gaming machines

The internal lottery unit in gaming machines adjusts bonus win probabilities and state transitions to enhance gameplay interest by ensuring varied and engaging experiences.

JP7810911B2Active Publication Date: 2026-02-04ENTERRISE CO LTD
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Patent Information

Application Number
JP2024081024
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-17
Publication Date
2026-02-04
Estimated Expiration
2044-05-17

AI Technical Summary

Technical Problem

Conventional gaming machines lack an interesting gameplay experience when a predetermined role is won during the operation of a second-class special feature, leading to a lack of engagement.

Method used

An internal lottery unit determines the likelihood of winning a bonus, with different winning probabilities for first and second bonuses, and transitions the RT state to a more advantageous state if a predetermined combination is not won or awarded a predetermined number of times during the bonus operation.

Benefits of technology

This approach enhances gameplay interest by providing an interesting gaming experience through varying bonus win probabilities and state transitions, making the game more engaging.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine using a bonus and giving amusement.SOLUTION: A game machine is provided, including: an internal lottery portion which can perform an internal lottery based on the operation of a player and can determined whether or not to cause a lottery-winning of at least one symbol combination among a plurality of symbol combinations; and an RT state control portion capable of switching RT states that includes a first RT state and a second RT state. The symbol combinations include bonuses and, if a lottery-winning or a winning of a predetermined symbol combination is not achieved a predetermined number of times through the internal lottery while the bonus is being activated, the RT state control portion causes a shift of an RT state to the second RT state in which it is easier to have a lottery-winning of a bonus symbol combination than in the first RT state. At least a first bonus and a second bonus capable of being lottery-won in the first RT state are prepared as bonuses. A lottery-winning possibility of the predetermined symbol combination while a bonus is being activated is different between the first bonus and the second bonus.SELECTED DRAWING: Figure 7
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Description

[Technical Field]

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

[0002] Conventionally, gaming machines have been known that are equipped with a feature whereby, when a predetermined role (e.g., a single bonus) is won while a bonus (e.g., a role continuous operation device for a second-class special role) is in operation, the role continuous operation device for a second-class special role ends and returns to its normal state (so-called failure of the role continuous operation device for a second-class special role) (see non-patent document 1).

[0003] On the other hand, in conventional gaming machines, if the continuous operation device for the second type special feature ends without winning the predetermined role, the continuous operation device for the second type special feature does not jam and transitions to an advantageous state that is more advantageous than the normal state. [Prior art documents] [Patent documents]

[0004] [Non-Patent Document 1] DMM Pachi Town, "Hihouden ~The Road to Legend~", Internet, updated November 18, 2020, retrieved April 11, 2024,<URL:https: / / p-town.dmm.com / machines / 2344> DISCLOSURE OF THE INVENTION [Problem to be solved by the invention]

[0005] However, in conventional gaming machines, when a predetermined role is won during the operation of the continuous operation device for the second-class special feature, the question is simply whether the continuous operation device for the second-class special feature will jam. Therefore, it is difficult to say that such gaming machines have an interesting gameplay.

[0006] An object of the present invention is to provide an interesting gaming machine that uses bonuses. [Means for solving the problem]

[0007] The present invention provides An internal lottery unit that can execute an internal lottery based on an operation by an operator and determine whether or not to win at least one role among a plurality of roles; an RT state control unit capable of switching between RT states including a first RT state and a second RT state; Equipped with The role includes a bonus, The RT state control unit, when a predetermined combination is not won or awarded a predetermined number of times by the internal lottery during the operation of the bonus, transitions the RT state to the second RT state in which the bonus is more likely to be won than in the first RT state, The bonus includes at least a first bonus and a second bonus that can be won in the first RT state, The first bonus and the second bonus have different winning probabilities for the predetermined combination during the operation of the bonus. It is an amusement machine. [Effects of the Invention]

[0008] According to the present invention, an interesting gaming machine using bonuses can be provided. [Brief explanation of the drawings]

