Slot machines

The slot machine design addresses inconsistent ball output by using a lottery system with varying winning probabilities and penalties to ensure consistent payouts and player engagement, regardless of the stop operation sequence.

JP7800903B2Active Publication Date: 2026-01-16KONAMI AMUSEMENT CO LTD
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Patent Information

Application Number
JP2022146071
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-09-14
Publication Date
2026-01-16
Estimated Expiration
2041-12-23

AI Technical Summary

Technical Problem

In penalty-specification AT machines, the ball output performance is inconsistent when players do not follow the specific stop operation sequence during the AT state, leading to distrust and reduced payouts, as the probability of winning a correct minor role is higher when deviating from the specified sequence.

Method used

A slot machine design that includes a lottery system with varying winning probabilities for different stop operation sequences, ensuring equal expected payouts regardless of the sequence followed, combined with a penalty mechanism for non-compliance and an operation determination system to activate instruction means based on predetermined probabilities.

Benefits of technology

Ensures consistent ball output performance as intended by the design, maintaining player engagement and expected payouts, regardless of the stop operation sequence chosen during the AT state.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To exclude attack elements in an AT machine that has a penalty function for forcing a player to perform reel stop operation in specific operation order at normal time and varies the number of net increased tokens during AT by varying an operation probability of a designation function in pressing order small winning combination winning game during AT.SOLUTION: An operation probability of a designation function is set for each pressing order small winning combination by considering a winning probability for each pressing order small winning combination such that a dividend expectation value does not deviate even if reel stop operation is performed in any one of operation orders in a game in which a pressing order small winning combination is won and a designation function is not operated during AT.SELECTED DRAWING: Figure 15
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Description

[Technical Field]

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

[0002] Currently, AT machines, which are the mainstream slot machines, are basically always in a bonus internal state in the hall, where a bonus role has been won but no prize has yet been awarded. For this reason, the specifications of the internal lottery process that draws the role that allows a prize are always constant. The fluctuations in the amount of balls released are created by whether or not to activate the instruction function that instructs the stopping operation sequence (hereinafter referred to as the correct operation sequence) required to win the correct minor role with a large payout in a game that has won the so-called push order minor role as a result of the internal lottery process, and the period during which balls are released by activating the instruction function is called the AT (Assist Time) state.

[0003] The gambling nature of an AT machine is determined by the balance between the ball output performance in AT mode and the suction performance in normal mode, and in order to improve the ball output performance, it is also necessary to improve the suction performance. In AT machines, a known method for improving suction performance under normal conditions is a penalty specification that forces players to play in a specific stop operation sequence (for example, pressing left → center → right in that order), imposing a penalty if the player plays in a sequence other than the specific stop operation sequence (see, for example, Patent Document 1). In the internal lottery process of an AT machine with penalty specifications, the probability of winning a push order minor role in which the correct operation sequence is set to a sequence other than a specific stop operation sequence (hereinafter referred to as push order minor role A) is set to be higher than the probability of winning a push order minor role in which the correct operation sequence is set to the specific stop operation sequence (hereinafter referred to as push order minor role B). In the normal state, the player will play using the specific stop operation sequence to avoid being penalized, but if the player plays using the specific stop operation sequence in a game in which they win push order minor role B, which has a relatively high probability of winning, they will not win a correct minor role with a large payout, and as a result, the number of balls paid out in the normal state can be kept low.

[0004] Furthermore, slot machines are also known that gradually change the ball-out performance during the AT state by gradually changing the frequency of instructions for the correct operation order in the push-order small-prize winning game during the AT state (see, for example, Patent Document 2). [Prior art documents] [Patent documents]

[0005] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-000263 [Patent Document 2] Patent Publication No. 2021-079039 Summary of the Invention [Problem to be solved by the invention]

[0006] Incidentally, in the above-mentioned penalty-specification AT machine, if a configuration is adopted in which the correct operation sequence is simply indicated with a predetermined probability based on the current operation frequency setting in the push order minor win game during the AT state in order to gradually change the ball-out performance during the AT state, there is a problem that in games in which there is no instruction on the stop operation sequence during the AT state (hereinafter referred to as a game without instructions), playing with a push order other than the specific one will result in higher ball-out performance than playing with the specific push order.As mentioned above, this is because in penalty-specification AT machines, the probability of winning push order minor win A is higher than the probability of winning push order minor win B. For example, in a game in which a push order minor feature is won during the AT state and it is determined that the correct operating sequence is not to be instructed, it is possible to suppress the ball output performance by adopting a configuration that instructs an operating sequence other than the specific operating sequence or the correct operating sequence; however, with this configuration, even if the instructions are followed, the correct minor feature will not be won, which would result in the player feeling distrustful, and therefore cannot be adopted.

[0007] Therefore, the object of the present invention is to provide a slot machine that can achieve the ball output performance as expected at the time of design, regardless of the order in which the player performs the stop operation in the above-mentioned no-instruction game, in an AT machine with a penalty specification that gradually changes the ball output performance during the AT state. [Means for solving the problem]

[0008] The present invention will be described below. In order to facilitate understanding of the invention, reference numerals in the accompanying drawings are given in parentheses, but the present invention is not limited to the form of the drawings.

[0009] The slot machine (1) of the present invention comprises: a lottery means for drawing a winning combination that allows a win from a plurality of combinations in response to a game start operation; a reel start means for starting the rotation of a plurality of reels (R1, R2, R3) each having a plurality of types of symbols arranged on its outer periphery in response to the game start operation; After the rotation of the plurality of reels (R1, R2, R3) starts, the reel control means controls the reel (R1, R2, R3) corresponding to the stop operation to stop within a predetermined maximum retraction range based on the result of the lottery by the lottery means and the stop operation on the plurality of reels (R1, R2, R3).

[0010] Furthermore, in the result of the lottery by the lottery means of the slot machine (1) of the present invention, a plurality of types of minor roles with different payouts are determined as the winning roles, and the plurality of combinations determined as the winning roles include a plurality of types of instruction target winning modes (push order bells G2 to G7) that are different from each other, The reel control means allows the winning of a small role with the maximum payout among the winning roles only when the stop operation sequence for the plurality of reels (R1, R2, R3) matches the correct operation sequence determined according to the type of the winning instruction target winning mode (push order bell G2 to G7) in a game (hereinafter referred to as the instruction target game) in which the result of the lottery by the lottery means is one of the plurality of types of the instruction target winning mode (push order bell G2 to G7), In the lottery by the lottery means, among the plurality of types of instruction target winning modes (push order bell G2 to G7), the winning probability of the first instruction target winning mode (push order bell G2 to G3) in which the correct operation order is set to a specific operation order (left 1st) is set lower than the winning probability of the second instruction target winning mode (push order bell G4 to G7) in which the correct operation order is set to an operation order other than the specific operation order, an instruction means for instructing the correct operation sequence in the instruction target game; a penalty means for executing a control that is disadvantageous to a player when the stop operation sequence for the plurality of reels is not the specific operation sequence (first left) in the instruction target game during the first state (non-advantageous state and first advantageous state) and in a game in which the instruction means is not operated, compared to when the stop operation sequence is the specific operation sequence (first left); an operation determination means for determining whether or not to operate the instruction means in the instruction target game in a second state (AT state) that is more advantageous than the first state (non-advantageous state and first advantageous state), In the instruction target game in the second state (AT state), the operation determination means determining whether to activate the instruction means in accordance with a predetermined activation probability of the instruction means for each of the plurality of types of instruction target winning modes; A slot machine characterized in that the probability of operation of the instruction means for each of the plurality of instruction target winning modes is determined so that the expected payout value in a game in which it is decided not to operate the instruction means is equal for all stop operation sequences. [Effects of the Invention]

