gaming machines

The gaming machine's state control mechanism with infinite RT and continuous counting ensures uninterrupted benefits, enhancing player advantage and engagement through improved game state transitions.

JP7802338B2Active Publication Date: 2026-01-20KITA DENSHI CORP
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Patent Information

Application Number
JP2021205314
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-12-17
Publication Date
2026-01-20
Estimated Expiration
2041-12-17

AI Technical Summary

Technical Problem

Conventional gaming machines lack features that enhance player advantage and provide continuous, uninterrupted benefits during game state transitions, leading to suboptimal player experience and potential loss of benefits.

Method used

The gaming machine incorporates a game state control mechanism that allows for a specific infinite RT mode with continuous counting and bonus awards based on game play, ensuring benefits are maintained during state transitions.

Benefits of technology

This configuration enhances player advantage by providing continuous benefits and improved game state transitions, increasing player engagement and reward potential.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To provide a game machine which allows a player to obtain more profits even if there are restrictions on advantageous sections.SOLUTION: A game machine 10 includes: lottery means capable of executing a lottery of a game result; a stop button 15 which can be operated by a player; a reel 20 capable of stop-displaying symbols which are variably displayed on the basis of a lottery result by the lottery means and an operation mode to the stop button 15 by the player; RT control means capable of controlling a game state to an RT3 which is an infinite RT in which the number of games is not predetermined; counting means for counting the number of games in the RT3; and privilege imparting means capable of imparting a privilege advantageous to the player according to the count value of the counting means.SELECTED DRAWING: Figure 3
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Description

[Technical Field]

[0001] The present invention relates to a gaming machine installed in an amusement parlor or the like. [Background technology]

[0002] BACKGROUND ART Conventionally, there have been gaming machines installed in game parlors and the like (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2021-132813 Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]

[0005] In order to solve the above problems, the gaming machine of the present invention comprises: A game state control means for controlling a game state to any one of a plurality of game states including a first game state and a second game state that is more advantageous to a player than the first game state; RT control means capable of controlling to a specific infinite RT with no predetermined number, counting means for counting the number of games played in the specific infinite RT, and bonus awarding means for awarding advantageous bonuses to players according to the counted value of the counting means. , wherein the RT control means, in a state in which the specific infinite RT is being controlled, can continue to control the specific infinite RT when the game state is shifted from the second game state to the first game state, and the counting means, in a state in which the specific infinite RT is being controlled, can continue to count without resetting the count value when the game state is shifted from the second game state to the first game state, The benefit providing means, in the first gaming state transitioned from the second gaming state, when controlled to the specific infinite RT, According to the count value of the counting means, The configuration is such that the above-mentioned benefit can be given. [Brief explanation of the drawings]

[0006] [Figure 1] 1A and 1B are a front view and a perspective view showing the internal configuration of a gaming machine according to an embodiment of the present invention; [Figure 2] 10A to 10C are diagrams illustrating examples of reel patterns and winning combinations according to an embodiment. [Figure 3]1 is a block diagram of a gaming machine according to an embodiment. [Figure 4] FIG. 10 is a diagram showing a set lottery table according to the embodiment. [Figure 5] A diagram explaining the transition of the RT state and the transition of the game area in an embodiment. [Figure 6] FIG. 2 is a diagram illustrating a stage transition according to an embodiment. DETAILED DESCRIPTION OF THE INVENTION

[0007] (Embodiment) Hereinafter, an embodiment of the present invention will be described with reference to the drawings. [Configuration of gaming machine 10] FIG. 1 is a perspective view of the gaming machine 10 as seen from the front side, showing the internal configuration. FIG. 2 is a diagram illustrating an example of reel symbols and winning combinations according to the embodiment. FIG. 3 is a block diagram of the gaming machine 10 according to the embodiment. FIG. 4 is a diagram showing a set lottery table 25c according to the embodiment. The gaming machine 10 is a slot machine installed in an amusement park or the like. As shown in FIG. 1, the gaming machine 10 includes a cabinet 10b having an opening on the front surface, and a front door 10a that opens and closes the opening. As shown in Figures 1 and 3, the gaming machine 10 is equipped with a medal insertion slot 11, a bet button 12, a start lever 13, navigation lamps 14 (14L, 14C, 14R) (alert means), stop buttons 15 (15L, 15C, 15R) (operation means), advantageous zone lamps 16, a display unit 17, lamps 18, speakers 19 (output means), reels 20 (20L, 20C, 20R) (display means), a drum unit 21, a medal payout device 22, a setting button 24, a main control board 25, and a sub-control board 26.

[0008] The gaming machine 10 is equipped with a memory unit and a control unit provided on the main control board 25 and the sub-control board 26, and is a device capable of various arithmetic processing and various controls, and is included in the concept of a computer. Each memory unit is equipped with a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the gaming machine 10. Each control unit is equipped with a CPU, etc. Each control unit realizes various functions of the embodiment by appropriately reading and executing various programs, etc. stored in each memory unit.

[0009] The medal insertion slot 11 is a portion where a player inserts medals (game media). A medal selector 11a (medal detection means) is provided inside the medal insertion slot 11. The medal selector 11a is a sensor or the like that detects medals inserted into the medal insertion slot 11, and outputs a detection signal to a main control unit 25b (described later). The bet button 12 and the start lever 13 are operation units that are operated by the player to start the game. The bet button 12 is an example of an operation means capable of accepting a player's operation relating to setting the bet amount. The bet button 12 may include a plurality of buttons each having a different bet amount.

[0010] The navigation lamps 14 (14L, 14C, 14R) navigate (inform) the player of the operation order of the stop buttons 15L, 15C, 15R. This navigation is performed by controlling the navigation lamps 14L, 14C, 14R to light up in order according to the operation order of the stop buttons 15L, 15C, 15R. The stop buttons 15L, 15C, and 15R are an example of operating means for performing a stop operation on the reels 20L, 20C, and 20R. The stop buttons 15 are provided corresponding to each of the reels 20L, 20C, and 20R, and can accept an operation for stopping the variably displayed symbols (identification information). The stop buttons 15L, 15C, and 15R become operable by, for example, lighting up light-emitting means such as LEDs built into each button.

[0011] The advantageous zone lamp 16 is controlled to light up while the player is in the advantageous zone. Note that the gaming machine 10 may control, instead of the advantageous zone lamp 16, to light up the "dot" portion of a 7-segment display (also called "7-seg") that constitutes a payout number display unit that displays the number of medals paid out, for example. The display unit 17 is a liquid crystal display device, etc. The display unit 17 displays various effects using images, various information in the game, etc. The lamp 18 and the speaker 19 produce effects such as light emission and sound. The display unit 17, lamp 18, speaker 19, etc. can be used as notification means, presentation means, etc. by outputting various information.

