the premonition effect may be started a predetermined number of games before the upper limit is reached, and the result may be announced in the game when the upper limit is reached.
[0080] (AT state) The AT state is a game state in which it is easy to win medals, as push order navigation for the push order bell role is performed to notify the player of an operation mode that is advantageous to the player during the game in the AT state. In the normal gaming state B, for example, if the lottery for transitioning to the AT state is won, the main control unit 10 controls to transition to the AT state (arrow b in FIG. 7). During the AT state, the continuation is managed as the number of remaining games that can continue the AT state, with a predetermined number of games (for example, 50 games) that was granted at the time of initial transition to the AT state, and the number of remaining games is subtracted with each game played, and the AT state continues until it reaches zero. However, this is not limited to this, and the number of remaining games may also be determined by lottery from among multiple numbers of games. In the AT state, when the number of remaining games becomes zero, the main control unit 10 controls the transition to the normal gaming state A after the AT state ends (arrow c in FIG. 7). Also, when the transition to the normal gaming state A occurs due to the end of the AT state, the gaming zone transitions from the advantageous zone to the normal zone.
[0081] In addition, when the AT state is transitioned, a pseudo game that is executed separately from the normal game in the first game may be executed, and a reel effect may be executed to notify the transition to the AT state by pseudo-stopping a predetermined pattern combination on a predetermined line in the display window 6.
[0082] The slot machine 1 according to this embodiment executes a point conversion process for converting currently held status points into AT performance values when the AT state is shifted. Specifically, the main control unit 10 converts each status point into an AT performance value by referring to the "point conversion table" shown in FIG. The conversion of each status point in the point conversion process will be described below.
[0083] The status points corresponding to "speed" are converted into the probability of the push order challenge effect occurring. In the slot machine 1 according to the present embodiment, when the common 1-coin roles 1 to 4 are won in the AT state, a push order challenge effect can be executed based on the effect occurrence probability. The push order challenge effect is a push order guessing effect in which the player can guess the correct push order corresponding to the common 1-piece role on their own, and if the player guesses the push order correctly, a bonus (for example, an additional number of games) is awarded. Specifically, as shown in Fig. 10, a navigation image 82a that prompts the player to select the order in which to press the buttons is displayed on the display 8. For example, the navigation image 82a displays a text image that prompts the player to select from four options that can stop the BAR combination: "center → right → left," "center → left → right," "right → center → left," and "right → left → center." Then, when the button is pressed in the correct order (correct order) that corresponds to the common 1-piece role that was won in this game, a BAR will stop and be displayed on the winning line, and a bonus (for example, an additional number of games (+20 games)) will be awarded (Figure 10(b)). On the other hand, if the stop operation is performed in an incorrect button sequence, a combination of symbols other than the BAR combination will be displayed, and no bonus (for example, additional game number) will be awarded. In addition, if the push order is incorrect in the push order challenge performance, it may be controlled to transition to a high probability state. As a result, even if the push order is incorrect, it may continue to remain in a state where the expectation of transition to the AT state is high.
[0084] In order to change (increase) the probability of such a push order challenge effect occurring, status points corresponding to "speed" are applied. For example, as shown in Figure 9(a), when the number of status points corresponding to "speed" is "0 to 5 points," the probability of the effect occurring is set to "10%," when it is "6 to 10 points," "15%," when it is "11 to 15 points," "20%," and so on, with the probability increasing by +5% for every +5 points thereafter. In this way, the more status points corresponding to "speed" a player has, the more likely the push order challenge effect will occur, increasing the likelihood of winning a bonus (for example, an additional number of games), and improving the excitement of the game and the player's sense of anticipation.
[0085] By having this type of playability, for example, a player who is good at or enjoys guessing the button sequence can, during normal game state B, perform an eye-pressing operation on the speed symbol, causing the "Speed Cherry Cherry" to stop and display, thereby gaining many status points corresponding to "Speed," thereby increasing the frequency of the button sequence challenge effect (increasing the effect occurrence probability) during the next AT state to which the player transitions. Furthermore, by acquiring status points corresponding to "speed," players can generate opportunities to win bonuses by winning a common 1-piece role, which has a higher probability of winning in the internal lottery process compared to rare roles, so players can frequently have opportunities to win bonuses.