[0009] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 1 is a block diagram schematically showing the configuration of a slot machine. [Figure 3] FIG. 10 is a diagram showing an example of the arrangement of symbols on a rotating reel. [Figure 4] FIG. 2 is a diagram illustrating the state transition of the first game state. [Figure 5] FIG. 10 is a diagram illustrating the state transition of the RT state. [Figure 6]2 is a diagram illustrating the configuration of a main control board, a game value control board, and a sub-control board in the first embodiment. FIG. [Figure 7] FIG. 10 is a flowchart showing the flow of MB execution processing. DETAILED DESCRIPTION OF THE INVENTION

[0010] [First embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present invention will be described with reference to Figures 1 to 7. Note that the embodiment described below is merely one example of the present invention, and the embodiment of the present invention can be modified as appropriate without departing from the spirit of the present invention. In the following description, "connection" includes cases where connection targets are directly connected to each other, and cases where connection targets are indirectly connected to each other via another board or device, etc.

[0011] As shown in Figure 1, the slot machine 1 of this embodiment is a reel-type gaming machine in which the quantity of gaming value is managed by electronic data (hereinafter referred to as "gaming value data"), rather than using physically existing medals.

[0012] Unlike conventional slot machines, this slot machine 1 does not require the insertion of actual medals, nor does it pay out actual medals. Furthermore, in the slot machine 1, electronically converted pseudo gaming media are used as gaming value data to progress the game. This type of slot machine 1 is called a medal-less machine, Smart Slot (registered trademark), or a sealed-in reel gaming machine.

[0013] First, the card unit 7 connected to this slot machine 1 will be described below.

[0014] <Configuration of card unit 7> As shown in FIG. 2, the card unit 7 is connected to the slot machine 1 outside the slot machine 1 so as to be able to communicate with the slot machine 1.

[0015] The card unit 7 can store therein a card 70 that stores gaming value data as electronic data in place of medals that are real objects.

[0016] The card unit 7 is similar to a conventional card unit connected to a medal-less machine, and therefore a detailed description thereof will be omitted.

[0017] <Configuration of Slot Machine 1> As described above, the slot machine 1 of this embodiment is a medal-less machine that allows play to proceed without using medals, which are real objects. In the slot machine 1 of this embodiment, play is performed using gaming value data as electronic data, instead of medals, which are real objects. In the following, the term "gaming value" may also be used in place of "gaming value data," as a term corresponding to the conventional "medals."

[0018] As shown in Fig. 1, the slot machine 1 includes a cabinet 10. A front door 100 is provided on the front of the cabinet 10. This front door 100 is locked while a game is in progress.

[0019] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, the operator can see the multiple symbols displayed on the surface of each of the multiple rotating reels 20, which will be described later.

[0020] A keyhole (not shown) is provided near the right end of the front door 100 when viewed from the front of the slot machine 1 (toward the back of the paper in FIG. 1). A key is inserted into the keyhole to lock or unlock the front door 100 and the cabinet 10. Since the front door 100 and the cabinet 10 remain locked during play, a player cannot access the inside of the cabinet 10.

[0021] Furthermore, since the slot machine 1 is a medal-less machine, there is no selector or hopper device inside the cabinet 10, and the store staff does not need to replenish actual medals during play. Therefore, during play, except when an error occurs in the slot machine 1, the store staff will not, in principle, lock or unlock the front door 100 and the cabinet 10.

[0022] When store staff perform setting changes, setting value confirmation, maintenance work, etc., the front door 100 and the housing 10 are unlocked, and the front door 100 becomes rotatable relative to the housing 10. This allows the store staff to access the inside of the housing 10.

[0023] Above the reel window 200, there are provided a liquid crystal screen 3, a speaker 101, and an illumination unit 102 for performing various effects during a game.

[0024] The liquid crystal screen 3 displays various effect moving images (effect screens) while the player is playing.

[0025] The speaker 101 outputs predetermined background music (BGM), sound effects (SE), and audio. In this embodiment, the operator can adjust (set) the volume of the BGM, sound effects, operation sounds, etc., using a volume adjustment function that can be set on a menu screen, for example.

[0026] The illumination unit 102 is composed of LEDs and the like, and lights up or goes out in a predetermined pattern when, for example, a highly anticipated performance screen is displayed or a winning combination is achieved.