[0012] The reels 20 (20L, 20C, 20R) are an example of a variable display means that variably displays symbols. A plurality of (e.g., 20) symbols are displayed on the periphery of each of the reels 20L, 20C, and 20R (see FIG. 2(A)). The types of symbols include, for example, "watermelon," "cherry," "bell," "RP1," "RP2," "7," and "BAR." The drum unit 21 is a device that rotates the reels 20L, 20C, and 20R and is provided inside the housing 10b. In the above-described embodiment, some of the symbols on the circumferential surfaces of the rotationally driven reels 20L, 20C, and 20R are visible through the window portion on the front surface of the front door 10a, and the symbols are displayed in a variable manner. The form of the variable display means is not limited to this, and for example, the number of symbols on the periphery may be other than 20. Furthermore, the form of the variable display means may not be a mechanical reel, but may be a form in which symbols are displayed on a liquid crystal display device or the like. The medal payout device 22 is a device that pays out medals stored in a hopper 22a to a medal payout opening 22b.

[0013] The setting button 24 is used to select and set the winning rate of each winning role (i.e., the degree of advantage in the game) from multiple probability values ​​(setting values) by accepting a selection operation by the gaming facility manager or the like.

[0014] As shown in Figure 3, the main control board 25, the bet button 12, the start lever 13, the stop button 15, the advantageous zone lamp 16, the drum unit 21, the medal payout device 22, and the setting button 24, etc. are connected by communication cables and are capable of communication. The main control board 25 includes a main memory unit 25a (storage means) and a main control unit 25b (RT control means, game state control means, stop display control means, counting means, and bonus providing means). The main memory unit 25a stores various information such as game programs relating to games and tables for conducting internal lotteries.

[0015] Although not shown in the drawing, the main storage unit 25a stores, for example, an internal lottery table and a payout table. The internal lottery table defines the winning rate of each winning combination in each game. The internal lottery table stores each winning combination in association with its winning rate. The internal lottery table has information corresponding to settings 1 to 6. The internal lottery table also stores information that indicates different winning rates for winning combinations for each RT state (described later). The lowest setting is setting 1, and the highest setting is setting 6. The higher the setting, the more advantageous it is for the player. The settings may be five or fewer levels, or seven or more levels, and the allocation rates for various winning combinations may be the same for some or all of them, or may be different. The payout table stores each winning combination and the number of medals to be paid out when each winning combination is achieved in association with each other. The internal lottery table and the payout table are set so that the net increase in the number of coins in the ART stage is, for example, about 3 coins.

[0016] As shown in Fig. 4, the main memory unit 25a also stores a set lottery table 25c. The set lottery table 25c is referenced during set lottery processing for the number of sets (benefits, rights related to the second gaming state) that can be played on the ART stage (described later). The set lottery table 25c stores the RT count value for each RT and the number of winning sets in association with each other. The set lottery processing will be described in detail later.

[0017] The main control unit 25b operates according to the program stored in the main storage unit 25a, and thereby performs processes related to the progress of the game on the gaming machine 10. In addition, the main control unit 25b realizes game play on the gaming machine 10 by controlling game progress processing involving internal lottery processing, management of various information stored in the main memory unit 25a, and devices such as the medal payout device 22, in response to the operation of operating units such as the start lever 13. The detailed processing of the main control unit 25b will be described later.

[0018] The sub-control board 26 is connected to the navigation lamp 14, the display unit 17, the lamps 18, the speaker 19, etc. by a communication cable, enabling communication between them. The sub-control board 26 controls these devices in response to instructions from the main control board 25.

[0019] The sub-control board 26 includes a sub-storage unit 26a and a sub-control unit 26b. The sub-storage unit 26a stores various information such as game programs relating to games. The sub-controller 26b processes and controls notifications, effects, etc. synchronized with play on the gaming machine 10 in response to commands (instructions) from the main controller 25b of the main control board 25. The sub-controller 26b controls the display unit 17, lamps 18, speakers 19, etc. to perform effects such as video output, light emission, and fanfare sound output. These outputs and effects include, for example, notifications of transitions in game states, effects corresponding to each game state, etc.

[0020] [Basic operation of gaming machine 10] The main control unit 25b of the main control board 25 and the sub-control unit 26b of the sub-control board 26 perform the basic operations of the game as follows. At the start of each game (also referred to as the game in question, the current game, etc.), the bet amount is set using medals (including credit medals). The bet amount can be set by directly inserting medals into the medal insertion slot 11, by pressing the bet button 12, or the like.

[0021] In the method of inserting medals into the medal insertion slot 11, a predetermined number of bets corresponding to the number of inserted medals (however, the upper limit of the bets is "3" corresponding to three medals) is set. In the method using the bet button 12, when the bet button 12 is operated, a predetermined number of medals is subtracted from the credit medals, and the subtracted amount is set as the bet amount. The credit medals are added by inserting medals into the medal insertion slot 11 or winning, and for example, up to 50 medals can be credited (stored) as internal data.

[0022] The bet amount set by inserting a medal or operating the bet button 12 is stored in the main memory unit 25a of the main control board 25. When the bet amount reaches a predetermined number, the game becomes ready to start with the right to play one game. The upper limit of the multiplication factor may be "4" or more.

[0023] In the above-described state where a game can be started, operation of the start lever 13 is valid. When the start lever 13 is tilted in this valid state, the game starts. In the embodiment, operating the start lever 13 while it is valid is also referred to as a "game start operation." In response to the reception of the game start operation, the reels 20L, 20C, and 20R start to move, and an internal lottery process is executed to determine in advance the lottery result of the current game from among multiple winning combinations (including losing combinations), such as RP (replay) combinations and small combinations, before the reels 20L, 20C, and 20R stop. As a result, the main control unit 25b determines whether or not to award gaming media through the internal lottery. 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. In this embodiment, the internal lottery process is completed before the reels 20L, 20C, and 20R reach a steady rotation speed, but may be completed before the reels 20L, 20C, and 20R start to rotate.

[0024] The reels 20L, 20C, and 20R gradually increase their rotation speed from a stopped state and then reach a steady state where they rotate at a constant speed. When the reels reach this steady state, the stop buttons 15L, 15C, and 15R provided corresponding to the reels 20L, 20C, and 20R become operable (the stop button operation is enabled). When each stop button 15 is pressed in this state, each of the reels 20L, 20C, 20R is controlled to stop in a combination of symbols that is permitted by the timing of the operation and the result of the internal lottery process.