[0011] According to the present invention, in an AT machine with a penalty specification that gradually changes the ball output performance during the AT state, a slot machine can be provided that can achieve the ball output performance as expected at the time of design, regardless of the order in which the player performs the stop operation in the above-mentioned no-instruction game. [Brief explanation of the drawings]

[0012] [Figure 1]1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. [Figure 2] FIG. 2 is an enlarged view of the dual-purpose display of the slot machine 1. [Figure 3] 1 is a block diagram showing the electrical configuration of the slot machine 1. FIG. [Figure 4] 1 is a diagram showing the arrangement of symbols on the left reel, center reel, and right reel of a slot machine 1. FIG. [Figure 5] 1 is a diagram for explaining symbol stop positions and pay lines of the slot machine 1. FIG. [Figure 6] 1 is a RT state transition diagram of the slot machine 1. [Figure 7] 10 is a table explaining multiple types of winning combinations that are the subject of lottery in the internal lottery process of the slot machine 1. [Figure 8] 10 is a table explaining a plurality of types of lottery categories to be selected in the internal lottery process of the slot machine 1. [Figure 9] 10 is a table showing the contents of the internal lottery process of the slot machine 1 when not in the bonus state and when in the bonus state. [Figure 10] 10 is a table showing the contents of the internal lottery process during the bonus game of the slot machine 1. [Figure 11] 1 is a game state transition diagram relating to the instruction function of the slot machine 1. FIG. [Figure 12] 10 is a flowchart showing the flow of processing in a non-advantageous state of the slot machine 1. [Figure 13] 10 is a flowchart showing the processing flow during the first advantageous state of the slot machine 1. [Figure 14] 10 is a flowchart showing the flow of processing during the AT state (second advantageous state) of the slot machine 1. [Figure 15] 10 is a table for explaining the contents of the instruction execution lottery process of the slot machine 1. DETAILED DESCRIPTION OF THE INVENTION

[0013] <1. Appearance of the gaming machine> FIG. 1 is a perspective view of a slot machine 1 according to an embodiment of the present invention. The slot machine 1 includes a box-shaped main body 2 with an open front, and a front door 3 that is provided on the front of the main body 2 so as to be able to open and close. Inside the main body 2, the left reel R1, center reel R2, and right reel R3 are arranged side by side slightly above the vertical center. The left reel R1, center reel R2, and right reel R3 each have a reel band wound around the periphery of a drum-shaped reel frame, and are rotatable around an axis extending left and right at the center of the reel frame. Each reel band has 21 symbols arranged circumferentially.

[0014] The front door 3 is provided with a display unit 5, an operation unit 6 and a performance display unit 7. The display unit 5 is located opposite the left reel R1, center reel R2, and right reel R3. A reel window 8 is provided in the center of the display unit 5 to allow a portion of the periphery of the left reel R1, center reel R2, and right reel R3 to be seen. While the left reel R1, center reel R2, and right reel R3 are spinning, the symbols of the left reel R1, center reel R2, and right reel R3 appear one after another in the reel window 8 (variable symbol display). When the left reel R1, center reel R2, and right reel R3 stop, three symbols each for the left reel R1, center reel R2, and right reel R3 are displayed in the reel window 8, for a total of nine symbols (stationary symbol display).

[0015] A dual-purpose display 23a and a payout number display 23b are arranged side by side below the reel window 8. The dual-purpose display 23a and the payout number display 23b are, for example, seven-segment displays capable of displaying two-digit numbers.

[0016] FIG. 2 is an enlarged view of the dual-purpose display 23a of the slot machine 1. As shown in FIG. The dual-purpose display 23a is composed of a two-digit seven-segment display with dots, and the two-digit seven-segment portion of the dual-purpose display 23a is used as both the credit number display CR and the instruction monitor NM. In addition, the dot portion of the dual-purpose display 23a is used as the advantageous zone lamp YL.

[0017] The instruction monitor NM displays identification information according to the type of command when a command instructing the operation order (hereinafter referred to as the stop operation order) of the left stop button 15L, middle stop button 15C, and right stop button 15R is sent from the main control device 100a (described later) to the performance sub-control device 100b. The advantageous zone lamp YL remains off until the first identification information is displayed on the instruction monitor NM, and remains on after the first identification information is displayed until the advantageous state described below ends.

[0018] Returning to FIG. 1, the operation unit 6 is disposed below the display unit 5. The operation unit 6 is provided with a medal insertion slot 10, a MAX BET button 11, a 1-coin BET button 12, a 2-coin BET button 13, a start lever 14, a left stop button 15L, a center stop button 15C, a right stop button 15R, and a settlement button 16.

[0019] When medals are inserted into the medal insertion slot 10, if the number of bets is less than the maximum number of bets per game, the inserted medals are bet. If the number of bets is the maximum number of bets and medals are inserted into the medal insertion slot 10, the inserted medals are credited to the slot machine 1, up to a maximum of 50 medals. The current number of credits is displayed on the credit number indicator CR.

[0020] The MAX BET button 11 is a button that is operated to set the number of bets to the maximum number of bets by deducting medals from the credits.

[0021] The 1 coin bet button 12 is a button that is operated to subtract one medal from the credit and add one to the number of bets.

[0022] The two-coin bet button 13 is a button that is operated to subtract two medals from the credit and add two to the number of bets.

[0023] The number of medals required to play one game is called the "prescribed number." After the prescribed number of medals have been bet, operating the start lever 14 starts one game (one game), and the left reel R1, center reel R2, and right reel R3 begin to spin. The left stop button 15L, center stop button 15C, and right stop button 15R are provided corresponding to the left reel R1, center reel R2, and right reel R3, respectively. After the left reel R1, center reel R2, and right reel R3 begin to spin, pressing the left stop button 15L, center stop button 15C, or right stop button 15R stops the left reel R1, center reel R2, and right reel R3, respectively.

[0024] In the following description, operating the stop buttons in the order of left stop button 15L → middle stop button 15C → right stop button 15R will be referred to as "left → middle → right." Operating the stop buttons in the order of left stop button 15L → right stop button 15R → middle stop button 15C is called "left → right → middle." Operating the stop buttons in the order of center stop button 15C → right stop button 15R → left stop button 15L is called "center → right → left." Operating the stop buttons in the order of center stop button 15C → left stop button 15L → right stop button 15R is called "center → left → right." Operating the stop buttons in the order of right stop button 15R → left stop button 15L → middle stop button 15C is called "right → left → middle." Operating the stop buttons in the order of right stop button 15R → middle stop button 15C → left stop button 15L is called "right → middle → left."

[0025] When all reels R1, R2, and R3 have stopped, if a predetermined combination of symbols lines up on the activated winning line in the reel window 8, the winning combination corresponding to that combination of symbols will be awarded. Depending on the winning combination, medals may be paid out as a payout. The number of medals paid out for this winning combination is displayed on the payout number display 23b. Furthermore, medals paid out for winning combinations are credited to the slot machine 1 up to a maximum of 50 medals, and any medals exceeding 50 are discharged into the medal tray 41 from the medal discharge port 40 located at the bottom of the front door 3. This completes one game.

[0026] When the settlement button 16 is pressed, the medals credited to the slot machine 1 are discharged from the medal discharge port 40 to the medal tray 41.