[0086] The status points corresponding to "stamina" are converted into the probability of winning the bonus lottery triggered by winning a rare role. In the slot machine 1 of this embodiment, in the AT state, the main control unit 10 (first judgment means) judges (additional lottery) whether or not to grant the first benefit (number of games (number of times played), difference in number of coins (difference in number of game values)) based on the winning of a rare role, based on the first judgment probability (probability of winning the additional benefit). If you win the bonus lottery, the bonus (for example, the number of bonus games) to be awarded will be selected. For example, it is set so that 10 games are selected with a 45% probability, 20 games are selected with a 30% probability, 30 games are selected with a 15% probability, 50 games are selected with a 5% probability, 80 games are selected with a 3% probability, and 100 games are selected with a 2% probability. Therefore, if you win the bonus lottery, the duration of the AT state will be extended according to the bonus granted.
[0087] Any role may be used to trigger the additional lottery, and the size of the bonus awarded may be changed depending on the winning role. In addition, in the bonus lottery, it is assumed that all set values are common, but this is not limiting, and the bonus lottery may be performed based on the set value set by the probability setting means. For example, the higher the set value, the higher the probability of winning the bonus lottery, and the more likely it is that a larger number of bonus games will be determined. Also, although the number of added games is a positive value, it may also be a negative value.
[0088] In order to change (increase) the probability of winning in such an additional lottery, status points corresponding to "stamina" are applied. For example, as shown in Figure 9(b), when the number of status points corresponding to "Stamina" is "0 points," the occurrence probability is set to "10%," when it is "1 point," "11%," when it is "2 points," and so on, with the probability increasing by +1% for every +1 point thereafter. In this way, the more status points corresponding to "stamina" a player has, the higher the probability of an additional draw occurring and the easier it is to win the additional draw, thereby increasing the interest in the game and the player's sense of expectation.
[0089] By having this type of playability, for example, a player who wants to extend the AT state by adding more games can perform a sight-press operation on the stamina symbol (stop operation in the first stop operation mode) during normal game state B, causing the "Stamina Cherry Cherry (first stop display mode)" to stop and display, thereby acquiring many status points corresponding to "Stamina," thereby increasing the probability of winning the additional lottery during the next AT state to be entered. In other words, when a pattern is displayed in a first stop display mode in normal game state B, the main control unit 10 (determination probability setting means) can increase and set the first determination probability (probability of winning the additional bonus) for determining whether or not to grant the first bonus (such as the number of additional games).
[0090] The status points corresponding to "power" are converted into a loop probability for the additional lottery. In the slot machine 1 according to the present embodiment, when the above-mentioned additional lottery is won, a loop lottery is executed based on the loop probability. The loop lottery is repeatedly executed under the control of the main control unit 10 based on the loop probability until no winning occurs, and the number of consecutive wins in the lottery (number of winning loop lottery wins) is counted and stored. If the loop lottery is won, in addition to the additional game determined by the winning of the additional lottery, the player is also awarded a number of games equal to the value obtained by multiplying the additional game by the number of times the loop lottery has been won. Therefore, it is advantageous for a player to select a game with a large bonus and win many times in the loop lottery. When a loop lottery is executed, it may be set so that one win is guaranteed.
[0091] In order to change (increase) the loop probability related to such an additional lottery, status points corresponding to "power" are applied. For example, as shown in Figure 9(c), if the number of status points corresponding to "power" is "0 to 10 points", a loop probability of "5%" is selected; if it is "11 to 20 points", a loop probability of "10%" is selected; if it is "21 to 30 points", a loop probability of "15%" is selected; and thereafter, the loop probability is set to +5% for every +10 points. The upper limit of the loop probability is set to, for example, "80%." In this way, the more status points corresponding to "power" you have, the more likely you are to win the loop lottery for the additional lottery, so winning one additional lottery can earn you a large number of additional games, which can increase the excitement of the game and the player's expectations.