[0025] After the third reel is stopped, the combination of symbols that have stopped on the winning line is judged, and if it is a predetermined combination of symbols, it is judged to be a winning combination, and a game value according to the combination of symbols is awarded. The third reel refers to the reel that is stopped the third time when the three reels 20L, 20C, and 20R are stopped three times (one for each reel). Furthermore, "after the third reel is stopped" refers to the time after the player releases his / her finger from the stop button 15 that was used to stop the third reel.

[0026] As an example of the game value, when a combination of symbols corresponding to a small win stops, a small win is determined, and the medal payout device 22 is driven and controlled to pay out a predetermined number of medals to the medal payout outlet 22b. The payout of medals can be configured so that only the amount exceeding the upper limit of credit medals is paid out, but it can also be configured so that medals corresponding to a winning prize are paid out each time a prize is won by operating a predetermined button or the like in advance.

[0027] In the stopped state, three consecutive symbols displayed in the vertical direction on each of the reels 20L, 20C, and 20R are stopped (also called "stopped display") so as to be visible from outside the machine. As a result, the main control unit 25b controls the variable displayed symbols so as to be stopped in a manner based on the determination result of the internal lottery. Then, the main control unit 25b determines whether or not a win has been made based on the stop display mode at this time. The main control unit 25b determines whether a win has been made based on the combination of symbols that have stopped on the winning line in the middle row (the center of the three symbols that are successive in the vertical direction). Note that the winning lines are not limited to this, and may be, for example, five lines in total, including three lines in the upper, middle, and lower rows and two diagonal lines, or any one or more of these five lines.

[0028] (Winning role) The winning combination includes, for example, a "small combination," a "push order RP combination 1, 2," and an "SB (single bonus) combination." The combination of symbols corresponding to the "small winning combination" is, for example, a bell combination, a rare combination, a chance combination, a losing combination, and the like. The symbol combination corresponding to the "Bell Role" is "Bell, Bell, Bell" in the order of "Reel 20L (left), Reel 20C (center), Reel 20R (right)" on the winning line. Furthermore, the "bell role" includes a "common bell role" and a "push order bell role." When the "common bell role" is won, a combination of symbols is obtained regardless of the pressing order. In the embodiment, the winning rate of the "common bell role" is set to, for example, 1 / 10. When you win the "Push Order Bell Role," you can line up a combination of symbols by performing the stopping operation that corresponds to the push order.

[0029] The rare combinations are Cherry and Watermelon. The symbol combination for Cherry is "Cherry-ANY-ANY" (where ANY is any symbol), and the symbol combination for Watermelon is "Watermelon-Watermelon-Watermelon." In a game in which a rare combination is won, the sub-controller 26b displays an image of a symbol corresponding to the rare combination or an image suggesting the symbol on the display unit 17. The player performs an operation involving eye-pressing in accordance with this display, that is, stops the reels 20L, 20C, and 20R at the timing when the same symbol as that displayed on the display unit 17 stops on the winning line. In response to this stop operation, the main controller 25b stops and displays the symbol combination corresponding to the winning combination. The combination of chance symbols is "Bell, Watermelon, RP1", etc.

[0030] When the combination of symbols corresponding to "Push Order RP Role 1, 2" stops, a replay win is determined, and the next game can be played without inserting medals, i.e., without spending medals. The symbol combinations corresponding to "Push Order RP Role 1, 2" are "RP1·RP1·RP1" and "RP2·RP2·RP2", respectively. The symbol combination corresponding to the "SB role" is "BAR SB SB", etc. The "SB role" is a 0-coin role. Therefore, even if the symbol combination corresponding to the "SB role" is stopped and displayed, no medals will be paid out.

[0031] (Push order) The pressing order is the order in which the stop buttons 15L, 15C, and 15R are operated. In this embodiment, the winning roles associated with the push order include the push order bell role and the push order RP roles 1 and 2. The push order bell role further includes push order bell roles 1 to 6, which have different operation orders for the stop buttons 15L, 15C, and 15R. As described below, when the determination result by the internal lottery is a push order bell role (specific determination result) and the operation mode of the stop buttons 15L, 15C, and 15R is in accordance with the push order (specific operation mode), the main control unit 25b executes control to stop and display the symbols in a "bell-bell-bell" (specific mode), which is a combination of symbols corresponding to the bell role. In an embodiment, when a winning role involving a push order such as a push order bell role is won, and the corresponding push order is used to operate the role, this is also referred to as a correct push order bell, correct push order, correct, etc., while failure to operate the role in the corresponding push order is also referred to as an incorrect push order bell, incorrect push order, incorrect, etc.

[0032] As an example of notification of the push order, for example, if you win "Push Order Bell Role 1" out of "Push Order Bell Roles 1 to 6", the navigation lamps 14L, 14C, and 14R will light up sequentially from left to right, and the speaker 19 will output the respective sounds in the order of "left", "middle", and "right". In this way, the navigation lamp 14 and the speaker 19 output information (specific information) relating to the operation order of the stop buttons 15L, 15C, and 15R. In addition to or instead of the navigation lamp 14 and the speaker 19, the display unit 17 may output information relating to the operation order of the stop buttons 15L, 15C, and 15R. In the embodiment, when a winning combination that involves a push order is won, the push order is navigated (announced) and is also called push order navigation.

[0033] In a game in which a player wins one of the "Push Order Bell Roles 1 to 6," if the player operates the stop button 15 according to the push order navigation, the player will get the correct push order. In response, a combination of symbols corresponding to the "Push Order Bell Role" will be displayed in a stopped state, and the player will be awarded a gaming value (payout of a specified number of medals, transition to a gaming state, etc.). On the other hand, if a player operates the stop button 15 without following the push order navigation in a game in which he / she has won one of the "Push Order Bell Roles 1 to 6," the push order will be incorrect. In this case, the combination of symbols corresponding to the "Push Order Bell Role" will not stop (so-called "Bell Drop" or "Bell Drop"). In this case, the predetermined combination of symbols may be displayed and one medal may be paid out.

[0034] Similarly, for the push order RP roles 1 and 2, there are six possible winning roles with different operation orders, and by performing a stop operation corresponding to the push order in the game in which each winning role is won, the combination of symbols corresponding to each winning role is stopped. Also, when push order navigation is executed, by performing a stop operation according to the push order navigation, the combination of symbols corresponding to each winning role is stopped. Also, when push order RP roles 1 and 2 are won, if the push order is incorrect, a combination of symbols other than those corresponding to push order RP roles 1 and 2 may be displayed as stopped.