[0027] Below the reel window 200, there are provided an operation unit 4, a lower panel 103, a front bottom 104, etc. The lower panel 103 displays the title of the slot machine 1, etc. The front bottom 104 is designed to allow the operator to place personal belongings, etc.

[0028] The operation unit 4 includes a plurality of stop switches 40 (40a, 40b, 40c), a bet switch 41, a lever 42, a digital counter 43, a count button 44, a cancel button 45, and a performance button 46.

[0029] Near each switch of the operation unit 4, a sensor is provided that detects the operation by the player and outputs an operation signal to the control unit 6.

[0030] Each stop switch 40 (40a, 40b, 40c) is provided corresponding to each reel 20 (20a, 20b, 20c). The stop switches 40a, 40b, 40c accept an operation to stop the rotation of the corresponding reel 20a, 20b, 20c while the reel 20a, 20b, 20c is rotating. That is, when the stop switch 40a is operated, the rotation of the reel 20a stops, when the stop switch 40b is operated, the rotation of the reel 20b stops, and when the stop switch 40c is operated, the rotation of the reel 40c stops.

[0031] Lamps are provided inside the stop switches 40a, 40b, and 40c. The lamps can indicate by emitting a color (e.g., red) that the stop switches 40a, 40b, and 40c are in an inoperative state, for example, from when the lever 42 is operated until the reels 20a, 20b, and 20c reach a constant speed rotation state.

[0032] Information about which stop switches 40a, 40b, and 40c have been pressed (information about which stop switch 40 was pressed, in what order, and at what timing) is used by the spinning reel control unit 611, game result determination unit 612, game status control unit 615, RT status control unit 616, and media management unit 620, which will be described later.

[0033] The bet switch 41 is used when the operator bets a gaming value. The credited gaming value and the amount of betted gaming value are managed by the slot machine 1 (media management unit 620). Hereinafter, the term "credited gaming value" refers to the gaming value (gaming value data) managed by the media management unit 620.

[0034] The lever 42 functions as a start switch that receives an operation to rotate the reels 20a, 20b, and 20c.

[0035] The digital counter 43 digitally displays the number of gaming value credits, the number of gaming value paid out (amount won), etc. By checking the digital counter 43, the operator can also check the amount of gaming value he or she has while playing. This also allows the player to play without having to hold actual medals.

[0036] In this embodiment, the "number of payouts of game value" does not mean the action of actual medals being paid out to the outside of the slot machine 1, but means "an increase in game value according to a winning combination established by an internal lottery." In other words, the "number of payouts of game value" means "an increase in the numerical value of a pseudo game medium converted into electronic data." Furthermore, for example, a "predetermined number of game values" is a concept equivalent to the conventional "predetermined number of medals."

[0037] The counting button 44 can accept an operation by the operator to transfer the gaming value data from the media management unit 620 to the card unit 7 (to execute the first process, "transfer process"). When the counting button 44 accepts an operation by the operator, a transfer signal is generated in the counting button 44.

[0038] The counting button 44 may also be provided with a lamp inside or around it that emits light in a different color before and after it is operated.

[0039] The cancel button 45 can accept an operation by the operator to change a gaming value that has been bet (betting state) to a non-betting state (non-betting state). When the cancel button 45 accepts an operation by the operator, a cancel signal is generated by the cancel button 45. After that, the media management unit 620 that receives the cancel signal manages the gaming value data that has been bet as a non-betting state.

[0040] For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 updates the betted game value to "0" and adds the game value data bet until it reaches "0" to the credited game value data. As a result, the number of credits displayed by the digital counter 43 increases by the amount of the betted game value data. In other words, the cancel button 45 is a button for causing the media management unit 620 to execute a bet cancellation process that changes the betting state to a non-betting state and returns the betted game value to the number of credits.

[0041] The bet cancellation process based on the operation of the cancel button 45 is valid when a bet has been placed but the lever 42 has not yet been operated. On the other hand, the bet cancellation process is invalidated from the time the lever 42 is operated until the game based on the operation of the lever 42 ends.