[0092] By having this type of playability, for example, a player who wants to win a large number of additional games in one additional draw can perform a sight-seeing operation on the power symbol (stop operation in the first stop operation mode) during normal play state B, causing the "Power Cherry Cherry (first stop display mode)" to stop and display, thereby gaining many status points corresponding to "power," thereby increasing the loop probability for the additional draw during the next AT state to which the player will be transferred. In addition, an upper limit may be set on the number of consecutive wins in the loop lottery, which prevents the player from feeling a sense of loss when they win a large number of additional games by winning the loop lottery consecutively, but are unable to use up all of them by the end of the advantageous period, reaching the advantageous period limiter and forcibly ending the advantageous period.
[0093] The status points corresponding to "tenacity" are converted into the set loop probability related to the set number addition lottery. In the slot machine 1 of this embodiment, when the AT state is transitioned, the main control unit 10 (second judgment means) repeatedly judges whether or not to grant a second benefit (number of sets) to continue the AT state (set number addition lottery) based on the second judgment probability (set loop probability) until a win is not obtained, and the number of consecutive wins in the lottery (number of sets) is counted and stored. If the number of sets stored is 1 or more, after one set of play in the AT state, one set is consumed, and the game is controlled to the AT state again, and the game is repeatedly controlled to the AT state until the number of sets reaches zero. Therefore, the more sets you have, the longer you will be able to stay in the AT state.
[0094] In order to change (increase) the set loop probability related to such set number addition lottery, status points corresponding to "tenacity" are applied. For example, as shown in Figure 9(d), when the number of status points corresponding to "tenacity" is "0 to 2 points," the set loop probability is set to "1%," when it is "3 to 4 points," "2%," when it is "5 to 6 points," "3%," and so on, with +1% being selected for every +2 points thereafter. In addition, the upper limit of the set loop probability is set to, for example, "80%." In this way, the more status points corresponding to "guts" a player has, the more likely he or she is to win the lottery for adding more sets, which can increase the excitement of the game and the player's sense of anticipation. In addition, an upper limit may be set on the number of consecutive wins in the set number addition lottery.
[0095] By having this type of gameplay, for example, a player who wants to continue the AT state can perform a sight-press operation on the tenacity symbol (stop operation in the second stop operation mode) during normal game state B, causing the "tenacity cherry cherry (second stop display mode)" to stop and display, thereby acquiring many status points corresponding to "tenacity," thereby increasing the probability of winning the lottery to add sets during the next AT state to be entered. In other words, when a pattern is displayed in a second stop display mode in normal game state B, the main control unit 10 (determination probability setting means) can increase and set the second determination probability (set loop probability) for determining whether or not to award the second benefit (number of sets).
[0096] The status points corresponding to "intelligence" are converted into the probability of the push order navigation occurring during the push order challenge. In the above-mentioned push order challenge performance, a lottery is held to determine whether or not to generate a push order based on the probability of push order navigation occurring. Therefore, if the player wins the lottery based on the probability of the push order navigation occurring, the push order navigation corresponding to the common 1-piece role that was won can be generated, so the player can be sure to get the push order correct, and a bonus (for example, an additional number of games) will be awarded, which is advantageous for the player.
[0097] In order to change (increase) the probability of occurrence of such push order navigation related to the push order challenge performance, status points corresponding to "intelligence" are applied. For example, as shown in Figure 9(e), if the number of status points corresponding to "intelligence" is "0 to 3 points," the probability of the push order navigation occurring is set to "10%," if it is "4 to 5 points," "12%" is selected, and if it is "6 to 7 points," "14%" is selected, and thereafter, it is set to increase by +2% for every +2 points. In this way, the more status points corresponding to "intelligence" a player has, the more likely the push order navigation in the push order challenge effect will occur, increasing the likelihood of winning a bonus (for example, an additional number of games), and improving the excitement of the game and the player's sense of anticipation.