[0035] [Game status of gaming machine 10] The gaming state of the gaming machine 10 will be explained. FIG. 5 is a diagram illustrating the transition of the RT state and the transition of the game zone in the embodiment. FIG. 6 is a diagram illustrating the transition of stages according to the embodiment. The main control unit 25b of the main control board 25 and the sub-control unit 26b of the sub-control board 26 can control the gaming machine 10 to a plurality of gaming states, and perform various processes in each gaming state, control of transitions between gaming states (hereinafter simply referred to as "transitions"), etc. as follows. The state controlled to a gaming state is also referred to as staying in each gaming state, etc. Unless otherwise specified below, the transition from one gaming state to another basically occurs after the third reel is stopped in the game in which the transition condition is met. However, this is not limited to this, and the transition may occur from the next game after the transition condition is met. In addition, in the embodiment, the number of games, the execution of a game, etc. are also referred to as "G" as appropriate.

[0036] (RT0~3 state, SB state) As shown in Fig. 5(A), the gaming state is controlled to be transitionable between RT0 to RT3 states. In the embodiment, these gaming states are also simply referred to as RT0 to RT3. Also, the SB state is also simply referred to as SB. RT is an abbreviation for replay time, and RT0 to RT3 have different winning rates for replay roles, etc. Although there are four RT states in this embodiment, there may be three or less, or five or more. RT0 is controlled immediately after powering on the gaming machine 10 or immediately after changing the settings. Also, when the SB combination is won while staying in RT1 to RT3 (when the combination of symbols corresponding to the SB combination stops), it is controlled to RT0.

[0037] RT1 is a state in which there is a high probability of winning the push order RP role 1. The termination condition for RT1 is to satisfy one of the following conditions: · You have won the Push Order RP Role 1 and pressed the button in the correct order. If this termination condition is met, the process moves to RT2. Winning the SB role When this termination condition is met, the process moves to SB.

[0038] RT2 is a state in which there is a high probability of winning the push order RP role 2. The termination condition for RT2 is to satisfy one of the following conditions: · You have won the Push Order RP Role 2 and pressed the buttons in the correct order. If this termination condition is met, the process moves to RT3. Winning the SB role When this termination condition is met, the process moves to SB. - You win the push order bell role and the push order is incorrect. If this termination condition is met, the process moves to RT1.

[0039] RT3 (specific infinite RT) is a state in which there is a high probability of winning the push order RP role 2. The termination condition (continuation termination condition) for RT3 is to meet one of the following conditions. Winning the SB role (stopping in the specified manner) When this termination condition is met, the process moves to SB. - The push order bell role is won and the push order is incorrect (prescribed stop pattern) If this termination condition is met, the process moves to RT1.

[0040] SB is a gaming state in which only 1G is executed. As mentioned above, SB transitions when the SB role is won while staying in RT1-3 and the corresponding symbol stops in that game (winning the SB role). On the other hand, if the corresponding symbol does not stop in that game, the transition right to SB is lost and there is no transition to SB. In other words, SB is a type of bonus that does not carry over the transition right. As mentioned above, if the SB role is won, the system will transition to RT0. Also, if the SB role is not won (the winning symbol corresponding to the SB role does not stop), the current RT will be maintained.

[0041] In this way, the winning of the SB role triggers a transition from RT1 to RT0 to RT0. However, the SB role is a 0-coin role, and RT0 is basically a less favorable gaming state than RT1 to RT3. For this reason, the gaming machine 10 is designed to notify the player that the SB role has been won by using the lamp 18 or the like when the SB role is won. This allows the player to perform a stopping operation involving eye-pressing to prevent the transition to SB, that is, to prevent the symbols of the winning role corresponding to the SB role from stopping.

[0042] (Infinite RT, infinite count value) The main control unit 25b has, as part of its functions, a function (counter) for counting the number of games played in each of all RTs 0 to 3. In this embodiment, the main control unit 25b resets the count value only when the termination condition of each RT (RT0 to RT3) is met while the player is in that RT, that is, when the transition condition from each RT to another RT is met. Also, there is no preset upper limit on the number of plays that can be made while the player is in that RT. Therefore, the RT continues unless the termination condition of that RT is met, regardless of the number of plays that increases with the execution of the game, and the count value is incremented each time a game is executed. In this embodiment, the count value counted in this manner is also referred to as an infinite count value, and the RT controlled based on the infinite count value is also referred to as an infinite RT. RT0 to RT3 are infinite RTs.

[0043] (Normal section, advantageous section) As shown in Figure 5 (B), the gaming zone of the gaming machine 10 has a normal zone (non-advantageous zone) and an advantageous zone. Basically, the normal stage (described later) stays in the normal zone or an advantageous zone to which it has transitioned, and the ART stage (described later) stays in an advantageous zone. The condition for transitioning from the normal zone to the advantageous zone is, for example, winning a rare role, a common bell role, etc. while staying in the normal zone. The conditions for transitioning from the advantageous zone to the normal zone are to meet one of the following conditions: - Completing the advantageous section (i.e. reaching the advantageous section limiter) The advantageous zone limiter, for example, satisfies at least one of the following conditions: a specified number of plays (e.g., 3000G) has been reached in the advantageous zone, and a specified difference in the number of medals (e.g., 2400 medals) has been paid out in the advantageous zone. In this embodiment, the "difference in number" is the so-called "MY (number of medals paid out)", but it is also possible to use a pure "difference in number (number of medals paid out - number of medals inserted)". -Transitioning from the ART stage to the normal stage without completing the advantageous section In this case, the advantageous zone may continue in the normal stage after the transition. However, as will be described later, the gaming machine 10 is designed to transition to the normal zone when transitioning from the ART stage to the normal stage so that the player can fully obtain the benefits of the advantageous zone in the next transitioned ART stage.

[0044] (ART condition, non-ART condition) An ART state is a state that is controlled by ART, and a non-ART state is a state that is not controlled by ART. ART is an abbreviation for Assist Replay Time, and by combining RT and AT (abbreviation for Assist Time), the winning rate of the replay role is set high, and it is a game state in which the winning of small roles and replay roles is assisted. For this reason, in the ART state, when the push order bell role, push order RP role 1, 2 is won, push order navigation is executed and the winning is assisted. In the non-ART state, the push order navigation is not executed when the push order bell role, push order RP role 1, 2 are won. For this reason, in the non-ART state, it is difficult for the player to win these winning roles.

[0045] (Game flow) We will explain the normal stage and ART stage. Details of the set lottery that takes place during these stages will be explained later. As shown in FIG. 6, the main control unit 25b controls the stage (game state) so that it can be transitioned between the normal stage (first game state) and the ART stage (second game state). "Stage control," "RT0-3 control," and "game area control" are basically independent controls, with some exceptions.

