gaming machines
The gaming machine addresses engagement and media accumulation issues by implementing a dynamic setting and notification system that adjusts settings and informs players for enhanced gameplay advantages, improving the gaming experience and media accumulation.
Patent Information
- Application Number
- JP2024082512
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-05-21
- Publication Date
- 2025-11-04
- Estimated Expiration
- 2040-08-25
AI Technical Summary
Conventional gaming machines lack mechanisms to enhance player engagement and increase the amount of gaming media through advantageous gaming states, and existing point-based systems do not effectively inform players about optimal settings to maximize winnings.
The gaming machine incorporates a setting mechanism with multiple setting values and an informing system that provides specific setting information at predetermined intervals, allowing for dynamic changes in settings to enhance gameplay advantages, and includes a notification system to inform players about setting changes and optimal strategies.
This approach increases player engagement and enhances the chances of winning by dynamically adjusting settings and informing players about optimal strategies, thereby improving the overall gaming experience and media accumulation.
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 this type of gaming machine is a slot machine, which generally has a normal gaming state in which it is difficult to increase the amount of gaming media in hand, and an advantageous gaming state in which the probability of winning a small prize is increased and therefore it is easy to increase the amount of gaming media in hand. In addition, in recent slot machines, there are known machines that award points when certain conditions are met, and provide advantageous benefits to players based on the accumulated value of the awarded points (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-178237 Summary of the Invention [Problem to be solved by the invention]
[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]
[0005] In order to solve the above problem, the gaming machine of the present invention comprises a setting means capable of setting any one of a plurality of setting values including a first setting value and a second setting value, and an informing means capable of informing of setting value information which is information relating to the setting value set by the setting means at a specific timing, and in this gaming machine, in which a game can be played more advantageously when the second setting value is set than when the first setting value is set, the informing means is capable of informing of specific setting value information as the setting value information at a first number of consecutive specific timings which is a plurality of times when the first setting value is set by the setting means, and is capable of informing of the specific setting value information at a second number of consecutive specific timings which is greater than the first number of times when the second setting value is set by the setting means, and in which the informing means is capable of informing of the specific setting value information at the second number of consecutive specific timings when the first setting value is set by the setting means and a change means capable of changing the setting value information decided by the decision means to different setting value information, wherein the change means is capable of changing the specific setting value information to special setting value information as the setting value information when the decision means has decided the specific setting value information in a case where the first setting value has been set by the setting means and the specific setting value information has been announced by the announcement means at the first consecutive number of specific timings, and the announcement means is capable of announcing the setting value information decided by the decision means in a case where the setting value information has not been changed by the change means, and is capable of announcing the setting value information changed by the change means in a case where the setting value information has been changed by the change means. It is structured as follows. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of a gaming machine according to a first embodiment. [Figure 2] 1 is a schematic perspective view showing the internal configuration of the gaming machine according to a first embodiment. [Figure 3] 1 is a block diagram showing the control configuration of the gaming machine according to the first embodiment. [Figure 4] 1 is a diagram showing the arrangement of reel symbols according to the first embodiment. [Figure 5] 10 is a diagram showing a payout table according to the first embodiment. [Figure 6] 10 is a diagram showing an internal lottery table (2 bets) according to the first embodiment. [Figure 7] 10 is a diagram showing an internal lottery table (3 bets) according to the first embodiment. [Figure 8] FIG. 1 is a state transition diagram of an RT state according to the first embodiment. [Figure 9] FIG. 2 is a state transition diagram of the game state according to the first embodiment. [Figure 10] 10 is a diagram showing a score mode lottery table according to the first embodiment. [Figure 11] 10 is a diagram showing a score mode detail table according to the first embodiment. [Figure 12] 10 is a diagram showing a score level lottery table according to the first embodiment. [Figure 13] 10 is a diagram showing an item B acquisition level lottery table according to the first embodiment. [Figure 14] 10 is a diagram showing an episode pattern lottery table according to the first embodiment. [Figure 15] 1 is a diagram showing an episode pattern table according to the first embodiment. [Figure 16] This is a diagram showing the lottery table for the additional specialized stage ceiling game number in the first embodiment. [Figure 17] 10 is a diagram showing an item A initial value lottery table according to the first embodiment. [Figure 18] 10 is a diagram showing a high probability transition lottery table according to the first embodiment. [Figure 19] 10 is a diagram showing a high probability end lottery table according to the first embodiment. [Figure 20] 10 is a diagram showing a pseudo-bonus transition lottery table (low probability) according to the first embodiment. [Figure 21] 10 is a diagram showing a pseudo-bonus transition lottery table (high probability) according to the first embodiment. [Figure 22] 10 is a diagram showing a score acquisition lottery table (normal stage) according to the first embodiment. [Figure 23] 10 is a diagram showing a pseudo-bonus transition lottery table (when a specified score is reached) according to the first embodiment. [Figure 24] 10 is a diagram showing a score-specialized mode transition lottery table (when a specified score is reached) according to the first embodiment. [Figure 25] 10 is a diagram showing a destination lottery level promotion lottery table (when a specified score is reached) according to the first embodiment. [Figure 26]10 is a diagram showing a score-specialized mode transition lottery table (watermelon) according to the first embodiment. [Figure 27] 10 is a diagram showing a score-specializing mode transition lottery table (1-piece role) according to the first embodiment. [Figure 28] 10 is a diagram showing a score specialization mode end lottery table according to the first embodiment. [Figure 29] 10 is a diagram showing a score-specialized stage transition lottery table according to the first embodiment. [Figure 30] 10 is a diagram showing a score acquisition lottery table (score-specialized stage) according to the first embodiment. [Figure 31] 10 is a diagram showing a score-specialized stage end lottery table according to the first embodiment. [Figure 32] 10 is a diagram showing a score acquisition lottery table (fake omen) according to the first embodiment. [Figure 33] 10 is a diagram showing a destination lottery level promotion lottery table (main sign) according to the first embodiment. [Figure 34] 10 is a diagram showing a destination lottery level promotion lottery table (pseudo bonus) according to the first embodiment. [Figure 35] 10 is a diagram showing a destination determination lottery table (stable) according to the first embodiment. [Figure 36] 10 is a diagram showing a destination determination lottery table (turbulence) according to the first embodiment. [Figure 37] This is a diagram showing the additional specialized stage direct hit lottery table (stable) related to the first embodiment. [Figure 38] 10 is a diagram showing a CZ3 direct hit lottery table (turbulence) according to the first embodiment. [Figure 39] 10 is a diagram showing a lottery table for adding the number of ST games according to the first embodiment. [Figure 40] 10 is a diagram showing a rewind stock lottery table according to the first embodiment. [Figure 41] 10 is a diagram showing a breakthrough lottery table according to the first embodiment. [Figure 42]10 is a diagram showing an AT transition lottery table (CZ2) according to the first embodiment. [Figure 43] 10 is a diagram showing a difference number addition lottery table according to the first embodiment. [Figure 44] 10 is a diagram showing an additional unit difference number determination table according to the first embodiment. [Figure 45] 10 is a diagram showing an item B acquisition lottery table according to the first embodiment. [Figure 46] 10 is a diagram showing a loop execution lottery table according to the first embodiment. [Figure 47] 10 is a diagram showing a loop rate lottery table according to the first embodiment. [Figure 48] 10 is a diagram showing an additional lottery table according to the first embodiment. [Figure 49] 10 is a diagram showing an item A addition lottery table (rush stage) according to the first embodiment. [Figure 50] 10 is a diagram showing a lottery table at the end of a rush stage according to the first embodiment. [Figure 51] 10 is a diagram showing an item A addition lottery table (episode stage) according to the first embodiment. [Figure 52] 10 is a diagram showing an ending ticket acquisition lottery table according to the first embodiment. [Figure 53] 10 is a diagram showing a bug mode lottery table according to the first embodiment. [Figure 54] 10 is a diagram showing a bug mode premonition game number lottery table according to the first embodiment. [Figure 55] FIG. 10 is a diagram for explaining an example of a performance during a normal stage according to the first embodiment. [Figure 56] FIG. 10 is a diagram for explaining an example of a presentation during a pseudo bonus in the first embodiment. [Figure 57] This is a diagram to explain an example of the presentation during CZ1-1 in the first embodiment. [Figure 58] 10A to 10C are diagrams illustrating an example of a performance during a rush stage according to the first embodiment. [Figure 59] This is a diagram to explain an example of the presentation during CZ1-2 in the first embodiment. [Figure 60] A diagram to explain an example of a presentation during an additional specialized stage in the first embodiment. [Figure 61] A diagram to explain an example of a presentation during an additional specialized stage in the first embodiment. [Figure 62] 10A to 10C are diagrams for explaining examples of presentations during the ending preparation stage etc. according to the first embodiment. [Figure 63] 10 is a diagram for explaining an example of a presentation (lottery method selection) during a destination determination stage according to the first embodiment. FIG. [Figure 64] 10 is a diagram for explaining a push order display pattern table according to the first embodiment and an example of the presentation (roulette presentation) of the transition destination determination stage. FIG. [Figure 65] 10 is a diagram for explaining an example of a presentation of the destination determination stage according to the first embodiment (when a power outage occurs). FIG. [Figure 66] FIG. 10 is a diagram for explaining an example of a presentation during a normal stage according to the first embodiment (when transitioning to stable mode). [Figure 67] FIG. 4 is a diagram for explaining a control method in a stable mode according to the first embodiment. [Figure 68] FIG. 10 is a schematic front view showing the appearance of a gaming machine according to a second embodiment. [Figure 69] FIG. 10 is a block diagram showing the control configuration of the gaming machine according to the second embodiment. [Figure 70] 10 is a diagram showing an additional display number lottery table according to the second embodiment. [Figure 71] FIG. 11 is a diagram for explaining an example of a performance during a score-specialized stage according to the second embodiment. [Figure 72] FIG. 11 is a diagram for explaining an example of a performance during a score-specialized stage according to the second embodiment. [Figure 73] FIG. 10 is a diagram for explaining a display example of a result screen according to the second embodiment. [Figure 74] FIG. 10 is a diagram for explaining a display example of a menu screen according to the second embodiment. [Figure 75] 10 is a diagram showing a setting suggestion icon table according to the second embodiment. [Figure 76] 10 is a diagram showing a setting suggestion pattern table according to the second embodiment. [Figure 77] 10 is a flowchart showing a setting suggestion icon determination process (lottery every time) according to the second embodiment. [Figure 78] 10 is a flowchart showing a setting suggestion icon determination process (scenario lottery) according to the second embodiment. [Figure 79] 10 is a diagram showing a setting suggestion icon lottery table according to the second embodiment. [Figure 80] 10 is a diagram showing a scenario table according to the second embodiment. [Figure 81] 10 is a diagram showing a scenario lottery table according to the second embodiment. [Figure 82] 10 is a diagram showing an identical icon lottery table according to the second embodiment. [Figure 83] 10 is a diagram showing a non-identical icon lottery table according to the second embodiment. [Figure 84] FIG. 11 is a diagram illustrating a display example of a navigation character setting screen according to the second embodiment. [Figure 85] FIG. 11 is a diagram illustrating a display example of a navigation character setting screen according to the second embodiment. [Figure 86] FIG. 11 is a diagram illustrating a display example of a navigation character setting screen according to the second embodiment. [Figure 87] 10 is a diagram showing an episode pattern lottery table according to the second embodiment. [Figure 88] 10 is a diagram showing an episode pattern table according to the second embodiment. [Figure 89] 10 is a diagram showing an additional lottery table (bug mode) according to the second embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0007] A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings. [First embodiment] The first embodiment will be described with reference to FIGS.
[0008] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is one embodiment of a gaming machine according to the present invention, and like a normal slot machine, it has a cabinet 1b with an opening on the front and a front door 1a that can open and close and cover the opening.
[0009] A display window 6 is formed in the center of the front door 1a, through which the rear can be seen, and the symbols displayed on the reels 41 can be seen through this display window 6. In addition, below the display window 6, a step is formed that protrudes forward, and the upper surface of this step is provided with a medal insertion slot 2 for inserting medals, a 3-bet button 2a and a 2-bet button 2b that the player presses to set the number of bets when the game starts, and an effect button 2c that 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] The 3 bet button 2a is a button that can accept a player's operation to set the number of bets, and operates as a setting means to set 3 bets by the player's operation. The 3 bet button 2a is also equipped with a sensor (not shown) that detects that the 3 bet button 2a has been operated, and an LED (not shown) that emits light (lights up) so that the active state of the 3 bet button 2a can be identified. The 2 bet button 2b is a button that can accept a player's operation to set the number of bets, and operates as a setting means to set 2 bets by the player's operation. The 2 bet button 2b is also equipped inside with a sensor (not shown) that detects that the 2 bet button 2b has been operated, and an LED (not shown) that emits light (lights up) so that the valid state of the 2 bet button 2b can be identified.
[0011] In addition, above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop button 5. There is also provided an advantageous zone lamp 13 that notifies the player that the situation is advantageous to the player. In addition, instead of the advantageous zone lamp 13, for example, the "dot" part of a 7-segment display (also called "7-seg") that constitutes the payout number display section that displays the number of medals paid out may be lit up.
[0012] An indicator 8 is provided at the top of the front door 1a, which functions as a notification means, a display means and a performance means. The display 8 is configured, for example, by a liquid crystal display, and displays various effects using images, various information in the game, and the like. As shown in FIG. 1, one display 8 is provided, but multiple displays may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side, so that the main display and the sub-display function as a single display unit. Also, a display may be provided on a lower panel display, which is a large display unit arranged below the slot machine 1.
[0013] 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.
[0014] The top of the cabinet 1b is equipped with a main control unit 10 that controls the overall game, and the top of the front door 1a is equipped with a sub-control unit 20 that controls the game presentation and other aspects under the control of the main control unit 10. The center of the casing 1b is provided with a drum unit 4 that rotates the reels 41. The drum unit 4 includes reels 41a, 41b, and 41c that are arranged in a horizontal direction, and each of the reels 41a to 41c is configured to be rotatable by driving a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer periphery of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. In addition, the bottom of the cabinet 1b is equipped with a medal payout device 7 that pays out medals and a hopper 7a that stores medals, and the medals paid out from the medal payout device 7 are paid out to the player through a medal payout outlet 7b.
[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.
[0017] The main control unit 10 is equipped with a CPU (not shown) that performs various calculation processes, a ROM (not shown) that stores control programs related to games and lottery tables, and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. In addition, the main control unit 10 is connected to a 3-bet button 2a, a 2-bet button 2b, a medal selector 2e, a start lever 3, and a stop button 5, and is configured to be able to input signals from sensors built into each device. The main control unit 10 also performs processes such as starting a game based on a signal from the start lever 3 and sampling random numbers from a random number generator (not shown).The main control unit 10 then performs 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 stored in the ROM.
[0018] The main control unit 10 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the power-off signal is input, the main control unit 10 executes a power-off process to store (save) the game information at the time of input in RAM. This game information includes, for example, the game status at that time, winning combinations, the stopping state of the reels 41, the number of bets (3 bets, 2 bets, 1 bet), etc. Furthermore, when the main control unit 10 receives a power recovery signal, it reads out the game information stored (saved) in the RAM and executes a power recovery process to 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.
[0019] In addition, the main control unit 10 is connected to the drum unit 4, medal payout device 7, advantageous zone lamp 13, and sub-control unit 20, and is configured to be able to output signals to each device. Specifically, based on signals from the start lever 3 and the stop button 5, the main control unit 10 performs processes such as driving the drum unit 4 to rotate and stop the reels 41a to 41c, driving the medal payout device 7 to pay out medals, and turning on the advantageous zone lamp 13 when a game state advantageous to the player occurs.
[0020] The sub-control unit 20 is equipped with a ROM (not shown) that stores various information such as programs related to performance, image data for performance, audio data, etc., and a RAM (not shown) that has a memory area for temporarily storing various data and a working area for the CPU, etc. The sub-controller 20 is also connected to a performance button 2c, and is configured to be able to input signals from sensors built into the devices, and is also connected to a display 8, a speaker 9, a lamp 11, and a navigation lamp 12, and is configured to be able to output signals to each device. For example, the sub-controller 20 can control the switching timing of each performance based on the signal from the performance button 2c. In addition, the sub-control unit 20 operates as a performance execution means and a performance control means, and in response to one-way commands (control information) from the main control unit 10, performs image processing for a predetermined performance on the display 8, audio output processing on the speaker 9 for various performances and notifications, and lighting processing for lamps 11 and navigation lamps 12 composed of LEDs, etc.
[0021] The sub-controller 20 is also configured to be able to input a power interruption signal and a power restoration signal from the power supply device 14 . When the sub-controller 20 receives the power interruption signal, it stores (backs up) in RAM the performance information that specifies the performance content being executed at the time of the power interruption signal. This performance information includes, for example, various information displayed on the display 8. Furthermore, when the sub-controller 20 receives a power restoration signal, it resumes the presentation based on the game information received from the main controller 10 and the presentation information stored (saved) in the RAM.
[0022] Such a slot machine 1 is configured so that the main control unit 10 can execute the following slot machine games. At the start of the 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 3-bet button 2a or the 2-bet button 2b.
[0023] 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 2e 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.
[0024] When the 3 bet button 2a is pressed, the number of medals corresponding to three medals as the number of 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 bet of 3 (number of second game media). Similarly, when the 2 bet button 2b is pressed, the number of medals corresponding to two medals as the number of 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 bet of 2 (number of first game media). In addition, by providing a 1 bet button that sets the number of medals corresponding to one coin as the bet button, pressing the 1 bet button twice can set a 2 bet, and pressing the 1 bet button three times can set a 3 bet. In this embodiment, games with 1 bet, 2 bets, and 3 bets are also referred to as a 1-bet game, a 2-bet game, and a 3-bet game, respectively. 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.
[0025] 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 a storage means such as a RAM provided in the main control unit 10. When the number of bets reaches a number that allows one game to be played, the game is ready to start. In this state where the game can be started, the operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, the game starts, the reels 41a to 41c on which multiple symbols are displayed start to move, and an internal lottery process is executed to determine the lottery result of the current game in advance before the reels 41 stop from multiple winning combinations (including losing combinations) such as replay combinations, small combinations, and bonus combinations. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined winning probability.
[0026] Each of the reels 41a to 41c is an example of a variable display means, and the periphery of each of the reels 41a to 41c displays a plurality of (for example, 20) symbols that serve as identification information, such as "Replay 1," "Replay 2," "Bell," "BAR," "Red 7," "Red 7-2," "Clown," etc., as shown in Figure 4. The rotation speed gradually increases from a stopped state, and then reaches a steady rotation where the reels rotate at a constant speed. When the reels reach this steady rotation, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become operable to be pressed.
[0027] The stop buttons 5a to 5c are an example of an operating means for stopping the reels 41. For example, the stop buttons 5a to 5c become operable by lighting up an LED or other light-emitting means built into the stop buttons 5a to 5c. When each stop button 5 is pressed in this state, each reel 41a to 41c is controlled to stop with a combination of symbols that is allowed based on the timing of the operation and the result of the internal lottery process. 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).
[0028] After the third reel is stopped, the combination of symbols that have stopped on the pay line as a result of the game is judged, and if it is a predetermined combination of symbols, it is judged as a win, and a game value 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.
[0029] When the reels 41 are stopped, the three symbols displayed on each of the reels 41a to 41c are stopped so as to be visible from outside the machine (also called "stop display"), and whether or not a win has been made is determined based on the state of the stop display at this time. For example, in this embodiment, the winning result is determined based on the combination of symbols that stop only on the upward-to-right line out of the total five lines: the upper, middle, and lower lines, the downward-to-right line, and the upward-to-right line. 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.
[0030] The slot machine 1 is provided with a probability setting means (setting button (not shown)) that can change the winning probability of a specific role among the roles drawn by the main control unit 10 (lottery means, first lottery means) by external operation (manual). For example, by dividing the probability of winning a specific role into six levels, from low to high, and corresponding each level to a setting 1 to 6, the probability of winning a specific role can be changed to a winning probability corresponding to each setting value. In this case, the probability of winning a specific role is set higher when setting 6 is set than when setting 1 is set, and as a result, the slot machine game is controlled to proceed more advantageously when setting 6 is set than when setting 1 is set. 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), for example.
[0031] (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 winning combinations include, for example, bell combinations, watermelon combinations, cherry combinations, chance combinations, one-piece combinations, and increase combinations. In the following description, the cherry role, watermelon role, and chance role will be collectively referred to as "rare role."
[0032] Bell roles include "common bells" and "push order bells." The "common bell" is won regardless of the order in which the stop buttons 5a to 5c are operated (hereinafter also referred to as the push order), but the combination of symbols that stops and displays varies depending on the push order. Of the six possible push orders ("left → center → right," "left → right → center," "center → left → right," "center → right → left," "right → left → center," and "right → center → left"), when the stop buttons 5a to 5c are operated in the "left → center → right" push order (hereinafter referred to as "sequential push order"), "Bell Bell Bell" will stop and be displayed in the order of "left reel 41a, center reel 41b, right reel 41c" on the top line (and so on). Furthermore, when the stop buttons 5a to 5c are operated in the order of "left → right → center" out of the six possible pressing orders, for example, "bell bell bell" is displayed on a downward sloping right line.
[0033] The "Push Order Bell" is a winning role in which a combination of symbols is formed by pressing the buttons in the correct order, and there are six "Push Order Bells 1 to 6." In the following explanation, "Push Order Bell 1 to 6" will also be referred to simply as "Push Order Bell". For "Push Order Bell 1-6," when the stop buttons 5a-5c are operated in one of six possible push orders (1 / 6) (correct push order), the corresponding combination of symbols is displayed in a stopped state, but when the stop button 5 is operated in one of the other five possible push orders (5 / 6) (incorrect push order), the corresponding combination of symbols is not displayed in a stopped state. For example, if you win "Push Order Bell 1," when the stop buttons 5a to 5c are pressed in the order of "left → center → right" (the correct order), "Bell Bell Bell" will be displayed on the top line, and when the stop buttons 5a to 5c are pressed in any other order (the incorrect order), a different pattern combination (hereinafter referred to as "Bell Spill") will be displayed.
[0034] In addition, when the "Push Order Bell" 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 the correct push order, the reels 41 can be controlled to stop so that the combination of symbols corresponding to the "Push Order Bell" stops. In this case, the "Push Order Bell" is not limited to six types, and may be three types, "Push Order Bell 1 to 3."
[0035] The watermelon role ("watermelon") allows symbols such as "Replay 2, Watermelon, Bell" to stop on the winning line, and in this case, the watermelon symbols line up in a straight line on a downward sloping line to the right. There are two types of cherry roles: "weak cherry" and "strong cherry." "Weak Cherry" allows symbol combinations such as "Cherry-Bell-Cherry" to stop on the winning line, while "Strong Cherry" allows symbol combinations such as "Cherry-Cherry-Cherry" to stop on the winning line. There are two types of chance roles: "weak chance" and "strong chance." A "weak chance" means that a combination of symbols such as "BAR, Bell, BAR" can stop on the winning line, and a "strong chance" means that a combination of symbols such as "Replay 1, Watermelon, Replay 1" can stop on the winning line.
[0036] The 1-coin role is a winning role in which the combination of symbols that stops and appears varies depending on the order in which you press the buttons, and there are three "1-coin roles 1 to 3." For example, if "1-piece role 1 to 3" is won, and the stop buttons 5a to 5c are pressed in order, a combination of symbols such as "BAR, Replay 1, BAR" will stop and be displayed on the winning line, and if the stop buttons 5a to 5c are pressed in the order of "right → center → left" (hereinafter, this order will be called "reverse pressing"), a different combination of symbols will stop and be displayed depending on the timing of the operation of the stop buttons 5a to 5c.
[0037] For example, when "1 piece role 1" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "red 7" pattern, "red 7 red 7 red 7" (single 7 line) can be stopped on the middle line. In addition, when "1-piece role 2" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "red 7" pattern, "red 7 red 7 red 7" can be stopped on the middle line, and "red 7 red 7 red 7-2" (double 7s) can be stopped on the line sloping down to the right. In addition, when "1-piece Role 3" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "red 7" symbol, "Replay 1, red 7, red 7" can be stopped on the middle line, and "Bell, red 7, red 7-2" (double 7 tenpai line) can be stopped on the line sloping down to the right.
[0038] In addition, although a detailed explanation will be given later, in this embodiment, when a "1-piece winning combination 1 to 3" is won, the stop buttons 5a to 5c are operated in order, aiming for the "red 7-2" symbol, the "cherry" symbol, and the "blank" symbol on the winning line from left to right, and when the stop buttons 5a to 5c are operated (perfect press) with each symbol located within one frame from the winning line, "red 7-2, cherry, blank" can be stopped. In addition, when "1-piece role 1 to 3" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "BAR" symbol on the winning line, the "BAR" symbol will be aligned in a straight line on the middle line.
[0039] The increasing role is only won during the bonus state (RT3, RT4) described below, and is a winning role in which the combination of symbols is lined up regardless of the order in which the buttons are pressed. There are three increasing roles: "Increasing Roles 1 to 3." "Increase Role 1" displays a symbol combination such as "Bell Bell Bell" on the top line, "Increase Role 2" displays a symbol combination such as "Bell Bell Bell" on the middle line, and "Increase Role 3" displays a symbol combination such as "Blank Cherry Replay 1" on the winning line.
[0040] Replay roles are winning roles that can be won regardless of the order in which you press the buttons, but the combination of symbols that stop and appear varies depending on the order in which you press the buttons, and there are four "Replays 1 to 4." For example, if "Replay 1 to 4" is won, and the stop buttons 5a to 5c are pressed in order, a combination of symbols such as "Replay 1, Replay 1, Replay 1" will stop and be displayed on the winning line. When the stop buttons 5a to 5c are operated in reverse, different combinations of symbols are displayed in a stopped state depending on the operation timing of the stop buttons 5a to 5c. For example, when "Replay 1" is won, if the stop buttons 5a to 5c are operated in reverse to aim for the "red 7" symbol, "red 7-2·red 7-2·red 7-2" (single 7 line) can be stopped on a downward-sloping line to the right. In addition, when "Replay 2" or "Replay 3" is won, if the stop buttons 5a to 5c are operated in reverse aiming for the "red 7" symbol, "Clown Clown Clown" (Clown combination) can be stopped on the upper line. Also, when "Replay 4" is won, if the stop buttons 5a to 5c are operated in reverse aiming for the "Red 7" symbol, "Clown Clown Clown" (Clown combination) can be stopped on a line sloping upward to the right.