[0098] By having this type of playability, for example, a player who is not good at guessing the button press order can increase the frequency (probability) of the button press navigation occurring during the button press order challenge by pressing the intelligence symbol with the right eye during normal game state B, causing the "Intelligence Cherry Cherry" to stop and display, thereby earning many status points corresponding to "Intelligence."
[0099] The AT state is not limited to the above, and can be modified as follows. The AT state is not limited to the AT of the number of games managed type, but can also be the AT of the difference number managed by the difference number of sheets. Also, although the number of games is awarded as the bonus for the additional lottery (first bonus), the difference number of sheets can also be awarded. In addition, in the point conversion process, some or all of the AT performance values into which each status point has been converted may be visibly displayed or suggested to the player. This will draw the player's attention to the game at the start of the AT state, increasing the player's interest in the game. In addition, status points may be acquired during the AT state, and point conversion processing may be executed at a predetermined timing. This allows the player to select the status points to acquire depending on the situation of the AT game. For example, if the probability of the push order challenge effect occurring is relatively high, the player can advance the game by performing a push order navigation operation on the smart symbol to increase the probability of the push order challenge effect occurring.
[0100] As described above, the slot machine 1 according to this embodiment can change (increase) the performance of the AT state to which the machine will next shift during the non-AT state (normal gaming state) based on the player's own operation. This allows the player to select the gameplay during the AT state according to their preferences, thereby meeting the needs of the player. Furthermore, since the playability during the AT state to which the transition will subsequently occur can be determined during the non-AT state, the player's sense of anticipation can be attracted over a long period of time from the non-AT state until after the transition from the non-AT state to the AT state.
[0101] (Variation) Next, a modification of this embodiment will be described. The slot machine 1 according to this embodiment can also be modified as follows.
[0102] The slot machine 1 according to this modification is provided with five common one-coin roles 1 to 5 as shown in FIG. 11, instead of the common one-coin roles 1 to 4 according to the embodiment described above. Although the common 1-coin roles 1 to 5 according to this modified example are awarded regardless of the pressing order, the combination of symbols that are stopped and displayed differs depending on the type of stop button 5 operated when the first reel is stopped.
[0103] Specifically, as shown in FIG. 11, when the stop button 5a is operated to stop the first reel, the common 1-piece role 1 can stop and display either "Speed Cherry Cherry" or "Stamina / Power / Tenacity / Intelligence Cherry Replay" after the third reel is stopped. In this case, if a speed symbol is pressed at the time of the first reel stopping operation, the combination of "speed cherry cherry" symbols will be displayed. On the other hand, if a button press other than the speed symbol is performed when the first reel is stopped, the combination of symbols "Stamina / Power / Tenacity / Wisdom / Cherry / Replay" will be displayed. Furthermore, when the stop button 5b or the stop button 5c is operated to stop the first reel, the symbol combination "Bell·BAR·BAR" is displayed in a stopped state.
[0104] For common 1-piece role 2, if a stamina symbol is pressed to stop the first reel, the combination of "stamina, cherry, cherry" will stop and be displayed after the third reel is stopped, while if a symbol other than stamina is pressed to stop the first reel, the combination of "speed, power, guts, intelligence, cherry, replay" will stop and be displayed after the third reel is stopped. Furthermore, when the stop button 5b or the stop button 5c is operated to stop the first reel, the symbol combination "Bell·BAR·BAR" is displayed in a stopped state.
[0105] Similarly, for common 1-piece roles 3 to 5, as shown in Figure 11, the combination of symbols that are stopped and displayed differs depending on the type of stop button 5 operated to stop the first reel and the type of special symbol operated by the eye-pressing operation.
[0106] In the slot machine 1 according to this modified example having such common 1-coin roles 1 to 5, the following status point awarding process is carried out. In the normal game state B, when the main control unit 10 determines that the common 1-coin combinations 1 to 5 are won through the internal lottery process and the stop button 5a is operated to stop the first reel, the number of status points awarded varies depending on the stop display mode. Specifically, if the common 1-piece role 1 is won and the stop display pattern is "Speed Cherry Cherry", +3 status points corresponding to "Speed" are awarded. On the other hand, if the stop display pattern is "Stamina / Power / Tenacity / Wisdom Cherry Replay", +1 status point corresponding to the stopped special symbol is awarded. In addition, if the common 1-piece role 2 is won and the stopped display pattern is "Stamina Cherry Cherry", +3 status points corresponding to "Stamina" are awarded. On the other hand, if the stopped display pattern is "Speed / Power / Tenacity / Wisdom Cherry Replay", +1 status point corresponding to the stopped special pattern is awarded.