[0046] The transitions between stages shown in FIG. 6 are merely illustrations of the basic flow of the game, and may differ from this flow. For example, while in the normal stage, it may be temporarily controlled to RT2. This occurs when, while controlled to RT1, you win the push order RP role 1 or the push order bell role, and even if the push order navigation is not executed in that game, you accidentally get the push order correct. Even if you transition to RT2 in this way, in a subsequent game, even if you win the push order RP role 2, the push order navigation is not executed, so the push order will be incorrect. Similarly, even if you win the push order bell role, the push order will be incorrect. This will eventually result in a transition to RT1, so while in the normal stage, you are basically controlled to RT1. Furthermore, as described above, the game of the embodiment is basically designed not to transition to SB, and therefore, in FIG. 6, illustrations relating to RT0 and SB are omitted.

[0047] The normal stage is controlled by non-ART. Therefore, it is difficult to increase the number of medals acquired while in the normal stage. On the other hand, the ART stage is controlled by ART. Therefore, while in the ART stage, if you win the push order bell role, push order navigation will be executed. The ART stage is more advantageous for players than the normal stage, as it allows them to expect to acquire a large number of medals. Therefore, the gaming machine 10 has a gameplay in which the player aims to transition from the normal stage to the ART stage, and further aims to stay in the AT stage after the transition for a longer period of time.

[0048] Each stage will be described in detail. (Normal stage) While in the normal stage, the main control unit 25b executes a set lottery for the ART stage in a game in which a common bell role is won or a game in which a rare role is won. Note that in a game in which a common bell role is won, the set lottery table 25c is referenced. The main control unit 25b transitions from the normal stage to the ART stage in response to winning this set lottery. In other words, the condition for transitioning from the normal stage to the ART stage is that, in each game in the normal stage, after winning a common bell role, the set lottery executed in that game is won, or the set lottery executed in a game in which a rare role is won is won.

[0049] (RT control during normal stage stay) As will be explained below, while staying in the normal stage, control is basically performed at RT0, RT1 or RT3. That is, immediately after power is turned on or the settings are changed, the device is basically controlled to RT0 and stays in the normal stage. In the normal stage, the push order navigation is not executed, so even if you win the push order bell role while controlled by RT0, it will basically be an incorrect push order. This will cause a transition from RT0 to RT1. Also, as will be described later, in the normal stage immediately after the transition from the ART stage, it is controlled to RT1 or RT3. Even if it is controlled to RT3, if the push order bell is incorrect, it will be controlled to RT1.

[0050] While staying in RT1 of the normal stage (see #1 in Figure 6), the player continues to play the game while waiting for the first win in the set lottery. In other words, the player continues to play the game aiming to win the common bell role or rare role and to win the set lottery in that game. Also, as will be described in detail later, in the state where RT3 is controlled in the normal stage immediately after transition from the ART stage (see #2 in Figure 6), it is controlled so that it is easier to win the set lottery. In other words, in the normal stage after transition from the ART stage, until the push order bell is incorrect, there is a chance for the player to pull back (in the normal stage transitioned from the ART stage, to transition back to the ART stage with fewer games). Note that until the push order bell is incorrect, the display unit 17, lamp 18, etc. may indicate that there is a chance for pull back.

[0051] (ART Stage) After moving to the ART stage, the number of games played will be the number of sets that were selected during the set lottery during the normal stage. The number of games played in one set is 100G. In addition, the main control unit 25b executes a set lottery in a game in which a rare combination is won while staying in the ART stage. The probability of winning this set lottery is, for example, 1 / 10 when a rare combination is won. The number of sets is added. By winning this set lottery, the number of sets executed during the ART stay is added, and the number of games that can be executed is added.

[0052] (RT control during ART stage stay) The RT control immediately after the transition to the ART stage differs in part depending on the path #1a or #2a leading to the ART stage. (Route #1a: First hit) Route #1a is the first winning pattern. In route #1a, the stage transitions to the ART stage while being controlled by RT1 during the normal stage, and continues to be controlled by RT1 even immediately after transitioning to the ART stage. After the transition to the ART stage, the push order navigation is executed, so the player can select the correct push order when the push order RP role 1 is selected under the control of RT1. This allows for an easy transition from RT1 to RT2. Similarly, when the push order RP role 2 is selected under the control of RT2, the correct push order allows for an easy transition to RT3. In this case, the RT3 count to infinity value counts from 0.

[0053] However, in the case of the first set of the initial win, the count of the number of games of 100G / 1 set starts after the transition to RT3. This allows the gaming machine 10 to award the player a profit corresponding to the number of winning sets. That is, even if a player transitions to the ART stage after winning the first jackpot, multiple games must be played between RT1 and RT3. Therefore, unlike the embodiment, if the count of the number of games in the first set starts immediately after transitioning to the ART stage, for example, if three sets are won and the player transitions to the ART stage, the infinite count value of RT3 will not reach 300G. In this case, if the player maintains RT3 and transitions to the normal stage (see paths #5a and #5a in FIG. 6), the player will not be able to fully obtain the profits of the "200-299G" portion of RT3 on the set lottery table 25c, which has a high winning rate, during the set lottery in the normal stage. In contrast, in the embodiment, immediately after the transition to the ART stage, the count of the number of games in the first set starts after the transition to RT3. As a result, even in the above example, the infinite count value of RT3 reaches 300G, so the player can fully obtain the profit of the "200 to 299G" part of the set lottery table 25c, which has a high winning rate.

[0054] (Route #2a: Pullback) Path #2a is a pattern in which the player transitions from the normal stage to the ART stage by pulling back. Since RT3 is an infinite RT, it will continue unless its termination condition (i.e., incorrect push order bell role or SB role winning) is met. For this reason, RT3 during the ART stage may continue even after transitioning to the normal stage (see routes #5a and #5b in Figure 6). In this way, if you win the set lottery while in the normal stage and are controlled by RT3, you will transition to the ART stage while continuing to be controlled by RT3. In this case, the infinite count value of RT3 is counted continuously from the normal stage.

[0055] In this way, both paths #1a and #2a can basically be controlled by RT3 after transitioning to the ART stage, although some control is different.

[0056] (The game flow when transitioning to the normal stage after control in RT3) There are two main ways to transition from the ART stage to the normal stage: when the advantageous zone is completed (i.e., when the conditions for ending the advantageous zone are met), or when the number of games corresponding to the number of sets is played.