[0027] The effect display unit 7 is disposed above the display unit 5. The effect display unit 7 is provided with a liquid crystal display 30 for displaying effect images and the like that accompany the progress of the game. The effect display unit 7 also has a pair of speakers 31, 31 that output sound effects and the like to enhance the atmosphere during the game, and a decorative lamp 33, disposed on the left and right sides of the liquid crystal display 30.

[0028] In addition, a display panel 42 is attached to the front door 3 between the operation unit 6 and the medal tray 41 to display the model name of the slot machine 1 and the like.

[0029] <2. Electrical configuration of gaming machine> <2-1. Electrical configuration of gaming machine (main control device)> FIG. 3 is a block diagram showing the electrical configuration of the slot machine 1.

[0030] The slot machine 1 is equipped with a main control device 100a that performs central control of the game, a performance sub-control device 100b that controls the performances associated with the game, and an illumination control board 100c that controls illumination using light and sound.

[0031] The main control device 100a includes a CPU 101, a ROM 102, a RAM 103, an input / output port 104, a random number generating circuit 105, and a signal sending circuit 106.

[0032] The CPU 101 is electrically connected to the ROM 102, the RAM 103, the input / output port 104, the random number generating circuit 105, and the signal sending circuit .

[0033] The ROM 102 stores various programs executed by the CPU 101. The ROM 102 also stores a lottery table 107 and a stop control table 108.

[0034] The RAM 103 is used as a work area when the CPU 101 executes a program.

[0035] The input / output port 104 is connected to, as control targets, stepping motors 51L, 51C, and 51R for rotating the dual-purpose display 23a, the payout number display 23b, the left reel R1, the center reel R2, and the right reel R3, respectively, a medal block solenoid 52 for switching the destination of medals inserted from the medal insertion port 10 between a medal storage section (not shown) in the main body 2 and the medal tray 41, and a medal payout drive motor 53 for discharging medals from the medal storage section to the medal tray 41 through the medal ejection port 40.

[0036] The stepping motors 51L, 51C, 51R, the medal block solenoid 52, and the medal payout drive motor 53 are provided inside the main body 2 (see FIG. 1).

[0037] In addition, the input / output port 104 is connected to a MAX bet button 11, a 1-coin bet button 12, a 2-coin bet button 13, a start lever 14, a left stop button 15L, a middle stop button 15C, a right stop button 15R, a settlement button 16, reel position detection sensors 5R1, 5R2, 5R3, a medal insertion sensor 55, and a medal payout sensor 56.

[0038] When the MAX BET button 11, 1 BET button 12, 2 BET button 13, start lever 14, left stop button 15L, middle stop button 15C, right stop button 15R, and settlement button 16 are pressed, an operation signal is output from the switch (not shown) built into each button, and the operation signal is input to the CPU 101 via the input / output port 104.

[0039] Each time the left reel R1, center reel R2, and right reel R3 make one rotation, a detection signal is output from the reel position detection sensors 5R1, 5R2, and 5R3, respectively, and the detection signal is input to the CPU 101 via the input / output port 104.

[0040] When the start lever 14 is operated, the CPU 101 outputs a drive pulse signal to the stepping motors 51L, 51C, and 51R, causing the left reel R1, center reel R2, and right reel R3 to start rotating. The CPU 101 constantly monitors the rotation positions of the left reel R1, center reel R2, and right reel R3 based on the number of steps of the stepping motors 51L, 51C, and 51R and the detection signals of the reel position detection sensors 5R1, 5R2, and 5R3.

[0041] When the left stop button 15L, the center stop button 15C, and the right stop button 15R are pressed, the CPU 101 refers to the stop control table 108 and stops the output of drive pulse signals to the stepping motors 51L, 51C, and 51R based on the rotation positions of the left reel R1, the center reel R2, and the right reel R3, thereby controlling the stopping of the left reel R1, the center reel R2, and the right reel R3 (reel stop control).

[0042] In the reel stop control, after the left stop button 15L, the center stop button 15C, and the right stop button 15R are pressed, the left reel R1, the center reel R2, and the right reel R3 are stopped from rotating within a range of a predetermined maximum number of retracted frames (for example, 4 frames), respectively.

[0043] Every time a medal is inserted through the medal insertion slot 10, a detection signal is output from the medal insertion sensor 55, and this detection signal is input to the CPU 101 via the input / output port 104.

[0044] Each time a medal is discharged onto the medal tray 41 by the medal payout drive motor 53, a detection signal is output from the medal payout sensor 56, and this detection signal is input to the CPU 101 via the input / output port 104.

[0045] The number of credits is stored in RAM 103. CPU 101 controls credit number display CR to display the number of credits stored in RAM 103 on credit number display CR. CPU 101 controls medal block solenoid 52 to cause medals inserted from medal insertion slot 10 to be ejected to the medal storage section until the number of credits reaches 50, and then to eject the medals to medal tray 41 when the number of credits reaches 50. Furthermore, after the number of credits reaches 50, if a winning combination that results in a payout (the payment of medals) is achieved, CPU 101 controls medal payout drive motor 53 to eject the medals to medal tray 41.

[0046] The random number generation circuit 105 includes an increment counter that counts up in response to clock pulses output from an oscillator (not shown), and generates 16-bit random numbers. The generated random numbers range from 0 to 65535.

[0047] When the start lever 14 is operated, the CPU 101 obtains a random number from the random number generation circuit 105 and executes an internal lottery in which multiple winning combinations are included in the lottery targets. In the internal lottery, one lottery table is read out from the lottery table 107 in the ROM 102, and a winning combination or a losing combination in the internal lottery is determined based on the lottery table and the 16-bit random number obtained from the random number generation circuit 105.

[0048] If no winning combination is achieved by the internal lottery, the nine symbols (three symbols on each of the left reel R1, center reel R2, and right reel R3) stopped and displayed in the reel window 8 by the reel stop control will not form a winning pattern, and no winning combination will be achieved. When a minor winning combination is achieved, the CPU 101 controls the payout number indicator 23b to display the number of medals to be paid out as the payout.

[0049] Furthermore, the CPU 101 sends signals necessary for control as commands to the performance sub-control device 100b and the illumination control board 100c via the signal sending circuit 106.

[0050] In addition, in the slot machine 1, by selecting a setting value from six setting values ​​from 1 to 6, it is possible to set the payout rate of the slot machine 1. The higher the setting value, the higher the payout rate. Although not shown in the figure, a setting change switch and a setting change button that are provided inside the main body 2 and are operated when selecting (changing) a setting value are connected to the input / output port 104. The setting change switch is a key switch that is turned on by inserting a setting key and turning it clockwise, and the setting change button is a push button.

[0051] To select (change) a setting value, first, with the front door 3 open, insert a setting key into the setting change switch and rotate it clockwise to change the operation mode of the slot machine 1 to the setting change mode. When the setting change mode is entered, the current setting value is displayed on the dual-purpose display 23a. In addition, each time the setting change button is pressed in the setting change mode, the setting value displayed on the dual-purpose display 23a is incremented by one if it is between 1 and 5, and returns to 1 if it is 6. In this way, a desired setting value can be selected by operating the setting change button while checking the setting value displayed on the dual-purpose display 23a. With the desired setting value displayed on the dual-purpose display 23a, the selection (change) of the setting value is completed by operating the start lever 14. Then, the setting key inserted in the setting change switch is rotated counterclockwise to return the operation mode to the normal (game) mode, and the setting selection (change) process is completed by removing the setting key from the setting change switch.

[0052] <2-2. Electrical configuration of gaming machine (effect sub-controller, etc.)> The performance sub-control device 100b includes a CPU 200, a ROM 201, a RAM 202, a signal input circuit 203, a drive circuit 204, and a random number generation circuit 205.