[0041] The bonus roles include "Bonus 1 (hereinafter referred to as BB1)" and "Bonus 2 (hereinafter referred to as BB2)." "BB1" and "BB2" are winning roles that are eligible for lottery while in RT0, which is one of the RT states described below. The pattern combination corresponding to "BB1" is "Pierrot·BAR·Blank", and the pattern combination corresponding to "BB2" is "Pierrot·BAR·BAR". In addition, the bonus role is a role subject to carry-over control, which allows the winning right to be carried over by the main control unit 10, unless the corresponding symbol combination stops in the winning game and subsequent games. Therefore, the bonus winning state is maintained until the bonus role is won by stopping the corresponding symbol combination (hereinafter, this gaming state is referred to as the bonus winning state).
[0042] Based on the combination of symbols as explained above, the winning of a small role, a replay role, or a bonus role is determined, and when the result of the determination is a combination of symbols corresponding to each winning role, a game value according to each winning role is awarded (medals are paid out). The "payout table" shown in FIG. 5 defines each winning combination and the number of medals to be paid out when each winning combination is achieved. As shown in FIG. 5, when a symbol combination corresponding to the "common bell" is stopped and displayed, eight medals are paid out regardless of the number of bets. Also, when you win "Push Order Bell 1 to 6", if you operate the stop buttons 5a to 5c in the correct push order (one push order) and the corresponding combination of symbols stops, 8 medals will be paid out regardless of the number of bets. On the other hand, when "Push Order Bell 1 to 6" is won, if the stop buttons 5a to 5c are operated in an incorrect push order (five different push orders), the corresponding combination of symbols will not stop, the bell spill will stop, and the specified number of medals will not be paid out, but instead, for example, one medal will be paid out.
[0043] In addition, if a symbol combination corresponding to the watermelon role is displayed, five medals will be paid out regardless of the number of bets. In addition, if a symbol combination corresponding to "Strong Cherry" is displayed, two medals will be paid out regardless of the number of bets. In addition, when a combination of symbols corresponding to a "strong chance" is displayed, one medal will be paid out regardless of the number of bets. In addition, when a combination of symbols corresponding to one coin role is displayed, one medal will be paid out regardless of the number of bets. In addition, by displaying a combination of symbols corresponding to the replay role, "weak cherry" and "weak chance", the player can play again in the next game without inserting a medal. In this embodiment, the number of medals paid out is the same regardless of the number of bets, but the number of medals paid out may be varied depending on the number of bets. Furthermore, the number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.
[0044] (Probability of winning each winning role) Next, the winning probability of each winning combination will be explained with reference to FIGS. The "internal lottery table" shown in Figures 6 and 7 shows the probability of winning each winning combination in 2-bet games and 3-bet games. The "internal lottery table" indicates the range (number) of random numbers acquired in the internal lottery process by the main control unit 10, which is 65535, and the number of winning values (wins) among them.
[0045] The winning combinations include a winning combination whose winning probability varies depending on a set value set by a probability setting means, and a winning combination whose winning probability does not vary depending on the set value. The winning probability varies depending on the setting value, and examples of winning roles include "Replay 1," "Weak Cherry," and "Strong Chance." As shown in Figures 6 and 7, the higher the setting, the higher the winning probability. Winning roles other than these are set as winning roles whose winning probabilities do not change depending on the set value, and as shown in Figures 6 and 7, the winning probabilities are set to be the same for all set values. In addition, if a random number other than that for each winning role is extracted, the lottery result will be a "lose," and the probability of winning is set to vary according to the set value.
[0046] FIG. 6 shows the winning probability of each winning combination in a two-bet game. For example, for "Weak Cherry", in RT0 to RT2, the winning probability is set to 936 / 65535 in setting 1, and the winning probability is set to 1093 / 65535 in setting 6. For each of the "Push Order Bells 1 to 6," the winning probability is set at 66 / 65535 for all settings in RT0 to RT2. For each of the "1-piece roles 1 to 3," the winning probability is set at 10310 / 65535 for all setting values in RT0 to RT2. "BB2" can only be won with RT0, and the winning probability is set at 10,000 / 65,535.
[0047] FIG. 7 shows the winning probability of each winning combination in a 3-bet game. For example, for "Weak Cherry", in RT0 to RT2, the winning probability is set to 936 / 65535 in setting 1, and the winning probability is set to 1093 / 65535 in setting 6. For each of the "Push Order Bells 1 to 6," the winning probability is set at 6534 / 65535 for all setting values in RT0 to RT2. For each of the "1-piece roles 1 to 3", the winning probability is set at 4195 / 65535 for all setting values in RT0 to RT2. "BB1" can only be won with RT0, and the winning probability is set at 4233 / 65535.
[0048] The winning combinations for the 2-bet game and 3-bet game are drawn based on the winning probabilities described above. In a 2-bet game, compared to a 3-bet game, the probability of winning "Push Order Bell 1 to 6" is set lower, and the probability of winning "1-coin Role 1 to 3" is set higher, so the number of medals decreases. In addition, in the two-bet game, no lottery is held regarding the specific gaming state described below. Therefore, during a two-bet game, the game progresses to the player's disadvantage.
[0049] In the "internal lottery table" shown in Figures 6 and 7, the types of winning roles whose winning probability varies depending on the set value and the types of winning roles whose winning probability does not vary depending on the set value can be set arbitrarily. Also, the winning probability of each winning role may not vary depending on the set value. Furthermore, the higher the setting, the higher the probability of winning each winning role. However, it is not limited to this, and the higher the setting for some or all winning roles, the lower the probability of winning each winning role. In a 3-bet game, the winning probability of "Replay 1" may be set high in RT1 and RT2, so that "Loss" does not win (see FIG. 7).
[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) First, with reference to FIG. 8, the RT state (hereinafter simply referred to as RT) of the slot machine 1 according to this embodiment will be described. 8, the slot machine 1 according to this embodiment has RT states RT0, RT1, RT2, RT3, and RT4. Although there are five RT states in this embodiment, there may be four or less or six or more.
[0052] RT0 is triggered by a system reset of the slot machine 1, a change in the setting value (including when the same setting value is set again (re-entering the setting value)), or the end of the bonus state (RT3 or RT4). As shown in the internal lottery tables in FIGS. 6 and 7, in RT0, BB2 can be won only in a 2-bet game, and BB1 can be won only in a 3-bet game. RT0 ends when BB1 is won in the 3-bet game, and transitions to RT1 (arrow a in Figure 8). Alternatively, RT0 ends when BB2 is won in the 2-bet game, and transitions to RT2 (arrow b in Figure 8). In this way, RT0 is not a finite gaming state with a predetermined gaming period, but an infinite gaming state (infinite RT) that does not transition to another gaming state unless a bonus is won.
[0053] RT1 ends when the symbol combination corresponding to BB1 is displayed statically, and transitions to RT3 (arrow c in Figure 8). That is, RT1 continues from when BB1 is won until BB1 is won, and in RT1, the game proceeds in a state where BB1 is internally won (BB1 winning state). RT2 ends when the symbol combination corresponding to BB2 is displayed, and transitions to RT4 (arrow d in Figure 8). That is, RT2 continues from when BB2 is won until BB2 is won, and in RT2, the game proceeds in a state where BB2 is internally won (BB2 winning state). In addition, in RT1, lotteries regarding specific game states (pseudo bonus transition lotteries, difference number addition lotteries, etc.) are not held. In addition, in RT2, lotteries regarding specific game states are held only during 3-bet games. In this way, RT1 and RT2 are not finite game states with a predetermined game period, but are infinite game states (infinite RT) that do not transition to other game states unless a bonus role is won.
[0054] RT3 is a bonus state, in which "increase role 1 to 3" can be won only during the 3-bet game as shown in Figures 6 and 7, and ends when the number of medals paid out reaches a predetermined number (for example, 55 medals), and transitions to RT0. RT4 is a bonus state, in which "Increase Roles 1 to 3" can be won only during a 2-bet game as shown in Figures 6 and 7, and ends when the number of medals paid out reaches a predetermined number (for example, 5 medals), and transitions to RT0. For this reason, even if the game shifts to the bonus state (RT3, RT4), the player has little expectation of an increase in the number of medals won. Therefore, if a losing combination is won during RT1 or RT2 (when a bonus combination can be won), the player is not allowed to perform the eye-pressing operation that will win the bonus combination.
[0055] By the above process, in the RT state according to this embodiment, control is performed so that transition from RT1 and RT2 to RT3 and RT4 is difficult. Specifically, during RT1 and RT2, if the AT state described below is active, when the "push order bell" is hit, the push order navigation is announced, and by performing the stop operation according to the push order navigation, the corresponding combination of symbols is displayed in a stopped state, and by performing the stop operation without following the push order navigation, the combination of symbols corresponding to the bell spill is displayed in a stopped state. Also, if a "miss" is won (if a bonus role can be won) during RT1 and RT2, the game will not notify you that a bonus role can be won. Note that during RT1 and RT2, a "miss" is not won in the 2-bet game, so a bonus role cannot be won (see Figure 6). Furthermore, even if a transition to RT3 or RT4 occurs, there is little expectation of an increase in the number of medals won, so players usually do not play with the aim of transitioning to RT3 or RT4 (winning a bonus role). For this reason, the slot machine 1 according to this embodiment is designed so that the probability of transitioning from RT1 and RT2 to RT3 and RT4 is extremely low, and the game is played while remaining in RT1 or RT2. Furthermore, as mentioned above, the lottery for the specific game state is conducted only when the player is in RT2 and a 3-bet game is being played, so in the slot machine 1 of this embodiment, the game basically progresses while the player is in RT2. Therefore, for example, when the slot machine 1 is in its initial state (when the system is reset, when the setting value is changed, etc.), it is assumed that a 2-bet game will be played by the arcade staff, causing the player to win BB2 during RT0 and transition to RT2.
[0056] (AT state) The AT state of the slot machine 1 of this embodiment is a gaming state in which, when the "Push Order Bells 1 to 6" is won, the sub-control unit 20 controls the display 8, etc. to notify the player of the order in which to press the stop button 5 and the patterns that serve as a guide for pressing the buttons at the right time, thereby assisting in stopping the combination of patterns corresponding to the "Push Order Bells 1 to 6". For this reason, during the AT state, the balls are dispensed at a faster speed than during the non-AT state. For example, if the "Push Order Bell 1" is won, the push order navigation of "1," "2," and "3" is displayed on the display 8 from left to right, the voices "left," "center," and "right" are output from the speaker 9, and the navigation lamps light up in the order 12a (left), 12b (center), and 12c (right), thereby announcing the order in which the stop buttons 5 should be pressed. 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 internal lottery result of each game is "Push Order Bell 1 to 6," the order in which to press the stop buttons 5 is not announced. Therefore, the player basically cannot stop and display the combination of symbols corresponding to "Push Order Bell 1 to 6." Therefore, the playability of the slot machine 1 is basically such that the player increases the number of balls dispensed by playing in such a way that the player stays in the AT state for a long time.
[0057] (Normal section, advantageous section) The game on the slot machine 1 according to this embodiment has a normal zone and an advantageous zone. These sections are divided into game states (stages), each of which will be described in detail later. The normal section is a play section during the initial stage. The advantageous zone is a zone in which the player can remain after transitioning from the normal zone to another game state (stage) until transitioning back to the normal zone, and is a game zone in which the player remains in a stage other than the initial stage. The condition for transitioning from the normal zone to the advantageous zone is that a winning combination other than a "miss" is won during a 3-bet game in the normal zone, and the zone transitions from the normal zone to the advantageous zone after the third reel of the winning game is stopped. In other words, if a "miss" is won while staying in the initial stage, the normal zone will be maintained, whereas if a winning role other than a "miss" is won, the player will move from the normal zone to the advantageous zone. However, without being limited to this, the transition from the normal zone to the advantageous zone may be made by, for example, the stopped display of a combination of symbols corresponding to a predetermined winning role, or the stopped display of a combination of symbols that does not correspond to a predetermined winning role (for example, a losing symbol or a bell spill).
[0058] The condition for transitioning from the advantageous zone to the normal zone is that the game result at each stage causes a transition to the initial stage, which ends the advantageous zone and transitions to the normal zone. In addition to this, when the advantageous zone limiter is reached, the advantageous zone ends and transitions to the normal zone. A favorable zone limiter is when one of the following conditions is met: "The number of games played during the favorable zone has reached the upper limit (limiter)" or "The number of coins won (difference in number of coins) during the favorable zone has reached the upper limit (limiter)." 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."
[0059] In addition, during the advantageous zone, the advantageous zone lamp 13 is basically lit. In order to prevent a decline in interest, the advantageous zone lamp 13 may be turned on only when an increase in medals is actually expected. For example, the advantageous zone lamp 13 may not be turned on during the normal game mode.
[0060] (Game-related counters) While staying in the advantageous zone, the main control unit 10 counts the number of games played in the advantageous zone and the number of medals acquired in the advantageous zone, and stores them in RAM as counter information shown below. Counter A1: Count of the number of games played during the advantageous period Counter B1: Count of the number of coins won (difference) during the advantageous period Counter A2: Count of the number of games played in a 3-bet game during the advantageous zone
[0061] Counters A1 and B1 are counters related to the advantageous zone limiter (the upper limit number of games played in the advantageous zone). The main control unit 10 forcibly ends the advantageous period when the value indicated by the counter A1 reaches "1500" or the value indicated by the counter B1 reaches "2400". Counters A2 and B1 are counters relating to ending limiters (upper limit number of games until ending in advantageous zone). When the value indicated by counter A2 reaches "1425" or when the value indicated by counter B1 reaches "2075", the main control unit 10 forcibly transitions to "ending" which will be described later. The values of counters A1, B1, and A2 are erased (initialized) when the advantageous zone ends (when the game results in each stage cause a transition to the initial stage, or when the advantageous zone limiter is reached).
[0062] (Details of each game state (stage)) Next, with reference to FIG. 9, 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 to RT4, and the transition between each game state (stage) shown in Fig. 9. However, as mentioned above, the game in this embodiment is basically played in RT2, so the game in each game state (stage) is basically played while staying in RT2.
[0063] As shown in FIG. 9, the slot machine 1 of this embodiment has, as gaming states, a normal gaming state, a pseudo bonus preparation stage, a pseudo bonus, a transition destination determination stage, a chance zone (hereinafter, CZ), and a specific gaming state. The normal game state is further divided into an initial stage, a normal stage, a score-specialized stage, and a prognostic stage. The specific game state is further divided into an additional special stage, a rush stage, an episode stage, an ending preparation stage, an ending challenge, and an ending. The normal game state is controlled to a non-AT state, and as the player continues to play, the number of medals in hand gradually decreases, making it a disadvantageous game state for the player. On the other hand, the specific game state is controlled to an AT state, and as the player continues to play, the number of medals tends to increase, making it advantageous for the player. Therefore, the player will play the game with the aim of transitioning from the normal gaming state to the specific gaming state and staying in the specific gaming state for a long time.
[0064] (Normal gameplay state) There are multiple transitions from the normal game state to the specific game state, but the basic transition is to move from the normal game state to a pseudo-bonus, then move from the pseudo-bonus to a CZ via a transition destination determination stage, and then move from the CZ to the specific game state. Furthermore, when the normal gaming state transitions to a bug mode, which will be described later, the transition to a specific gaming state is confirmed. Therefore, while in the normal gaming state, the player will first play in the hope of transitioning to the pseudo bonus or bug mode.
[0065] (Early stage) The initial stage is entered when the slot machine 1 is reset, when the setting value is changed (including when the setting value is re-entered), or when the advantageous zone ends. For example, it enters the transition destination determination stage, rush stage, ending challenge, or after the ending has ended, or when the advantageous zone limiter is reached. In the initial stage, if a winning combination other than "miss" is won by the internal lottery process, the main control unit 10 controls to transition from the initial stage to the normal stage (arrow A in FIG. 9). That is, the duration of stay in the initial stage is extremely short, and the player will stay in a stage other than the initial stage during the normal game state. Furthermore, the initial stage may be configured so that it is not possible to distinguish it from other game states (stages) in appearance. For example, on the display screen displayed on the display device 8, the initial stage and the normal stage may have the same background image. In this way, by sharing the display screen for the initial stage and the normal stage, it is difficult to recognize that the game has transitioned from the normal zone to the advantageous zone, making it difficult to see where the advantageous zone ends, and preventing players from stopping play. However, without being limited to this, the initial stage and other game states (stages) may be distinguishable from each other in appearance.
[0066] Next, various processes executed while staying in the initial stage will be described. In the initial stage, the following processes are performed: Score mode lottery Score level lottery Item B Acquisition Level Lottery Episode pattern lottery · Add-on special stage ceiling game number lottery Item A initial value lottery
[0067] Score mode lottery In the initial stage, a score mode lottery is held to determine the "score mode" that affects the transition lottery to the pseudo bonus. The slot machine 1 according to this embodiment has a gaming feature in which accumulating a "score" in the normal gaming state can serve as an opportunity to transition to a pseudo bonus. A predetermined number of scores is awarded to the player when a win other than a "miss" occurs during the initial stage, or when a replay or bell combination occurs during the normal stage (see FIG. 22). When the score accumulated as the game progresses reaches a specified value (for example, 200), a lottery for transition to a pseudo bonus is executed (see FIG. 23). In addition, when the player wins the lottery to transfer to the pseudo bonus and transfers to the pseudo bonus, the score is set to the initial value (0). However, this is not limited to this, and the score may be initialized when the player wins the lottery to transfer to the pseudo bonus or when the advantageous zone ends.
[0068] The score mode is linked to the expected probability of winning the pseudo-bonus transition lottery when the score reaches a specified value, and indicates the likelihood of winning the lottery. Specifically, when a winning role other than "miss" is won in the initial stage, i.e., when a winning role in the advantageous zone is won (same below), the main control unit 10 determines the score mode by lottery by referring to the "score mode lottery table" shown in Figure 10, and stores the result in the RAM of the main control unit 10. The "score mode" is set, for example, in four stages (mode 0 to mode 3), and is determined based on the setting value currently set in the slot machine 1. For example, "mode 3" is likely to be selected in the case of setting 6, "mode 0" is likely to be selected in the case of odd-numbered settings (setting 1, setting 3, setting 5), and "mode 1" is likely to be selected in the case of even-numbered settings (setting 2, setting 4, setting 6). The score mode is not limited to four levels, but may be three levels or less or five levels or more.
[0069] For example, if "Mode 0" is selected, when the score reaches the specified value (200), Pattern 0 (Pt0) is selected as the lottery pattern, as shown in Figure 11. If "Pt0" is selected, the pseudo bonus is not won, but the transition to the score-specialized mode, which will be described later, is confirmed (see Figures 23 and 24). Also, if "Mode 3" is determined, Pattern 2 (Pt2) is selected when the score reaches a specified value (200). If "Pt2" is set, the transition to the pseudo bonus is confirmed (see Figure 23). Also, if "Mode 1" is determined, Pattern 1 (Pt1) will be selected when the score reaches the specified value (600). If "Pt1" is set, there is a possibility of winning the pseudo bonus, but the probability of not switching to the score-specialized mode increases (see Figures 23 and 24). Furthermore, when the score reaches a specified value (2000), "Pt2" is selected regardless of the score mode value.
[0070] Score level lottery In the initial stage, a score level lottery is executed to determine a "score level" that indicates how easily a score can be accumulated as the game progresses. Specifically, when a winning combination other than "miss" is won, the main control unit 10 refers to the "score level lottery table" shown in Figure 12 to determine the score level by lottery according to the set score mode, and stores the result in the RAM of the main control unit 10. The "score level" is set, for example, in two stages (level L and level H), and it is easier to accumulate scores at level H than at level L (see FIG. 22). For example, if the score mode is determined to be "Mode 0," "Mode 1," or "Mode 3," level L is selected with a probability of 229 / 255, level H is selected with a probability of 26 / 255, and if "Mode 2" is determined, level H is confirmed (255 / 255), as shown in Figure 12.
[0071] Item B Acquisition Level Lottery In the initial stage, an item B acquisition level lottery is held to determine the "item B acquisition level." The item B acquisition level is a parameter that influences the determination of the "item B" that will be referenced in the next specific game state (addition-specialized stage) to which the player will move. Details will be given later, but in the bonus-specialized stage, a bonus lottery is held that can extend the duration of the specific game state depending on the type of item B. For example, six types (pawn, knight, bishop, rook, queen, and king) are provided for the item B. However, the number of types of the item B is not limited to this, and may be five or less, or seven or more.
[0072] Specifically, when a winning combination other than "miss" is won in the initial stage, the main control unit 10 refers to the "item B acquisition level lottery table" shown in Figure 13 to determine the item B acquisition level by lottery based on the setting value currently set in the slot machine 1, and stores the result in the RAM of the main control unit 10. The item B acquisition level is set, for example, in six stages (level 0 to level 5), and the higher the set value, the more likely it is that a high level will be determined. The higher the level at which the item B is determined to be acquired, the higher the expected added item B will be determined (see FIG. 45).
[0073] In this way, the item B acquisition level is determined in the initial stage, so before moving to the add-on specialized stage, it is possible to notify the player of the item B acquisition level that has been determined for the next add-on specialized stage to which the player will move. For example, if the item B acquisition level is determined to be the highest level 5, the game will transition to a special stage and indicate that the item B acquisition level is level 5, thereby preventing the player from quitting the game. Note that other levels may be suggested in addition to level 5. Furthermore, the indication of the level at which item B can be obtained may not only be given in the special stage, but may also be given in the performance executed during the normal stage.
[0074] Episode pattern lottery In the initial stage, an episode pattern lottery is carried out to determine an "episode pattern" that defines the execution interval of the episode stage. Details will be given later, but the episode stage is entered when a specified number of games have passed while in the rush stage, and the episode pattern sets the timing (specified number of games) for entering the episode stage. When a winning combination other than "miss" is won in the initial stage, the main control unit 10 refers to the "episode pattern lottery table" shown in Figure 14 to determine an episode pattern by lottery according to the setting values currently set in the slot machine 1, and stores the result in the RAM of the main control unit 10.
[0075] There are provided, for example, seven types of episode patterns (episode pattern 1 to episode pattern 7), and the timing of entering the episode stage is defined to differ for each pattern. For example, if Episode Pattern 1 is determined, as shown in Figure 15, the first episode stage will start after 25 games, the second after 200 games, the third after 25 games, the fourth after 50 games, the fifth after 100 games, and the sixth after 200 games. Each episode pattern shown in Figure 15 is set to enter the episode stage six times over 600 games, but this is not limited to this, and the number of games and the number of times of entry may be different for each episode pattern (for example, entering four times over 600 games, entering seven times over 400 games, etc.). In this way, the timing of entering the episode stage can be made indefinite, which makes the timing of entering the episode stage unexpected and increases the interest.
[0076] · Add-on special stage ceiling game number lottery In the initial stage, while in the rush stage, a lottery for the ceiling number of games for the add-on specialization stage is held to determine the maximum number of games (ceiling number of games) until the next time the player moves to the add-on specialization stage. Specifically, when a winning combination other than "miss" is won, the main control unit 10 determines the number of games to be played at the additional specialized stage by lottery by referring to the "Add-on specialized stage ceiling game number lottery table" shown in Figure 16, and stores the result in the RAM of the main control unit 10. The ceiling number of games for the add-on specialized stage is reduced by 1 when a 3-bet game is executed while in the rush stage, and when it reaches "0", the player is forced to move to the add-on specialized stage. The "Add-on Specialized Stage Ceiling Game Number Lottery Table" shown in Figure 16 is assumed to be common to all setting values, but it is not limited to this and may be set so that a lower ceiling game number is determined for higher settings, and as a result, higher settings may have a higher probability of re-entering the add-on specialized stage. In addition, if the player moves to the add-on specialized stage due to other triggers (such as acquiring a specified number (8) of item A during the rush stage or episode stage), it is preferable to re-determine the ceiling number of games for the add-on specialized stage.
[0077] Item A initial value lottery In the initial stage, an item A initial value lottery is held to determine the initial value of "item A." Details will be provided later, but Item A can be acquired (added) while in the Rush Stage and Episode Stage (see Figures 49 and 51), and when the number of Item A acquired reaches the maximum number (8), a transition to a stage specialized in adding items is confirmed. In other words, by acquiring more items A as the game progresses, the duration of time in the specific game state can be extended. The initial number of such items A to be acquired is determined in the initial stage. Specifically, when a winning combination other than "miss" is won, the main control unit 10 determines the initial value of item A by lottery by referring to the "Item A Initial Value Lottery Table" shown in Figure 17, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 17, the probability of selecting "0" is 101 / 255, the probability of selecting "1" is 77 / 255, and the probability of selecting "4" is 51 / 255.
[0078] (Normal stage) While staying on the normal stage, for example, a performance screen such as that shown in FIG. A score counter 81, a cycle counter 82, a level icon 83, etc. are displayed at the top of the screen. The score counter 81 displays the current score value. The score counter 81 displays a value five times the score value stored in the RAM of the main control unit 10. Therefore, visually, every time the value of the score counter 81 reaches "1000", a lottery for transition to a pseudo bonus is executed, and when the value reaches "10000", transition to a pseudo bonus is confirmed. The cycle counter 82 is incremented by 1 each time the score counter 81 reaches "1000." That is, when the cycle counter 82 reaches "10" from the initial value "0" (when the score reaches "10000"), a transition to the pseudo bonus is confirmed. The level icon 83 indicates the current destination lottery level, and is displayed in a color corresponding to each level. The destination lottery level is a parameter that is referenced when determining the destination after the pseudo-bonus ends, and the higher the level that is determined, the more advantageous the stage that the player will be to after the pseudo-bonus ends (see Figures 35 and 36).
[0079] The normal stage has a low probability state (hereinafter also referred to as low probability) in which it is difficult to win the pseudo bonus, and a high probability state (hereinafter also referred to as high probability) in which it is easier to win the pseudo bonus than in the low probability state. Furthermore, in the normal stage, the difference between the low probability state and the high probability state is notified to the player in a distinguishable manner. For example, the notification is made by the background image of the display 8, and during the low probability state, a "daytime" background image is displayed, and during the high probability state, an "evening" background image or a "night" background image is displayed. Note that this display mode is just one example, and any notification mode can be adopted as long as it is associated with each stage.
[0080] Next, various processes that are executed while staying in a normal stage will be described. During normal stage stay, the following processes are executed. High probability transition lottery High probability end lottery Pseudo bonus transition lottery (when winning rare roles) ·Score winning lottery - Pseudo bonus transition lottery (when the required score is reached) -Score-specific mode transition lottery (when the specified score is reached) - Level promotion lottery (when the required score is reached) -Score-focused mode transition lottery -Score Specialized Mode End Lottery -Score-specialized stage transition lottery (score-specialized mode)
[0081] High probability transition lottery In the normal stage, a high probability transition lottery is executed to determine whether or not the lottery state of the pseudo bonus is to be transitioned from a low probability state to a high probability state. Specifically, when a "weak cherry" is won, the main control unit 10 determines by lottery whether to transition to a high probability state by referring to the "high probability transition lottery table" shown in Figure 18, and stores the result in the RAM of the main control unit 10. For example, when a "weak cherry" is won, the probability of winning is 192 / 255, of which 10 games are selected as the number of high probability stay games with a probability of 128 / 255, and 20 games are selected as the number of high probability stay games with a probability of 64 / 255. In addition, the high probability transition lottery may also be held for winning symbols other than "weak cherry." In addition, the high probability transition lottery is also executed when a winning combination other than a "miss" is won (a winning combination in the advantageous zone) while staying in the initial stage.