[0057] (Complete the advantageous section: Route #5a) The advantageous zone is basically completed when the number of sets acquired meets the conditions for ending the advantageous zone, and the player continues to operate according to the push order navigation when each push order bell role is won. In this case, the number of medals acquired increases steadily and reaches the upper limit of the advantageous zone, or the number of games reaches the upper limit of the advantageous zone. In this way, if the conditions for the end of the advantageous zone are met, the push order bell will not be incorrect, that is, the conditions for the end of RT3 will not be met. For this reason, even if you are in the normal stage that you transitioned from the ART stage, you will continue to be controlled by RT3. In this case, the infinite count value of RT3 will continue without being reset even after completing the advantageous zone.

[0058] (When the number of games corresponding to the number of sets has been played) If the number of sets acquired does not meet the conditions for ending the advantageous zone, the player will transition from the ART stage to the normal stage by consuming the number of sets. In this case, the route may be via route #5b or route #5c. (Route 5b) Route #5b is the case when the player continues to operate according to the push order navigation when each push order bell role is won, but the total number of sets won in the set lottery (the total number of sets won (consecutive wins) during the normal stage and the number of sets won (pulled back) during the ART stage) does not meet the conditions for ending the advantageous zone, so the advantageous zone is not completed. In this case, the push order bell is not incorrect, which means that the conditions for ending RT3 are not met. For this reason, just like when the advantageous zone is completed (route #5a), RT3 continues to be controlled even while the player is in the normal stage to which they transitioned from the ART stage.

[0059] (Route #5c → #5a, Route #5c → #3a, etc.) Route #5c is an example of when the push order bell is incorrectly selected (i.e., the player does not follow the push order navigation) when the push order bell role is won. In this case, the ART stage is maintained, but it is controlled from RT3 to RT1. As a result, the infinite count value of RT3 is reset.

[0060] In this way, even if you transition from RT3 to RT1 while in the ART stage, the number of times you can play in the ART stage can be consumed regardless of the type of RT you are in (even if it is not RT3), so it is deducted each time a game is played. Therefore, even if you transition to RT1, you can stay in the ART stage for a long time if there are many remaining sets, games, etc. Therefore, by following the push order navigation when you win the push order RP role 1 or 2, it is entirely possible to transition from RT1 to RT2, and then from RT2 to RT3. However, after resetting, the RT3 infinite count value starts counting from 0G. And, there are cases where the RT3 infinite count value does not increase enough (for example, less than 200G, less than 300G, etc.), and the game moves to the normal stage (path #5a, #5b, etc.). As will be described in detail later, the winning rate of the set lottery when the RT3 infinite count value is less than 200G, less than 300G, etc. is low. Therefore, if the RT3 infinite count value has not increased sufficiently and the game has transitioned to the normal stage (see #2 in Figure 6), the player will not be able to fully obtain the benefits of the high winning rate part of the set lottery table 25c. In other words, the possibility of returning to the ART stage after transitioning to the normal stage is low.

[0061] On the other hand, as shown in path #3a, if there are only a few remaining sets, the remaining sets may be consumed and the game may transition to the ART stage under the control of RT1. Although details will be described later, in the normal stage controlled by RT1 (see #1 in FIG. 6), the main control unit 25b executes the set lottery by referring to the winning rate for RT1 in the set lottery table 25c, and therefore the winning rate is low. Therefore, if the game moves to the normal stage via path #3a, the player will not be able to fully obtain the benefits of the part of the set lottery table 25c with a high winning rate.

[0062] In this way, taking route #5c may result in a player not being able to obtain sufficient profit in the set lottery after the transition to the normal stage, so from the standpoint of playability, it acts as a penalty to the player for not following the push order navigation when winning the push order bell role. In addition, when the player moves to the normal stage via the above-mentioned routes #3a and #5b, the player moves from the advantageous zone to the normal zone from the viewpoint of gameplay. This is because the player can obtain more profit from the advantageous zone when moving back to the ART stage. However, this is not limited to this, and the player may continue to stay in the advantageous zone when moving to the normal stage via routes #3a and #5b.

[0063] [Set lottery] We will explain the set lottery for sets that can be played on the ART stage. The main control unit 25b executes a set lottery based on the stage, the type of RT, and the count-to-infinity value, as will be described below.

[0064] (Set lottery during regular stage stay) During the normal stage, the main control unit 25b performs a set lottery with a probability of, for example, 1 / 100 in a game in which a rare combination is won, regardless of whether the player is in the normal zone or the advantageous zone. The winning rate is, for example, 1 / 10. Furthermore, the main control unit 25b performs a set lottery by referring to the set lottery table 25c in a game in which the common bell role is won, regardless of whether the player is staying in the normal zone or the advantageous zone. Below, we will mainly explain the latter set lottery.

[0065] During normal stage stay, the set lottery is mainly carried out based on the infinite count value in a state controlled by RT0 or RT1 for the first winning lottery, while the lottery is mainly carried out based on the infinite count value in a state controlled by RT3 for the pull-back lottery. The first winning lottery during a normal stage stay occurs in one of the following cases:

[0066] (First winning lottery based on RT0) RT0:0~19G Immediately after powering on, when staying in RT0 after changing the setting, when SB role is won, "0G~19G" in the state controlled by RT0 has an extremely low winning rate of the set lottery (winning rate 1 / 255). For this reason, the player will proceed with the game by moving to RT1, that is, aiming for an incorrect push order bell.

[0067] RT0:20G or later The winning rate for set lotteries from 20G onwards in RT0 is higher than that for set lotteries in RT1. In other words, the winning rate is 100 / 256 for 1 set, 26 / 256 for 2 sets, 1 / 256 for 3 sets, and 1 / 256 for 8 sets. For this reason, a player may play with the aim of staying in RT0. If a player chooses such a strategy, if the player wins an SB role after transitioning from RT0 to RT1, the player may play so as to transition back to RT0 by winning the SB role. However, even if the player aims to stay in RT0, the game state will transition to RT1 if the push order bell is incorrect. For this reason, such a strategy cannot be actively adopted. In other words, the gameplay of the gaming machine 10 is such that if there is a long period of time during RT0 where the push order bell role is not won (i.e., no win for 20G or more), the probability of moving to the ART stage increases.

[0068] (First winning lottery based on RT1, #1a in Figure 6) RT1: 0~99G The 0-99G for RT1 during the first set draw is the same as the 0-19G for RT0, and the winning rate for the set draw is extremely low (1 / 255). RT1:99G or later The winning rate for RT1 set lotteries from 20G onwards is higher than the winning rate for set lotteries from 0 to 99G. In other words, the winning rate is 23 / 255 for 1 set and 3 / 255 for 2 sets. In addition, since push order navigation is not executed during the normal stage, the game state does not generally transition to RT2. Therefore, the normal stage during RT1 has the gameplay of waiting for the first win of the set lottery after 20G of RT1.