[0053] The CPU 200 is electrically connected to a ROM 201 , a RAM 202 , a signal input circuit 203 , a drive circuit 204 , and a random number generation circuit 205 .

[0054] The ROM 201 stores various programs executed by the CPU 200 .

[0055] The RAM 202 is used as a work area when the CPU 200 executes a program.

[0056] A signal is input to the signal input circuit 203 from the signal transmission circuit 106 of the main control device 100a.

[0057] The random number generation circuit 205 includes an increment counter that counts up in response to clock pulses output from an oscillator (not shown), and generates 16-bit random numbers. The generated random numbers range from 0 to 65535.

[0058] The CPU 200 executes a program stored in the ROM 201, performs a performance lottery based on the signal input from the signal input circuit 203 and the random number obtained from the random number generation circuit 205, and controls the display of the LCD display 30 via the drive circuit 204 based on the result of the lottery.

[0059] The illumination control board 100c controls the lighting of various LEDs mounted on the slot machine 1, including the decorative lamps 32, based on commands sent from the main control device 100a. It also controls the output of sound effects from the speaker 31.

[0060] <3. Reel arrangement and stop position explanation> FIG. 4 is a diagram showing the arrangement of symbols drawn on the periphery (reel band) of each of the left reel R1, center reel R2, and right reel R3.

[0061] Around the left reel R1, 21 symbols are arranged so that they appear in this order in the reel window 8 when the left reel R1 spins: "Moon," "Watermelon," "Replay," "Bell," "White 7," "Cherry," "White 7," "Replay," "Bell," "Blank," "Red 7," "Blue 7," "Bell," "Replay," "Cherry," "Black Bar," "Replay," "Bell," "Watermelon," "Replay," and "Bell."

[0062] On the periphery of the middle reel R2, 21 symbols are arranged so that they appear in this order in the reel window 8 when the middle reel R2 rotates: "Bell," "Replay," "Black Bar," "Watermelon," "Bell," "Replay," "Moon," "Cherry," "Bell," "Replay," "Red 7," "Blue 7," "Watermelon," "Bell," "Replay," "Blank," "Cherry," "Bell," "Replay," "White 7," and "Watermelon."

[0063] On the periphery of the right reel R3, 21 symbols are arranged so that they appear in this order in the reel window 8 when the right reel R3 spins: "Bell," "Black Bar," "Replay," "Watermelon," "Bell," "Cherry," "Replay," "Watermelon," "Bell," "Blue 7," "Red 7," "Replay," "Watermelon," "Bell," "Blank," "Replay," "Watermelon," "Bell," "White 7," "Replay," and "Watermelon."

[0064] FIG. 5 is a diagram for explaining the symbol stop positions PL1, PL2, PL3, PC1, PC2, PC3, PR1, PR2, and PR3 and the activated lines.

[0065] When the left reel R1 stops, one symbol stops at each of the symbol stop positions PL1, PL2, and PL3 arranged vertically within the reel window 8.

[0066] When the center reel R2 stops, one symbol stops at each of the symbol stop positions PC1, PC2, and PC3 arranged vertically within the reel window 8.

[0067] When the right reel R3 stops, one symbol stops at each of the symbol stop positions PR1, PR2, and PR3 arranged vertically within the reel window 8.

[0068] The slot machine 1 is a so-called one-line machine in which a line connecting the symbol stop positions PL2, PC2, and PR2 is defined as a pay line NL. Hereinafter, the line connecting the three symbol stop positions PL1, PC1, PR1 aligned in a horizontal row in the upper row within the reel window 8 will be referred to as the upper line L1, the line connecting the three symbol stop positions PL2, PC2, PR2 aligned in a horizontal row in the middle row will be referred to as the middle line L2, the line connecting the three symbol stop positions PL3, PC3, PR3 aligned in a horizontal row in the lower row will be referred to as the lower line L3, the line connecting the three symbol stop positions PL1, PC2, PR3 aligned in a diagonal line sloping downward to the right will be referred to as the downward-right line L4, and the line connecting the three symbol stop positions PL3, PC2, PR1 aligned in a diagonal line sloping upward to the right will be referred to as the upward-right line L5.

[0069] When a combination of symbols corresponding to a winning combination in the internal lottery lines up on the active line NL, the winning combination is awarded. The combinations that are the subject of the internal lottery include bonus combinations, small combinations, and replay combinations. If a bonus combination is won, the winning state is maintained until a win is won, which is a so-called carryover combination. In contrast, small combinations and replay combinations are combinations where the winning state disappears when all three reels R1 to R3 come to a stop and one game ends. A small combination is a combination where medals are paid out upon winning, and a replay combination is a combination where, upon winning, the next game can be played without the need to bet medals.

[0070] <4. Details of internal lottery process> FIG. 6 is a diagram showing the transition of game states (hereinafter referred to as RT states) in the slot machine 1, in which the lottery specifications in the internal lottery are different. As shown in Figure 6, the slot machine 1 is equipped with three types of RT states: non-internal bonus RT0, internal bonus RT1, and bonus game RT2. If a bonus role is won as a result of the internal lottery in non-internal bonus RT0, the state shifts to internal bonus RT1 until the bonus role is won. If a bonus role is won in internal bonus RT1, the bonus game RT2 begins, and after the bonus game RT2 ends, the state shifts to non-internal bonus RT0. In the slot machine 1, the prescribed number of coins in the non-bonus RT0 and the bonus RT1 is set to three, and the prescribed number of coins in the bonus game RT2 is set to two.

[0071] Figure 7 shows the names of the condition devices (hereinafter also referred to as roles) installed in the slot machine 1, and the winning pattern combinations associated with each role, as well as whether or not each role is eligible for a lottery for each specified number of roles, and the payout for winning. As shown in Figure 7, the slot machine 1 has 25 different roles, including the RB role as the bonus role, 20 different minor roles including Bell 1 to Bell 4, Incorrect Bell 1 to Incorrect Bell 10, Cherry 1 to Cherry 5, and Watermelon, and 4 different replay roles including Replay 1 to Replay 4.

[0072] The RB role is a first-class special role under the gaming regulations, and the winning symbol combination for the RB role is set to a symbol combination in which "black bar" symbols line up on the active line NL. When the RB role wins, there is no payout for the winning, but the bonus game RT2 (hereinafter also referred to as the RB game) starts from the next game. The RB game ends when the number of medals paid out during the RB game exceeds 8. Naturally, the RB role is only eligible for the internal lottery in the non-internal bonus RT0 where the specified number is 3, and is not eligible for the internal lottery in the internal bonus RT1 or the bonus game RT2 where the specified number is 2.

[0073] Next, we will explain about small wins. The winning symbol combination for Bell 1 is set to a symbol combination where "bell" symbols are lined up on the valid line NL. The winning symbol combination for Bell 2 is set to a symbol combination where the "Bell" symbol is lined up on the left reel R1 and the middle reel R2, and the "Replay" symbol is lined up on the right reel R3 on the active line NL. The winning symbol combination for the 3 Bells role is set to a symbol combination where the "Replay" symbol is lined up on the left reel R1 and the right reel R3, and the "Bell" symbol is lined up on the middle reel R2 on the active line NL. The winning combination for the Bell 4 role is set so that if the "Cherry" symbol on the left reel R1 and the "Bell" symbol on the center reel R2 line up on the pay line NL, and either symbol stops on the right reel R3, the winning combination will be established. The notation "ANY" in the figure indicates that any symbol is acceptable. The payout for winning Bell roles 1 to 4 is set to vary depending on the required number: 1 coin when the required number is 2, and 10 coins when the required number is 3.