[0082] High probability end lottery In the normal stage, during the high probability state, a high probability end lottery is executed to determine whether or not to end the high probability state. During the high probability state, the number of high probability stay games determined in the high probability transition lottery is subtracted by 1 for each game, and when the number of high probability stay games reaches "1", the main control unit 10 determines whether or not to end the high probability state by referring to the "high probability end lottery table" shown in Figure 19. For example, as shown in FIG. 19, if a normal role (a winning role other than a rare role, including a "miss") is won, the probability of winning is 64 / 255, and if a rare role is won, the win is confirmed (255 / 255). If the lottery is won, the number of high-probability stay games is maintained and the high-probability state continues, and if the lottery is not won, the number of high-probability stay games is subtracted by 1 to "0" and the state transitions to a low-probability state. However, without being limited to this, if the lottery is won, the state transitions to a low-probability state.
[0083] Pseudo bonus transition lottery (when winning rare roles) In the normal stage, when a rare role is won, a lottery is held to transition to a pseudo bonus. Specifically, when the main control unit 10 is in a low probability state, it determines by lottery whether to transition to a pseudo bonus by referring to the "pseudo bonus transition lottery table (low probability)" shown in Figure 20, and stores the result in the RAM of the main control unit 10. For example, the probability of winning is set to 1 / 255 when a "weak cherry" is won, 26 / 255 when a "weak chance" is won, 51 / 255 when a "strong cherry" is won, 1 / 255 when a "watermelon" is won, and 51 / 255 when a "strong chance" is won.
[0084] Also, in the pseudo bonus transition lottery, you may win a "fake." For example, the probability of winning is set to 1 / 255 when a "weak cherry" is won, 229 / 255 when a "weak chance" is won, 204 / 255 when a "strong cherry" is won, 1 / 255 when a "watermelon" is won, and 204 / 255 when a "strong chance" is won. When a fake win occurs, an effect is executed to attract the player's expectations as if they had won a pseudo bonus.
[0085] In addition, when the main control unit 10 is in a high probability state, it determines by lottery whether to transition to a pseudo bonus by referring to the ``pseudo bonus transition lottery table (high probability)'' shown in Figure 21, and stores the result in the RAM of the main control unit 10. For example, the probability of winning is set to 26 / 255 when a "weak cherry" is won, 51 / 255 when a "weak chance" is won, 128 / 255 when a "strong cherry" is won, 26 / 255 when a "watermelon" is won, and 128 / 255 when a "strong chance" is won. In addition, when a "weak cherry" is won, there is a 26 / 255 chance of winning a fake, when a "weak chance" is won, there is a 204 / 255 chance of winning a fake, when a "strong cherry" is won, there is a 127 / 255 chance of winning a fake, when a "watermelon" is won, there is a 26 / 255 chance of winning a fake, and when a "strong chance" is won, there is a 127 / 255 chance of winning a fake. Also, even if a winning combination other than a "miss" is won in the initial stage, the transition lottery to the pseudo bonus is executed by referring to the "pseudo bonus transition lottery table (high probability)" shown in Figure 21.
[0086] In the pseudo bonus transition lottery (when a rare role is won), if a pseudo bonus is won or a fake is won, the main control unit 10 controls the transition to the premonition stage (arrow B in Figure 9). In this case, in the premonition stage, the premonition effect (premonition A) is executed for a predetermined number of games, and in the final game of the premonition effect, the result of whether or not the pseudo bonus has been won is announced. In Omen A, the presentation content is basically set to be the same whether you win a pseudo bonus or a fake, and by making the final announcement content different, it is possible to keep the player's expectations captivated until the very end.
[0087] ·Score winning lottery In the normal stage, a lottery for winning a score is held when a replay role or a bell role is won. Specifically, the main control unit 10 determines the score to be acquired by lottery based on the current score level (level L or level H) by referring to the "Score Acquisition Lottery Table (Normal Stage)" shown in Figure 22, and stores the result in the RAM of the main control unit 10. As shown in FIG. 22, a larger score is more likely to be selected when level H is determined than when level L is determined. In addition, a lottery for winning a score may be held not only when a replay role or a bell role is won, but also when any other winning role is won.
[0088] - Pseudo bonus transition lottery (when the required score is reached) In the normal stage, when the score acquired through the progress of the game reaches a specified value (200) (the score counter 81 reaches "1000"), a lottery for transition to a pseudo bonus is executed. Specifically, the main control unit 10 refers to the "pseudo bonus shift lottery table (when a specified score is reached)" shown in FIG. 23, and performs a shift lottery to a pseudo bonus based on a lottery pattern. For example, as shown in Figure 23, if the current lottery pattern is "Pt0", a fake win is confirmed, if it is "Pt1", there is a 204 / 255 probability of winning a fake and a 51 / 255 probability of winning a pseudo bonus, and if it is "Pt2", a pseudo bonus win is confirmed. In the lottery, if the pseudo bonus is won or if the fake is won, the main control unit 10 controls the gaming state to transition to the premonition stage (arrow B in FIG. 9). In this case, in the premonition stage, the premonition effect (premonition B) is executed for a predetermined number of games, and in the final game of the premonition effect, the result of whether or not the pseudo bonus has been won is announced.
[0089] -Score-specific mode transition lottery (when the specified score is reached) In the normal stage, if the acquired score reaches the specified value (200), a lottery will be held to transition to "score-specialized mode." The score-specialized mode is a mode in which a lottery is held to move to a score-specialized stage where a large amount of score can be obtained. For example, there are three types of score-specialized modes (short, medium, and long), and the expectation of staying in the score-specialized stage for a long period of time increases in the order of long, medium, and short (see Figure 28). The main control unit 10 determines by lottery whether to transition to the score-specialized mode by referring to the "score-specialized mode transition lottery table (when a specified score is reached)" shown in FIG. For example, as shown in Figure 24, if the current lottery pattern is "Pt0", a win in the score-specialized mode (short or middle) is confirmed, if it is "Pt1", there is a 13 / 255 probability of winning short, and if it is "Pt2", a non-win is confirmed. If the player is already in the score-specialized mode, the player will transition (rewrite) to the determined score-specialized mode only if a mode higher than the current mode is determined in the lottery.
[0090] - Level promotion lottery (when the required score is reached) In the normal stage, a promotion lottery for the next level is held each time the score reaches the specified value (200). Specifically, the main control unit 10 determines whether to promote the destination lottery level based on the current value of the period counter by referring to the "Destination lottery level promotion lottery table (when the specified score is reached)" shown in Figure 25. For example, as shown in Figure 25, if the periodic counter is "5", promotion is confirmed (255 / 255), and if the periodic counter is anything other than "5", the probability of winning the promotion lottery is 13 / 255. If you win the lottery, your current destination lottery level will be increased by 1. Although the winning probability is the same when the cycle counter is other than "5", this is not limitative, and the winning probability may be different for some or all cycle counters. Furthermore, the value added when a player wins the promotion lottery is not limited to "1" but may be 2 or more.
[0091] -Score-focused mode transition lottery In the normal stage, a score-specialized mode transition lottery is executed to determine whether or not to transition to the score-specialized mode. Specifically, when the "Watermelon" is won, the main control unit 10 refers to the "Score Specialized Mode Transition Lottery Table (Watermelon)" shown in Figure 26 and conducts a lottery to transition to the score specialized mode based on the setting value currently set in the slot machine 1. For example, as shown in FIG. 26, the higher the set value, the easier it is to win the score-specialized mode.
[0092] In addition, when a "1-piece role" is won, the main control unit 10 refers to the "Score Specialized Mode Transition Lottery Table (1-piece role)" shown in Figure 27 and determines by lottery whether to transition to the score specialized mode based on the number of consecutive wins of the 1-piece role. For example, as shown in Figure 27, if the number of consecutive wins of one-coin winnings is 15 to 19, the probability of winning is 128 / 255, of which the probability of selecting "Medium" as the score-specialization mode is 102 / 255, and the probability of selecting "Long" as the score-specialization mode is 26 / 255. In addition, if the number of consecutive wins of one-coin roles is 20 or more, a win is confirmed, and the probability of selecting "Medium" as the score-specialized mode is 191 / 255, and the probability of selecting "Long" as the score-specialized mode is 64 / 255. That is, when a 1-coin role is won in the current game, the greater the number of consecutive 1-coin role wins up to the current game, the higher the probability of winning in the score-specialized mode. If the player is already in the score-specialized mode, the player will transition (rewrite) to the determined score-specialized mode only if a mode higher than the current mode is determined in the lottery.
[0093] Here, winning a 1-coin role is assumed to include both winning "1-coin role 1-3" and winning "push order bell 1-6" when the bell spill stops, but it is not limited to this and may be just one of these. In addition, a lottery for transitioning to the score-specialized mode may be held not only when a single-coin winning combination is won, but also when other winning combinations are won consecutively. Furthermore, the lottery for transition to the score-specialized mode need not necessarily be held in all games in which a 1-coin winning combination is achieved, but the lottery for transition to the score-specialized mode may also be held in games in which a series of 1-coin winning combinations is broken. In addition, the lottery for transitioning to the score-specialized mode is also executed when the "watermelon" or "1-piece role" is won (the advantageous zone winning role is won) in the initial stage.
[0094] -Score Specialized Mode End Lottery During the score specialization mode, a score specialization mode termination lottery is executed for each game to determine whether or not to continue the score specialization mode. Specifically, the main control unit 10 refers to the "score specialization mode termination lottery table" shown in FIG. 28 to determine whether or not to terminate the score specialization mode based on the type of score specialization mode at that time. For example, as shown in Figure 28, the probability of not winning (continuing) is set to be high based on the relationship of long > middle > short, and the player will remain in score-specialized mode until winning (end) is selected. In addition, when "Win (End)" is selected, the score-specialized mode may not be immediately ended, but may be switched to a mode one rank lower, and the score-specialized mode may only end if the lottery is won during the "Short" stay.
[0095] Score-specific stage transition lottery During the score-specialized mode, a lottery for transition to a score-specialized stage is executed. Specifically, the main control unit 10 determines by lottery whether to transition to a score-specialized stage by referring to the "score-specialized stage transition lottery table" shown in FIG. For example, as shown in FIG. 29, if a winning combination other than the "watermelon" combination is won, the probability of winning is 26 / 255, and if the "watermelon" combination is won, the winning is confirmed. In addition, if a winning combination other than "watermelon" is won, the winning probability of the lottery may be made different, for example, the winning probability may be made different between rare combinations and non-rare combinations. If the score-specialized stage transition lottery is won, the main control unit 10 controls the gaming state to transition to the score-specialized stage (arrow D in FIG. 9).
[0096] (Score-focused stage) The score-specialized stage is a stage in which one set is made up of five games and in which it is possible to obtain a large number of scores. Note that one set is not limited to five games and may have any number of games. In the score-specialized stage, a lottery is held for each game to determine the score. Specifically, the main control unit 10 determines the score to be acquired by lottery based on the winning role of the current game by referring to the "Score Acquisition Lottery Table (Score Specialized Stage)" shown in Figure 30, and stores the result in the RAM of the main control unit 10. For example, as shown in Fig. 30, it is set so that a score can be acquired for all winning combinations, and it is set so that a larger score is more likely to be selected when a rare combination is won than when a non-rare combination is won. However, it is not limited to this, and it may be set so that a score is not acquired when some winning combinations are won. While staying in the score-specialized stage, for example, a score counter 81, a cycle counter 82, and a level icon 83 are displayed on the display 8, and the score acquired in the current game is displayed in the center of the screen. At the start of a score-specialized stage, the score counter 81, the cycle counter 82, and the level icon 83 continue to display the information that was displayed at the end of the previous normal stage.
[0097] Then, if the score acquired reaches the specified number (200) while in the score-specialized stage (the score counter 81 reaches "1000"), the main control unit 10 will execute the pseudo-bonus transition lottery described above (when the specified score is reached) in the next game after the score-specialized stage ends. Also, at this time, if the score reaches the specified number (2000) (the score counter 81 reaches "10000"), a transition to CZ3, which will be described later, is confirmed, and then a transition to a specific gaming state occurs. In the score-specialized stage, the above-mentioned pseudo-bonus transition lottery (when a rare role is won) may be executed in response to the winning of a rare role.
[0098] Furthermore, in the score-specialized stage, a score-specialized stage continuation lottery is executed in the final game (fifth game) to determine whether or not to continue the score-specialized stage. Specifically, the main control unit 10 determines whether or not to continue the score-specialized stage by referring to the "score-specialized stage end lottery table" shown in FIG. For example, as shown in Fig. 31, the probability of winning (continuing) is set to 26 / 255, and the probability of not winning (ending) is set to 229 / 255. If the lottery is won, the score-specialized stage continues for one set, and if not won, the main control unit 10 controls to transition to the normal stage (arrow E in Fig. 9). The trigger for the continuation lottery is not limited to the final game (the fifth game), but may be at the start of the game or during the game. Furthermore, if the continuation lottery is won, two or more sets may be awarded instead of one set.
[0099] (Omen Stage) The premonition stage has premonition A, premonition B, and premonition C. Premonition A will be triggered if you win a pseudo bonus or a fake in the pseudo bonus transition lottery mentioned above (when a rare role is won). Premonition B is entered when the pseudo bonus is won or the fake is won in the pseudo bonus transition lottery mentioned above (when the specified score is reached). Premonition C is entered when the lottery to switch to bug mode is won during normal gameplay, or when the lottery to switch to bug mode is won with a fake (hereinafter referred to as bug fake). Details of bug mode and premonition C will be described later. If the pseudo bonus or bug mode is not won in each of the signs, the main control unit 10 controls the game to transition to the normal stage after the end of each sign (arrow C in FIG. 9).
[0100] For each sign, a sign effect is executed on the display device 8 for a predetermined number of games. In signs A and B, a sign effect is executed to notify whether or not the game will eventually transition to a pseudo bonus. The premonition effect when a pseudo bonus is won (hereinafter also referred to as the real premonition) and the premonition effect when a fake bonus is won (hereinafter also referred to as the fake premonition) basically consist of similar image effects, but by making the content of the final announcement different, it is possible to keep the player's expectations captivated until the very end.
[0101] In addition, if a fake sign is executed in signs A and B, or if a bug fake sign is executed in sign C, a score acquisition lottery will be held in the final game of that sign effect. Specifically, the main control unit 10 determines the score to be acquired by lottery by referring to the "score acquisition lottery table (fake omen)" shown in FIG. For example, as shown in Figure 32, the probability of winning is 191 / 255, of which, for example, a score of "10" is selected with a probability of 102 / 255, and a score of "200" is selected with a probability of 4 / 255. If a fake is won in Premonition A and Premonition B, the player will not move on to the pseudo bonus, which gives the player a sense of loss after the fake premonition ends.However, since it is possible to earn a score when the fake premonition ends, the player's sense of loss can be reduced.
[0102] In addition, if this premonition is executed in premonition A and premonition B, a promotion lottery for the destination lottery level will be executed. Specifically, the main control unit 10 determines whether or not to promote the destination lottery level when a rare role is won by referring to the "Destination Lottery Level Promotion Lottery Table (Main Premonition)" shown in Figure 33. For example, as shown in Figure 33, the probability of winning is set to 3 / 255 when a "weak cherry" is won, 13 / 255 when a "weak chance" is won, 26 / 255 when a "strong cherry" is won, 3 / 255 when a "watermelon" is won, and 26 / 255 when a "strong chance" is won. If you win the lottery, your current destination lottery level will be increased by 1. In addition, the lottery for upgrading the transition destination lottery level may be executed not only during this premonition, but also after the premonition stage ends and when the game state transitions to another game state (for example, a pseudo bonus preparation stage, etc.).
[0103] (Pseudo bonus preparation stage) The pseudo-bonus preparation stage is entered after the pseudo-bonus is won in the normal gaming state, via the premonition stage (arrow F in FIG. 9). The pseudo bonus preparation stage continues until "1 coin role 1 to 3" is won, and when "1 coin role 1 to 3" is won, the main control unit 10 controls to transition to the pseudo bonus (arrow H in FIG. 9). Furthermore, if a player wins "1-piece role 1-3" in the pseudo bonus preparation stage, an image prompting the player to stop the "BAR" symbol (for example, "Aim for BAR!") is displayed based on the operation of the start lever 3 of the winning game, and a push order navigation prompting the player to press the buttons in the reverse direction is displayed to prompt the player when to transition to the pseudo bonus. The pseudo bonus preparation stage ends when "winning one coin combination 1-3" includes "a combination of symbols that can be displayed when one coin combination 1-3 is won, and that will result in a payout of one coin, is displayed." In other words, the pseudo bonus starts not only when "BAR" symbols are displayed in a straight line, but also when other symbol combinations are displayed.
[0104] In addition, the pseudo bonus preparation stage is partially controlled in AT state. "Partially controlled in AT state" means that when "Push Order Bell 1-6" is won, the push order notification will basically be alternately given in the order of "Notification" → "Non-Notification" → "Notification" → "Non-Notification" etc., thereby partially notifying the push order of the "Push Order Bell". By controlling the notification of the push order in this way, it is possible to prevent excessive medals from being paid out to players, and to prevent a major disruption in the balance of profits between the gaming facility and the player. Furthermore, if the push order is in the "non-announcement" state and the player accidentally hits the push order bell, the next push order announcement will be controlled to remain in the "non-announcement" state (it will not be "announced" until the push order bell is missed). However, without being limited to this, a lottery may be held for each game based on a predetermined probability (for example, 50%) as to whether or not to "announce" the order of pressing buttons.
[0105] Also, in the pseudo bonus preparation stage, similar to the score-specialization stage described above, a lottery is held for each game to determine the score based on the winning combination of the current game (see Figure 30), and the acquired scores are added up. Then, if the score reaches a specified number (200) while staying in the pseudo bonus preparation stage, the above-mentioned destination lottery level promotion lottery (when the specified score is reached) is executed (see FIG. 25). During the pseudo bonus preparation stage, a cycle counter 82 and a level icon 83 are displayed on the display 8. At the start of the pseudo bonus preparation stage, the cycle counter 82 and the level icon 83 continue to display the information that was displayed at the end of the previous normal stage, and the cycle counter 82 is incremented and the level icon 83 is upgraded according to the score obtained.
[0106] (pseudo bonus) The pseudo bonus is a gaming state controlled in an AT state, where an increase in medals can be expected. The pseudo bonus continues until "Push Order Bell 1 to 6" is won eight times, and when "Push Order Bell 1 to 6" is won eight times, the main control unit 10 controls the transition to the transition destination determination stage (arrow I in Figure 9).
[0107] During the pseudo bonus, for example, a presentation screen such as that shown in FIG. The top of the screen displays the remaining number of times you will win the push order bell, which is 84, and the bottom left of the screen displays the destination lottery level, which is 85. The remaining number of times the Push Order Bell is won, 84, is initially set to "8", and is reduced by 1 each time "Push Order Bell 1 to 6" is won. The current destination lottery level (for example, Lv2) is displayed in the destination lottery level 85. When the pseudo bonus starts, the destination lottery level 85 takes over and displays the information of the level icon 83 that was displayed at the end of the previous pseudo bonus preparation stage. Furthermore, a color corresponding to the current destination lottery level is displayed in the screen frame of the display device 8. For example, as the destination lottery level increases, the display color of the frame changes in the order of "white → blue → green → red → rainbow."
[0108] In addition, in the pseudo bonus, a promotion lottery for the destination lottery level is executed. Specifically, the main control unit 10 refers to the "Destination Lottery Level Promotion Lottery Table (Pseudo Bonus)" shown in Figure 34 to determine whether or not to promote the current destination lottery level based on the winning role in the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in Figure 34, the probability of winning is set to be high based on the relationship of "Common Bell" < "Push Order Bell" < "Weak Cherry", "Weak Chance", "Watermelon" < "Strong Cherry" < "Strong Chance". Also, if you win on "Strong Cherry" or "Strong Chance", your win is confirmed. If the player wins the lottery, the current destination lottery level will be increased by 1 or 2. The level increased if the player wins may be 3 or more. In addition, when the transition destination lottery level reaches the maximum level (level 5), a predetermined benefit (confirmation of transition to pseudo bonus, confirmation of transition to specific game state, confirmation of bug mode, confirmation of staying in specific game state until reaching the advantageous zone limiter) may be granted.
[0109] In addition, in normal game mode, the pseudo bonus is entered when the score counter 81 reaches "10000" or when a rare role is won, or when the value indicated by counter A2 reaches "500 games" (the pseudo bonus ceiling game number). The pseudo bonus ceiling game number is not limited to this and can be set arbitrarily, and may be greater than 500 games or less than 500 games. Also, a lower pseudo bonus ceiling game number may be selected for a higher setting.
[0110] (Destination decision stage) The transition destination determination stage is a gaming state that starts after the pseudo bonus ends and is controlled to a partial AT state. The transition destination determination stage continues with the winning games of "Push Order Bells 1 to 6" and the next game until they are completed. After these two games are completed, the main control unit 10 controls the transition to other stages (arrows J, K, and L in FIG. 9). That is, the transition destination determination stage will end in a minimum of two games.
[0111] During these two games, a transition destination determination lottery for determining the transition destination after the end of the transition destination determination stage is executed. As the transition destination, any one of CZ (CZ1 to CZ3), the bonus specialization stage, and the initial stage is determined by lottery. In the transition destination determination lottery, the lottery is conducted based on the lottery method (stable or fluctuating) selected by the player. The selection of this lottery method can be made from the selection operation acceptance screen displayed on the display 8 in the winning games of "Push Order Bells 1 to 6". In the next game, a production for notifying the lottery result (transition destination) is performed. Note that the production modes during the transition destination determination lottery and the transition destination determination stage will be described later.
[0112] (Chance Zone (CZ)) CZ starts after the end of the transition destination determination stage and starts from the type of CZ determined in the transition destination determination stage. CZ has CZ1, CZ2, and CZ3, and is set so that the expectation of transitioning to a specific gaming state increases based on the relationship of CZ1 < CZ2 < CZ3. CZ continues until the specified number of games set for each CZ is completed (until the remaining number of games becomes "0"). In CZ1 and CZ2, a lottery for whether to transition to a specific gaming state is conducted during the period until the specified number of games is completed.
[0113] CZ1 is a gaming state controlled to a non - AT state. CZ1 is made up of a first half (CZ1-1) and a second half (CZ1-2), and after CZ1-1 ends, the main control unit 10 controls to transition to CZ1-2 (arrow M in FIG. 9). In CZ1-1, the game is played continuously for a predetermined number of games (for example, 7 games), and during this time, the number of games to stay in CZ1-2 (hereinafter referred to as the number of ST games) is determined. Specifically, the main control unit 10 determines by lottery whether to add more games to the initial number of games (7 games) of CZ1-2 by referring to the "ST Game Number Addition Lottery Table" shown in Figure 39. For example, as shown in FIG. 39, if you win a replay role, the probability of winning is 128 / 255, and if you win a rare role, the probability of winning is set to be 255 / 255. If you win the lottery, "1 game" will be added to the number of ST games. In other words, if you win the lottery for the addition in all games (7 games) while in CZ1-1, the number of ST games will be a maximum of 14 games (initial number of games (7 games) + added number of games (7 games)). The number of added games is not limited to 1 game, and may be 2 games or more.
[0114] In addition, a lottery to win rewind stocks will be held in CZ1-1. Rewind stock is the right to reset the number of ST games set at the start of CZ1-2 and make CZ1-2 playable again (rewind), even if the number of ST games in CZ1-2 becomes "0" as the game progresses. Therefore, the more rewind stocks you have, the longer you can stay in CZ1-2, and the higher the chance of transitioning to a specific game state. Specifically, the main control unit 10 refers to the "rewind stock lottery table" shown in Figure 40 to conduct a lottery to determine whether to acquire a rewind stock based on the winning combination of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 40, the probability of winning is set to 26 / 255 when "weak cherry," "weak chance," and "watermelon" are won. Also, in CZ1-2, if you have rewind stocks and win the lottery to transition to a specific game state, the rewind stocks will be converted into the ``guaranteed number of times to win a specific role'' described below. Therefore, in CZ1-2, the rewind stock that has not been fully consumed can be used without waste in subsequent games, thereby preventing the player's interest from declining.
[0115] FIG. 57 shows an example of a screen displayed on the display device 8 while staying in CZ1. The left side of the screen of the display 8 displays the number of remaining ST games 86, the total number of ST games 87, and the number of rewind stocks 88, and the top of the screen displays the number of battle breakthroughs 89. The numbers 1 to 4 in the battle breakthrough number 89 indicate the number of times a breakthrough has been made in the battles executed during CZ1-2. If you win the lottery to add more games while you are in CZ1-1, the remaining number of ST games (86) and the total number of ST games (87) will be added, and if you win the lottery to acquire rewind stocks, the number of rewind stocks (88) will be added.
[0116] In CZ1-2, the game progresses based on the number of ST games determined in CZ1-1, and a game is played with the goal of transitioning to a specific game state. Specifically, the game will transition to a specific game state when either the replay role or the rare role is won a total of four times without the remaining number of ST games (86) reaching "0."
[0117] Figure 59 shows an example of a presentation displayed on the display device 8 while staying in CZ1-2. While in CZ1-2, an effect is executed to attract the player's anticipation for the transition to a specific game state, such as a battle effect in which a friendly character and an enemy character fight each other (FIG. 59(a)). The outcome of the battle performance is determined as follows: if a replay or rare role is won before the number of remaining ST games 86 reaches "0", the ally character will win (Figure 59(c)); if a replay or rare role is not won, the ally character will lose in the final game (when the number of remaining ST games 86 reaches "0") (Figure 59(b)). If the allied character wins, one "CLEAR" will be displayed in the battle breakthrough number 89, the number of remaining ST games will be set to 86 again, and the second battle performance will begin (Figure 59(e)).
[0118] On the other hand, if the ally character is defeated and the rewind stock number 88 is "0", the battle performance ends (Figure 59 (f)), and the main control unit 10 controls to transition to the initial stage (arrow O in Figure 9). However, in this case, if the rewind stock number 88 is 1 or more, 1 rewind stock number 88 is consumed and the number of ST games determined in CZ1-1 is set again. In other words, CZ1-2 becomes playable again based on the number of ST games set at the start of CZ1-2. However, without being limited to this, the number of games in CZ1-2 that is set when the rewind stock number 88 is consumed may be the initial number of games in CZ1-2 (for example, 7 games). Then, on the display 8, an effect is displayed in which the ally character is revived, and the first battle effect is restarted (FIG. 59(d)). After that, if either the replay role or the rare role is won a total of four times, the player wins four battles and all 89 battle breakthrough numbers are displayed as "CLEAR" (Figure 59(g)), the main control unit 10 will control the game to move to the additional specialized stage after the number of games in the currently running CZ1-2 has been consumed (arrow N in Figure 9).