[0069] (Return lottery based on the infinite count value of RT3, #2 in Figure 6) In a state where RT3 staying in the ART stage continues even after transition to the normal stage, the main control unit 25b performs a set lottery based on the infinite count value of RT3. As will be explained below, the set lottery table 25c is basically set so that it is easier to win the set lottery when staying in RT3 than when staying in RT0 to RT2.

[0070] RT3 infinite count value: 0~99G The set winning rate is 100 / 255 for 1 set, 26 / 255 for 2 sets, 1 / 255 for 3 sets, and 1 / 255 for 8 sets. Therefore, the probability of moving to the ART stage when winning the common bell role is 128 / 255, which is more than 1 / 2. RT3 infinite count value: 100~199G The set winning rate for 100-199G is temporarily lower than the above "0-99G". In other words, the winning rate is 23 / 255 for 1 set and 3 / 255 for 2 sets. Therefore, the probability of transitioning to the ART stage when a common bell role is won is 26 / 255, which is lower than the above "0-99G".

[0071] RT3 infinite count value: 200~299G Between 200 and 299G, the winning rate increases again. That is, 1 set is 100 / 256, 2 sets is 26 / 256, 3 sets is 1 / 256, and 8 sets is 1 / 256, which is almost the same as the winning rate for infinite count values ​​0 to 99G (1 / 2 winning rate). RT3 infinite count value: 300~399G,...,800G and above The winning rate after 300G is 255 / 255. Therefore, the common bell combination determines the addition of the ART stage set. Therefore, if the common bell combination is won, the transition from the normal stage to the ART stage is almost certain, which is extremely advantageous for the player. In addition, the set lottery table 25c is set so that from 300G onwards in RT3, it becomes easier to win a larger number of sets every 100G, that is, the winning rate increases in order.

[0072] (Set lottery during ART Stage stay) As mentioned above, the main control unit 25b executes a set lottery in the game in which a rare combination is won while staying in the ART stage, and if the set lottery is won, the number of sets held by the player is increased by one. The winning probability is, for example, 1 / 10. In addition, when the first win (path #1a) causes a transition to the ART stage, the lottery process is carried out in each RT while transitioning to RT1-2, RT3 in that order. On the other hand, when the ART stage is transitioned to by the pull-back lottery (path #2a), the lottery process is carried out under the control of RT3.

[0073] (If you move from RT3 to RT1 while staying in the ART stage, see route #5c in Figure 6) If the push order bell is incorrect during RT3 while in the ART stage, the RT3 termination condition is met, and the game transitions from RT3 to RT1. This resets the infinite count value of RT3. In this way, even though the more times RT3 is played, the more advantageous it is for the player, the count value is reset.

[0074] Furthermore, if the game transitions to the normal stage while in RT1, the main control unit 25b will conduct a set lottery based on the RT1 infinite count value while the game is in the normal stage. In this case, the RT1 infinite count value is in the state after reset, so it starts counting from 0G. Furthermore, the winning rate of the RT1 set lottery is much lower than the winning rate of the RT3 set lottery (excluding 100-299G). For this reason, if the game transitions to RT1 while the game is in the ART stage, the winning rate of the set lottery will decrease, putting the player at a disadvantage.

[0075] Also, although not shown in Figure 6, if the push order bell is pressed incorrectly while in RT2 after transitioning to the ART stage, the player will similarly transition to RT1, which will be disadvantageous to the player. Therefore, in order to play advantageously, the player needs to follow the push order navigation while in the ART stage.

[0076] Therefore, the gaming machine 10 has the following gameplay characteristics. Stay in the ART stage for as long as possible, and move from the ART stage to the normal stage while increasing the RT3 infinite count value as much as possible until the number of sets in the ART stage reaches 0 sets and the number of remaining games reaches 0G. When the number of sets in the ART stage reaches 0 and the number of remaining games reaches 0G, the game state (display screen) of the normal stage will be entered and the normal section will be entered, and the RT state will be maintained. Before the push order bell role is won (in other words, before the push order bell is incorrectly answered due to the push order navigation not being executed and the transition from RT3 to RT1 occurs), the common bell role is won. Then, in the game in which the common bell role is won, if the set win is won and set stock is acquired, the player can move to the ART stage (display screen).

[0077] For this reason, whether or not you can move from the normal stage of RT3 to the ART stage (i.e. whether or not you can pull back) greatly affects the winning rate of the push order bell role in RT3 and the winning rate of the common bell role. In other words, the higher the probability of winning the push order bell role, the higher the probability of the push order bell role being won before the common bell role, so RT3 while staying in the normal stage has a higher probability of transitioning to RT1 due to an incorrect push order bell. Once transitioning to RT1, the winning rate for the set lottery becomes extremely lower than RT3. On the other hand, if the winning rate of the common bell role in RT3 is too high compared to the winning rate of the push order bell, the probability of transitioning from the normal stage to the ART stage will be too high, which will be too advantageous for the player. In the gaming machine 10 of the embodiment, the winning rate of the common bell role in RT3 is, for example, 1 / 10, while the winning rate of the push order bell is, for example, 1 / 1.5. As a result, the gaming machine 10 is designed so that when RT3 continues and the game stage transitions from the ART stage to the normal stage, the set lottery is won with a probability of about 1 in 6 to 7 times.

[0078] As explained above, in the gaming machine 10 of this embodiment, RT3 is an infinite RT, so RT3 of the ART stage can be continued even after transition to the normal stage. The gaming machine 10 can then control the transition to the ART stage by performing a set lottery process based on the infinite count value of RT3 in the normal stage. This increases the player's chances of winning medals that exceed the advantageous zone restrictions, thereby enhancing the player's enjoyment of the game.

[0079] In contrast, in conventional gaming machines, when the limiter of the advantageous zone is reached and the machine transitions to a non-AT state, a non-ART state, etc., it is difficult to acquire medals that exceed the constraints of the advantageous zone (a difference of 2400 medals, etc.). For this reason, players may feel unsatisfied.

[0080] Although the preferred embodiments of the present invention have been described above, it goes without saying that the present invention is not limited to the above-described embodiments, and various modifications can be made within the scope of the present invention. The configurations of the above-described embodiment and the configurations of the modified embodiments described below can be used in appropriate combinations, but detailed description thereof will be omitted.

[0081] (Variations) (1) In the embodiment, during the ART stage controlled by RT3, an example was shown in which the set lottery is won with a probability of, for example, 1 / 10 when a rare combination is won, but this is not limited to this. Any form may be used as long as the set winning rate during the ART stage controlled by RT3 can be controlled so as not to become extremely large. For example, during the ART stage, the set lottery may be performed by referring to the set lottery table 25c based on the number of games played during the ART stage, instead of the infinite count value of RT3.