[0074] The winning symbol combination for Incorrect Bell 1 is set to a symbol combination where the "Bell" symbol is lined up on the valid line NL on the left reel R1, the "Cherry" symbol is lined up on the middle reel R2, and the "Replay" symbol is lined up on the right reel R3. The winning symbol combination for the Incorrect Bell 2 role is a symbol combination where the "bell" symbol is lined up on the valid line NL on the left reel R1, the "watermelon" symbol is lined up on the middle reel R2, and the "replay" symbol is lined up on the right reel R3. The winning symbol combination for the 3 Incorrect Bells is set to a symbol combination where the "replay" symbol is lined up on the valid line NL on the left reel R1, the "cherry" symbol is lined up on the middle reel R2, and the "watermelon" symbol is lined up on the right reel R3. The winning symbol combination for the 4-part Incorrect Bell is set to a symbol combination where the "replay" symbol is lined up on the left reel R1, the "watermelon" symbol is lined up on the middle reel R2, and the "watermelon" symbol is lined up on the right reel R3 on the valid line NL. The winning symbol combination for the 5 Incorrect Bells role is a symbol combination where the "Blue 7" symbol is lined up on the valid line NL on the left reel R1, the "Cherry" symbol is lined up on the middle reel R2, and the "Watermelon" symbol is lined up on the right reel R3. The winning symbol combination for the 6 Incorrect Bells role is a symbol combination where the "Blue 7" symbol is lined up on the valid line NL on the left reel R1, the "Watermelon" symbol is lined up on the middle reel R2, and the "Watermelon" symbol is lined up on the right reel R3. The winning symbol combination for the Incorrect Bell 7 role is a symbol combination where the left reel R1 has a "blank" symbol, the middle reel R2 has a "blue 7" symbol, and the right reel R3 has a "watermelon" symbol, all lined up on the valid line NL. The winning symbol combination for the 8-incorrect bell role is a symbol combination where the left reel R1 has a "blank" symbol, the middle reel R2 has a "moon" symbol, and the right reel R3 has a "watermelon" symbol, all lined up on the valid line NL. The winning symbol combination for the Incorrect Bell 9 role is a symbol combination on the valid line NL where the left reel R1 has a "blank", the middle reel R2 has a "black bar", and the right reel R3 has a "watermelon". The winning symbol combination for the 10 Incorrect Bells role is a symbol combination where the left reel R1 has a "blank" symbol, the middle reel R2 has a "white 7" symbol, and the right reel R3 has a "watermelon" symbol, all lined up on the valid line NL. The payout for winning the incorrect bell roles 1 to 10 is set to 1 coin, regardless of whether the specified number is 2 or 3 coins.

[0075] The winning symbol combination for Cherry 1 is set to a symbol combination where "cherry" is lined up on the left reel R1, "cherry" on the middle reel R2, and "watermelon" on the right reel R3 on the active line NL. The winning symbol combination for Cherry 2 is set to a symbol combination where "cherry" is lined up on the left reel R1, "watermelon" on the middle reel R2, and "watermelon" on the right reel R3 on the active line NL. The winning combination for the Cherry 3 role is set to a combination of "black bar" on the left reel R1, "cherry" on the middle reel R2, and "watermelon" on the right reel R3 on the active line NL. The winning symbol combination for the Cherry 4 role is set to a symbol combination where the "black bar" symbol appears on the left reel R1, the "watermelon" symbol appears on the middle reel R2, and the "watermelon" symbol appears on the right reel R3 on the active line NL. The winning symbol combination for the Cherry 5 role is set on the active line NL as follows: "black bar" for the left reel R1, "replay" for the middle reel R2, and any symbol for the right reel R3. The payout for winning Cherry 1 to 5 roles is set to 1 coin, regardless of whether the specified number is 2 or 3.

[0076] The winning combination for the watermelon role is set to a combination of "watermelon" symbols lined up on the active line NL. The payout for the watermelon role is set to vary depending on the required number of coins: 1 coin when the required number is 2 coins, and 4 coins when the required number is 3 coins.

[0077] Next, the replay role will be described. The winning symbol combination for Replay 1 is set to a symbol combination where the "Replay" symbols are lined up on the valid line NL. The winning symbol combination for Replay 2 is set to a symbol combination where the "Blue 7" symbol is lined up on the active line NL on the left reel R1, the "Replay" symbol is lined up on the middle reel R2, and the "Replay" symbol is lined up on the right reel R3. The winning combination for the Replay 3 role is set to a combination of the following symbols on the valid line NL: "White 7" on the left reel R1, "Replay" on the middle reel R2, and "Bell" on the right reel R3. The winning symbol combination for Replay 4 is set to a symbol combination where the symbols "White 7" on the left reel R1, "Replay" on the middle reel R2, and "Blue 7" on the right reel R3 are lined up on the active line NL. Replay 1 to 4 roles are only eligible for the internal lottery in non-internal bonus RT0 and internal bonus RT1 when the specified number is 3, and are not eligible for the internal lottery in bonus game RT2.

[0078] FIG. 8 shows a plurality of types of lottery categories to be selected in the internal lottery process of the slot machine 1.

[0079] The bonus lottery category G1 is a lottery category in which the RB role, which is a bonus role, and the Replay roles 1 to 4 roles are won in combination. In the slot machine 1, in a game in which the bonus role and the small role, or the bonus role and the Replay role are won in combination, the reel stop control is adopted in which the small role or the Replay role is given priority over the bonus role, so in a game in which the bonus lottery category G1 is won, one of the Replay roles 1 to 4 roles is won, and the RB role is not won.

[0080] Each of the push order bell lottery sections G2 to G7 is a lottery section generally called a push order minor role. More specifically, if multiple types of minor roles with different payouts are won in duplicate and the stop operation order matches a predetermined correct operation order, the minor role with the largest payout will be awarded regardless of the stop operation timing, but if the stop operation order does not match the correct operation order, the minor role with the largest payout will not be awarded. In a game that wins one of the push order bell lottery categories G2 to G7, if the stopping operation order matches the correct operation order, one of the bell roles 1 to 4 with a payout of 10 coins will win regardless of the timing of the stopping operation, but if the stopping operation order does not match the correct operation order, none of the bell roles 1 to 4 will win, and depending on the timing of the stopping operation, one of the incorrect bell roles 1 to 10 with a payout of 1 coin will win, or the player will miss out on winning.

[0081] The push order bell lottery category G2 is a lottery category in which the roles of bell 1 to 2 and incorrect bell 1 to 6 can be won in duplicate, and the correct operation order is set to left → center → right. The push order bell lottery category G3 is a lottery category in which the combination of bells 3 to 4 and incorrect bells 1 to 7 can be won at the same time, and the correct operation order is set to left → right → middle. The push order bell lottery category G4 is a lottery category in which the Bell 1 role, the Incorrect Bells 1 to 6 roles, and the Incorrect Bell 8 role can all be won at the same time, and the correct operation order is set to center → left → right. The push order bell lottery category G5 is a lottery category in which the bell 2 role, the incorrect bell 1 to 6 role, and the incorrect bell 9 role can all be won at the same time, and the correct operation order is set to center → right → left. The push order bell lottery category G6 is a lottery category in which the bell 3 role, the incorrect bell 1 to 6 role, and the incorrect bell 10 role can all be won at the same time, and the correct operation order is set to right → center → left. The push order bell lottery category G7 is a lottery category in which the bell 4 role and the incorrect bell 1 to 9 roles can be won in duplicate, and the correct operation order is set to right → left → middle.