[0042] The effect button 46 is a button used by the player when playing a game to set the volume, check game data, and set various other menu settings related to the game. The effect button 46 may also be operated by the operator during a game depending on the effect. When the effect button 46 is operated during a game, a change occurs in the effect.

[0043] The effect button 46 also includes a lamp that can emit light in various colors and patterns. The lamp is lit when the effect button 46 is in an operable state, and is turned off when the effect button 46 is in an inoperable state. When the operation of the effect button 46 triggers the output of a winning notification effect for a favorable game state such as a special combination, the lamp can also flash rapidly in a color different from its normal illumination, such as red or rainbow colors.

[0044] As shown in FIG. 2, a reset button 51 and a setting change button 52 are provided inside the housing 10.

[0045] The reset button 51 is operated to clear various errors and initialize the RAM that constitutes the control unit 6. For example, if the power of the slot machine 1 is switched from off to on while the reset button 51 is being operated (an example of a predetermined condition), the quantity of game value managed by the media management unit 620 is cleared to "0," and the first game state of the slot machine 1 is set to a "special role non-carryover state."

[0046] The setting change button 52 is a button that is operated by a store staff member when one of multiple setting values ​​is set in the slot machine 1. For example, when the power of the slot machine 1 is switched from off to on while the slot machine 1 is set in the setting change mode, the setting change button 52 becomes operable, and when the setting change button 52 is operated in this state, the setting value can be set.

[0047] While a game is in progress or while waiting to play, the cabinet 10 and the front door 100 are locked, so that no one other than a person authorized to unlock them (for example, a store staff member who has a key) can touch the reset button 51 and the setting change button 52.

[0048] The set value is a value that represents the payout rate, which indicates the ratio of the total number of game values ​​paid out to the total number of game values ​​inserted into the slot machine 1. The set set value affects the internal lottery. The probability of winning at least some of the possible winning combinations differs depending on the set value. The set value is set by store staff before the store opens.

[0049] 2, the slot machine 1 includes a spinning reel unit 2 and a control unit 6. The spinning reel unit 2 and the control unit 6 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns on and off the main power supply of the slot machine 1.

[0050] 1 and 2, the rotating reel unit 2 includes three rotating reels 20a, 20b, and 20c and three stepping motors 21a, 21b, and 21c. The rotating reel unit 2 is disposed inside the casing 10 in a position corresponding to the position of the reel window 200.

[0051] On the surfaces of the reels 20a, 20b, and 20c, for example, patterns (symbols) are arranged as shown in Fig. 3. When the reels 20a, 20b, and 20c stop spinning, a game result determination unit 612 (described later) determines whether the combination of patterns displayed on the pay line L (described later) is a predetermined combination of patterns, and the game progresses.

[0052] The stepping motors 21a, 21b, and 21c are provided corresponding to the rotating reels 20a, 20b, and 20c, and drive the corresponding rotating reels 20a, 20b, and 20c.

[0053] The stepping motors 21a, 21b, and 21c stop the rotation of the reel 20 (e.g., 20a) corresponding to the operated stop switch 40 (e.g., 40a) within 190 ms after the stop switch 40a, 40b, and 40c is operated while the reels 20a, 20b, and 20c are rotating. The stepping motors 21a, 21b, and 21c complete one rotation in 504 steps. As a result, the reels 20a, 20b, and 20c rotate at a speed of 80 rotations per minute. In other words, the number of steps that can be advanced within 190 ms is 127.

[0054] In addition, when a special role (an example of a bonus role; in this embodiment, a role continuous operation device for a second type special role; hereinafter referred to as "MB") described below is being executed (an example of a bonus in operation), the stepping motors 21a, 21b, 21c may be configured to stop the rotation of at least one of the rotating reels 20a, 20b, 20c (for example, rotating reel 20a) corresponding to the operated stop switch 40a within 75 ms after the corresponding stop switch 40a (for example, stop switch 40a) is operated.

[0055] The rotation and stopping of these reels 20a, 20b, and 20c and stepping motors 21a, 21b, and 21c are controlled by a reel control unit 611, which will be described later.