[0082] In addition, the relationship between the ease of returning from the normal stage controlled by RT3 to the ART stage (i.e., the degree to which the common bell role is easier to win than the push order bell role) and the winning rate of the set lottery while staying in the ART stage controlled by RT3 may be changed as appropriate depending on the specifications of the gaming machine, etc. In other words, if the specifications make it easy to pull back, the winning rate of the set lottery during the ART stage may be lowered. In this case, it is difficult to win consecutive wins during the ART stage, and therefore difficult to complete the advantageous zone. As a result, by repeatedly going back and forth between the normal stage and the ART stage, it is possible to award the player with game value that exceeds the constraints of the advantageous zone. On the other hand, if the specification makes it difficult to pull back, the winning rate of the set lottery while staying in the ART stage may be increased. In this case, it is easy to win consecutive wins while staying in the ART stage, so it is easy to complete the advantageous zone. As a result, even though it is difficult to pull back the ART stage, once it is possible to pull back, it will go through two or more ART stages, and as a result, it is possible to give the player gaming value that exceeds the constraints of the advantageous zone.

[0083] (2) In the embodiment, when the ART stage is transitioned from RT3 to RT1 (see #5c in FIG. 6), the number of remaining sets and the number of remaining games in the ART stage are maintained, but this is not limited to this. In this case, some or all of the number of remaining sets and the number of remaining games may be erased. In this case, a stronger penalty can be imposed on the player for not following the push order navigation when the push order bell role is won.

[0084] (3) In the embodiment, an example of stage transition between the normal stage and the ART stage is shown, but this is not limiting. For example, the stage to transition from the normal stage may be an AT stage controlled to the AT state.

[0085] (4) In the embodiment, an example was shown in which, in the case of the first win, the state is basically RT1 and the state transitions to the ART stage, but this is not limited to this. For example, in a game in which a chance symbol role is won while staying in the normal stage, a CZ lottery process may be performed to determine whether or not to transition to the CZ (Chance Zone) stage. In this CZ stage, if the player stays in the CZ stage for several games and the push order navigation is executed with a high probability when a push order RP role is won, the player is more likely to transition from RT1 to RT2. In this case, the gaming machine can provide a game in which the player waits for a win in the set lottery while transitioning between RT1 and RT2.

[0086] (5) In the embodiment, an example was shown in which the benefit that is the subject of the lottery process is the number of sets that can be played on the ART stage, but this is not limited to this. The privilege is a right related to the ART stage, and may be anything that benefits the player. The privilege may be, for example, an improvement in the loop rate of the ART stage, an increase in the difference in the number of coins that can be obtained in the ART stage, an increase in the number of games that can be played in the ART stage (in this case, it may be only the first stage, etc.), an improvement in the advantage in various specialized zones, etc. In addition, the benefits may be related to various effects, such as unlocking background music settings, unlocking custom audio when performing button press navigation, or changing setting suggestions (for example, changing from a suggestion of settings 2, 4, or 6 to a suggestion that setting 2 is confirmed).

[0087] (6) In the embodiment, the advantageous zone lamp is lit while the player is in the advantageous zone, but this is not limited to this. The advantageous zone lamp may be lit when the player enters a gaming state where medals are likely to increase (various bonuses, AT, ART, etc.). Also, the advantageous zone lamp may not be lit even when the player is in the advantageous zone. Furthermore, the advantageous zone lamp does not have to be provided. In this case, the main control board may, for example, control the lighting of a lamp (such as an AT lamp) different from the advantageous zone lamp to notify the player that AT, ART, etc. is in progress.

[0088] (7) In the embodiment, the gaming machine is a slot machine, but is not limited to this. The gaming machine may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may also be a so-called medal-less gaming machine that can play games using pseudo gaming media in the form of data rather than using actual gaming media such as medals.Furthermore, the gaming machine may be a so-called enclosed gaming machine that can play games by circulating gaming media such as gaming balls internally rather than paying them out to the outside. [Explanation of symbols]

[0089] 10: Gaming machines 14, 14C, 14L, 14R: Navigation lamp 15, 15C, 15L, 15R: Stop button 20, 20C, 20L, 20R: Reel 25: Main control board 25a: Main memory 25b: Main control unit 26: Sub-control board 26a: Secondary storage 26b: Sub-control unit

Claims

1. A game state control means capable of controlling a game to any one of a plurality of game states including a first game state and a second game state that is more advantageous to the player than the first game state; RT control means capable of controlling to a specific infinite RT in which the number of games to stay is not predetermined; A counting means for counting the number of games in the specific infinite RT; a bonus awarding means for awarding a bonus advantageous to a player in accordance with the counted value of the counting means; Equipped with The RT control means In a state where the specific infinite RT is controlled, when the second gaming state is shifted to the first gaming state, the specific infinite RT can be continuously controlled, The counting means In a state where the specific infinite RT is controlled, when the second gaming state is shifted to the first gaming state, the counting value can be continuously counted without being reset, The benefit granting means In the first gaming state transitioned from the second gaming state, when the specific infinite RT is controlled, the bonus can be awarded according to the count value of the counting means. A gaming machine characterized by:

2. A lottery means capable of executing a lottery for a game result; a determination means for determining whether to grant the special benefit in accordance with the count value of the counting means, based on the result of the lottery by the lottery means being a special lottery result; Equipped with The benefit granting means If the determination means determines that the benefit should be granted, the benefit can be granted.

2. The gaming machine according to claim 1 .

3. The bonus granting means comprises: The probability of awarding the bonus is higher when the counted value by the counting means is the first number of games than when the counted value is the second number of games, which indicates that a number of games played is greater than the first number of games.

2. The gaming machine according to claim 1 .

4. The specific infinite RT is: a first particular infinite RT; A second specific infinite RT to which the first specific infinite RT can be transferred; Including, The counting means When the first specific infinite RT is shifted to the second specific infinite RT, the count value is reset; When the counted value by the counting means is the first number of games, the bonus awarding means The probability of awarding the special benefit is higher when the RT control means controls the second specific infinite RT than when the RT control means controls the first specific infinite RT.

2. The gaming machine according to claim 1 .

5. A game zone control means is provided that can control any one of a plurality of game zones including a non-advantageous zone and an advantageous zone, The benefit granting means Regardless of whether the gaming zone controlled by the gaming zone control means is the non-advantageous zone or the advantageous zone, the bonus can be awarded according to the count value by the counting means.

2. The gaming machine according to claim 1 .

Citation Information

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