[0082] The rare small role lottery category G8 is a lottery category in which Cherry 1 to 5 roles are won in duplicate. In a game that wins the rare small role lottery category G8, depending on the timing of the stop operation, one of Cherry 1 to 5 roles with a payout of 1 will win, or the win will be missed. The rare small role lottery category G9 is a lottery category in which the watermelon role is the only winning combination. In a game in which the rare small role lottery category G9 is won, depending on the timing of the stop operation, the watermelon role with a payout of 4 coins will win, or the win will be lost.

[0083] The replay lottery category G10 is a lottery category in which the replay roles 1 to 4 are won in duplicate. In a game that wins the replay lottery category G10, any of the replay roles 1 to 4 will be won regardless of the stop operation order and timing.

[0084] The all small role overlap lottery category G11 is a lottery category in which all small roles, specifically, Bell 1 to 4 roles, Incorrect Bell 1 to 10 roles, Cherry 1 to 5 roles, and Watermelon role are overlappingly won. The all small role overlap lottery category G11 is a lottery category exclusive to the RB game, and in a game in which the all small role overlap lottery category G11 is won during the RB game, any of Bell 1 to 4 roles, Incorrect Bell 1 to 10 roles, Cherry 1 to 5 roles, and Watermelon role will win regardless of the stopping operation order and timing. Also, as mentioned above, the specified number during the RB game is 2, and when the specified number is 2, the payout for all small roles is set to 1, so the payout for winning is 1.

[0085] Next, with reference to FIG. 9 and FIG. 10, the lottery specifications in each RT state for the setting values ​​1 to 6 of the slot machine 1 will be described. 9 and 10 show the lottery values ​​corresponding to the winning range of each lottery category for each set value. Note that since the range of random numbers in the internal lottery process is 0 to 65535, the winning probability of each lottery category for each set value can be calculated by dividing the lottery value by 65536.

[0086] FIG. 9 shows the lottery specifications for non-internal bonus RT0 and internal bonus RT1. The lottery value for bonus lottery category G1 is set to 16384 regardless of the set value, and the winning probability is set to 1 / 4. As mentioned above, if bonus lottery category G1 is won in non-internal bonus RT0, it will move to internal bonus RT1, but after moving to internal bonus RT1, RB roles are excluded from the target roles for internal lottery, so if bonus lottery category G1 is won in internal bonus RT1, it will result in a double win of replay roles 1 to 4.

[0087] The lottery values ​​for push order bell lottery categories G2 and G3 are 4000 regardless of the set value, and the winning probability is set to approximately 1 / 16.38. The lottery values ​​for push order bell lottery categories G4 to G7 are each 8000 regardless of the set value, and the winning probability is set to approximately 1 / 8.19. The lottery value for rare small prize lottery category G8 is set to 1600 when the setting value is 1, 1660 when the setting value is 2, 1768 when the setting value is 3, 1884 when the setting value is 4, 1960 when the setting value is 5, and 2048 when the setting value is 6. The lottery value for rare small prize lottery category G9 is set to 546 when the setting value is 1, 565 when the setting value is 2, 585 when the setting value is 3, 607 when the setting value is 4, 630 when the setting value is 5, and 655 when the setting value is 6. The lottery value for replay lottery category G10 is set to 7006 when the setting value is 1, 6927 when the setting value is 2, 6799 when the setting value is 3, 6661 when the setting value is 4, 6562 when the setting value is 5, and 6449 when the setting value is 6. Furthermore, as a result of the internal lottery during non-internal bonus RT0 and internal bonus RT1, there will be no so-called miss, meaning that you will not win any of the lottery categories G1 to G10, and you will always win one of the lottery categories G1 to G10.

[0088] Furthermore, as mentioned above, in the slot machine 1, in a game in which a bonus role and a small role or a replay role are both won, the reel stop control is employed to give priority to the small role or replay role over the bonus role, and since the internal lottery result during the bonus RT1 will not be a losing one, the chance of winning an RB role is limited to when the stop operation is performed aiming for the black bar symbol in a game that wins the rare small role lottery category G8 or the rare small role lottery category G9 during the bonus RT1. Therefore, it is extremely rare for an RB role to win in the bonus RT1, and after winning the bonus lottery category G1 with a 1 / 4 winning probability in the non-bonus RT0 and transitioning to the bonus RT1, the player will basically remain in the bonus RT1.

[0089] FIG. 10 shows the lottery specifications for the bonus game RT2. In the internal lottery for the bonus game RT2, only the all-small-character overlap lottery category G11 is selected. The lottery value is set to 65536 regardless of the setting value, and the winning probability is 1 / 1. As mentioned above, in the bonus game RT2, i.e., the RB game, in a game where the all-small-character overlap lottery category G11 is selected, regardless of the stop operation order or timing, one of the following winning combinations will be awarded: Bell 1-4, Incorrect Bell 1-10, Cherry 1-5, or Watermelon. However, as mentioned above, the RB game's specified number of coins is two, and when the specified number of coins is two, the payout for all small characters is set to one, so the payout for a winning combination is one coin. Also, as mentioned above, the RB game ends when the number of medals paid out during the RB game exceeds eight. Therefore, the RB game ends after nine games in which one medal is paid out for every two medals inserted. As a result, the number of medals at the end of the RB game is nine less than at the start of the RB game. Therefore, the RB game employs a bonus that reduces medals, that is, the slot machine 1 employs a so-called reducing bonus specification.

[0090] Therefore, in the slot machine 1, the RB game is a game in which one medal is lost nine times, resulting in the loss of nine medals, so there is no benefit for the player to win the RB role. In addition, as mentioned above, the chance of winning the RB role is extremely rare, and when the chance of winning arrives, the RB role will not win unless the player performs a stop operation aiming for the black bar pattern, so the RB role will almost never win in a hall.

[0091] On the other hand, in the simulation test for the type certification test of slot machines, the so-called bonus role, which once won remains in the winning state until a prize is won, is assumed to be won in the winning game (hereinafter referred to as premise 1), and the so-called push order minor role is assumed to be won as the maximum payout minor role in all winning games regardless of whether the instruction function is activated or not (hereinafter referred to as premise 2), and if the result shows that more medals than the standard are won, the machine is deemed to have failed the type certification test. Slot machines that fail the type certification test cannot be installed in halls.

[0092] The simulation test can be said to be a test that assumes that, based on the above premise 1, there is no bonus period, and based on the above premise 2, all stop operations were performed in the correct operating order when the so-called push order role was won. As mentioned above, in slot machine 1, the winning probability of non-bonus RT0 in bonus lottery category G1, which includes the RB role, is 1 / 4, so in the simulation test, the average number of games spent in non-bonus RT0 before winning bonus lottery category G1 was 4 games, the RB role was won in the winning game, and after winning, 9 RB games were played in which 9 medals were lost, and the loop of returning to non-bonus RT0 was repeated. Therefore, based on premise 2 above, the medal increase period in the simulation test will be RT0 during non-internal bonus periods, but as mentioned above, this will end in an extremely short period of an average of four games, and the net increase in medals per game is set to approximately 4.2 (this can be calculated from Figures 8 and 9), so the simulation test is designed to ensure that it will not fail to comply with the type test.

[0093] According to gaming machine regulations, a bonus game is a period during which the probability of winning a small prize can be changed, and is originally intended to be used as a more advantageous play period than normal play outside of a bonus game. Therefore, the probability of winning all small prizes during a bonus game must be improved compared to normal play. In slot machine 1, the probability of winning each small prize during the RB game is 1 / 1, which is higher than the probability of winning each small prize during non-bonus RT0 and bonus RT1, and therefore meets the requirements for a bonus game. In this way, slot machine 1 realizes a decreasing bonus in an extremely simple way.