[0056] <The flow of the game by the operator> The operator operates the bet switch 41 to use the credited gaming value to bet gaming value on the slot machine 1. When a predetermined number (for example, 3) of gaming value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., the game can be started.

[0057] In this embodiment, an example is described in which, by pressing the bet switch 41 once, a predetermined number (for example, 3) of game values ​​that can be used to play one game is automatically bet.

[0058] FIG. 1 shows an example in which the activated line L is composed of one line sloping downward to the right. The activated line L is a virtual line for determining winning combinations. In this embodiment, when a MAX BET (maximum bet) of 3 is placed, one line L is activated. In the slot machine 1 of this embodiment, one game can be executed by betting a game value of 3 and operating the lever 42.

[0059] In the following, "winning" is not only when symbols that result in the payout of game value, such as bells and watermelons, line up on the valid line L, but also when symbols that correspond to specific roles, such as replays, chance symbols, and MBs, that do not result in the payout of game value, line up on the valid line L.

[0060] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42, stop switches 40a, 40b, 40c, etc. to obtain a predetermined play result, including internal lottery, winning determination processing, and processing to increase or decrease play value data.

[0061] Specifically, when the lever 42 is operated (lever on) in a state where a game can be started, an internal lottery is conducted to determine a winning flag, and the rotation of the rotating reels 20a, 20b, and 20c begins. In this state, when any of the stop switches 40a, 40b, and 40c is operated, the rotating reel 20 (20b) corresponding to the operated stop switch 40 (for example, 40b) stops.

[0062] All the rotating reels 20a, 20b, 20c stop, and a payout process of a predetermined amount of game value is executed according to the combination of symbols (winning combination) that has been aligned (winning) on ​​the pay line L. This ends one game.

[0063] At least some of the information regarding the progress of the game until these predetermined game results are obtained (for example, the operation of the bet switch 41, the operation of the lever 42, the operation of the stop switch 40, the execution of an internal lottery, the winning of a predetermined role, the rotation of the reel, etc.) is managed by the main control unit 61.

[0064] <About game status> During a game, one of a plurality of game states is set as shown in Figures 4 and 5. Based on the set game state, an internal lottery and a predetermined lottery are performed.

[0065] The gaming states include a first gaming state (see FIG. 4) and an RT state (see FIG. 5).

[0066] The first game state includes a special role non-carryover state, a bonus internal state (special role carryover state), and a special role implementation state, as shown in Figure 4. The special role non-carryover state, the bonus internal state, and the special role implementation state are in an exclusively established relationship.

[0067] The special role non-carryover state refers to a state in which MB has not been won by the internal lottery and the winning of MB has not been carried over. The special role non-carryover state is set, for example, when the setting value described below is changed (an example of a predetermined condition), when RAM is initialized (an example of a predetermined condition), when the game value is paid out in excess of a predetermined number in the special role implementation state, etc.

[0068] The internal bonus state is a state in which MB has been won by the internal lottery, but the winning of MB has been carried over. In other words, the internal bonus state is a state in which MB has been won by the internal lottery, but the symbols corresponding to MB have not been aligned on the valid line L, and MB has not yet won.

[0069] Here, when the MB according to this embodiment wins, the MB wins regardless of the timing and order of the player's operation of the stop switches 40a, 40b, and 40c. In other words, the MB according to this embodiment is an automatic JAC-in type combination that wins regardless of the manner in which the player operates the stop switches 40a, 40b, and 40c. Therefore, in the one game in which the MB wins, the internal bonus state remains until the player operates the stop switches 40a, 40b, and 40c to win the winning MB.

[0070] The special role implementation state is a state in which the MB won by internal lottery has been won and the payout of the game value exceeding the predetermined number has not been made. In other words, in this embodiment, the special role implementation state refers to the state in which the MB is being executed.

[0071] In this embodiment, three MBs are provided: MB1, MB2, and MB3. As shown in Figure 5, the RT states (details will be described later) in which each MB may win are determined in advance.

[0072] Specifically, MB1 and MB2 win in RT0 but not in RT1 to RT4, and MB3 wins in RT4 but not in RT0 to RT3. Below, when we simply say "MB," it means all of MB1, MB2, and MB3.