[0119] In addition, if a replay or rare role is won (if the ally character wins), the number of "CLEAR" displayed for the battle breakthrough number 89 is not limited to one, but may be two or more. Also, together with the display of "CLEAR" for the battle breakthrough number 89, information about the next additional specialized stage to be transitioned to may be displayed. For example, the type of item B that will be referenced in the next additional specialized stage may be displayed. This can increase the player's interest by suggesting the expected level of the additional specialized stage to which the player will move next.
[0120] In addition, in CZ1-2, a lottery is held to transition to a specific game state, separate from the number of battles cleared as mentioned above. Specifically, the main control unit 10, upon winning a rare combination, determines whether or not to transition to a specific gaming state by referring to the "breakthrough lottery table" shown in FIG. For example, as shown in Figure 41, the probability of winning is set to 1 / 255 when a "weak cherry" is won, 26 / 255 when a "weak chance" is won, 51 / 255 when a "strong cherry" is won, 1 / 255 when a "watermelon" is won, and 51 / 255 when a "strong chance" is won. In this way, regardless of the number of battles 89, it is possible to transition to a specific game state in one game, thereby increasing the interest in the game. In addition, in the lottery, the probability of winning may be varied based on the number of times the current battle has been cleared. For example, the probability of winning may be increased or decreased as the number of times the current battle has been cleared (the number of times "CLEAR" is displayed) increases.
[0121] CZ2 is a game state controlled in a non-AT state and is completed in one game. In CZ2, operation of the start lever 3 triggers a lottery for transition to a specific game state. In addition, in CZ2, operation of the start lever 3 triggers a so-called freeze effect, which pauses the game progress for a predetermined period (for example, 20 to 30 seconds), and by accepting operation of the effect button 2c at the end of the freeze effect, it is possible to notify whether or not the game will transition to a specific game state. Specifically, the main control unit 10 refers to the "AT transition lottery table (CZ2)" shown in Figure 42 to determine by lottery whether to transition to a specific game state based on the winning role of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in Figure 42, if a rare combination is won, the winning probability is confirmed (255 / 255), and if a winning combination other than a rare combination is won, the winning probability is set to 150 / 255. In this way, CZ2 is a gaming state that is easier to transition to a specific gaming state than CZ1. If the lottery is won, the main control unit 10 controls the transition to the additional specialized stage (arrow P in Figure 9), and if the lottery is not won, the main control unit 10 controls the transition to the initial stage (arrow Q in Figure 9).
[0122] CZ3 is a gaming state controlled in the AT state, and the game is played for 10 games. When CZ3 is entered, a transition to a specific game state is confirmed, and the main control unit 10 controls the transition to an additional specialized stage after the number of games in the currently running CZ3 has been played (arrow R in Figure 9). In CZ3, a lottery is held to add the difference in the number of coins managed in the specific game state to which the game transitions after CZ3 ends. Specifically, the main control unit 10 determines the difference in the number of coins to be added by lottery based on the winning role of the current game by referring to the ``Difference in Number of Coins Addition Lottery Table'' shown in Figure 43, and stores the result in the RAM of the main control unit 10. As shown in Figure 43, when any winning combination is won, it is set to be added, and when a rare combination is won than a non-rare combination, a relatively large difference in number of sheets (high difference in number of sheets) is selected. However, it is not limited to this, and a winning combination that is not added may be set. In addition, if you win "Push Order Bell 1 to 6" (see Figure 7), which has a high winning probability set in the internal lottery process, the winning probability of the added difference number of "10" to "50" is set to the same (64 / 255), so in CZ3, there is a high expectation of adding a high difference number of coins. In this way, when transitioning to a specific gaming state via CZ3, the remaining difference in number of coins while in the specific gaming state to which the player transitions next can be increased (added on), which is advantageous for the player.
[0123] In the above explanation, only CZ3 is controlled to the AT state, and CZ1 and CZ2 are controlled to the non-AT state, but this is not limited to this, and all may be controlled to the AT state, or all may be controlled to the non-AT state. Also, only some CZs may be controlled to the AT state, and the remaining CZs may be controlled to the non-AT state.
[0124] (Specific gaming state) The specific game state is roughly divided into a first half stage consisting of an additional special stage, a rush stage and an episode stage, and a second half stage consisting of an ending preparation stage, an ending challenge and an ending. In this embodiment, all stages in the first half of the game and the ending preparation stage and ending challenge in the second half of the game are managed by the difference in number of coins (difference in number of coins management type), and the ending is managed by the number of games (number of games management type). As will be described in detail later, during the bug mode, all stages of the specific game state become game number management type game states.
[0125] In this embodiment, in the rush stage and the ending preparation stage, the game progresses by consuming (subtracting) the difference in number of coins (remaining difference in number of coins) depending on the winning role of the current game, and continues until the remaining difference in number of coins becomes "0". Also, at the ending, the game progresses by consuming (subtracting) one game from the number of games (number of remaining games) for each game, and continues until the number of remaining games becomes "0". In this way, in the game state of the difference number management type in this embodiment, a difference number subtraction method is applied in which the remaining difference number of coins is subtracted according to the game, and in the game number management type game state, a game number subtraction method is applied in which the remaining number of games is subtracted for each game.
[0126] When entering the specific gaming state for the first time after transitioning to the advantageous zone (first entry), the initial difference in number of coins (for example, 100 coins) is awarded as the remaining difference in number of coins. In addition, the remaining difference in number of coins is added (added) when a predetermined condition is met during the specific gaming state, and the duration of the specific gaming state is extended by the amount of the addition (addition). Furthermore, if the remaining difference in number of coins reaches "0" in the first half stage (rush stage), there is a high possibility that the specific game state will end, so the player will play with the aim of moving to the second half stage before the remaining difference in number of coins reaches "0" in the first half stage. Also, as mentioned above, in the two-bet game, the probability of winning the "Push Order Bell" is low (see Figure 6), and furthermore, even if the "Push Order Bell" is won, the system is controlled so that the push order navigation does not occur. Therefore, in a specific game state, the remaining difference in number of coins is updated as the game progresses in a 3-bet game, but the remaining difference in number of coins is not updated as the game progresses in a 2-bet game. As a result, when a two-bet game is played in a specific gaming state, the number of games played in the advantageous zone (counter A1) is counted without updating the remaining difference in number of coins, which means that the advantageous zone is wasted, which is disadvantageous to the player.
[0127] (Add-on specialized stage) The add-on specialized stage is the first game state that a player stays in after entering a specific game state, and is a game state in which a large amount of difference in the number of coins can be added. In other words, in the add-on specialized stage, the add-on difference number acquired during the add-on specialized stage is added to the current remaining difference number of sheets (initial difference number at the time of initial entry). Furthermore, since the remaining difference in number of coins at the end of the additional specialized stage affects the duration of stay in the specific game state thereafter, it is advantageous for the player to acquire a large difference in number of coins during the additional specialized stage. In addition, the additional special stage is controlled to be in a partial AT state, and similar to the pseudo bonus preparation stage mentioned above, if you win "Push Order Bell 1-6", the push order notification is controlled to alternate in the following order: "Notification" → "Non-notification" → "Notification" → "Non-notification" etc.
[0128] In the bonus-specialized stage, the difference in the number of coins will be added when a specific role is won. The specific combination is "Replay 1 to 4" or "1 piece combination 1 to 2." In addition, when a winning combination other than these is won, the difference in the number of pieces may be added. The addition of the difference in number of sheets (calculation of the added difference in number of sheets) is carried out at least three times during one stay in the addition-specialized stage. Specifically, in the slot machine 1 of this embodiment, the guaranteed number of times that a specific role can be won (guaranteed number of times that a specific role can be won) is set during one stay in the additional special stage. The number of guaranteed wins for a specific role is decremented by one when a specific role is won. The additional special stage continues until the number of guaranteed wins for a specific role reaches "0", during which the additional difference in number of coins is calculated. For example, the initial value of the number of guaranteed wins for a specific role is set to "3 times". When the number of guaranteed wins of the specific role reaches "0", the main control unit 10 controls to transition to the rush stage (arrow S in FIG. 9). Also, as mentioned above, in CZ1-2, if you have rewind stocks and enter the add-on specialized stage, the rewind stocks will be converted into the number of guaranteed wins of a specific role, so when the add-on specialized stage begins, the rewind stocks you own will also be added.
[0129] Next, the calculation of the added difference number will be described. The additional difference in number of sheets is calculated, for example, using the following formula, and various processes shown below are executed in relation to the calculation of the additional difference in number of sheets. Add-on difference = Add-on unit difference × Number of loop lottery wins (formula) ·Add-on unit difference lottery Item B lottery Loop execution lottery Loop rate lottery Loop lottery
[0130] ·Add-on unit difference lottery In the add-on specialized stage, when a specific role is won, a lottery for the difference in the number of added units is held to determine the difference in the number of added units. Specifically, when a specific role is won, the main control unit 10 determines the additional unit difference number by lottery by referring to the ``Additional Unit Difference Number Determination Table'' shown in Figure 44, and stores the result in the RAM of the main control unit 10. For example, as shown in Figure 44, if "Replay 1" is won, "10" is selected as the additional unit difference number; if "Replay 2-4" is won, "30" is selected; if "1-piece role 1" is won, "10" is selected; and if "1-piece role 2" is won, "20" is selected. The difference in the number of additional units determined by the lottery is displayed so that it can be seen by the player (see Figure 60(b), etc.). The additional unit difference in number of coins can be set to any value, and the additional unit difference in number of coins can also be determined by lottery based on a predetermined probability of winning.
[0131] Item B lottery In the add-on specialized stage, a lottery to acquire Item B is held, where Item B can be acquired. Specifically, the main control unit 10 determines item B by lottery based on the item B acquisition level determined in the initial stage by referring to the "item B acquisition lottery table" shown in Figure 45, and stores the result in the RAM of the main control unit 10. For example, the probability of determining "King," which has the highest expected bonus, is set as follows: 3 / 255 for "Level 0," 8 / 255 for "Level 1," 25 / 255 for "Level 2," 25 / 255 for "Level 3," 63 / 255 for "Level 4," and 255 / 255 for "Level 5." In this way, the higher the level at which item B is obtained, the higher the expected bonus item B will be determined. When the additional special stage is entered (when the start lever 3 is operated), five items B (initial display amount) are determined as the initial value, and are stored in the determined order.
[0132] The item B determined in the item B acquisition lottery is notified to the player on the display 8 in a recognizable manner. Specifically, at the start of the additional special stage, the items B are displayed in the item B display areas 90 to 94 in the order in which they were determined (stored) (see FIG. 60). That is, the item B display area 90 displays the first determined (stored) item B (hereinafter referred to as the current item), the item B display area 91 displays the next item B, and the item B display areas 92 to 94 display the other three items B in the order in which they were determined (stored).
[0133] One item B is consumed from the item B display area 90 for each game, and the items B in the item B display areas 91 to 94 are moved to the item B display areas 90 to 93, respectively. After an item B in the item B display areas 91 to 94 is moved to the item B display areas 90 to 93, if the number of guaranteed wins of a specific role is 1 or more, a new item B is determined by an item B acquisition lottery (see Figure 45) and added to the item B display area 94. In this way, the player can understand the type of item B that affects the lottery for adding the difference in the number of coins, and can know the expected results for up to five games ahead. On the other hand, if the number of guaranteed wins of a specific role is "0", no new item B is selected, and four games are played after that, and when all items B in the item B display areas 91 to 94 are erased, the additional special stage ends.
[0134] The five items B initially displayed may be determined when a winning combination other than "miss" is achieved in the initial stage. Furthermore, instead of determining the newly added item B by lottery for each game, multiple patterns of predefined items B for multiple games (for example, 128 games) may be stored, and item B may be determined based on one of the patterns.
[0135] Loop execution lottery In the additional specialization stage, a loop execution lottery is held to determine whether or not to execute a loop lottery for the item B determined in the item B acquisition lottery. Specifically, the main control unit 10 refers to the "loop execution lottery table" shown in Figure 46 to determine whether or not to execute a loop lottery for all items B determined in the item B acquisition lottery, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 46, if item B is a king or queen, the winning of the lottery is confirmed, and the winning expectation is set to increase in the order of rook, knight, bishop, and pawn.
[0136] Loop rate lottery In the add-on specialized stage, a loop rate lottery is held to determine the loop rate for item B that was won in the loop execution lottery. Specifically, the main control unit 10 determines the loop rate for each item B by lottery by referring to the "loop rate lottery table" shown in FIG. For example, as shown in Figure 47, if item B is a pawn, bishop, or king, the loop rate is determined to be 90%, if item B is a knight, 50% is selected with a probability of 229 / 255, if item B is a rook, 66% is selected with a probability of 229 / 255, and if item B is a queen, either 66%, 80%, or 90% is selected with a probability of 85 / 255.
[0137] The loop rate for each item B determined by the lottery is displayed so that it can be seen by the player. For example, by touching a touch sensor provided at a predetermined location on the slot machine 1, the loop rate corresponding to the current item B is displayed in the loop rate display area 95 (see FIG. 60(a)). Note that if the player does not win the loop execution lottery, the loop rate in the loop rate display area 95 is not displayed. Furthermore, the display of the loop rate is not limited to the current item B, and the loop rate for other items B may also be displayed.
[0138] Loop lottery In the bonus-specialized stage, a loop lottery is executed when a specific role is won. Specifically, the main control unit 10 executes a loop lottery based on the loop rate of the item B for this time in the game in which the specific combination is won. In the loop lottery, if item B for this time wins the aforementioned loop execution lottery, the lottery will be repeatedly executed based on the determined loop rate until it is no longer a winner. Then, the number of consecutive wins in the loop lottery (number of wins in the loop lottery) is stored in the RAM of the main control unit 10. Note that when the loop lottery is executed, it may be set so that one win is always guaranteed.
[0139] In this way, the player is awarded the additional number of coins calculated by multiplying the additional number of coins calculated when a specific combination is won by the number of times the loop lottery is won. Therefore, it is advantageous for the player to determine a large additional number of coins and win many times in the loop lottery. The difference in number of added coins calculated at least three times plus the current remaining difference in number of coins (initial difference in number of coins if entering for the first time) will be the remaining difference in number of coins at the start of the rush stage or ending preparation stage to which the player transitions after the end of the added-on special stage. In addition, instead of setting an initial difference in the number of sheets at the time of the first entry, an additional difference of at least 100 sheets may be calculated when calculating the third additional unit difference in the number of sheets.
[0140] In addition, in the loop lottery, if the following conditions are met, an upper limit is set on the number of consecutive wins in the loop lottery. For example, the upper limit is set to "3 times." - When the transition to the ending is confirmed (when the value indicated by counter B1 is 2075 or more coins, or when the value indicated by counter A2 is 1425 or more games) Counter A2+ (remaining difference / 2) is greater than 1000 During the bug mode described below, if the counter A2 + remaining number of games is greater than 500
[0141] In this way, by setting a limit on the number of consecutive wins in the loop lottery, the maximum number of additional difference coins that can be obtained as a result of winning a specific role once is 120 coins (30 coins (maximum number of additional unit difference coins) x 4 times (maximum number of loop lottery wins)) based on the above formula. The reason for setting a limit on the number of consecutive wins in the loop lottery is that, although a large number of additional winning numbers can be consumed at the beginning of the advantageous period, at the end of the advantageous period, there is a high possibility that the number will not be consumed and the advantageous period limiter will be reached, forcing the advantageous period to end. This prevents the player from feeling a sense of loss when the advantageous zone limiter is reached and the advantageous zone is forced to end, even though the player has gained an additional difference in the number of coins at the end of the advantageous zone. Furthermore, even at the end of the advantageous period, the benefit is not completely denied, so the player can be prevented from feeling a sense of loss.
[0142] In addition, by setting an upper limit on the number of consecutive wins in the loop lottery, the maximum number of additional winnings that can be acquired as a result of winning a specific role once is "120" (less than "300"), so the right to extend the stay period of the additional special stage (the number of guaranteed winnings of specific roles), which will be described later, will not be added. In other words, the number of guaranteed winnings of specific roles that can be granted as a benefit is limited. This prevents the player from feeling a sense of loss when the advantageous zone limiter is reached and the advantageous zone is forced to end, even though the player has acquired the right to extend the additional specialized stage (the number of times a specific role is guaranteed to be won) at the end of the advantageous zone.
[0143] In addition, in the add-on specialized stage, a lottery for adding the remaining difference in number of coins is held for each game, separate from the lottery for adding the difference in number of coins that is held when a specific role is won. Specifically, when a rare role is won, the main control unit 10 determines by lottery the difference in the number of coins to be added based on the winning role by referring to the "Difference in Number of Coins Addition Lottery Table" shown in Figure 43, and stores the result in the RAM of the main control unit 10. If you win the lottery to add the difference in the number of coins, the difference in the number of coins to be added will be added to the remaining difference in the number of coins. In this way, in the add-on specialized stage, the remaining difference in number of coins can be increased separately from the lottery for adding the difference in number of coins triggered by winning a specific role.
[0144] Also, while in the bonus-specialized stage, if you win a rare role, Item B will be maintained without being consumed. In other words, while in the additional special stage, if you win a winning role other than a specific role or a rare role, the current item B will be erased, whereas if you win a rare role, the current item B will be maintained. However, not limited to this, even when a rare role is won, the item B for this time may be consumed and a loop lottery may be executed in the same way as when a specific role is won. For example, when a "weak cherry," "weak chance symbol," or "watermelon" is won, the additional unit difference number is set to "10," and when a "strong cherry" or "strong chance" is won, the additional unit difference number is set to "20," so that a loop lottery can be executed. In addition, when a rare role is won, the number of guaranteed wins of a specific role is not deducted, but it may be deducted.
[0145] (Rush Stage) The rush stage is controlled in an AT state, and is an advantageous gaming state in which the player can expect to increase the number of medals. When the rush stage is entered for the first time, the stage transitions from the special stage with added bonuses, and the remaining difference in number of coins at the end of the special stage with added bonuses is carried over. Then, when the remaining difference in number of coins is consumed, the main control unit 10 controls to transition to the initial stage (arrow U in FIG. 9). In the rush stage, control is performed so that the game transitions to the episode stage every time a specified number of games are played (arrow T in FIG. 9) based on the episode pattern (see FIG. 15) determined in the initial stage. Specifically, the sequence is "Rush stage → Episode stage → Rush stage → Episode stage →... Rush stage → Episode stage." For example, if Episode Pattern 1 is determined, it will be executed in the following order: Rush Stage (25 games) → Episode Stage (18 games) → Rush Stage (200 games) → Episode Stage (18 games) → Rush Stage (200 games) → Episode Stage (18 games) (see Figure 15).
[0146] The rush stage is managed by the difference in number of coins, so if a winning combination with a payout number greater than the number of bets is won, the remaining difference in number of coins will decrease, whereas if a winning combination with a payout number less than the number of bets is won, the remaining difference in number of coins will increase. For example, if a three-bet game is executed when the remaining difference in number of coins is 100, and a symbol corresponding to the bell role (a winning role with a payout greater than the number of bets) is displayed, the difference of 5 coins will be subtracted, and the remaining difference in number of coins will become 95 coins. On the other hand, when a 3-bet game is played and a symbol corresponding to a 1-coin role (a winning role with a payout less than the bet amount) is displayed, the difference of 2 is added, and the remaining difference of 102 coins is reached. In addition, if the remaining difference in number of coins increases due to a winning combination with a payout number less than the bet amount, an upper limit may be set. In this case, for example, the remaining difference in number of coins at the start of the rush stage or the maximum remaining difference in number of coins in a specific gaming state may be set as the upper limit.
[0147] In addition, during the rush stage, a lottery for additional item A will be held. Specifically, the main control unit 10 determines the number of items A to be added by lottery based on the winning role of the current game by referring to the "Item A Add-On Lottery Table (Rush Stage)" shown in Figure 49, and stores the result in the RAM of the main control unit 10. For example, the system is set up so that a larger added number is selected based on the relationship "weak cherry" < "weak chance" < "strong cherry" < "watermelon" < "strong chance". In addition, if a winning role other than a rare role is won, an additional lottery for item A may be held. The item A determined in the item A acquisition lottery is notified to the player in a recognizable manner on the display 8. For example, information about the item A acquired in the current game is displayed in the center of the screen of the display 8, and the current number of items A, 97, is displayed in the lower left corner of the screen (see FIG. 58).
[0148] Then, when the number of items A reaches a specified number (8) while staying in the rush stage, the main control unit 10 controls to transition to the added-on specialized stage (arrow V in FIG. 9). In addition, when a player moves to the bonus-specialized stage by acquiring the specified number of items A (8), if the number of games until the bonus-specialized stage ceiling is reached (for example, 10 games or less), the player is granted the right to move to another bonus-specialized stage. This prevents the player from feeling a sense of loss that "if only a few more games were played, I could have moved to the bonus-specialized stage."
[0149] In addition, during the rush stage, a lottery will be held to add the difference in the number of coins. Specifically, the main control unit 10 determines the difference in the number of coins to be added by lottery based on the winning role of the current game by referring to the ``addition lottery table'' shown in Figure 48, and stores the result in the RAM of the main control unit 10. For example, as shown in Figure 48, the expected probability of winning is set to be high based on the relationship between "watermelon" < "weak cherry" and "weak chance" < "strong chance" < "strong cherry", and a large additional number is selected based on this relationship.
[0150] In addition, in the rush stage, when the remaining difference in number of coins reaches "0", a lottery is held to determine whether the specific game state will continue. Specifically, the main control unit 10 determines by lottery whether or not to end the specific game state based on the current number of items A owned, by referring to the "rush stage end lottery table" shown in FIG. For example, as shown in FIG. 50, the more item A currently owned, the higher the probability of winning the lottery. If the lottery is won, the main control unit 10 controls to transition to the additional special stage (arrow V in FIG. 9), and the specific game state continues. On the other hand, if the lottery is not won, the main control unit 10 controls to transition to the initial stage (arrow U in FIG. 9), and the specific game state ends. Furthermore, if the player wins the lottery, the rush stage may be executed again instead of the additional specialized stage, or the player may transition to the CZ.
[0151] (Episode Stage) The episode stage is a gaming state in which the game is controlled in an AT state and played for 18 games. The episode stage starts from the rush stage based on the number of games specified in the episode pattern (see FIG. 15). When 18 games have been played, if the number of episode entry times is other than the upper limit (6th time), the main control unit 10 controls to transition to the rush stage (arrow W in FIG. 9), and if the number of episode entry times is the upper limit (6th time), the main control unit 10 controls to transition to the added-on specialized stage (arrow X in FIG. 9). When the number of episode entry times reaches the upper limit, control may be performed so that the game transitions to an ending preparation stage after the episode stage ends.
[0152] While staying in the episode stage, a predetermined effect is executed on the display device 8. The effects that are executed correspond to the number of times the episode stage is entered, and there are six types (Episode 1 to Episode 6). Each episode has different effects (display content on the display device 8, story, background music, etc.). When you move from the Rush Stage to the Episode Stage for the first time (first time), the Episode 1 performance will be performed, and from the next time onwards, when you move to the Episode Stage, the performance will be performed in the following order: Episode 2 → Episode 3 → ... → Episode 6. Also, while staying in the episode stage, subtraction of the remaining difference in number of coins is stopped, and the display of the remaining difference in number of coins is not displayed (for example, grayed out) on the display 8. Note that although the main control unit 10 subtracts the difference in number of coins, the sub-control unit 20 may stop subtraction of the remaining difference in number of coins on the display 8 and display it instead.
[0153] In the episode stage, a lottery for additional item A will be held. Specifically, the main control unit 10 determines the number of items A to be added by lottery based on the winning role of the current game by referring to the "Item A Add-On Lottery Table (Episode Stage)" shown in Figure 51, and stores the result in the RAM of the main control unit 10. Then, if the number of items A acquired reaches a specified number (8) while in the episode stage, the main control unit 10 controls the transition to the additional specialized stage after the remaining number of games in the episode stage has been played (arrow X in Figure 9). In addition, the more items A are acquired, the more advantageous benefits are given to the player. For example, if 16 or more items A are acquired, the add-on specialized stage will be executed two times in a row after the episode stage ends, and if 24 or more items A are acquired, the add-on specialized stage will be executed three times in a row. Furthermore, if the player wins the lottery for adding item A, the player may be notified of the win in the winning game, or in a game after the winning game. When notifying in a game after the winning game, the player may be notified of the win by performing a stop operation according to the push order navigation, for example.
[0154] As explained above, if the number of items A acquired reaches the specified number (8) while in the episode stage, the player will move to the bonus-specialized stage after playing the remaining number of games in the episode stage, but the player may also move before playing the remaining number of games in the episode stage. Also, while staying in the episode stage, only the lottery for adding item A is conducted, and the lottery for adding the difference in number of sheets is not conducted, but this is not limited to this, and the lottery for adding the difference in number of sheets may also be conducted.
[0155] (Ending preparation stage) The ending preparation stage is entered after the end of the additional special stage executed after the end of the sixth episode stage (episode 6) (arrow Y in Figure 9), and is a game state controlled in the AT state. The remaining difference in number of coins at the start of the ending preparation stage is the sum of the remaining difference in number of coins at the end of the sixth episode stage (episode 6) and the remaining difference in number of coins at the end of the immediately preceding additional special stage. The player can stay in the ending preparation stage until the remaining difference in number of coins is consumed, and when the remaining difference in number of coins is consumed, the main control unit 10 controls the player to move to the ending challenge (arrow Z in FIG. 9).
[0156] In the ending preparation stage, a lottery is held to win an ending ticket, which is the right to execute a lottery to transition to the ending. Specifically, the main control unit 10 refers to the "Ending Ticket Acquisition Lottery Table" shown in Figure 52 to determine by lottery whether or not an ending ticket will be acquired based on the winning combination of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in Figure 52, if you win a rare role, the probability of winning the lottery is set high, and if you win a ``strong cherry'' or ``strong chance,'' you are guaranteed to win an ending ticket.
[0157] If the player wins the lottery, the display 8 will visibly notify the player that he or she has won an ending ticket, and the number of ending tickets 98 will be incremented by one (see Figure 62(a)). Note that the number of ending tickets added is not limited to one, and may be two or more. In addition, the number of ending tickets acquired may vary depending on the winning role. For example, five tickets may be acquired in the case of a "strong cherry," which has a low probability of winning, and one ticket may be acquired in the case of a "weak cherry." Also, an upper limit (for example, 10) may be set for the number of ending tickets that can be acquired, and when the number of acquired tickets reaches the upper limit, transition to the ending may be confirmed. In this embodiment, two ending tickets are given as an initial value at the start of the ending preparation stage, so the lottery will be held to determine whether a third or subsequent ending ticket will be acquired. However, the initial value of ending tickets is not limited to this, and may be other than two (including zero).