[0094] Furthermore, when using the conventional method of realizing a decreasing bonus by grouping together multiple small roles with the same payout among multiple small roles included in multiple lottery categories during normal times into one lottery category and making them win simultaneously without changing the specified number during the bonus, and treating the empty numerical range in the internal lottery created by grouping as a loss, the winning probability of the correct small role lottery category that groups together multiple types of correct small roles included in multiple types of push order small roles during normal times must also be higher than the winning probability of the lottery category with the highest winning probability among the multiple types of push order small roles. As shown in Figure 9, this slot machine 1 employs a penalty specification that biases the winning probability of push order bells G2 to G7, and when using the conventional decreasing bonus method, the lottery value of the correct small prize lottery category in the RB game must be at least greater than 8000, which is the highest lottery value among the lottery values ​​of push order bells G2 to G7 under normal circumstances.

[0095] In addition, the penalty specification is a specification adopted to increase the net increase during the AT period, and in order to increase the net increase, the higher the probability of winning the push order minor feature (hereinafter referred to as the penalty-subject push order minor feature) in which the correct operation sequence is set to the stop operation sequence in which a penalty will be imposed during the non-AT period, the better, and the larger the payout for the correct minor feature, the better. Therefore, if the conventional decreasing bonus method is applied to a slot machine with penalty specifications, the probability of winning the correct small role lottery category during the bonus must also be increased due to the high probability of winning the penalty-subject push-order small role during normal times, and as a result, the desired suction performance may not be achieved during the bonus.

[0096] On the other hand, in place of the conventional decreasing bonus method, the new decreasing bonus method adopted in slot machine 1 makes it possible to realize a bonus of one coin being reduced per game in an extremely simple manner, regardless of the probability of winning the penalty-subject push-order minor role under normal circumstances or the payout for the correct minor role. In the design stage of a slot machine, if a bonus of one or more coins being reduced per game can be realized when the conventional decreasing bonus method is adopted, then the conventional decreasing bonus method should be used, but if this cannot be realized, then the new decreasing bonus method adopted in slot machine 1 should be used.

[0097] <5. Detailed explanation of the game> Next, the details of the game on the slot machine 1 will be explained.

[0098] <5-1. Game state flow related to instruction function> FIG. 11 is a diagram showing game state transitions related to the instruction function in the slot machine 1.

[0099] The game state related to the instruction function of the slot machine 1 can be broadly divided into a non-advantageous state in which the instruction function is inoperable, and an advantageous state in which the instruction function is operable. When the instruction function is activated, in a game in which one of the push order bells G2 to G7 is won, the main control device 100a sends a command instructing the correct operation sequence to the performance sub-control device 100b, and identification information corresponding to the correct operation sequence is displayed on the instruction monitor NM. In accordance with the instruction command from the main control device 100a, the performance sub-control device 100b notifies the player of the correct operation sequence by displaying on the LCD display 30 and outputting audio from the speakers 31, 31. The main control device 100a displaying identification information on the instruction monitor NM and sending an instruction command to the performance sub-control device 100b is called the activation of the instruction function. During the non-advantageous state, the advantageous zone lamp YL is turned off, and an advantageous state transition lottery is executed depending on the result of the internal lottery process, and if the advantageous state transition lottery is won, the state transitions to the advantageous state.

[0100] The advantageous state consists of a first advantageous state in which the instruction function is not activated, and a second advantageous state in which the instruction function is activated. The second advantageous state is called the AT state. When the advantageous state transition lottery is won, the game first transitions to the first advantageous state. Then, in the first advantageous state, if the AT state transition lottery is won or the number of executed games reaches the ceiling number of games without winning the AT state transition lottery, the state will transition to the AT state. The advantageous zone lamp YL will change from an off state to an on state upon transition to the AT state. When the AT state ends, the game falls into a non-advantageous state, and the advantageous zone lamp YL also changes from lit to extinguished.

[0101] The slot machine 1 is also equipped with a limiter function related to the advantageous state. Specifically, the limiter function forcibly ends the advantageous state and transitions to a non-advantageous state when the number of games executed during the advantageous state reaches 1500 games or when the difference in the number of medals during the advantageous state (the difference between the number of medals acquired during the advantageous state and the number of medals inserted) exceeds 2400. Therefore, the AT state ends when the right to continue the AT state, specifically the remaining number of games or the remaining number of set stocks, is exhausted, or when the limiter function is activated.

[0102] The game control relating to the instruction function will be explained below. As explained with reference to FIG. 6, the RT state of the slot machine 1 is one of RT0 to RT3, among which RT0 during non-bonus period is the RT state after the setting change. When the setting is changed, the game state related to the instruction function is also set to an unfavorable state. In addition, during non-bonus period RT0, the above-mentioned advantageous state transition lottery is not performed. Therefore, while staying in RT0 outside the bonus state, the state does not transition to an advantageous state, and while staying in RT0 outside the bonus state, the state is considered to be an unadvantageous state.

[0103] Then, on the condition that the bonus lottery category G1 is won in non-bonus RT0 and the game transitions to bonus RT1, various lottery processes related to the instruction function, including the above-mentioned advantageous state transition lottery, will be executed.

[0104] <5-2. Unfavorable Situations> FIG. 12 is a flowchart showing the flow of processing in the slot machine 1 when in a non-advantageous state. During a non-advantageous state, first, in step S1201, an internal lottery process is executed, and in step S1202, it is determined whether the stop operation was performed in the order of left → center → right or left → right → center (collectively referred to as left 1st hereinafter). If the determination in step S1202 is YES, in step S1203, an advantageous state transition lottery process is executed. In the next step S1204, it is determined whether or not the advantageous state transition lottery process of step S1203 was won, and if the determination is YES, advantageous state start process is executed in step S1205, and then first advantageous state process is started in step S1206 to start the first advantageous state, and the process returns. Specifically, the advantageous state transition lottery process in step S1203 is executed for a game that wins one of the lottery categories G1 to G7 as a result of the internal lottery process, and the winning probability is set to 50%. Also, the advantageous state start process in step S1205 executes various initialization processes required at the start of the advantageous state, such as initialization processes for various counters such as the number of games executed during the advantageous state and the difference in number of coins.

[0105] On the other hand, if the answer is NO in step S1202, that is, if the stop operation is performed in a sequence other than the first left, the advantageous state transition lottery process in step S1203 is not performed as a penalty. Therefore, in this case, the process returns to step S1201, and the unadvantageous state continues.

[0106] <5-3. First Advantageous State> FIG. 13 is a flowchart showing the flow of processing in the first advantageous state of the slot machine 1. During the first advantageous state, first, an internal lottery process is executed in step S1301, and then it is determined in step S1302 whether a stop operation has been performed in the first left position. If the determination in step S1302 is yes, an AT state transition lottery process is executed in step S1303. On the other hand, if the determination in step S1302 is no, that is, if a stop operation has been performed in an order other than the first left position, the AT state transition lottery process in step S1303 is skipped as a penalty, and the process proceeds to step S1304. Details of the AT transition lottery process will not be explained here. In step S1304, the number of games played is incremented by 1, and in the next step S1305, it is determined whether the number of games played has reached the ceiling number of games. Note that the number of games played is set to zero as an initial value in the advantageous state start process (S1205) described above. If the result of step S1305 is NO, then in step S1306 it is determined whether or not the AT state transition lottery process of step S1303 was won, and if the result is YES, the process proceeds to step S1307. If the result of step S1305 is YES, the process also proceeds to step S1307. In step S1307, in order to start the AT state, AT state processing is started and the process returns. On the other hand, if the answer is NO in step S1306, the process returns to step S1301, and the first advantageous state continues.