[0073] Also, when MB is being executed, a role including RB (an example of a predetermined role), which is a first-class special role, becomes a winning candidate. In this embodiment, if RB is won when MB is being executed, RB will be awarded in that game regardless of the manner in which the player operates the stop switches 40a, 40b, and 40c. In other words, the RB in this embodiment is an automatic JAC-in type role.

[0074] Also, the probability that MB1 hits at RT0 and the probability that MB2 hits at RT0 are different. Specifically, the probability that MB1 hits at RT0 is, for example, 3 / 800, and the probability that MB2 hits at RT0 is, for example, 1 / 800. As shown in FIG. 5, in this case, the combined hitting probability of MB1 and MB2 at RT0 is 1 / 200 (= 3 / 800 + 1 / 800).

[0075] On the other hand, as shown in FIG. 5, the probability that MB3 hits at RT4 is, for example, 1 / 20.

[0076] <Explanation of RT States and Game Flow> In this embodiment, a plurality of RT states in which the hitting probability of replay is predetermined are prepared. Specifically, five RT states, RT0, RT1, RT2, RT3, and RT4, are prepared. The RT state defines (distinguishes) each of a plurality of gaming states.

[0077] Among these, RT0 (an example of the first RT state) is (1) When the RAM is initialized, (2) When the set value is changed (when it is changed to a different set value and when it is switched back to the same set value), or (3) When the RT state is any one of RT1, RT2, and RT3, that is, when the MB is being executed and the RB (the first type of special symbol) hits and the MB malfunctions, is an RT state that transitions契机 when any of these is satisfied.

[0078] Note that at RT0, MB1 and MB2 may hit, but MB3 has no possibility of hitting.

[0079] RT1 is an RT state that transitions when MB1 hits and wins at RT0.

[0080] RT2 is an RT state to which a transition occurs when MB2 wins and wins in RT0.

[0081] RT3 is an RT state that is transitioned to when MB3 wins and wins in RT4.

[0082] RT4 (an example of the second RT state) is an RT state to which a player transitions when the corresponding MB is executed in either RT1, RT2, or RT3, but the RB is not won and more than the specified amount of game value is paid out, resulting in the MB ending (when the MB is completed).

[0083] In RT4, MB3 has a chance of winning, but MB1 and MB2 have no chance of winning.

[0084] As mentioned above, MB1 is executed in RT1, and the probability of winning RB while MB1 is executing is 1 / 10. Also, MB2 is executed in RT2, and the probability of winning RB while MB2 is executing is 1 / 20. Also, MB3 is executed in RT3, and the probability of winning RB while MB3 is executing is 1 / 100.

[0085] Here, when the corresponding MB (MB1, MB2, or MB3) is being executed in either RT1, RT2, or RT3, if the game value exceeds the specified number and an RB is won before the MB is completed, the MB will be punctured and the RT state will transition to RT0. On the other hand, if an RB is not won before the MB is completed, the MB will not be punctured, and the end of the MB will trigger the RT state to transition to RT4.

[0086] The winning probability of MB3 in RT4 (1 / 20) is higher than the winning probability of MB1 in RT0 (3 / 800), and is also higher than the winning probability of MB2 in RT0 (1 / 800).

[0087] Furthermore, as mentioned above, the winning probability of RB in RT3 (1 / 100) is lower than the winning probability of RB in RT1 (1 / 10), and is also lower than the winning probability of RB in RT2 (1 / 20).

[0088] In other words, the probability of a MB puncture is lower in RT3 than in RT1 and RT2. Therefore, the probability of completing the MB is higher in RT3 than in RT1 and RT2, making it easier to move on to RT4, which is more advantageous than RT0.

[0089] <Configuration of control unit 6> As mentioned above, the control unit 6 is composed of a main control unit 61 implemented on the main control board P1, a game value control unit 62 implemented on the game value control board P2, and a sub-control unit 63 implemented on the sub-control board P3.

[0090] The main control board P1, the game value control board P2, and the sub-control board P3 each include a microcomputer, a voltage supply unit, a power interruption / recovery detection unit, a WDT (watchdog timer), and a memory unit (ROM, RAM).