[0107] For example, in the state shown in Figure 8(a), if the common 1-piece role 2 is won, and the stamina symbol is pressed (stop operation in the first stop operation mode), "Stamina Cherry Cherry (first special stop display mode)" will be displayed as a stopped symbol, and 3 status points will be added (Figure 12(a)). On the other hand, in the state shown in Figure 8(a), when the common 1-piece role 1 is won, if the stamina symbol is pressed (stop operation in the first stop operation mode) is operated, "Stamina Cherry Replay (first normal stop display mode)" is displayed stopped, and 1 status point is added (Figure 12(b)).
[0108] In this way, when common 1-coin winning combinations 1 to 5 are won, even if the same special symbol (for example, a stamina symbol) is displayed on reel 41a by operating in the same stop operation mode (first stop operation mode), more points will be awarded if the symbol is displayed in the first special stop display mode (for example, stamina cherry cherry) than if the symbol is displayed in the first normal stop display mode (for example, stamina cherry replay). As a result, even when the same special symbol is pressed by eye, the number of points that can be acquired changes, so that the player can be given the impression that he has won the lottery for acquiring points multiple times and has been awarded many points, thereby increasing the interest in the game.
[0109] Also, as in the above-described embodiment, each status point acquired is converted into an AT performance value (for example, probability of winning an additional bonus) in a point conversion process before the AT game is executed. In other words, the main control unit 10 (judgment probability setting means) can set the first judgment probability (additional winning probability) higher when the symbol is displayed stopped in the first special stop display mode than when the symbol is displayed stopped in the first normal stop display mode.
[0110] In this modified example, the type of common 1-piece winning combination that has been won in the current game may be suggested when a predetermined condition is met. For example, when the player is in a high probability state, the type of common 1-piece winning combination may be suggested with a high probability. Also, the higher the set value set by the probability setting means, the higher the probability of suggestion. Also, it may be different depending on the type of common 1-piece role that has been won in the current game, for example, common 1-piece role 1 may be suggested with a higher probability than common 1-piece role 4.
[0111] Furthermore, in the status point awarding process according to the above embodiment, when a special symbol stops on the winning line of reel 41a, the status points corresponding to the one special symbol that stops are added, but this is not limited to this, and status points corresponding to multiple different special symbols may also be added. In this case, for example, a predetermined symbol (for example, a bonus symbol: 7) may be provided on reel 41c, and when a common 1-piece role is won, "Speed Cherry 7" and "Stamina / Power / Tenacity / Wisdom Cherry Replay" may be displayed as stopped symbols, and when "Speed Cherry 7" is displayed as stopped symbols, both status points corresponding to "Speed" and status points corresponding to symbols other than "Speed" may be added.
[0112] Furthermore, in the status point granting process according to the above embodiment, only the case where status points are added has been described, but this is not limiting, and status points may also be subtracted. In this case, for example, when a common 1-piece role is won, "Replay / Stamina / Power / Tenacity / Wisdom·Cherry·Cherry" can be displayed as a stopped symbol, and a role can be set in which "Speed·Cherry·Cherry" cannot be stopped as a common 1-piece role, and when the role is won and "Speed" is pressed with a button press, "Replay·Cherry·Cherry" will be displayed as a stopped symbol and the status points for "Speed" will be deducted.