[0158] Furthermore, multiple types of ending tickets may be provided, each with a different expected probability of transitioning to the ending. For example, gold tickets, silver tickets, and bronze tickets may be provided, and the degree of expectation in the lottery for transition to the ending may be varied based on the relationship of gold tickets > silver tickets > bronze tickets. Also, if the player wins the lottery to acquire an ending ticket, the number of ending tickets, 98, may not be notified (for example, by displaying "?"), and may be notified when the game moves to the ending challenge. Furthermore, while in the ending preparation stage, not only a lottery to acquire an ending ticket is held, but also a lottery to add to the remaining difference in the number of coins or sets in the ending preparation stage may be held, making it possible to extend the ending preparation stage.
[0159] (Ending Challenge) The ending challenge is a game state that is entered after the ending preparation stage ends and is controlled in an AT state. The ending challenge can be played for a number of games equal to the number of ending tickets acquired in the ending preparation stage. During the Ending Challenge, one Ending Ticket will be consumed for each game, and a lottery will be held to transition to the ending based on the winning role of the current game. Specifically, if you win "1-piece role 1 to 3" or a rare role, you will be confirmed as having won the ending transition lottery. The winning probability of the ending transition lottery may be varied depending on the winning combination, or may be varied depending on the type of ending ticket (gold ticket, silver ticket, bronze ticket) described above.
[0160] If the player does not win the ending transition lottery before the ending ticket reaches "0", a result screen informing the player of the game results (number of coins won, etc.) will be displayed on the display 8, and then the main control unit 10 will control the game to transition to the initial stage (arrow AB in Figure 9). On the other hand, if the ending transition lottery is won, an image informing the user that the game will transition to the ending is displayed on the display 8, and then the main control unit 10 controls the game to transition to the ending (arrow AA in FIG. 9). The lottery to win an ending ticket may be held at the end of the ending preparation stage, and the ending preparation stage and the ending challenge may be considered as one game state.
[0161] (ending) The ending is a game state that is entered after the ending challenge ends and is controlled in an AT state. At the ending, the game is played for 60 games, and when the 60 games are played, the main control unit 10 controls the game to transition to the initial stage (arrow AC in FIG. 9). In addition to being reached through the ending challenge, the ending can also be reached by reaching the ending limiter. In other words, it also triggers when counter A2 (the count of the number of games played in a 3-bet game during the advantageous zone) reaches 1,425 games (condition 1), or when counter B1 (the count of the number of coins won (difference in number of coins) during the advantageous zone) reaches 2,075 coins (condition 2). When any of these conditions is met, the game will enter the ending five games after the game in which the condition was met. At this time, for example, "XX games remaining until the ending" will be displayed on the display 8 to indicate to the player when the transition to the ending will occur.
[0162] In addition, at each stage of the specific game state, the condition for ending the specific game state may be met if, for example, the remaining number of coins reaches "0" within five games from the game in which condition 1 or condition 2 is met. In such a case, even if condition 1 or condition 2 is met, the game does not move to the ending but moves to the initial stage. However, without being limited to this, if condition 1 or condition 2 is met, the game may always transition to the ending. For example, if the remaining number of coins reaches "0" within five games from the game in which condition 1 or condition 2 is met, a display screen indicating a transition to the initial stage is displayed on the display device 8. At this time, the game may be controlled to remain in the advantageous zone without transitioning to the normal zone, so that the game transitions to the ending after five games have been played. In this way, when the remaining number of difference coins reaches "0", it is made to appear as if the specific game state (advantageous zone) has ended, and then the transition to the ending is announced, which can surprise the player and increase their interest.
[0163] Furthermore, the present invention is not limited to this, and the following control can also be performed. Even if the remaining difference in number of coins reaches "0" between the game in which condition 1 or condition 2 is met and the time when 5 games have been played, the 5 games may be played and then the game may move to the ending. If condition 1 or condition 2 is met, the game may transition to the ending. If the remaining difference in number of coins reaches "0" within 5 games from the game in which condition 1 or condition 2 is met, the game in which the remaining difference in number of coins reaches "0" may transition to the ending.
[0164] Furthermore, if control is exercised to the ending because one of conditions 1 and 2 is met, control to the ending will not be exercised again even if the other of conditions 1 and 2 is subsequently met. However, this is not limiting, and control may be made to repeat the ending, for example, by forcibly ending the ending currently being executed and re-executing the endings for 60 games from the beginning. Alternatively, after 60 games of the currently executed ending have been played, a predetermined number of endings may be executed, so that the endings continue.
[0165] Also, while you are in the ending, the lottery for adding the remaining number of games is not generally performed, so the ending ends at a fixed number of games (60 games). Therefore, when the ending limiter is reached (condition 1 or condition 2 is met), if only 3 bet games have been played up to that point, the ending will end within 1490 games (1425 games (value indicated by counter A2 when the ending is entered) + 5 games (number of games in the interval) + 60 games (number of games remaining in the ending)). As a result, the ending will always end before the advantageous section limiter (1500 games) is reached, so the player can be sure to see all of the ending effects.
[0166] In addition, the ending is set to end by 1490 games, which is a predetermined number of games (10 games) before the advantageous zone limiter, rather than 1500 games, for the following reasons. Counter A1 for the advantageous zone limiter counts even when a two-bet game is played, so if, for example, the ending is set to end after 1,500 games, if a two-bet game is played even once intentionally or accidentally during the advantageous zone, the limiter for the advantageous zone will be reached and the ending will end without the player being able to see all of the ending effects. On the other hand, by setting the ending to end at 1490 games, 10 games before, even if several 2-bet games are played, the limiter of the advantageous zone will not be reached and all of the ending effects can be shown.
[0167] So far, the configuration of the slot machine 1 and each game state have been explained. The slot machine 1 as described above has the following features. (1) Determine the lottery method for the specific game state according to the winning combination and payout amount. (2) The advantageous zone can be ended depending on the operation mode (press order). (3) To grant a bonus when the upper limit of the added difference is reached. (4) It is possible to transition from a game state that manages the number of difference coins to a game state that manages the number of games. (5) To standardize the add-on performance of the difference-number-managed game state and the number-of-games-managed game state. (6) The ability to change the ball output performance depending on the operation mode (eye pressing). These features will be explained in order below.
[0168] (1) Determine the lottery method for the specific game state according to the winning combination and payout amount. As described above, in the destination determination stage, the slot machine 1 in this embodiment determines and notifies the game state of the destination to be transitioned to after the destination determination stage ends. Specifically, the destination is determined by lottery in the first winning game of "Push Order Bell 1 to 6" after entering the destination determination stage, and the lottery result (destination) is announced in the next game. The slot machine 1 in this embodiment has the feature that it determines the destination based on the lottery method (stable or turbulent) selected by the player, and determines this lottery method (stable or turbulent) based on the type of winning role (push order bell) and the number of medals paid out for this winning role.
[0169] First, the determination of the lottery method will be described. After entering the destination determination stage, if the "Push Order Bell 1 to 6" is selected, the sub-control unit 20 causes the display 8 to display the push order notification screen (see Figures 63(a), (c), and (e)). On the push order notification screen, a display corresponding to the push order display pattern is displayed based on the push order display pattern table (see FIG. 64). The push order display pattern is the display mode of the push order when "Push Order Bell 1-6" is won. Specifically, it displays only the operation order when the first reel is stopped for the winning "Push Order Bell 1-6", and for the remaining two operations when the second reel is stopped and the third reel is stopped, it is set to display "Stable" and "Unstable" from left to right regardless of the operation order. In other words, if the correct push order for "Push Order Bells 1-6" is "Left → Center → Right" or "Left → Right → Center", the push order display pattern is "1 / Stable / Unstable". Also, if the correct push order for "Push Order Bells 1-6" is "center → left → right" or "center → right → left", the push order display pattern will be "stable / 1 / turbulent". Also, if the correct push order for "Push Order Bells 1-6" is "Right → Left → Center" or "Right → Center → Left", the push order display pattern will be "Stable / Unstable / 1".
[0170] The push order notification screen has a push order navigation 51a for the first stop button and selection navigations 51b, 51b that navigate the selection of the lottery method "stable" or "turbulent." The push order navigation 51a, selection navigation 51b, and selection navigation 51c display the characters "1, stable, turbulent," respectively. In this way, the display of the lottery methods "Stable" and "Unstable" is included in the push order navigation and displayed. When the push order notification screen is displayed and the first reel is stopped in accordance with the push order navigation 51a, a selection operation acceptance screen (see Figures 63(b), (d), and (f)) is displayed. At this time, if the first reel stop operation is not performed in accordance with the push order navigation 51a (i.e., if the stop button 5 corresponding to the selection navigation of "stable" or "turbulent" is operated first), all push order navigations 51a, selection navigations 51b, and selection navigations 51c will disappear. The selection operation acceptance screen also displays background navigation 52 (52a, 52b, 52c). The background navigation 52 is made up of three large areas aligned in the left-right direction. The background navigation 52a is an area where information such as "Select with the button!" is displayed to encourage the player to select "Stable" or "Unstable" as the lottery method by operating the stop button 5. The background navigation 52b is the background area of the selection navigation 51b, and has a red background, within which the character "stable" is further displayed. The background navigation 52c is the background area of the selection navigation 51c, and has a blue background with the character "turbulent" further displayed within the background.
[0171] Therefore, the arrangement of "Stable" and "Unstable" on the selection operation reception screen can be distinguished by the color of the background navigation 52b, 52c. Furthermore, the arrangement of "Stable" and "Unstable" is always from left to right, regardless of the type of "Push Order Bell." This allows the slot machine 1 to prevent players from making incorrect selection operations (i.e., making a mistake in selecting the lottery method "Stable" or "Unstable").
[0172] For example, when "Push Order Bell 1" or "Push Order Bell 2" is selected, the push order notification screen shown in Figure 63(a) is displayed. If the player wants to select "Stable", the player operates the stop button 5a corresponding to the push order navigation 51a when operating to stop the first reel, and then operates the stop button 5b corresponding to the selection navigation 51b when operating to stop the second reel. On the other hand, if the player wishes to select "Turmoil", the player should operate the stop button 5c corresponding to the selection navigation 51c in the second reel stop operation (see FIG. 63(b)). Then, when the player operates to stop the third reel, he or she only needs to operate the remaining stop buttons.
[0173] Also, Figures 63(c) and (d) are examples of when "Push Order Bell 3" or "Push Order Bell 4" is won (when the stop button corresponding to Push Order Navigation 51a is stop button 5b), and Figures 63(e) and (f) are examples of when "Push Order Bell 5" or "Push Order Bell 6" is won (when the stop button corresponding to Push Order Navigation 51a is stop button 5c), and in these cases too, you can select "Stable" or "Turmoil", just like in the examples of Figures 63(a) and (b).
[0174] When the second reel is stopped, the remaining selection navigation disappears. For example, in the scene of Figure 63(b), when the stop button 5b corresponding to "stable" is operated, the selected navigation 51b and background navigation 52b corresponding to stability disappear, and at the same time, the selected navigation 51c and background navigation 52c corresponding to turbulence also disappear. However, the present invention is not limited to this. For example, after the stop button corresponding to one navigation system is pressed to stop the other navigation system, the other navigation system may continue to be displayed. Furthermore, when a stop button corresponding to one navigation device is operated to stop the display, the other navigation device may be changed to display the content of the other navigation device and continue to be displayed.
[0175] The main control unit 10 determines such a lottery method ("stable" or "turbulent") based on the type of "push order bell" and the number of payouts in the winning game of that "push order bell" by referring to the push order display pattern table (Figure 64(a)), as follows: Specifically, when "Push Order Bell 1," "Push Order Bell 3," and "Push Order Bell 5" are won, if the correct button presses are pressed in the correct order and eight medals are paid out, "Stable" will be determined as the lottery method. In addition, when "Push Order Bell 1," "Push Order Bell 3," and "Push Order Bell 5" are won, if the stop operation is performed with an incorrect push order, the bell spill stops, and one medal is paid out, "Unrest" will be determined as the lottery method. In addition, when "Push Order Bell 2," "Push Order Bell 4," and "Push Order Bell 6" are won, if the correct button presses are pressed in the correct order and eight medals are paid out, "Unrest" will be determined as the lottery method. In addition, when "Push Order Bell 2," "Push Order Bell 4," and "Push Order Bell 6" are won, if the stop operation is performed with an incorrect push order, the bell spill stops, and one medal is paid out, "Stable" will be determined as the lottery method.
[0176] Here, whether a player chooses "stable" or "turbulent" may vary from player to player depending on the player's personality, preferences, etc. In other words, the options may be biased, such as one player only choosing "stable" and another player only choosing "turbulent." In such a case, if the payout amounts differ depending on the options, it will be unfair to the players. Regarding this, since the probability of winning the "Push Order Bell" is the same for "Left → Center → Right" and "Left → Right → Center" (see Figure 7, etc.), when "1, Stable, Unstable" is displayed, even if the options are biased to one side, the probability of paying out 1 coin and the probability of paying out 8 coins are the same. This means that there is no difference in the number of coins paid out between players.
[0177] In this way, when either the "stable" or "turbulent" lottery method is selected in the "push order bell" winning game, the main control unit 10 executes a lottery to determine the transition destination based on the selected lottery method. Specifically, when "Stable" is selected, the main control unit 10 refers to the "Destination Determination Lottery Table (Stable)" shown in Figure 35, determines the destination by lottery based on the current destination lottery level, and stores the result in the RAM of the main control unit 10. For example, if the destination lottery level is "Level 5," the add-on specialized stage has a winning probability of 127 / 255, and CZ3 has a winning probability of 128 / 255; if it is "Level 4," CZ2 has a winning probability of 191 / 255, and the add-on specialized stage has a winning probability of 64 / 255; if it is "Level 3," CZ1 has a winning probability of 85 / 255, and CZ2 has a winning probability of 170 / 255; if it is "Level 2," CZ1 has a winning probability of 191 / 255, and CZ2 has a winning probability of 64 / 255; and if it is "Level 1," CZ1 has a winning probability of 242 / 255, and CZ2 has a winning probability of 13 / 255. In this way, the higher the current transition destination lottery level, the higher the expectation of transition to the specific gaming state.
[0178] Also, when "Turmoil" is selected, the main control unit 10 determines the destination by lottery based on the current destination lottery level by referring to the "Destination Determination Lottery Table (Turmoil)" shown in Figure 36, and stores the result in the RAM of the main control unit 10. For example, if the destination lottery level is "Level 5," the additional specialized stage has a winning probability of 127 / 255, and CZ3 has a winning probability of 128 / 255; if it is "Level 4," CZ3 has a winning probability of 128 / 255; if it is "Level 3," CZ3 has a winning probability of 85 / 255; if it is "Level 2," CZ3 has a winning probability of 51 / 255; and if it is "Level 1," CZ3 has a winning probability of 32 / 255.
[0179] In this way, if "Stable" is selected, it is unlikely that the player will be selected as a destination in the lottery to determine the transition destination, but one of CZ1, CZ2, the transition destination specialization stage, or CZ3 will definitely be selected.On the other hand, if "Unstable" is selected, there is a high probability that the player will be selected as a destination in the transition destination specialization stage or CZ3, but the probability of not being selected is also set high. Therefore, a player who wants to be sure to transition to an advantageous game state after the transition destination determination stage is over can select "stable" as the lottery method, while a player who is considering a gamble between transitioning to a specific game state and not winning can select "turbulent" as the lottery method. In this way, it is possible to realize a game feature in which the method of drawing the lottery to determine the transfer destination can be selected, and a decline in interest can be prevented.
[0180] In addition, in the game following the winning game of "Push Order Bell 1 to 6", a special effect will be performed to announce the destination. For example, as shown in Figures 64(b) and (c), an image resembling a roulette (roulette image) is displayed on the display 8, and when the rotation of the roulette image stops, the item indicated by the arrow image indicates the destination. The roulette image has different items to display and different area ratios for each item depending on the lottery method ("stable" or "turbulent"). For example, multiple destinations are displayed with area ratios corresponding to the winning probability of each destination. Note that the display mode of the roulette image is not limited to this, and non-winning destinations in the destination determination lottery or with area ratios different from the winning probability may also be displayed.
[0181] In addition, in the transition destination determination stage, in addition to the transition destination determination lottery that is carried out when the above-mentioned ``Push Order Bell'' is won, a transition destination lottery is also held for the game following the ``Push Order Bell'' winning game. Specifically, when "Stable" is selected as the lottery method, the main control unit 10 refers to the "Add-on Specialized Stage Direct Hit Lottery Table (Stable)" shown in Figure 37 to determine by lottery whether or not to move to the add-on specialized stage based on the winning role of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in Figure 37, there is a 3 / 255 probability of winning when you win a "weak cherry" or a "strong cherry," and if you win a "weak chance," "watermelon," or a "strong chance," you are guaranteed to win. If the lottery is won, the main control unit 10 controls the game to move to the additional special stage (arrow K in FIG. 9). If you win the lottery, you will move to the additional stage only if you have not won CZ3 in the lottery to determine the destination, which is held when you win the ``push order bell'' mentioned above.
[0182] Also, when "Turmoil" is selected as the lottery method, the main control unit 10 refers to the "CZ3 Direct Hit Lottery Table (Turmoil)" shown in Figure 38 to determine by lottery whether to transition to CZ3 based on the winning role of the current game, and stores the result in the RAM of the main control unit 10. For example, as shown in Figure 38, the probability of winning is 3 / 255 when a "weak cherry," "weak chance," or "watermelon" is won, and if a "strong cherry" or "strong chance" is won, the win is confirmed. If the lottery is won, the main control unit 10 controls the process to transition to CZ3 (arrow J in FIG. 9). In this way, in the transition destination determination stage, not only is the ``push order bell'' won, but also the winning of a rare role triggers a lottery to transition to the additional special stage or CZ3, so players can also look forward to winning a rare role during the additional special stage, increasing the excitement. As explained above, if "Stable" is selected as the lottery method, the player wins the lottery to move to the added-on specialized stage (see Figure 37), and if "Unstable" is selected as the lottery method, the player wins the lottery to move to CZ3 (see Figure 38). However, this is not limited to this, and the player may be able to win the added-on specialized zone and / or CZ3 in either or both of "Stable" and "Unstable".
[0183] In this way, the slot machine 1 of this embodiment allows the player to select the lottery method for entering a specific gaming state (AT state), thereby preventing the lottery for the specific gaming state (AT state) from becoming monotonous and preventing a decline in interest. Furthermore, since the slot machine 1 of this embodiment is an amusement machine (AT machine) in which the "push order bell" has a high probability of winning (see Figure 7, etc.), the period until the lottery method is determined can be shortened, and the game can be played without wasting advantageous zones in the transition destination determination stage. In addition, since the lottery method is determined based on two or more winning roles (push order bells 1 to 6), it is possible to prevent an unequal situation such as "only when one lottery method (stable or volatile) is selected, the number of payouts will always be large (8 coins paid out)." For example, if "Push Order Bell 1" is selected, the payout number will be large (8 coins paid out) if the lottery method (stable) is selected, but if "Push Order Bell 2" is selected, the payout number will be small (1 coin paid out). In this way, it is possible to prevent the unequal situation described above from occurring. In addition, when displaying the push order navigation when "Push Order Bell 1-6" is won, the positional relationship of the display related to the navigation other than the first reel stop operation can be made uniform. For example, no matter which of "Push Order Bell 1-6" is won, "Stable" is displayed on the left and "Unstable" on the right, so the game can be played without breaking the rule that pressing the left side = "Stable" and pressing the right side = "Unstable".
[0184] In contrast, conventional gaming machines (such as those described in JP 2013-103100 A) hold lotteries regarding the AT state, such as a lottery to transition to the AT state during a non-AT state, or a lottery to add to the number of AT games during the AT state. However, in this gaming machine, the method of drawing the lottery for the AT state cannot be selected, so the lottery for the AT state can become monotonous, which can lead to a loss of interest.
[0185] (Navigation when power outage occurs during the transition destination determination stage) Next, with reference to FIG. 65, a description will be given of control at the time of power recovery in the event of a power outage occurring while the system is in the destination determination stage. As an example, we will explain when a power outage occurs during a game that involves the selection of "stable" or "turbulent" while the player is in the transition destination determination stage (the game in which the push order bell is first drawn after entering the transition destination determination stage).
[0186] As shown in Figures 65(a) and (b), if a power outage occurs before the first reel is stopped, the main control unit 10 stores (backs up) in RAM the information at the time of the power outage (such as that the winning role is a push order bell role, and that the stop operation mode is before the first reel is stopped). After the power is restored from the power outage, the main control unit 10 reads the information at the time of the power outage from the RAM, refers to the push order display pattern table, and transmits the information on the push order display pattern at the time of the power outage, "1 / stable / turbulent," to the sub-control unit 20.
[0187] The sub-controller 20 causes the display 8 to display the information on the push order display pattern received from the main controller 10. In this case, the push order navigation 51a for the first reel stop operation is displayed. This allows the player to recognize the push order displayed in the current game even if a power outage occurs during play. On the other hand, the selection navigations 51b and 51c (stable, turbulent) and the background navigations 52a, 52b, and 52c are not displayed. In addition, the display 8 displays characters and text such as "play the game" to encourage the player to resume the game, creating a different effect from normal. This displays a different background image than when there is no power outage, so it is possible to notify the player that a power outage has occurred and that the game is to continue after the power has been restored. However, without being limited to this, the correct button press order may be indicated by displaying "1," "2," and "3" as the button press order navigation that is displayed when the power is restored after a power outage.
[0188] Next, as shown in Figures 65(d) and (e), we will explain an example in which a power outage occurs after the ``Push Order Bell'' is won, between the time the first reel is stopped and the time the second reel is stopped. In this case, as in the above case, the main control unit 10 stores (backs up) in RAM the information at the time of the power outage (such as the winning role being the push order bell role, the stop operation mode being the first reel stop operation and before the second reel stop operation). As described above, after power is restored from a power outage, the main control unit 10 reads the information at the time of the power outage from RAM, refers to the push order display pattern table, and transmits information on the push order display pattern at the time of the power outage to the sub-control unit 20. In the examples of Figures 65(d) to (f), when the power outage occurs, the first reel is stopped and the state is before the second reel is stopped, so the main control unit 10 sends to the sub-control unit 20 the information on the push order display pattern "none (operated) / stable / turbulent", in which the information on the push order navigation for the first stop button has been deleted from the information on the push order display pattern. The sub-controller 20 causes the display 8 to display the information on the push order display pattern received from the main controller 10. In this case, none of the push order navigation 51a for the first reel stop operation, the selection navigation 51b, 51c (stable, turbulent), and background navigation 52a, 52b, 52c are displayed.
[0189] In this way, in the transition destination determination stage, a power outage occurs before the first reel is stopped, and when the power is restored, the push order navigation is displayed, but the "stable" and "turbulent" displays are not displayed. In addition, if a power outage occurs between the time the first reel is stopped and the time the second reel is stopped, and the power is restored, the push order navigation will not be displayed in addition to "Stable" and "Unstable". This type of control makes it possible to reuse the push order navigation display when power is restored after a power outage across multiple models, thereby reducing the manufacturing costs of the slot machine 1. While push order navigation is an essential navigation when recovering from a power outage on AT machines with six-choice bells (push order bells 1 to 6) or three-choice bells (push order bells 1 to 3), the display of "stable" and "turbulent" is not an essential navigation on AT machines with six-choice bells or three-choice bells. Therefore, by limiting the display of the push order navigation to the navigation displayed when the power is restored after a power outage, it is possible to make it highly versatile and use it for other models. Furthermore, it is possible to reduce the amount of data required for displaying when the power is restored after a power outage.
[0190] However, without being limited to this, "stable" and "turbulent" may be displayed as the navigation displayed when power is restored after a power outage. This allows the player to select a lottery method ("stable" or "turbulent") when the power is turned off and the power is restored. In addition, only one of "stable" and "turbulent" may be displayed, or the correct button press order may be indicated by displaying "2" and "3" instead of "stable" and "turbulent."
[0191] In addition, in "(1) Determining the lottery method for the destination determination lottery according to the winning combination and the payout amount," the following modified example may be used. The above explanation was about selecting a lottery method for drawing a lottery to transition to a specific gaming state (AT state), but it is not limited to this, and the lottery method may also be selected for the various lotteries mentioned above, such as a lottery to acquire a score, a lottery to transition to a pseudo bonus, a lottery to transition to a bug mode, and a lottery to add on the difference in the number of coins. The main control unit 10 can also determine the lottery method ("stable" or "turbulent") regardless of the payout amount. That is, the main control unit 10 may make a determination based on the type of "push order bell" and the stop button 5 when the second reel is stopped by referring to the push order display pattern table. In the above explanation, the lottery method ("stable" or "turbulent") is determined based on the winning combination and the payout amount, but the present invention is not limited to this. The lottery method may be selected based on only the winning combination or only the payout amount. Also, the lottery method may be selected based on the combination of the number of bets and the symbols displayed in a stopped state. In addition, in the above explanation, two payout numbers (1 or 8 coins) are set for one winning role, allowing one to be selected from two lottery methods, but it is also possible to set three or more payout numbers and select from three or more lottery methods. For example, when "Push Order Bell 1" is won, pressing right first will result in 0 coins (missing the push order bell), and when "Push Order Bell 1" is won and 0 coins are paid out, a new lottery method ("Heaven") may be set, or these lottery methods may be selected by lottery. Note that it is preferable that the lottery method "Heaven" has a higher probability of winning CZ2 and CZ3 than "Stable" and lower than "Chaotic", and that the probability of not winning is set higher than "Stable" and lower than "Chaotic".
[0192] (2) The advantageous zone can be ended depending on the operation mode (press order). As described in "(1) Determining the lottery method for a specific game state depending on the winning role and payout amount," the slot machine 1 in this embodiment is configured to determine the game state to which the player will transition after the transition destination determination stage ends based on the lottery method (stable, turbulent). The slot machine 1 in this embodiment has a feature that it is possible to end the advantageous zone based on the fact that one lottery method (turbulence) is selected as the lottery method.
[0193] As mentioned above, in the first winning game of "Push Order Bell 1-6" after entering the destination determination stage, if the player selects "Stable" as the lottery method by operating stop buttons 5a-5c, either the CZ or the additional specialized stage will be won, and the advantageous zone will continue after the destination determination stage ends. On the other hand, if the player operates the stop buttons 5a to 5c to select "turbulence" as the lottery method, there is a high probability that "non-win" will be selected in the destination determination lottery (see Figure 36), and there is a high possibility that the advantageous zone will end after the destination determination stage ends. Therefore, if the player wants to ensure that the player stays in the advantageous zone after the destination determination stage ends, the player can select "stable" as the lottery method, while if the player wants to end the advantageous zone, the player can select "turbulent" as the lottery method. In this way, the player can choose whether to continue the advantageous zone or end the advantageous zone depending on the operation mode (press order) used by the player.