[0107] <5-4. AT State (Second Advantageous State)> FIG. 14 is a flowchart showing the flow of processing in the AT state (second advantageous state) of the slot machine 1. During the AT state, first, in step S1401, an internal lottery process is executed, and in step S1402, it is determined whether or not any of the push order bells G2 to G7 has been won. If it is determined as YES in step S1402, that is, in a game in which any of the push order bells G2 to G7 has been won, the processes of steps S1403 to S1406 are performed, which will be described later. On the other hand, if it is determined as NO in step S1402, the process proceeds to step S1407. In step S1407, a lottery is executed to add parameters (hereinafter referred to as AT continuation rights) that are consumed as compensation for continuing the AT state and that will end the AT when consumed completely, depending on the results of the internal lottery. If the result is successful, the AT continuation rights are added. In the next step S1408, a mode-up lottery is executed to determine whether or not to upgrade the instruction mode to a high pure increase mode if the instruction mode is a low pure increase mode. Instruction modes will be described later. In the next step S1409, a determination is made as to whether or not to continue the AT state by checking whether or not there is an AT continuation right and whether or not the limiter activation conditions have been met. If the determination is yes, the process returns to step S1401 and continues the AT state. If the determination is no, the process executes advantageous state termination processing in step S1410, and then starts non-advantageous state processing in step S1411 and returns. Specifically, in the advantageous state termination processing, all information related to the instruction function used to control the advantageous state to be terminated is cleared.

[0108] <5-4-1. Processing when pressing the G2 to G7 bells> Next, the processing of steps S1403 to S1406 will be described. The instruction mode of slot machine 1 refers to the operation mode of the instruction function when the push order bells G2 to G7 are won during the AT state.The instruction modes include a high pure increase mode in which the instruction function is activated 100% and a low pure increase mode in which the instruction function is not activated at a certain rate.The instruction mode at the start of the AT state is the low pure increase mode, and after winning the mode up lottery process in the above-mentioned step S1408, it becomes the high pure increase mode.

[0109] In step S1403, it is determined whether the instruction mode is low pure increase mode. If it is determined to be no, i.e., if it is high pure increase mode, steps S1404-S1405 are skipped and the process proceeds to step S1406. On the other hand, if it is determined to be yes in step S1403, i.e., if it is low pure increase mode, then in step S1404, an instruction execution lottery process is executed. In the next step S1405, it is determined whether or not the instruction execution lottery process has been won. If it is determined to be yes, the process proceeds to step S1406, whereas if it is determined to be no, the process skips step S1406 and proceeds to step S1407. In step S1406, the instruction function is activated to notify the correct operation sequence, and the process proceeds to step S1407.

[0110] <5-4-2. Instruction execution lottery processing> FIG. 15 shows the contents of the instruction execution lottery process. As mentioned above, slot machine 1 employs a penalty feature, so the winning probability of push order bells G2 and G3, which are set as the first button on the left, is 4000 / 65536, while the winning probability of push order bells G4 to G7, which are set as other buttons on the left, is 8000 / 65536. For this reason, for example, if an instruction execution lottery is held with a uniform probability regardless of whether any of the push order bells G2 to G7 is won, the probability of winning the push order bells G4 to G7 will be higher than the probability of winning the push order bells G2 and G3 even in a game where it is decided not to give an instruction (hereinafter referred to as a game without instructions). In other words, in a game without instructions, performing the stop operation in an order other than 1st left will have a higher probability of matching the correct operation order than performing the stop operation in the 1st left order. Therefore, in a game without instructions during the AT state, there is a problem that unfairness will occur between a player who performs the stop operation in an order other than 1st left and a player who performs the stop operation in the 1st left order.

[0111] Therefore, in order to solve this problem, in slot machine 1, the probability of winning the instruction execution lottery is determined for each of the push order bells G2 to G7, taking into consideration the winning probability for each of the push order bells G2 to G7, so that in a game without instructions, regardless of the order in which the stop operations are performed, the probability of matching the correct operation order is the same. Specifically, as shown in Figure 15, the probability of winning the instruction execution lottery in games where the push order bells G2 and G3 are won is set to 50%, and the probability of winning the instruction execution lottery in games where the push order bells G4 to G7 are won is set to 75%.

[0112] As a result, the probability of a no-command game becoming a no-command game can be the same 2000 / 65536 regardless of which of the push order bells G2 to G7 is selected, so no matter what order the stop operations are performed in a no-command game, the probability of matching the correct operation order can be made the same. As a result, the expected payout value in a no-command game can be made equal for all stop operation orders. Also, as shown in the last line of Figure 15, in the low pure increase mode, the probability of winning the instruction execution lottery for all push order bell G2 to G7 winning games is set to 70%.

[0113] As explained above, according to the instruction execution lottery method of slot machine 1, in an AT machine with a penalty specification that gradually changes the ball output performance during the AT state, in the above-mentioned no-instruction game, no matter in what order the player performs the stop operations, no unfairness will arise depending on the order of the stop operations, and the ball output performance can be achieved as designed.

[0114] Although the embodiments of the present invention have been described above, the present invention can be modified in various ways within the scope of the claims. [Explanation of symbols]

[0115] 1. Slot Machine R1 Left reel R2 middle reel R3 Right reel 14 Start lever 15L Left stop button 15C Middle stop button 15R Right Stop Button 100a Main control unit 101 CPU 102 ROM

Claims

[Claim 1] A lottery means for drawing a winning combination that allows a win from a plurality of types of combinations in response to a game start operation; a reel start means for starting the rotation of a plurality of reels, each having a plurality of types of symbols arranged on its outer periphery, in response to the game start operation; and reel control means for controlling, after the rotation of the plurality of reels is started, the reels corresponding to the stop operations to be stopped within a predetermined maximum reel-in range based on the result of the lottery by the lottery means and the stop operations for the plurality of reels, In the result of the lottery by the lottery means, a plurality of types of minor roles with different payouts are determined as the winning roles, and the plurality of combinations determined as the winning roles include a plurality of types of instruction target winning modes that are different from each other; In the lottery by the lottery means, the winning probability of at least one of the plurality of types of instruction target winning modes is different from the winning probability of other instruction target winning modes, the reel control means allows a small combination with the maximum payout among the winning combinations to be won only when a stop operation sequence for the plurality of reels matches a correct operation sequence determined according to the type of the winning instruction target combination that has been won as a result of the lottery by the lottery means in an instruction target game in which the result of the lottery by the lottery means is one of the plurality of instruction target winning combinations; an instruction means for instructing the correct operation sequence in the instruction target game; a penalty means for executing a control that is disadvantageous to a player when a stop operation sequence for the plurality of reels is not a specific operation sequence in the instruction target game during the first state and in a game in which the instruction means is not operated, compared to when the stop operation sequence is the specific operation sequence; an activation determination means for determining whether or not to activate the instruction means in the instruction target game in a second state that is more advantageous than the first state, based on an activation probability corresponding to the instruction target winning mode that has been won in the instruction target game; A slot machine characterized in that the operation probability corresponding to each instruction target winning mode is determined so that the occurrence probability of the instruction target game in which the operation determination means does not operate the instruction means is equal for all instruction target winning modes.

Citation Information

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