[0113] As explained above, in the present invention, there are provided a game result determination means (main control unit 10) capable of determining a game result based on the establishment of a predetermined condition, an identifier display means (reels 41) capable of displaying variably displayed identifiers in a stopped display mode according to the game result determined by the game result determination means and a stop operation mode for a stop operation means (stop button 5) operable by a player, and a plurality of game states including a first game state (non-AT state, normal game state) and a second game state (AT state) which is more advantageous to a player than the first game state. A game state control means (main control unit 10) that can control the game state to any one of the game states, a first determination means (main control unit 10) that can execute a determination (addition lottery) of whether to grant a first benefit (for example, number of games, difference in number of coins) related to the second game state based on a first determination probability (probability of winning an add-on), a second determination means (main control unit 10) that can execute a determination (addition lottery) of whether to grant a second benefit (for example, number of sets) related to the second game state based on a second determination probability (set loop probability), and and a judgment probability setting means (main control unit 10) capable of setting a plurality of judgment probabilities including a first judgment probability and a second judgment probability, wherein the identification information display means is capable of displaying the identification information in a first stop display mode (e.g., stamina cherry cherry) when the game result determination means determines a specific game result (a common 1-piece role) in the first game state and the stop operation means performs a stop operation in a first stop operation mode (e.g., a sight-pressing operation on a stamina symbol), and the game result determination means determines the specific game result in the first game state, Furthermore, when the stop operation means performs a stop operation in a second stop operation mode (for example, a sight-press operation on a tenacity symbol), the identifying information can be stopped and displayed in a second stop display mode (for example, tenacity, cherry, cherry), and the judgment probability setting means is configured to be able to increase and set the first judgment probability when the identifying information is stopped and displayed in the first stop display mode in the first game state, and to increase and set the second judgment probability when the identifying information is stopped and displayed in the second stop display mode in the first game state.
[0114] In this way, the slot machine 1 according to the present invention can change (increase) the performance of the AT state to which it will next shift during the non-AT state (normal gaming state) based on the player's own stop operation. This allows the player to select the gameplay during the AT state according to their preferences, thereby meeting the needs of a variety of players. In addition, since the playability during the AT state to which the transition will be made later can be determined during the non-AT state, the player's sense of anticipation can be attracted over a long period of time from the non-AT state until after the transition from the non-AT state to the AT state.
[0115] On the other hand, Patent Document 1 discloses that in a non-AT state, if a rare role is won, points (benefits) are awarded, and a lottery is held to transition to the AT state based on the cumulative value of the awarded points. However, in this gaming machine, there was no change in the playability of the AT game during the AT state that was entered based on the points earned during the non-AT state. In recent gaming machines, players have a wide variety of preferred playability during AT states, and there is a need to play with the playability of any AT state, but the gaming machines described in the above patent documents were not able to meet the needs of such players. In this way, the slot machine 1 of this embodiment can solve all or part of the problems that need to be improved in conventional gaming machines.
[0116] 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, in the above-described embodiment, the number of games or the difference in number of coins 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 number of times the push order navigation occurs, the number of times a small win is made, the number of medals won, the number of medals paid out, etc. Furthermore, in the above-described embodiment, the case where a game number subtraction method is applied during the AT state is described, but this is not limited to this, and it is also possible to use a game number addition method in which the AT state ends when the number of games added per game reaches an upper limit number, or a difference number addition method in which the AT state ends when the difference number of coins added per game reaches an upper limit value.
[0117] Also, in the AT state, if a predetermined condition is met, an add-on specialized zone may be generated for a predetermined period of time, and in the add-on specialized zone, the probability of winning the add-on lottery may be higher than in zones other than the add-on specialized zone, or a large number of games may be added. Note that, since the add-on specialized zone is a state that is extremely advantageous to the player, it is preferable that the predetermined condition be met with a predetermined probability when a rare combination with a low winning probability is won.
[0118] In addition, a gaming state (so-called chance zone) may be set up that continues for a predetermined number of games (for example, 10 times) and in which the probability of winning the lottery to transition to the AT state is higher than in the normal gaming state, and transition to the chance zone may occur with a predetermined probability if a rare role is won in the normal gaming state.
[0119] In the above-described embodiment, the tables referenced in the various processes are merely examples and are not limited to the tables described above. Furthermore, the winning probabilities related to the various tables are not limited to the values described above and can be set or changed as desired.