[0194] However, there are cases where a player is forced to end his / her game despite being in a favorable gaming position due to circumstances arising from the player's personal circumstances or because the amusement center has reached closing time. In such a case, if a player stops playing during business hours while in a favorable gaming position, other players who play after him will likely play a so-called "hyena" on him, leaving him with a frustrating experience. Furthermore, if a player stops playing in a favorable state when closing time arrives, unless the system of slot machine 1 is reset by the next business day, the favorable state may be passed on to another player who plays first after the start of the next business day. Therefore, in the slot machine 1 of this embodiment, when a player is forced to end a game during a game, the player can select "turbulence" as the lottery method in accordance with the operation mode (push order) by the player in the transition destination determination stage, thereby making it possible to end the advantageous zone with a high probability. As a result, the player can escape from the advantageous gaming state and alleviate the disappointment of the player.
[0195] In this way, the slot machine 1 of this embodiment can end the advantageous zone in a specific game (a winning game of the ``push order bell'') during the advantageous zone depending on the operation mode (push order) by the player. Furthermore, since the advantageous zone can be ended simply by performing the stop operation, the advantageous zone can be ended with a simple operation without having to perform any complicated operations. Therefore, even if a player is forced to stop playing, he or she can end the advantageous zone with a simple operation and leave the slot machine 1 without worrying about hyenas or the like. On the other hand, by allowing the player to select the continuation of the advantageous zone by performing a stop operation (selecting "stable"), it is possible to meet the needs of players who wish to play the game without ending the advantageous zone.
[0196] In contrast, conventional gaming machines (such as those described in JP 2017-153724 A) count the number of games played and the number of coins won during the advantageous period, and end the advantageous period when the counting result reaches a specific value. Incidentally, in an amusement parlor where such gaming machines are installed, if the parlor closes while the gaming machine is in the advantageous zone, the advantageous zone is ended by an operation by a store clerk to change the setting, etc. Generally, the setting is changed by turning the power off once and then turning it on again. Therefore, in such gaming machines, the store clerk had to perform complicated operations to end the advantageous zone.
[0197] In addition, regarding "(2) The ability to end the advantageous zone depending on the operation mode (press order)", the following modified examples may be used. In the above explanation, when "turbulence" is selected as the lottery method, it is explained that there is a high probability that the advantageous zone will end after the end of the next game of a specific game (the winning game of "Push Order Bell 1-6" in the transition destination determination stage), but this is not limited to this, and the advantageous zone may also end after the end of a specific game or after two or more games have passed since the specific game. Furthermore, in the above explanation, when "turbulence" is selected as the lottery method, there is a possibility that the additional specialized stage or CZ3 will be won, and the advantageous zone will not necessarily end, but this is not limited to this, and when "turbulence" is selected, the advantageous zone may always end. Also, in a non-AT state, a "specific zone" may be entered every predetermined number of games (for example, 100 games), and in this case, a choice may be made between "stable" and "turbulent." For example, if "stable" is selected, the advantageous zone will always continue thereafter, and if "turbulent" is selected, the advantageous zone will end with a 99% probability and will continue with a 1% probability. This makes it easy to end the advantageous zone at a predetermined cycle (every 100 games). Also, in a specific gaming state (AT state), the specific zone may be entered, and if "stable" is selected, the advantageous zone may be guaranteed to continue, and if "turbulent" is selected, the advantageous zone may be guaranteed to end. In this way, in a situation where a player is forced to stop playing during an advantageous gaming state, the AT state can be reliably ended by playing up to the specific zone. Furthermore, the above explanation was given for the case where a lottery method (stable, turbulent) is selected while staying in the transition destination determination stage, but instead of or in addition to this, it may be possible to select a lottery method (stable, turbulent) in a game state such as a normal game state, a specific game state, a pseudo bonus, or a CZ.
[0198] (3) To grant a bonus when the upper limit of the added difference is reached. As described above, in the slot machine 1 of this embodiment, in the add-on specialized stage, the difference in the number of coins can be added when a specific role is won, and the number of added difference coins won changes depending on the number of consecutive wins in the loop lottery that is executed at that time. Furthermore, if the player wins the loop lottery consecutively and the additional difference in number of coins calculated as a result of winning a specific role once reaches an upper limit, the player will be given a special bonus of a guaranteed number of wins of the specific role.
[0199] FIG. 60 shows some examples of the effects that are executed on the display device 8 while the player is in the add-on specialized stage. If a specific role is won while in the bonus-specialized stage, an image prompting the player to stop the "red 7" symbol (for example, "Aim for the red 7!") will be displayed based on the operation of the start lever 3 of the game in which the win occurred, and a push order navigation prompting the player to press the buttons in the reverse direction will be displayed (Figure 60(a)). At this time, for example, if "1-piece role 1" or "Replay 1" is won, a single 7 combination can be stopped, and 10 coins are selected as the additional unit difference number. Also, if you win "1-piece role 2", double 7s can be stopped, and 20 pieces will be selected as the additional unit difference. Also, if you win "Replay 2 to 4", the clown combination can be stopped and 30 coins will be selected as the additional unit difference. An image showing the determined difference in the number of coins added (for example, +30) is displayed on the display 8 to the player after the third reel is stopped (FIG. 60(b)).
[0200] Furthermore, when a specific combination is won, if the player also wins the loop lottery described above, an image resembling the effect button 2c is displayed, prompting the player to operate the effect button 2c (Figure 60(c)). When the operation of the effect button 2c is accepted, an image is displayed to notify that the number of times the loop lottery has been consecutively won (number of times the loop lottery has been won) that the number of additional unit difference will be added. For example, if the number of additional unit difference is "30" and the number of times the loop lottery has been won is "2", the number of additional unit difference will be displayed as "+30" → "+60" → "+90" (Fig. 60(d), (e)), and the number of additional unit difference calculated as a result of winning one specific role will be displayed. In this way, even if a small unit difference in added coins is selected, the player can play in the hope that a large unit difference in added coins will be obtained when the button effect occurs, thereby increasing the player's interest. In addition, even if the loop lottery is not won, a button effect may be generated to create a sense of expectation of an additional prize.
[0201] When the additional difference in number of coins calculated by winning one specific role reaches an upper limit (for example, 300) (Figure 61(a)), further loop lottery execution is forcibly restricted, but as a bonus, the number of guaranteed wins of the specific role is increased by one. If the number of guaranteed wins of a specific role is "0", the additional special stage will end after a predetermined number of games (5 games) have been played, and will continue if the number of guaranteed wins of a specific role is 1 or more. Therefore, by adding one to the guaranteed number of times a specific role can be won, the number of times that a specific role can be won increases, the duration of stay in the additional special stage is extended, and the number of additional winning coins increases. In addition, when the number of guaranteed wins of a specific role is 0, if the number of guaranteed wins of a specific role is increased by 1, items B are replenished (added) to the item B display areas 90 to 94 (FIG. 61(b)). Therefore, if the number of remaining items B is 4 or less, the number of remaining games in the additional special stage is essentially added.
[0202] In this way, the slot machine 1 of this embodiment grants the number of guaranteed wins of a specific role, which is the right to extend the added-on specialized stage, even if the upper limit of the added-on difference number calculated upon winning a specific role is reached.Therefore, when the number of guaranteed wins of a specific role is "0," the granting of the number of guaranteed wins of a specific role extends the duration of the added-on specialized stage (the number of remaining games is added), thereby reducing the sense of loss felt by the player and preventing a decline in interest.
[0203] In contrast to this, conventional gaming machines (such as those described in JP 2017-209249 A) set an upper limit on the number of added-on difference coins, and add on the difference coins so that it does not exceed this upper limit. For this reason, although an upper limit is set on the difference in the number of added coins to prevent excessive profits from being given to the player, when the upper limit is reached, the difference in the number of coins that was supposed to be added disappears, which could give the player a sense of loss and lead to a decrease in interest.
[0204] In addition, in the case of "(3) Granting a bonus when the upper limit of the added difference in number of coins is reached," the following modified example may be adopted. In the above explanation, when the additional difference in number of coins calculated as a result of one win of a specific role reaches an upper limit (for example, 300), a special bonus of a guaranteed number of wins of the specific role is awarded, but the bonuses awarded are not limited to this. For example, an additional difference in the number of added coins may be awarded, or the right to execute an added specialized stage may be awarded, or the right to execute another game state (episode stage, ending, etc.) may be awarded. In addition, although the upper limit value is set to a uniform value (300 coins), the upper limit value may be changed depending on the value indicated by counter A1 or the value indicated by counter B1. For example, if the value indicated by counter A1 or counter B2 is close to the advantageous zone limiter, the upper limit value may be changed to a lower value (for example, 100). In addition, when the added difference number reaches an upper limit (for example, 300), whether or not to grant a bonus may be determined by lottery based on a predetermined probability of winning (for example, 50%). In addition, the calculation of the additional difference number is not limited to the above (formula). For example, the additional difference number and loop rate may be determined each time a loop lottery is won, or instead of a loop lottery, the number of times to perform the additional number may be determined, and the additional difference number may be determined for that number of times.
[0205] (4) It is possible to change from a game state that manages the number of difference coins to a game state that manages the number of games. The slot machine 1 in this embodiment has the feature that, in a specific gaming state (AT state), it transitions to a game number management type gaming state (ending) (hereinafter referred to as game number management type AT) based on a specific right (ending ticket) acquired in a difference number management type gaming state (ending preparation stage, ending challenge) (hereinafter referred to as difference number management type AT).
[0206] FIG. 62 shows some examples of effects executed on the display device 8 during the ending preparation stage, the ending challenge, and the ending stay. While in the ending preparation stage, a lottery to win an ending ticket will be held every game until the remaining difference of 99 becomes "0". If the lottery is won, the display 8 will notify you that an ending ticket has been won and the number of ending tickets will be increased by 98 (see Figure 62(a)). Then, in the ending preparation stage, when the remaining difference of 99 becomes "0", the ending tickets currently acquired are kept (stored) and the game moves to the ending challenge (see FIG. 62(b)).
[0207] During the Ending Challenge, you will play as many games as the ending tickets you have acquired, and a lottery will be held for each game to determine the ending transition. If the player wins the lottery (for example, if the player wins "1-coin role 1-3"), an image prompting the player to stop the "BAR" symbol (for example, "Aim for BAR!") is displayed based on the operation of the start lever 3 of the winning game, and a push order guide prompting the player to press the buttons in the reverse direction is displayed to prompt the player to perform the operation (see Figure 62(c)). After the third reel is stopped, an image is displayed informing the player that the game will move to the ending, and the game will move to the ending from the next game (see FIG. 62(d)). Note that the game may move to the ending after all ending tickets have been consumed, without moving to the next game. During the ending state, a fixed number of games (100 remaining games) are played, and when the remaining 100 games are played, the specific game state ends (see Figure 62(e)) and the game transitions to the initial stage.
[0208] In this way, the slot machine 1 of this embodiment can transition from a game state that is managed by the difference in the number of coins to a game state that is managed by the number of games, and since the gameplay changes from being based on the difference in the number of coins to being based on the number of games, it is possible to prevent the game from becoming monotonous and to prevent a decline in interest. In addition, the transition from the difference number management type game state to the number of games management type game state occurs when a lottery based on a specific right (ending ticket) acquired in the difference number management type AT is won, so the difference number management type AT can be played as a tense game rather than just a game to kill time.
[0209] In addition, since the game count management AT (ending) ends after a fixed number of games have been played, it does not continue indefinitely, and it is possible to prevent the game count management AT from continuing for a long period of time, making the game monotonous and making the player feel bored with the game count management game state. Similarly, by controlling the difference in the number of sheets managed by the difference-in-number-management type AT not to add to the number of sheets, it is possible to prevent the game from becoming monotonous due to only the difference-in-number-management type AT continuing for a long period of time, and to prevent the player from feeling bored with the difference-in-number-management type game state.
[0210] In contrast, conventional gaming machines (such as those described in JP 2015-123104 A) control the gaming state to a game count management type, allowing the player to obtain a predetermined profit by informing the player of an operation method that will give the player an advantage while there are games remaining. However, in this gaming machine, the game ends when the number of remaining games reaches "0", but if certain conditions are met, a large number of games can be acquired (added), and in some cases the game count management game state can continue semi-permanently. As a result, the game can become monotonous as the game count management game state continues, and players can find the game count management AT state boring. Furthermore, since there is no change to the gameplay of the game count management type, there is a risk that the game will become monotonous and lead to a decrease in interest.
[0211] In addition, regarding "(4) It is possible to transition from a difference number management type AT state to a game number management type AT state," the following modified example may be used. In the above explanation, we have explained the case where a lottery is held to transfer to a game number management type AT based on a specific right acquired in a difference number management type AT, but a lottery is held to transfer to a difference number management type AT based on a specific right acquired in a game number management type AT, and the difference number management type AT to which the player is transferred after winning the lottery may end by consuming a fixed difference number of coins. It may also be applied to management methods other than the difference number management type and the number of games management type. For example, it may be applied to the push order navigation number management type, payout number management type, small win number management type, small win number management type, etc., and it may be a game that transitions between any two of these states.
[0212] (5) To standardize the add-on performance of the difference-number-managed game state and the number-of-games-managed game state. The slot machine 1 in this embodiment is provided with a bug mode that provides an advantageous state to the player. The bug mode is entered from the non-bug mode when a bug mode shift lottery is won in a game state other than the specific game state. Specifically, the main control unit 10 refers to the "Bug Mode Lottery Table" shown in Figure 53 to determine by lottery whether to transition to bug mode when the "Common Bell" is won, and stores the result in the RAM of the main control unit 10. For example, as shown in FIG. 53, the probability of winning the bug mode is 1 / 255, and the probability of winning the bug fake is 25 / 255. In addition, if a winning combination other than the "common bell" is won, a lottery for transitioning to bug mode may be held.
[0213] When the bug mode is won, the main control unit 10 controls the transition to a specific game state (addition specialized stage) via a premonition stage (premonition C) (arrow G in FIG. 9). That is, when the bug mode is won, it is possible to transition to a specific game state (add-on specialized stage) without going through the pseudo bonus or CZ, etc. However, it is not limited to this, and it is also possible to go through either one or both of the pseudo bonus and CZ, and not transition to the add-on specialized stage. The bug mode ends when the advantageous period ends and the game transitions to non-bug mode. In this way, by winning the bug mode during the normal game state, the transition to the special game state is confirmed, and the bug mode will continue until the transition to the normal game state (until the advantageous zone ends). Therefore, during the bug mode, the player is in an advantageous state.
[0214] In the bug mode transition lottery, if the player wins or if the player wins the bug fake, the main control unit 10 controls the game to transition to the premonition C (arrow B in FIG. 9). In the premonition C, the premonition effect is executed over a predetermined number of games (the bug mode premonition game number), and it is finally announced whether or not the game will shift to the bug mode. The number of games played as a premonition of the bug mode is determined when the player wins the lottery to switch to the bug mode or when the player wins the bug fake. Specifically, the main control unit 10 determines the number of games played as a premonition of the bug mode by lottery by referring to the "table for determining the number of games played as a premonition of the bug mode" shown in Figure 54, and stores the result in the RAM of the main control unit 10. For example, as shown in Figure 54, when a bug fake is won, "8 games" is selected with a probability of 203 / 255, and "24 games" is selected with a probability of 52 / 255. When a bug mode is won, "8 games" is selected with a probability of 63 / 255, "24 games" is selected with a probability of 52 / 255, and "32 games" is selected with a probability of 140 / 255. In other words, the longer Premonition C continues, the higher the probability of winning the Bug Mode, and if it continues for 25 games or more, the Bug Mode win is confirmed. The number of bug mode precursor games is not limited to this and can be set arbitrarily.
[0215] In Premonition C, a special effect (bug effect) is performed that is not performed in non-bug mode. Specifically, the following bug effects are executed in the notification means (display 8, speaker 9, lamp 11, etc.) and the operation means (effect button 2c, stop button 5, etc.). For example, display-related bug effects include "a noise image is displayed on the display screen of the display device 8," "the display screen of the display device 8 is displayed upside down or upside down," and "the same effect (dialogue effect, stage movement effect, etc.) is repeatedly executed on the display device 8." In addition, sound-related bugs include "noise sounds mixing with the sound effects and production sounds," "the start lever operation sound and button operation sound occurring multiple times," and "all sounds disappearing." In addition, bug effects related to the cabinet include "the response to operation of the stop button 5 or effect button 2c becomes slow (operation is disabled for a certain period of time)", "the reel 41 rotates at an irregular speed (similar to out-of-step)", "the lamp 11 lights up in an inconsistent color when a small winning combination is achieved", and "all lamps 11 go out".
[0216] In this way, in Premonition C, a special effect is executed that is not executed during non-bug mode, which gives the player a sense of discomfort and creates anticipation for the transition to bug mode, thereby increasing the player's interest in the game. In addition, when a specific bug effect is executed among the bug effects described above, it may be determined that the bug mode has been confirmed.
[0217] In addition, in Premonition C, which is executed when a Bug Fake wins, if the player wins the pseudo-bonus transition lottery, the game will transition to Bug Mode after the Bug Mode Premonition Game Number has been consumed. In other words, even if a Bug Fake wins, it may be rewritten to a Bug Mode win, so the player's anticipation can be kept until the very end.
[0218] As described above, in the slot machine 1 of this embodiment, in the specific gaming state during the bug mode, all gaming states are controlled in a game count management type. In other words, in a specific game state during non-bug mode, all stages in the first half (addition-specialized stage, rush stage, and episode stage) and the ending preparation stage and ending challenge in the second half are managed by the difference in number of coins (difference in number of coins managed AT), but during bug mode, these stages are managed by the number of games (game number managed AT).
[0219] The game count management type AT consumes "1" remaining game for each game played, while the difference number management type AT may consume "2 or more" remaining difference number for each game played depending on the winning combination of that game, so the AT performance of the two is different. Therefore, the bug mode (game count management type) allows you to play more advantageously than the non-bug mode (difference number management type). For example, in the case of the difference number management type, if one game is played when the remaining difference number is "100" and a symbol corresponding to the bell role is displayed, the difference number of "5" is subtracted and the remaining difference number becomes "95". On the other hand, in the case of the game number management type, when the number of remaining games is "100", one game is played and the symbol corresponding to the bell role is displayed, "1" is subtracted from the number of games remaining, and the number of remaining games becomes "99". Therefore, a game number management type AT can stay in a specific gaming state (AT state) for a longer period of time than a difference number management type AT.
[0220] In this way, during bug mode, although it is controlled by a game number management type AT, it has the characteristic that the additional performance is the same as that of a difference number management type AT during non-bug mode. Specifically, during bug mode, the lottery for adding the difference in the number of coins refers to the same lottery table as the difference-in-number-managed AT during non-bug mode, so that the add-on performance (for example, the number of coins added and the probability of winning the add-on) is standardized.
[0221] For example, in the add-on specialized stage during the bug mode, the add-on unit difference number lottery is executed in the same way as during the non-bug mode. In this case, the main control unit 10 determines the add-on unit difference number by lottery by referring to the same lottery table (add-on unit difference number determination table (Figure 44)) as during the non-bug mode. In other words, during the bug mode, the "add-on unit difference number" determined in the add-on unit difference number lottery is applied as the "add-on unit game number." In addition, in the add-on specialized stage during the bug mode, a lottery for adding the remaining difference in number of coins is executed, just as in the non-bug mode. In this case, the main control unit 10 determines the difference in number of coins to be added by lottery, by referring to the same lottery table (difference in number of coins addition lottery table (Figure 43)) as in the non-bug mode. In other words, during the bug mode, the "add-on difference in number of coins" determined in the difference in number of coins addition lottery is applied as the "number of games to be added." In addition, in the rush stage during the bug mode, an additional lottery is executed when a rare combination is won, just like in the non-bug mode. In this case, the main control unit 10 determines the number of additional games by lottery by referring to the same lottery table (additional lottery table (FIG. 48)) as in the non-bug mode.
[0222] As such, the slot machine 1 of this embodiment has two types of AT states: a difference number management type AT and a game number management type AT, so that the game does not become monotonous and a decline in interest can be prevented. In addition, in the slot machine 1 of this embodiment, in the number of games managed AT during the bug mode, various processes related to addition are performed by referring to the same lottery table as the difference number managed AT during the non-bug mode. Therefore, the number of bonuses and the winning probability are the same in both bonus lotteries. This allows bonus lotteries to be performed without having to manage lottery tables, etc., individually for each type of AT state, so multiple types of AT states can be managed without increasing the storage capacity of the ROM of the main control unit 10.
[0223] In contrast to this, conventional gaming machines (such as those described in JP 2015-123104 A) acquire a number of games based on the fulfillment of a predetermined condition, and while the acquired number of games remains, the machine notifies the player of an operation method that will give the player an advantage, thereby controlling the gaming state to a number of games management type that allows the player to obtain a predetermined profit. However, in this gaming machine, if certain conditions are met during the game count management type game state, a large number of games can be acquired (added), and in some cases the game count management type game state can continue semi-permanently. As a result, the game can become monotonous if the game count management type game state continues over and over again, and the player may find the game count management type AT state boring. Furthermore, since there is no change to the gameplay of the game count management type, there is a risk that the game will become monotonous and lead to a decrease in interest.
[0224] In addition, in regard to "(5) Sharing the add-on performance between the difference number management type gaming state and the number of games management type gaming state," the following modified example may be adopted. In the above explanation, we have explained the case where the add-on performance of the difference number of coins management type AT and the number of games management type AT is made common, but this is not limited to this. For example, the add-on performance may be made common by adopting some or all of the push order navigation count management type AT, payout number management type AT, small role win count management type AT, small role win count management type AT, etc. Also, when entering a specific game state (addition specialized stage), it may be possible to not notify whether the AT entered is a difference number management type AT or a number of games management type AT, and to make the display mode of the remaining difference number of coins and the number of remaining games the same. This keeps the player interested because he or she cannot recognize which AT state the player is in until the displayed value (residual number of coins or number of remaining games) is subtracted. Also, when entering a specific game state (addition specialized stage), it may be made to appear as if it is being controlled by a difference number management type AT, and then, midway through, it may be made to appear as if it is being controlled by a number of games management type AT. For example, the display screen may show "150" remaining, and when the remaining difference number becomes "0", the number of remaining games may be displayed, making it appear as if it has been promoted from a difference number management type AT to a number of games management type AT.
[0225] (6) The ability to change the ball output performance depending on the operation mode (eye pressing). The slot machine 1 in this embodiment has a stable mode and an unstable mode as game modes related to ball output, with the stable mode being a mode in which the fluctuations in ball output (ball output performance) are gentler, and the unstable mode being a mode in which the fluctuations in ball output (ball output performance) are rougher than in the stable mode. The slot machine 1 of this embodiment has a feature that a mode relating to ball output can be selected by the player's operation, and ball output performance can be controlled.
[0226] The stable mode is entered from the unstable mode when a specific condition is met after a winning combination other than a "miss" (winning a winning combination in the advantageous zone) is won in the initial stage. A specific condition is, for example, when a specific symbol combination ("Red 7-2, Cherry, Blank") stops and displays three times in a row at the timing of three "1-piece winning combinations 1 to 3." In addition, the stable mode ends when the advantageous period ends.
[0227] FIG. 66 shows an example of a performance executed on the display device 8 during normal stage stay. If the first "1-piece combination 1-3" is won after moving to the advantageous zone, a message will be displayed indicating that it is the timing for a specific symbol combination to be stopped and displayed (for example, the conditions for moving to stable mode, symbol images that require careful button presses, the order of button presses (in order), etc.) based on the operation of the start lever 3 of the winning game (Figure 66(b)). In the winning game, by pressing the "red 7-2" symbol on the bottom row of reel 41a, the "cherry" symbol on the middle row of middle reel 41b, and the "blank" symbol on the top row of reel 41c in order, and performing a "perfect press" on each, the symbol combination "red 7-2, cherry, blank" will be stopped and displayed on the active line.
[0228] On the other hand, if the "perfect push" is not performed in the winning game, or if the stop operation is performed in a manner other than sequential push, a different pattern combination (a pattern combination corresponding to the payout of one coin) different from the specific pattern combination will be displayed as stopped. Then, after the transition to the advantageous zone, if a specific pattern combination is displayed three times in a row at three times when "1-piece role 1 to 3" is won, the main control unit 10 controls the transition to the stable mode (Figure 66 (c)). On the other hand, if the specific symbol combination cannot be stopped and displayed even once when "1-piece role 1-3" is won, the transition to stable mode is restricted and the unstable mode is maintained. In this way, if you are unable to win a specific symbol combination even once when you win "1-coin role 1-3", you will not be able to move to stable mode until the next time you move into the advantageous zone, so the probability of moving to stable mode will vary depending on the skill of the player. This increases the player's ability to intervene technically, making the game more interesting.
[0229] During the stable mode, the acquisition of random values is controlled differently than during the unstable mode. Specifically, during the unstable mode, the main control unit 10 sets the range of random number values to, for example, 0 to 254 (255 values), whereas during the stable mode, the range of random number values to be obtained is 0 to 1 (2 values). This is because after the main control unit 10 acquires a random number value within the acquisition range of 0 to 254, it clears the above 7-bit value of this acquired random number value to "0", thereby making all random number values used in various processes "0" or "1".
[0230] During stable mode, various lotteries are carried out based on the random number values ("0" or "1") obtained in this way, which causes bias in the lottery results. For example, as mentioned above, when staying in the normal stage (high probability), a lottery for transition to a pseudo bonus is executed when a rare combination is won (see Figures 20 and 21). In this lottery, when a "weak cherry" is won, as shown in Figure 67(a), the random number value "0 to 202" corresponds to "no win", "203 to 228" corresponds to "fake", and "229 to 254" corresponds to "win". In this case, in the stable mode where the obtained random number value is "0" or "1", "no win" is always determined. Also, when a "Strong Cherry" is won, the random number "0-126" corresponds to "Fake" and "127-254" corresponds to "Win". In this case, in stable mode, "Fake" will always be determined. Therefore, during the stable mode, even if any rare role is won, the player will not win the pseudo bonus, but will win "non-win" or "fake".
[0231] As a result, during stable mode, the game will transition from normal play to pseudo bonus play when the score reaches a specified value (2000) or when the value indicated by counter A2 reaches the pseudo bonus ceiling game number. However, during the stable mode, the random number acquisition control is performed, making it difficult to accumulate scores during normal gaming. Specifically, when a score lottery is executed in response to the winning of a replay or bell during the normal stage, the random number value obtained is either "0" or "1", so as shown in Figure 22, "1" is always selected as the score, making it difficult to accumulate scores. Therefore, in the non-AT state, the trigger for transitioning to the pseudo bonus is essentially when the counter A2 reaches the pseudo bonus ceiling game number.
[0232] The pseudo bonus ceiling game number during the stable mode is determined based on the setting value currently set in the slot machine 1 when the stable mode is won. For example, settings 1 to 3 are set to "180 games," and settings 4 to 6 are set to "200 games." In this way, during the stable mode, the pseudo bonus ceiling game number is set to a smaller number (the ceiling is set lower) than the pseudo bonus ceiling game number (500 games) during the unstable mode. Therefore, in the stable mode, although the probability of winning the lottery to transition to the pseudo bonus triggered by winning a rare role or reaching a certain score is low, the transition to the pseudo bonus is confirmed by playing a maximum of 200 games after transitioning to the advantageous zone. Therefore, it is possible to prevent players from getting bored by staying in the normal stage for a long time.
[0233] Also, if a pseudo bonus is won during the stable mode, the transition to the bug mode is confirmed. Therefore, in the stable mode, if a maximum of 200 games are played during the normal gaming state, the game will then transition to the specific gaming state (bug mode), allowing frequent transitions to the specific gaming state. Also, as mentioned above, the bug mode is a game number management type AT, and since the AT performance is higher than the difference number management type AT in non-bug mode, you can play advantageously. When the stable mode is switched to the bug mode, it is preferable not to execute the bug effect (sign C) described above. In addition, if a pseudo bonus is won during the stable mode, a lottery for transition to the bug mode may be held based on a predetermined probability of winning.
[0234] In addition, even in the add-on specialized stage (bug mode) during stable mode, the above-mentioned random number acquisition control is performed, so the number of added games is reduced. Specifically, in the add-on specialized stage (bug mode), the number of add-on games calculated when a specific role is won (add-on unit difference number x number of loop lottery wins) is calculated as a random number value of "0" or "1," so item B, which has the lowest expected chance of winning the loop lottery, is selected (see Figure 45), and as a result, it becomes more difficult to win the loop lottery (see Figure 46). Also, in the add-on specialized stage (bug mode), even if an add-on lottery is executed in response to a rare winning role, the above-mentioned random number acquisition control is performed, and the smallest number of add-on games is selected for each winning role (see Figure 43). Similarly, in the rush stage, the random number acquisition control is performed, so even if you win the bonus lottery, the number of bonus games will be small. For example, as shown in Figure 48, if you win anything other than "Strong Cherry", you will always be determined to be "not winning", and if you win "Strong Cherry", the smallest bonus number, "20", will be determined.
[0235] In addition, "1500 games" is defined as the episode pattern during the stable mode. In other words, even if the game moves to the rush stage, it is controlled not to move to the episode stage. This effectively restricts the extension of the specific game state.
[0236] In this way, during the stable mode, the normal gaming state can be shifted to the specific gaming state with a small investment. In addition, the specific game state during the stable mode is controlled to the bug mode, which increases the AT performance, but it is difficult to add more games, and the game is controlled not to transition from the rush stage to the episode stage. Therefore, it is difficult to acquire a large number of remaining games during the specific game state. Therefore, during the stable mode, the specific game state is likely to end in the rush stage, and the possibility of transitioning to the ending is low. This makes it possible to prevent excessive additions from being made to the player in a specific gaming state during the stable mode, while also preventing a situation in which no additions are made at all from occurring.
[0237] In this way, the slot machine 1 of this embodiment allows the player to select a game mode related to ball output by operation, and can control ball output performance. For example, a player who wishes to play in a stable gaming state with a small investment but also a small number of balls won can select the stable mode by stopping and displaying a specific symbol combination, while a player who wishes to invest more but win a large number of balls can select the non-stable mode by performing any stopping operation. This allows the player to select a mode with different ball output performance, thereby realizing a gameplay feature that prevents a decline in interest. Furthermore, if it is specified that the game will proceed more advantageously in the stable mode than in the non-stable mode, it is possible to proactively display specific symbol combinations in a static manner for the player, thereby attracting interest in the "vita push" operation. Furthermore, by stopping a specific symbol combination a predetermined number of times (three times), it becomes possible to transition to a specific mode, which increases the player's ability to intervene technically and makes the game more interesting.
[0238] In contrast to this, conventional gaming machines (such as those described in JP 2017-121301 A) hold a promotion lottery to determine whether or not to promote the rank of the ball output mode based on winning a specific role, and if the promotion lottery is won, the gaming machine is disclosed to promote to a ball output mode that is more likely to transition to an AT state than the current state. However, in this gaming machine, a lottery to advance the ball output mode is simply executed depending on whether or not a specific role is won, and there is no technical intervention in the lottery to advance the ball output mode, and the player cannot control the ball output performance.
[0239] In addition, in "(6) The ability to change ball output performance according to the operation mode (eye pressing) (stable mode)," the following modified examples may be used. In the above description, the case where two modes (stable mode and unstable mode) are provided has been described, but the present invention is not limited to this, and three or more modes may be provided. For example, if a player succeeds in "Vita Push" three times in a row in the first mode, the game may transition to the second mode, in which the fluctuations in the ball output are gentler than in the first mode, and if a player succeeds in "Vita Push" five times in a row, the game may transition to the third mode, in which the fluctuations in the ball output are more turbulent than in the first mode. Also, modes may be provided in which the waves of balls dispensed vary depending on the game state. For example, different modes may be set for the normal game state, CZ, and specific game state, and after the start of each game state, the mode may be switched to if three consecutive "vita pushes" are successful for a specific role. In addition, in the above explanation, if a single "vita push" fails before three consecutive "vita pushes" are successful, the transition to stable mode is restricted until the transition to the next advantageous zone. However, this is not limited to this, and the transition to stable mode may be allowed even if consecutive "vita pushes" are not successful. For example, failure may be allowed up to a predetermined number of times (for example, two times), or a counter may be provided that adds 1 when a "vita push" is successful and subtracts 1 when a "vita push" is unsuccessful, and when the value of the counter reaches "3," the mode may be switched to stable mode. In addition, the trigger for transitioning to the stable mode is not limited to when a specific pattern combination is displayed, but may also be based on the difference in the number of coins from the start of the advantageous zone to a specified period, the number of times small winnings are won, etc. For example, if the difference in number of coins becomes "+50" or more within 20 games from the start of the advantageous zone, or if the number of times the "push order bell" is won becomes 10 or more, the stable mode may be entered. In the above explanation, when "1-coin combination 1-3" is won for the first time after the transition to the advantageous zone, the player is notified that it is time to stop display a specific symbol combination in the game in which the win occurred. However, this is not limited to this, and the player may be prevented from recognizing the stable mode and the unstable mode. For example, when "1-coin combination 1-3" is won, the screen display as shown in FIG. 66 may not be displayed.
[0240] [Second embodiment] Next, a second preferred embodiment of the gaming machine according to the present invention will be described with reference to FIGS. With the exception of some components, the slot machine 1 according to the second embodiment is similar to the slot machine 1 according to the first embodiment described above in terms of basic configuration (Figures 1 to 7) and control related to the progress of the game (Figures 8 to 9, etc.). Therefore, only the differences from the first embodiment will be described, and the rest of the configuration is the same as the first embodiment, so description thereof will be omitted. In each drawing, the same components as those in the first embodiment are denoted by the same reference numerals.
[0241] As shown in FIG. 68, the slot machine 1 according to the second embodiment differs from the first embodiment in that a cross key button 2d (second operating means) and a decorative member 15 are provided. The cross key button 2d is provided near the effect button 2c (third operating means), and is a button that can be used by the player to select or cancel a display item on the display device 8 by pressing it. The decorative member 15 is located adjacent to the display 8 and is provided in the center of the slot machine 1 in the left-right direction above the reels 41 (variable display means). In other words, it is disposed at a position sandwiched between the display 8 and the reels 41 in the vertical direction.
[0242] The decorative member 15 is made of a transparent resin such as acrylic, and covers a light-emitting element such as an LED, which lights up or flashes in accordance with the progress of the game, enhancing the presentation. For example, when a relatively high-expectation presentation is executed, the LED is turned on, causing the decorative member 15 itself to emit light. At the center of the decorative member 15, a sensor 15a is provided which functions as a detection means for detecting an object. In this embodiment, a case where a distance measuring sensor 15a is used as the sensor 15a will be described.
[0243] The distance measuring sensor 15a is a non-contact sensor that detects an object without coming into contact with the object, and is used to detect whether or not an object is present within a predetermined detection range (or to detect the distance to the object). The distance measuring sensor 15a includes at least a light projecting section and a light receiving section. The light-projecting unit consists of a light-projecting element, for example, a highly directional infrared light-emitting diode, and a light-projecting lens located in front of the light-projecting element to focus the light, and projects light from the infrared light-emitting diode as a light source toward an object in front of the gaming machine. The light receiving unit consists of a light receiving element, for example a PSD (Position Sensitive Detector) that uses the surface resistance of a photodiode, and a light receiving lens located in front of the light receiving element to focus the light, and receives the reflected light from the player's hand, which is the target of the light emitted from the light emitting unit. The light-emitting portion and the light-receiving portion are arranged opposite each other and are enclosed in a housing member. The distance sensor 15a configured in this manner converts changes in the amount of light received by the light receiving unit into an electrical signal, and detects the player's actions, such as whether or not the player's hand is within the detection range, based on changes in the voltage value of the electrical signal, depending on the angle of incidence of the reflected light.
[0244] Specifically, the detection range of the distance measuring sensor 15a is set to a close distance (about several centimeters) on the side facing the player in front of the gaming machine. When the light from the light-projecting unit hits an object within the detection range, it is reflected, and the reflected light is received by the light-receiving unit. For example, when a player moves their hand within the detection range of the distance measuring sensor 15a, the distance measuring sensor 15a can detect it. As such, the distance measuring sensor 15a is located above the display window 6, and is therefore separated from the 3 bet button 2a, 2 bet button 2b and stop button 5 that the player operates during play. Furthermore, since the detection range of the distance measuring sensor 15a is close to the decorative member 15 (within a few centimeters), it is unlikely that the player's hand will enter the detection range during normal play, and the sensor is installed in a position where it will not be detected unless the player intentionally holds their hand over the decorative member 15. Therefore, the decorative member 15 (distance measuring sensor 15a) also functions as an operating means (fourth operating means) that is operated by the player.
[0245] The decorative member 15 is also provided with a cover (not shown) that covers the area in front of the distance measuring sensor 15a. For example, by applying a "dark blue" decorative sheet to the cover, the distance measuring sensor 15a can be concealed in a natural manner while still allowing proper operation of the distance measuring sensor 15a. In this way, by concealing the distance measuring sensor 15a with the cover, the player can play the game without being aware of the presence of the distance measuring sensor 15a. Therefore, the decorative member 15 can be used as a special operating means, for example, to provide a special effect display that is executed in response to the detection of the player's hand by the distance measuring sensor 15a only to those who know the operation. As a result, the player can be satisfied visually and in terms of presentation, and the interest in the game can be increased. In this embodiment, it is assumed that the distance measuring sensor 15a is hidden from the player, but this is not limiting, and the presence of the distance measuring sensor 15a may be made recognizable to the player.
[0246] In addition, the cross key button 2d and the distance measurement sensor 15a are connected to the sub-control unit 20 as shown in Figure 69, and the player's operation of the cross key button 2d and the decorative member 15 is detected by each sensor, and the operation signal is output to the sub-control unit 20 for control.
[0247] The slot machine 1 according to the second embodiment has the following features. (1) The setting can be suggested by the notification of the additional display number. (2) The setting suggestion icon can be used alone or in combination to suggest settings. (3) It is possible to determine special presentation modes (navigation characters) by specific operations. (4) Controlling the granting of benefits that can extend the AT state according to the type of remaining game value that manages the AT state These features will be explained in order below.
[0248] (1) The setting can be suggested by the notification of the additional display number. As explained in the first embodiment, the slot machine 1 in this embodiment allows the player to accumulate a score (specific value) during normal game play, and the more score the player accumulates, the more advantageous the game becomes for the player. For example, if the acquired score reaches "200," a lottery for transition to a pseudo-bonus is held, and if the score reaches "1000," transition to a pseudo-bonus is confirmed.
[0249] The slot machine 1 of this embodiment has the feature of being able to determine an added score (increase) that will increase (add) the score, and to notify the player of the added score by issuing a first notification that notifies the player of a number (first number) that corresponds to the added score in a manner that makes the added score easy to recognize, and a second notification that notifies the player of a number (second number) that does not correspond to the added score in a manner that makes the added score difficult to recognize.
[0250] It is possible to earn large amounts of score while staying in a score-specialized stage. In the score-specialized stage, a lottery is held for each game to determine whether an additional score (increase) can be obtained (score acquisition lottery), and the additional score obtained is added (added) to the score obtained up to that point. Specifically, the score acquisition lottery determines the additional score to be acquired by lottery based on the winning combination of the current game by referring to the "score acquisition lottery table (score-specialized stage)" shown in Fig. 30, with the main control unit 10 operating as the first determination means. The determined additional score is stored in the RAM of the main control unit 10, and the additional score is added to the cumulative score stored in the RAM of the main control unit 10.
[0251] Then, when the added score is determined by the control of the main control unit 10, the sub-control unit 20 operates as a second determination means to determine the added display number based on the determined added score (added display number lottery). The determined added display number is stored in the RAM of the sub-control unit 20, and the added display number is added to the current cumulative added score (cumulative added score 101) stored in the RAM of the sub-control unit 20.
[0252] The additional display number determined in the additional display number lottery includes at least the first additional display number (first number) and the second additional display number (second number), and the determined additional display number is announced on the display 8 (see Figures 71 (c), (d), etc.). The first bonus display number is a number corresponding to the bonus score. For example, it is a value that is five times the bonus score. As explained in the first embodiment, the numerical value relating to the score displayed on the display 8 (for example, the score counter 81) is five times the score value stored in the RAM of the main control unit 10. Therefore, even in the case of an added score, a numerical value five times the added score is displayed on the display 8. For example, the first additional display number is pre-set as follows: for an additional score of 40, it is 200; for an additional score of 60, it is 300; for an additional score of 100, it is 500; and for an additional score of 200, it is 1000. When the first additional display number is determined in the additional display number lottery, a number 5 times the additional score will be displayed.
[0253] The second added display number is a number that does not correspond to an added score, and is a number used to suggest or definitively notify the player of the setting value set by the probability setting means. For example, the second additional display number may be set to "123," which definitively indicates that the setting value set on slot machine 1 is one of settings 1 to 3, "456," which definitively indicates that the setting is one of settings 4 to 6, or "666," which definitively indicates that setting 6 is set.
[0254] In other words, the first additional display number is a value (additional display number) that is added (added) to the cumulative score earned up to now, and when checked by the player, it is a number that makes it easy to recognize the additional score earned in this game. On the other hand, the second additional display number is a value for setting suggestion effects that is not added to the cumulative score, and when checked by the player, it is a number that makes it difficult to recognize the additional score acquired in this game.
[0255] Next, we will explain how to determine the additional display number in the additional display number lottery. The sub-control unit 20 determines the additional display number based on the setting value set by the probability setting means by referring to the "additional display number lottery table" shown in FIG. For example, as shown in Figure 70(a), if the additional score determined by the score acquisition lottery is "40", either "200" (first additional display number) or "123" (second additional display number) will be determined based on the set value. When setting 1 is set, "200" is selected with a probability of 223 / 255, and "123" is selected with a probability of 32 / 255. When setting 2 is set, "200" is selected with a probability of 239 / 255, and "123" is selected with a probability of 16 / 255. When setting 3 is set, "200" is selected with a probability of 247 / 255, and "123" is selected with a probability of 8 / 255. When settings 4 to 6 are set, "200" is selected with a probability of 255 / 255, and "123" is not selected.
[0256] Also, as shown in Figure 70(b), if the additional score determined by the score acquisition lottery is "60", either "300" (first additional display number) or "246" (second additional display number) will be determined. For example, if settings 2, 4, or 6 are set, either "300" or "246" will be selected, and if settings 1, 3, or 5 are set, only "300" will be selected and "246" will not be selected. Also, as shown in Figure 70(c), if the additional score determined by the score acquisition lottery is "100", either "500" (first additional display number) or "456" (second additional display number) will be determined. For example, if settings 4, 5, or 6 are set, either "500" or "456" will be selected, and if settings 1, 2, or 3 are set, only "500" will be selected and "456" will not be selected. Also, as shown in Figure 70(d), if the additional score determined by the score acquisition lottery is "200", either "1000" (first additional display number) or "666" (second additional display number) will be determined. For example, if setting 6 is set, either "1000" or "666" will be selected, and if a setting other than 6 is set, only "1000" will be selected and "666" will not be selected.
[0257] In this way, in the score specialization stage, when the added score is determined under the control of the main control unit 10, the added display number is determined based on the determined added score under the control of the sub-control unit 20. Then, when the second additional display number is determined as the additional display number, the set value set in the probability setting means is notified to the player in a recognizable manner. Therefore, since there is a possibility that the set value will be announced during the score addition effect during the score-specialized stage, the player will pay attention to the effect, which will increase the player's interest in the game. Furthermore, even if a player is unaware that a set value may be announced in the score addition presentation, the player will be able to recognize that a set value has been suggested or definitively announced by the display of unusual and unnatural numbers such as "456" or "666," thereby making the game more enjoyable.
[0258] In this embodiment, as shown in Figure 70, if the additional score determined by the score acquisition lottery is "40" or more, an additional display number lottery is executed, while if the determined additional score is less than "40", the lottery is not executed and the first additional display number (additional score x 5) is fixed as the additional display number. However, this is not limited to this, and the additional display number lottery may also be executed even if the determined additional score is less than "40". Furthermore, in the above-mentioned lottery for the additional display number, the additional display number to be determined is explained as being one of two types, the first additional display number and the second additional display number, but this is not limited to this, and the additional display number may be determined by lottery from three or more types of additional display numbers. In addition, the notification of the second additional display number has been described as a definitive notification of the set value set by the probability setting means, but it is not limited to this, and may be a mode that suggests the set value. This allows the player to guess the set value, making it possible to increase the interest of the game.
[0259] (Score bonus effect) FIG. 71 shows an example of a score-adding effect executed on the display device 8 during a score-specializing stage. When entering a score-specialized stage, as shown in FIG. 71(a), the score counter 81, cycle counter 82 and level icon 83 display the same information as was displayed at the end of the immediately preceding normal stage. In addition, an accumulated score 101, which is the total number of scores acquired during the score-specialized stage, is displayed below the score counter 81. The accumulated score 101 is updated (added) every time an additional score is acquired, and when the score-specialized stage is entered, "0" is displayed as the initial value.
[0260] In the score-specialized stage, the operation of the start lever 3 at the start of the game triggers a score acquisition lottery and an additional display number lottery, and the results of the lottery are announced during the current game. For example, when the third reel is stopped, the additional display number determined in this game is displayed in the center of the screen of the display device 8, popping out of a treasure chest (Figure 71 (b) and (c)). In addition, the display of the additional display number is not limited to the timing when the third reel is stopped, but can also be displayed when the first reel is stopped or the second reel is stopped.
[0261] The example shown in FIG. 71 shows a case where "40" is determined as the additional score in the score acquisition lottery. In addition, the example shown in Figure 71(c) shows a case where the first additional display number is determined in the additional display number lottery, and the first additional display number 102 displays ``200'', which corresponds to the additional score (40). In addition, the example shown in Figure 71 (d) shows a case where the second additional display number is determined in the additional display number lottery, and "123" is displayed in the second additional display number 103. In other words, it definitely indicates that the set value is one of settings 1 to 3.
[0262] Then, for example, an effect is executed in which the displayed additional display numbers (first additional display number 102, second additional display number 103) are absorbed into the cumulative added score 101, and the numbers are added to the cumulative added score 101 (Figure 71 (e)). At this time, the value added is five times the additional score determined in the current game, and is added to the cumulative added score 101. That is, as shown in Figure 71 (d), since the second additional display number (123) is determined in the additional display number lottery, even if the second additional display number 103 is displayed, the value of the first additional display number (200) is added to the cumulative added score 101. In this way, by displaying the second additional display number 103, which is a numerical value with a unique form, even if it is difficult to recognize the score actually obtained in the current game, the player can recognize the additional score obtained in the current game by checking the numerical value (first additional display number) that is subsequently added to the cumulative added score 101.
[0263] Also, a button effect may be executed during the score addition effect. For example, before the additional display number is displayed (Figure 71 (b)), an operation image consisting of an image imitating an operation button that prompts the user to operate the effect button 2c, or text information instructing the operation (e.g., ``PUSH''), etc. may be displayed on the display 8, and then, when the instructed effect button 2c is operated, the determined additional display number may be displayed on the display 8. In this case, in order to increase the level of expectation, when the first additional display number is determined, it is preferable that a large value is determined, and when the second additional display number is determined, it is preferable that a value suggesting a high setting value (for example, setting 5 or setting 6) is determined.
[0264] In this way, when the second additional display number is determined in the additional display number lottery, the value of the second additional display number 103 and the value actually added to the cumulative added score 101 (first additional display number) will be different numbers. Therefore, for example, if a player notices that the figures relating to these additions are different, distrust and doubt may arise. Therefore, in order to prevent such distrust or doubt from arising among players, the slot machine 1 according to this embodiment has the following configuration.
[0265] Specifically, the magnitude of the additional display number determined in the additional display number lottery is set so that the relationship is: first additional display number > second additional display number. For example, as shown in Figure 70, if the additional score is determined to be "40", the first additional display number (200) > the second additional display number (123); if the additional score is determined to be "60", the first additional display number (300) > the second additional display number (246); if the additional score is determined to be "100", the first additional display number (500) > the second additional display number (456); and if the additional score is determined to be "200", the first additional display number (1000) > the second additional display number (666). As a result, when the second additional display number is determined in the additional display number lottery and displayed in the second additional display number 103, even if the player notices that the value of the additional display number 103 and the value added to the cumulative added score 101 are different, the value actually added to the score (first additional display number) is greater than the value of the additional display number 103, so distrust or doubts among the player can be prevented.
[0266] In the above explanation, the additional display number determined in the additional display number lottery is based on the relationship of first additional display number > second additional display number, but this is not limited to this. If the display of the second additional display number suggests that the setting value set in the slot machine 1 is a setting value higher than normal (for example, setting 5 or setting 6), the number can be set based on the relationship of first additional display number < second additional display number. For example, if slot machine 1 is set to setting 6, and if the additional score determined in the score acquisition lottery is "60", the second additional display number can be set to "666" so that the first additional display number (300) < the second additional display number; if the additional score is determined to be "100", the second additional display number can be set to "666" so that the first additional display number (500) < the second additional display number; and if the additional score is determined to be "200", the second additional display number can be set to "6666" so that the first additional display number (1000) < the second additional display number.
[0267] The example shown in Figure 72 shows an example in which when the additional score is determined as "60" in the score acquisition lottery, the second additional display number is determined in the additional display number lottery, and "666" is displayed as the second additional display number 103. In other words, it definitely shows that the setting value set in the slot machine 1 is setting 6 (Figure 72(b)). Thereafter, the value of the first additional display number (300) corresponding to the additional score (60) is added to the cumulative added score 101 (FIG. 72(c)). In this way, although the number actually added to the score (first additional display number) is smaller than the additional display number 103, the display of the second additional display number (666) definitively notifies the player that the setting is high, thereby reducing the possibility of the player developing the distrust or doubts described above. Similarly, when setting 4 or 5 is set, the setting may be based on the relationship of the first additional display number < the second additional display number. In this case, for example, "444" or "555" may be set and displayed as the second additional display number.
[0268] However, without being limited to this, the display of the second additional display number may suggest that the setting value set in the slot machine 1 is a setting value lower than normal (for example, setting 1 or setting 2). For example, if slot machine 1 is set to setting 2, and the additional score determined in the score acquisition lottery is "40", the second additional display number may be set to "222" or the like so that the first additional display number (200) is less than the second additional display number. Also, if setting 1 is set on slot machine 1, when "20" is determined as the additional score, the second additional display number may be set to "111" or the like so that the first additional display number (100) is less than the second additional display number.
[0269] As described above, in the slot machine 1 of this embodiment, the main control unit 10 determines the additional score to increase the score, and the sub-control unit 20 controls the number of additional displays based on the determined additional score. The added score can be displayed as a first notification that notifies the player of the first added display number in a manner that is easy for the player to recognize, and a second notification that notifies the player of the second added display number in a manner that is difficult for the player to recognize. This makes it possible to increase the entertainment value of the game by announcing the number of added bonuses in a unique manner that makes it difficult to recognize the added bonus score.
[0270] In addition, the second notification is in a form that can suggest the setting value set in the slot machine 1 by notifying the second additional display number. This allows the player to guess or be certain of the set value based on the displayed second additional display number, which will draw attention to the additional display and increase the interest of the game. In addition, the setting is made so that the relationship is: first additional display number > second additional display number. This prevents the player from feeling distrustful or suspicious when the second additional display number is determined and displayed in the additional display number lottery, even if the player notices that the value of the second additional display number is different from the value of the first additional display number that is actually added, because the first additional display number that is actually added to the score is greater than the second additional display number.
[0271] In addition, the slot machine 1 of this embodiment can determine and store the score under the control of the main control unit 10, and determine and store the additional display number based on the additional score under the control of the sub-control unit 20. This makes it possible to reduce the storage capacity of storage means such as RAM in the main control unit 10, and also to implement novel additional effects based on the number of additional displays. In addition, by reducing the memory capacity of the main control unit 10, when the main control unit 10 controls the game in the AT state, a large amount of performance data (image data, programs, etc.) related to additional play can be set in the ROM, making it possible to perform a variety of additional performances.
[0272] In addition, with regard to "(1) The possibility of suggesting settings by notifying the additional display number," the following modified example may be adopted. In the above explanation, the numerical value relating to the score displayed on the display 8 is five times the score value stored in the RAM of the main control unit 10, but this is not limited to this and may be any multiplier or may be the same multiplier. If the multiplication is to be equal, for example, if the additional score is determined to be "40" in the score acquisition lottery, it is preferable to set the second additional display number to "12" so that the first additional display number (40) > the second additional display number, so that an unusual number that would not normally be added is displayed. In addition, in the above explanation, a special benefit (such as the right to transition to a pseudo bonus) is granted when the value of the score counter 81 reaches an upper limit number, but this is not limited to this, and a special benefit may also be granted when the value of the cumulative added score 101 reaches a predetermined number. In addition, in the above explanation, the score (point value) is used as a value to manage so that a player can be granted a special benefit (such as the right to transition to a pseudo bonus), but this is not limited to this and other numerical values can also be used, and for example, it may be managed using at least one of the number of games played, the difference in number of coins, the number of times the push order navigation occurs, the number of times a small win is made, the number of coins won, the number of coins paid out, etc. In addition, in the above explanation, the first and second notifications are executed in the added effect during the score-specialized stage, but this is not limiting, and for example, the first and second notifications can also be executed in the added effect during other game states. In this case, it is preferable to display the added effect using the number of games or the difference in number of coins instead of the score.