[0120] 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.
[0121] Furthermore, in the above-described embodiment, the main control unit 10 performed operations as various means such as game state control means, but the sub-control unit 20 may perform some or all of these operations, and the sub-control unit 20 may also 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.
[0122] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may 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.
[0123] Furthermore, in the above-described embodiment, the reels 41 driven and controlled by a motor are used as the variable display means, but instead of or in addition to this, the display 8 such as a liquid crystal display can be used as a variable display means for identifying information by displaying an image of a reel or the like with a changing pattern. [Explanation of symbols]
[0124] 1. Slot machines (gaming machines) 41 Reel (identification information display means) 5 Stop button (stop operation means) 10 Main control unit (game result determination means, game state control means, first determination means, second determination means, third determination means, determination probability setting means, point awarding means)
Claims
1. a game result determination means for determining a game result based on the establishment of a predetermined condition; an identifier display means for displaying variably displayed identifiers in a static display mode corresponding to the game result determined by the game result determination means and a stop operation mode of a stop operation means operable by a player; a game state control means for controlling the game state to any one of a plurality of game states including a first game state and a second game state that is more advantageous to a player than the first game state; a first determination means for determining whether or not to grant a first benefit related to the second gaming state based on a first determination probability; a second determination means for determining whether or not to grant a second benefit related to the second gaming state based on a second determination probability; a determination probability setting means for setting a plurality of determination probabilities including the first determination probability and the second determination probability; Equipped with The identification information display means In the first gaming state, when the gaming result determination means determines a specific gaming result and the stop operation means is operated to stop in a first stop operation mode, the identification information can be displayed in a stopped state in a first stop display mode; In the first gaming state, when the gaming result determination means determines the specific gaming result and the stop operation means performs a stop operation in a second stop operation mode, the identification information can be displayed in a stopped state in a second stop display mode; The determination probability setting means In the first gaming state, when the symbol information is stopped and displayed in the first stopped display mode, the first determination probability can be increased and set; In the first gaming state, when the symbol information is stopped and displayed in the second stopped display mode, the second determination probability can be increased and set. A gaming machine characterized by:
2. The first benefit is either a difference in game value number that fluctuates according to a current difference in game value number, which is the difference between the number of game values used in one game and the number of game values granted in one game, or a number of games that fluctuates according to the execution of one game, The second benefit is the number of sets required to continue the second gaming state.
2. The gaming machine according to claim 1 .
3. The identification information display means In the first gaming state, when the gaming result determination means determines the specific gaming result and the stop operation means performs a stop operation in the first stop operation mode, the identification information can be displayed in a stopped state in either a first normal stop display mode or a first special stop display mode, The determination probability setting means The first determination probability can be set higher when the symbol information is displayed in a stopped state in the first special stop display mode than when the symbol information is displayed in a stopped state in the first normal stop display mode.
3. The gaming machine according to claim 1 or 2.
4. The determination probability setting means In the first gaming state, when the symbol information is displayed in the first stop display mode and the first determination probability has reached an upper limit, the second determination probability can be increased and set.
4. The gaming machine according to claim 1, wherein the number of the players is 1 or 2.
5. a third determination means for determining whether or not to control to the second gaming state based on a third determination probability; The identification information display means In the first gaming state, when the gaming result determination means determines the specific gaming result and the stop operation means performs a stop operation in a third stop operation mode, the identification information can be displayed in a stopped state in a third stop display mode; The determination probability setting means In the first gaming state, when the symbol information is stopped and displayed in the third stopped display mode, the third determination probability can be increased and set.
5. The gaming machine according to claim 1, wherein the number of the players is 1 or more.
6. a point awarding means for awarding a predetermined number of points when the indicator information is displayed in a stopped state in either the first stopped display mode or the second stopped display mode in the first gaming state; a storage means capable of storing points awarded by the point awarding means; Equipped with The determination probability setting means The judgment probability can be increased and set based on the number of points stored in the storage means.
6. The gaming machine according to claim 1, wherein:
Citation Information
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