[0273] (2) The setting suggestion icon can be used alone or in combination to suggest settings. The slot machine 1 of this embodiment can notify the player of information regarding the setting values set by the probability setting means in a recognizable manner, and can execute two types of notification: a first notification that notifies the player of one setting value information alone, and a second notification that notifies the player of at least two or more setting value information in a combined form. In addition, the second notification is a combination that includes setting value information that makes it difficult for the player to predict the setting value in the first notification, and has the characteristic that it can be executed in a manner that makes it easy for the player to predict the setting value.
[0274] (Setting suggestion icon notification: 1st notification) In the slot machine 1 according to this embodiment, a result screen is displayed on the display 8 when the AT state ends. The result screen is displayed, for example, in the game immediately before the transition from a specific game state to a normal game state (from an AT state to a non-AT state) (arrows U, AB, and AC in Figure 9). The end of the AT state does not only mean a normal end due to the consumption of the remaining number of coins or the remaining number of games, but also includes the end of the AT state due to a forced end due to the reaching of the limiter of the advantageous zone. The result screen displays information to inform the player of the results of the game during the AT state, such as the number of games played during the AT state (total number of games played) and the number of medals won during the AT state (total number of medals won) (see Figure 73).
[0275] Furthermore, as shown in FIG. 73, a setting suggestion icon 104 is displayed on the result screen. The setting suggestion icon 104 is information (setting value information) for suggesting or definitively notifying the player of the setting value set by the probability setting means. As the setting suggestion icon 104, for example, an image of a character is displayed. Specifically, as shown in Figure 75, when the character A image is displayed alone, it indicates "no setting suggestion," when the character B image is displayed alone, it indicates "odd number setting suggestion," when the character C image is displayed alone, it indicates "even number setting suggestion," when the character D image is displayed alone, it indicates "setting 2 not confirmed," when the character E image is displayed alone, it indicates "setting 3 or higher confirmed," when the character F image is displayed alone, it indicates "even number setting confirmed," and when the character G image is displayed alone, it indicates "setting 5 or setting 6 confirmed."
[0276] In addition to these, it is also possible to provide images such as an image indicating "setting ○ (○ indicates any of 1 to 6, same below) suggestion," an image indicating "setting ○ negative suggestion," an image indicating "UP suggestion from the previous day" or "DOWN suggestion from the previous day," an image indicating "setting ○ confirmed," an image indicating "odd number setting confirmed," an image indicating "UP confirmed from the previous day" or "DOWN confirmed from the previous day," etc. Furthermore, the number of types of character images is not limited to the seven types described above, and may be six or less, or eight or more.
[0277] In this way, by displaying one (single) character image on the result screen, the player can guess or be certain of the setting value. Therefore, the type of character image displayed can heighten the player's sense of expectation, and it is possible to provide useful information when deciding whether to continue playing on the slot machine 1. For example, it is easier for a player to predict the setting value if a setting confirmation image (e.g., character D image, character E image, character F image, character G image) is displayed alone in the setting suggestion icon 104 than if a setting suggestion image (e.g., character A image, character B image, character C image) is displayed alone. In particular, when the character G image is displayed, a high setting is confirmed, so the player can use this as a deciding factor to continue playing. In addition, the result screen may suggest a setting value or notify that the setting value has been confirmed, which can give the player a sense of anticipation when displayed on the result screen, compared to a monotonous result screen that only displays the game results during the AT state. Therefore, even when a result screen indicating the end of the AT state is displayed, the player's interest does not decrease, but rather the player focuses on the result screen display, thereby increasing the player's interest in the game.
[0278] Such setting suggestion icons 104 (character images) are determined by lottery. Specifically, the sub-controller 20 operates as a setting value information determining means to determine a character image based on the setting value set by the probability setting means, and then causes the display 8 to display the character image by referring to the performance image data stored in the ROM of the sub-controller 20. The method for determining the setting suggestion icon will be described in detail later.
[0279] In the above explanation, one setting suggestion icon 104 is displayed on the result screen, but this is not limiting and two or more may be displayed. In this case, the number of setting suggestion icons 104 displayed may be changed depending on the game status at which the result screen is displayed. For example, one setting suggestion icon 104 may be displayed on the result screen at the end of the rush stage, and two setting suggestion icons 104 may be displayed on the result screen at the end of the ending, so that players who have reached the ending are given preferential treatment. In addition, the setting suggestion icon 104 may not be displayed on the result screen that is displayed when the AT state ends due to reaching the limiter of the advantageous zone. The number of setting suggestion icons 104 to be displayed may also be determined by lottery. In addition, the higher or lower the setting value set by the probability setting means is, the more setting suggestion icons 104 are displayed. This allows the setting value to be suggested by the number of icons displayed. Furthermore, the timing at which the result screen is displayed is not limited to the end of the AT state, but may also be displayed, for example, at the end of the pseudo bonus or the end of the CZ. Furthermore, when displaying setting suggestion images (for example, character A image, character B image, and character C image), each may have a different reliability. In terms of reliability, for example, the background color of the result screen may have a relationship of rainbow > red > yellow > white, meaning that rainbow color has the highest reliability and white has the lowest reliability. Furthermore, the reliability may vary depending on the character's facial expression, the items the character possesses, and so on.
[0280] (Setting suggestion icon combination notification: 2nd notification) The slot machine 1 according to this embodiment is capable of notifying the setting suggestion icon (character image) notified on the result screen in subsequent games as well. Specifically, it is displayed on the menu screen so that the player can view it. The menu screen is displayed when the player operates the effect button 2c (operation means) while not playing, and allows the player to select predetermined items (for example, game flow, payout table, customization). Here, "not playing" means a state that changes from "playing" when the 3-bet button 2a is not operated when there are three or more credit medals, when the 2-bet button 2b is not operated when there are two or more credit medals, or when no medal is inserted into the medal insertion slot 2, for a predetermined period of time after the third reel is stopped, and ends when the 3-bet button 2a is operated when there are three or more credit medals, when the 2-bet button 2b is operated when there are two or more credit medals, or when a medal is inserted into the medal insertion slot 2. Furthermore, "in play" refers to a state other than a non-play state, that is, includes a state in which the reels 41 are moving.
[0281] As shown in FIG. 74, a setting suggestion icon history 105 is displayed at the bottom of the menu screen. The setting suggestion icon history 105 shows the history of the setting suggestion icons 104 displayed on the result screen. Specifically, the setting suggestion icons 104 are displayed from the right side of the screen in the order in which they were displayed (determined). That is, the most recently displayed current character image is displayed in display area R6, the previous character image is displayed in display area R5, the character image before the previous one is displayed in display area R4, and the previous character images are displayed in display areas R3, R2, and R1 in order.
[0282] In the example shown in Figure 74, the current character image is "Character A Image," the previous character image is "Character A Image," the character image before that is "Character A Image," and before that, "Character C Image," "Character A Image," and "Character B Image" are displayed in that order. In this state, when a new setting suggestion icon is determined by the setting suggestion icon lottery, the character image in display area R1 disappears, the character images in display areas R2 to R6 shift one screen to the right, and the new character image determined by the lottery is added to display area R6.
[0283] It is assumed that the setting suggestion icon history 105 will be erased when the setting value is changed (including re-entering the setting value) by the probability setting means and the power-off period has elapsed for a predetermined period of time (for example, 2 hours), but this is not limited to this, and it may not be erased until a new character image is displayed by the setting suggestion icon lottery. Furthermore, the number of setting suggestion icons 104 displayed in the setting suggestion icon history 105 is not limited to this, and may be five or less, or seven or more.
[0284] In this way, even after a character image is displayed on the result screen, the player can check the character image in the setting suggestion icon history 105 on the menu screen. Thus, even if the player forgets or overlooks the type of the displayed character image, the player can grasp it later without having to remember the type of the displayed character image or the number of times it has appeared.
[0285] Furthermore, the setting suggestion icon history 105 can definitively notify the player of the setting value set by the probability setting means by the combination of the displayed character images. For example, as shown in Figure 76, if different character images are displayed three times in a row, including the current character image, it indicates "setting 2 or higher confirmed," if the same character image is displayed three times in a row, it indicates "setting 3 or higher confirmed," if the same character image is displayed four times in a row, it indicates "setting 4 or higher confirmed," if the same character image is displayed five times in a row, it indicates "setting 5 or higher confirmed," and if the same character image is displayed six times in a row, it indicates "setting 6 confirmed."
[0286] In this way, the setting value can be suggested to the player by a combination of at least two or more character images displayed in the setting suggestion icon history 105, so that the player can predict the setting value not only by the individual display of the character image on the result screen, but also by the combined display of the character image on the menu screen. This may cause the setting value to be suggested on the menu screen as well, which will draw the player's attention to the menu screen, increasing the player's interest in the game.
[0287] The example shown in Fig. 74 shows a case where "Character A Image" has been determined three consecutive times in the most recent time. In this case, the setting suggestion icon 104 on the result screen displays "Character A Image" by itself three times in a row, which is not a basis for estimating the setting value, but the setting suggestion icon history 105 on the menu screen displays "Character A Image" in a combination of three consecutive images. Therefore, it indicates "setting 3 or higher confirmed," and the player can predict the setting value more easily than if the setting suggestion icon 104 was displayed on the result screen. Furthermore, when "Character B image" or "Character C image" is displayed alone on the result screen, it indicates "even number setting suggestion" or "odd number setting suggestion," and it is difficult to guess the setting value from this display alone. However, when the setting suggestion icon history 105 displays a combination including "Character B image" or "Character C image," for example, as shown in Figure 76, it is possible to easily predict the setting value.
[0288] In this way, even if information is displayed that does not suggest a setting value or information that does not suggest a high setting, it is possible to suggest a high setting by combining these pieces of information. In other words, even if a setting suggestion icon 104 is displayed that does not motivate the player to continue playing when displayed alone, it is possible to motivate the player to continue playing by displaying a combination of setting suggestion icons 104 in the setting suggestion icon history 105.
[0289] In addition, when a setting value is suggested by a combination of character images displayed in the setting suggestion icon history 105, the content of the setting suggestion may be made clearly recognizable to the player. For example, by making it possible to select each character image displayed in the setting suggestion icon history 105 by operating the cross key button 2d, the content of the setting suggestion corresponding to the selected character image may be displayed as a text image or the like.
[0290] Next, the setting suggestion icon determination process performed by the sub-control unit 20 will be described. Here, there are two methods for determining the setting suggestion icon: "method for determining the setting suggestion icon by lottery every time" shown in Figure 77, and "method for determining the setting suggestion icon by scenario lottery" shown in Figure 78. In this embodiment, the setting suggestion icon determination process is performed using one of the two methods that is predetermined. The following explains each in order.
[0291] (Setting suggestion icons are determined by lottery each time) Referring to Figure 77, a method for determining the setting suggestion icon by lottery each time will be described. First, the sub-control unit 20 determines whether it is time to display a result screen (S1), that is, whether the game is one in which the AT state will end. If it is determined that it is not the time to display the result screen (S1: No), the processing is terminated, and if it is determined that it is the time to display the result screen (S1: Yes), a setting suggestion icon lottery is executed (S2).
[0292] The setting suggestion icon lottery is performed by the sub-control unit 20, which refers to the "setting suggestion icon lottery table" shown in Figure 79 to determine the character image by lottery based on the setting value set by the probability setting means, and stores the result in a memory unit (e.g., RAM). For example, when setting 1 is set, character A image is selected with a probability of 64 / 255, character B image is selected with a probability of 64 / 255, character C image is selected with a probability of 43 / 255, and character D image is selected with a probability of 84 / 255, and character E, character F, and character G images are not selected. When setting 2 is set, one of the character A image, character B image, character C image, and character F image is selected, and character D, character E image, and character G image are set not to be selected. When setting 3 is set, one of the character A image, character B image, character C image, character D image, and character E image is selected, and character F and character G images are set not to be selected. When setting 4 is set, one of the character A image, character B image, character C image, character D image, character E image, and character F image is selected, and the character G image is set not to be selected. When setting 5 is set, one of the character A image, character B image, character C image, character D image, character E image, and character G image is selected, and the character F image is set not to be selected. When setting 6 is set, it is set so that one of the character A image, character B image, character C image, character D image, character E image, character F image, and character G image is selected.
[0293] Next, it is determined whether or not different character images have been determined (stored) three or more times in succession, including the current character image determined in the setting suggestion icon lottery (S3). If it is determined that different character images have been determined three or more times in succession (S3: Yes), it is determined whether the setting suggestion content corresponds to the setting value currently set in the slot machine 1 (S4). In other words, it is determined whether the setting value is other than "Setting 1". The sub-controller 20 receives information about the setting values currently set in the slot machine 1 from the main controller 10 at a predetermined timing, such as when the power is turned on, and stores the information in the RAM. If the result of the judgment is that a setting other than setting 1 has been set (S4: No), the processing is terminated, and if the result is that setting 1 has been set (S4: Yes), the sub-control unit 20 changes the current character image determined in the setting suggestion icon lottery to a new character image (S5).
[0294] The reason why the character image is changed in this way is as follows. As described above, when different character images are determined three or more times in succession, the combination of character images in the setting suggestion icon history 105 indicates "setting 2 or higher confirmed." On the other hand, even when the set value is set to setting 1, different character images may be determined three or more times in succession as a result of the setting suggestion icon lottery. In this case, the setting suggestion content in the setting suggestion icon history 105 differs from the setting value actually set in the slot machine 1, so control is performed to forcibly change the current character image to a character image corresponding to the setting value actually set.
[0295] Specifically, if the previous character image or the character image before last contains a character A image, the current character image is changed to a character A image, and if the previous character image or the character image before last does not contain a character A image, the current character image is changed to a character B image. In this way, the current character image is changed so that different character images do not appear three times in a row. Therefore, when setting 1 is set, it is possible to avoid displaying a combination of character images that would never be displayed in the setting suggestion icon history 105.
[0296] If the previous character image or the character image before the previous one does not include the character A image, the current character image may be changed to either the character B image or the character D image based on a predetermined probability (for example, 50%). Furthermore, the present character image may be forcibly changed to the same character image as the previous character image or the character image before the previous one.
[0297] In this way, when the current character image is determined, if the setting suggestion content obtained by combining it with at least two or more character images that have already been determined does not correspond to the setting value that is actually set in the slot machine 1, the determined current character image can be changed to a new current character image that corresponds to the setting value that is actually set. This makes it possible to prevent a setting value different from the setting value actually set in the slot machine 1 from being definitively announced, and to prevent doubts from arising among the player.
[0298] Next, in S3, if it is determined that different character images have not been determined three or more times in succession (S3: No), it is determined whether the same character image has been determined three or more times in succession, including the current character image (S6). If it is determined that the same character image has not been determined three or more times in a row (S6: No), the process is terminated, and if it is determined that the same character image has been determined three or more times in a row (S6: Yes), it is determined whether the setting suggestion content corresponds to the setting value currently set in the slot machine 1 (S7). Specifically, based on the "setting suggestion pattern table" shown in Figure 76, if the same character image is determined three times in a row, it is determined to be "corresponding" to settings 3 to 6 when they are set, if the same character image is determined four times in a row, it is determined to be "corresponding" to settings 4 to 6 when they are set, if the same character image is determined five times in a row, it is determined to be "corresponding" to settings 5 or 6 when they are set, if the same character image is determined six times in a row, it is determined to be "corresponding" only if setting 6 is set, and it is determined to be "not corresponding" if settings 1 and 2 are set.
[0299] If the result of the judgment is that it corresponds to the set value (S7: Yes), the processing is terminated, and if it is determined that it does not correspond to the set value (S7: No), the sub-control unit 20 changes the current character image determined in the setting suggestion icon lottery to a new character image (S8). Specifically, the current character image is changed to a new character image as follows.
[0300] For example, when setting 1 is selected, if character A image is determined three times in a row, the current character image (character A image) will be changed to character B image, and if an image other than character A image is determined three times in a row, the current character image (other than character A image) will be changed to character A image. When setting 2 is set, if the character A image is determined three times in a row, the current character image (character A image) will be changed to the character C image, and if an image other than the character A image is determined three times in a row, the current character image (other than the character A image) will be changed to the character A image.
[0301] When setting 3 is set, if character A image is determined four times in a row, the current character image (character A image) will be changed to character B image, and if an image other than character A image is determined four times in a row, the current character image (other than character A image) will be changed to character A image. When setting 4 is set, if the character A image is determined five times in a row, the current character image (character A image) will be changed to the character C image, and if an image other than the character A image is determined five times in a row, the current character image (other than the character A image) will be changed to the character A image. When setting 5 is selected, if the character A image is selected six times in a row, the current character image (character A image) will be changed to the character B image, and if an image other than the character A image is selected six times in a row, the current character image (other than the character A image) will be changed to the character A image.
[0302] In this way, under the control of the sub-control unit 20, a setting suggestion icon lottery is executed each time the result screen is displayed (each time the AT state ends), and one setting suggestion icon (character image) to be displayed in the current game is determined. Then, the character images determined in the setting suggestion icon lottery are accumulated and stored in the RAM, and the character images stored in the RAM are displayed in the setting suggestion icon 104 and the setting suggestion icon history 105. Furthermore, if the setting suggestion content based on the combination of character images as a result of determining the current character image by lottery does not correspond to the setting value currently set in the slot machine 1, the determined current character image is changed to a new character image.
[0303] (Setting suggestion icon determined by scenario lottery) The aforementioned "method of determining the setting suggestion icon by lottery each time" determines the setting suggestion icon (current character image) to be displayed each time the result screen is displayed (each time the AT state ends), whereas in this process, a scenario is determined at a predetermined timing, and multiple setting suggestion icons (character images) are determined all at once based on the determined scenario. A scenario is information (pattern information) that sets a predetermined number of setting suggestion icons (character images) (for example, six times), and these setting suggestion icons (character images) for the predetermined number of times are displayed in sequence at the end of a predetermined number of consecutive AT states, completing the execution of one scenario (one set).
[0304] The slot machine 1 according to this embodiment is capable of suggesting to the player the setting values set by the probability setting means by displaying setting suggestion icons based on each scenario. Specifically, as shown in the "Scenario Table" in Figure 80, scenario A is set to indicate an "odd setting suggestion," and is set to be displayed in the order of, for example, "Character A image," "Character B image," "Character A image," "Character B image," "Character A image," and "Character B image." Scenario B is set to indicate an "even number setting suggestion," and is set to display, for example, the following in order: "Character A image," "Character C image," "Character A image," "Character C image," "Character A image," and "Character C image." Scenario C is set to indicate "Setting 2 or higher confirmed," and is set to display, for example, "Character A image," "Character B image," "Character C image," "Character A image," "Character B image," and "Character C image" in that order. In other words, it is set to display different character images three times in a row.
[0305] Scenario D is set to indicate "setting 3 or higher confirmed," and is set to display the same character image three times in a row. Scenario E is set to indicate "setting 4 or higher confirmed," and is set to display the same character image four times in a row. Scenario F is set to indicate "setting 5 or higher confirmed," and is set to display the same character image five times in a row. Scenario G is set to indicate "Setting 6 Confirmed" and is set to display the same character image six times in a row.
[0306] Next, with reference to Figure 78, a method for determining a setting suggestion icon by scenario lottery will be described. First, the sub-controller 20 determines whether it is time to display the result screen (S11). If it is determined that it is not the time to display the result screen (S11: No), the process ends, and if it is determined that it is the time to display the result screen (S11: Yes), it is determined whether it is the time to decide on a scenario (S12). That is, it is determined whether the number of times to display the result screen (the number of times the AT state ends), with one set being a predetermined number (for example, six times), has been reached.
[0307] If it is determined that it is not time to decide a scenario (S12: No), the process ends, and if it is determined that it is time to decide a scenario (S12: Yes), a scenario lottery is executed (S13). Specifically, the sub-control unit 20 refers to the "scenario lottery table" shown in Figure 81 to determine one of multiple types of scenarios based on the setting value set by the probability setting means. For example, when setting 1 is set, one of scenarios A and B is set to be selected. When setting 2 is set, one of scenarios A to C is set to be selected. When setting 3 is set, one of scenarios A to D is set to be selected. When setting 4 is set, one of scenarios A to E is set to be selected. When setting 5 is set, one of scenarios A to F is set to be selected. When setting 6 is set, one of scenarios A to G is set to be selected.
[0308] Next, it is determined whether any of scenarios D to G has been selected in the scenario lottery (S14). If it is determined that Scenario D to Scenario G have not been determined (S14: No), the processing is terminated, and if it is determined that any of Scenario D to Scenario G have been determined (S14: Yes), a same icon lottery is performed (S15). The same icon lottery determines the character images (same character images) that are displayed consecutively in some or all of scenarios D to G, and stores the results in a storage unit (for example, RAM).
[0309] Specifically, the sub-control unit 20 refers to the "identical icon lottery table" shown in FIG. 82 to determine the character image based on the setting value set by the probability setting means. For example, when setting 3 is selected, character A image is selected with a probability of 64 / 255, character B image is selected with a probability of 64 / 255, character D image is selected with a probability of 64 / 255, and character E image is selected with a probability of 63 / 255, and other character images are not selected. When setting 4 is set, character A image is selected with a probability of 64 / 255, character C image is selected with a probability of 64 / 255, character D image is selected with a probability of 64 / 255, character E image is selected with a probability of 32 / 255, and character F image is selected with a probability of 31 / 255, and other character images are not selected. As a result of this lottery, in scenario D, the same character image determined by the same icon lottery will be displayed three times in a row (3rd to 5th times), in scenario E, the same character image will be displayed four times in a row (2nd to 5th times), in scenario F, the same character image will be displayed five times in a row (2nd to 6th times), and in scenario G, the same character image will be displayed six times in a row (1st to 6th times).
[0310] Next, a unique icon lottery is carried out (S16). The unique icon lottery determines a character image (unique character image) to be displayed during a game period in which a unique character image is not displayed, and stores the result in a storage unit (for example, RAM).
[0311] Specifically, the sub-control unit 20 determines the character image based on the setting value set by the probability setting means by referring to the "unique icon lottery table" shown in FIG. For example, when setting 2 is selected, character A image is selected with a probability of 64 / 255, character C image is selected with a probability of 64 / 255, and character F image is selected with a probability of 127 / 255, and other character images are not selected. When setting 3 is set, character A image is selected with a probability of 64 / 255, character B image is selected with a probability of 64 / 255, character D image is selected with a probability of 64 / 255, and character E image is selected with a probability of 63 / 255, and other character images are not selected. As a result of this lottery, in scenario D, the different character images determined by the different icon lottery will be displayed the first, second, and sixth times, in scenario E, the different character images will be displayed the first and sixth times, and in scenario F, the different character image will only be displayed the first time. Although the same character image and the different character image are determined by separate lotteries, this is not limiting, and the same character image and the different character image may be determined together by referring to a lottery table in which both are specified as items to be selected by lottery.
[0312] Next, it is determined whether the same character image determined in the same icon lottery and the different character image determined in the different icon lottery are the same character image (S17). If it is determined that the character images do not match (S17: No), the process ends, and if it is determined that the character images match (S17: Yes), the process proceeds to S16 and the non-identical icon lottery is executed again. In this way, during a game period in which the AT state continues for a predetermined number of times, a scenario for collectively setting the character images to be displayed in each AT state is determined in advance. Then, according to the determined scenario, each character image is displayed in the setting suggestion icon 104 and the setting suggestion icon history 105 during each AT state.
[0313] As explained above, the slot machine 1 of this embodiment is capable of executing a first notification that notifies one piece of setting value information alone, and a second notification that notifies a combination of at least two or more pieces of setting value information. In the second notification, by notifying a combination of multiple pieces of setting value information, including setting value information whose setting value is difficult to predict in the first notification, it is possible to make it easier to predict the setting value. Therefore, when setting value information that does not suggest a setting or setting value information that does not suggest a high setting is displayed alone, it does not motivate the player to continue playing. However, when a combination of multiple setting value information including setting value information whose setting value is difficult to predict is displayed, it suggests a high setting and can motivate the player to continue playing. This allows the player to continue playing even if the setting value information is difficult to predict when displayed alone, as it can be expected to suggest a high setting. In contrast to this, conventional gaming machines (such as the gaming machine disclosed in Japanese Patent Application Laid-Open No. 2009-106589) execute a setting suggestion effect that suggests a setting value to the player at a predetermined timing. However, with this gaming machine, when a setting suggestion effect suggesting a high setting is executed, the player is likely to continue playing, but when an effect that does not suggest a high setting is executed, the player is likely to end playing, making it difficult to continue playing.
[0314] In addition, in the slot machine 1 according to this embodiment, the second notification indicates the display history of the setting value information notified in the first notification, and can be notified during non-playing after the first notification has been executed. This allows the setting value information notified in the first notification to be checked afterwards, so even if the player forgets or overlooks the displayed setting value information, the player does not need to remember the type of setting value information that has been displayed or the number of times it has occurred, and can find out later.
[0315] In addition, regarding "(2) The ability to suggest settings by notification using setting suggestion icons alone or in combination," the following modified examples may be used. In the above description, a case where a character image is displayed to notify the setting value information has been exemplified, but this is not limiting, and the setting value may be suggested by displaying, for example, a character image, a number image, a symbol image, etc. Furthermore, instead of or in addition to a display on the display device 8, the suggestion or notification may be made by a voice (speech) using the speaker 9 or by light emission using the lamp 11, or these may be combined. Furthermore, in the above description, it is assumed that the setting value information is al...
Claims
[Claim 1] A gaming machine comprising: a setting means capable of setting one of a plurality of setting values including a first setting value and a second setting value; and a notification means capable of notifying setting value information, which is information relating to the setting value set by the setting means at a specific timing; and wherein a game can be played more advantageously when the second setting value is set than when the first setting value is set; The notification means When the first setting value is set by the setting means, specific setting value information can be notified as the setting value information at the specific timings a first number of times, which is a plurality of times, When the second setting value is set by the setting means, the specific setting value information can be notified at the specific timings a second number of times, which is greater than the first number of times, When the first setting value is set by the setting means, the specific setting value information is not notified at the specific timings for the second consecutive number of times, a determining means for determining setting value information to be notified at the specific timing; a change means for changing the setting value information determined by the determination means to different setting value information; Equipped with The change means is when the setting means sets the first setting value and the notification means notifies the specific setting value information at the first consecutive specific timings, if the determination means determines the specific setting value information, the setting value information can be changed to special setting value information, The notification means If the setting value information has not been changed by the changing means, the setting value information determined by the determining means can be notified; When the setting value information has been changed by the change means, the setting value information changed by the change means can be notified. A gaming machine characterized by:
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