[0091] The connection relationships and communication processes of the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 will be described below with reference to Fig. 6. In this embodiment, the main control unit 61, the gaming value control unit 62, and the sub-control unit 63 are each mounted on a different board.

[0092] The main control board P1 on which the main control unit 61 is mounted and the game value control board P2 on which the game value control unit 62 is mounted are electrically connected by a harness, allowing two-way serial communication to be performed.

[0093] The information and commands sent from the main control board P1 to the game value control board P2 include outer edge information, whether or not settings are being changed, commands related to various errors, a signal requesting a bet of game value when the bet button 41 is operated, a signal requesting the payout of game value corresponding to a winning role, a signal requesting bet cancellation processing when the cancel button 45 is operated, and a request for transfer of game value when the counting button 44 is operated.

[0094] The information and commands sent from the game value control board P2 to the main control board P1 include information that the complete function (described below) has been activated, information that the number of credits has reached an upper limit (a value that prompts the operator to transfer credits because the number of credits is too large), information regarding whether or not there is a communication abnormality between the card unit 7 and the slot machine 1, various responses to requests from the main control unit 61, and the like.

[0095] The main control board P1 and the sub-control board P3 on which the sub-control unit 63 is mounted are electrically connected by a harness, but only one-way serial communication is carried out from the main control board P1 to the sub-control board P3. Information and commands sent from the main control board P1 to the sub-control board P3 include game value data (for example, game value bet / payout information, total game value won during AT), information about the start / end of game, information about the start / end of device operation, information about various errors, etc.

[0096] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but one-way serial communication is carried out from the game value control board P2 to the sub-control board P3.

[0097] The information and commands sent from the game value control board P2 to the sub-control board P3 include the range (MY) described below, information indicating the operation of the complete function, commands related to advance notification before the complete function is activated, information related to the transfer of game value (for example, that transfer has started, that transfer is in progress, that transfer has completed, etc.), information indicating the number of credits or the number of credits acquired, information that the number of credits has reached the upper limit, and error information if a credit backup error has occurred.

[0098] As the game progresses, when functions of the operation unit 4, such as the lever 42 and stop switches 40a, 40b, and 40c, are activated, one-way serial communication is carried out from the main control board P1 to the operation unit 4 and the like.

[0099] <Description of main control unit 61> The main control unit 61 is composed of a microcomputer implemented on the main control board P1, and functions as an internal lottery unit 610, a rotating reel control unit 611, a game result determination unit 612, a setting value control unit 613, a game status control unit 615, an RT status control unit 616, and an error determination unit 617.

[0100] That is, in this embodiment, the main control unit 61 performs control directly related to the progress of the game. Specifically, the control performed by the main control unit 61 includes, for example, an internal lottery process, control of the rotation reels 20a, 20b, and 20c, control of various game states and / or game zones, various error monitoring such as monitoring of communication connections between the slot machine 1 and the card unit 7, and error processing.

[0101] The game data includes the current number of games and game status (the state of each game state and game section), etc. The game data in this embodiment includes, for example, data indicating that the first game state is a special role non-carryover state, a bonus internal state, etc.

[0102] <Internal lottery section 610> The internal lottery unit 610 performs an internal lottery based on the operation of the lever 42, and sets one flag among the flags of a plurality of roles as a winning flag to be a winning flag. Specifically, the internal lottery unit 610 performs an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated, based on the first gaming state and the RT state when the lever 42 is operated.

[0103] The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal (an example of information relating to the progress of a game) can be used by the reel control unit 611, the game result determination unit 612, the game status control unit 615, and the performance control unit 630.

[0104] The internal lottery table shows information on possible winning combinations in an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the combination of the RT state and the type of bonus when the lever 42 is operated.

[0105] The information on the winning combinations shown in the internal lottery table includes one or more combinations of symbols associated with the winning combinations. The winning combinations include losing combinations in which no game value is paid out, as well as operation timing combinations (e.g., cherry and watermelon) in which game value is paid out if the operation timing of the stop switches 40a, 40b, and 40c is correct.

[0106] <Rotary reel control unit 611> The rotating reel control unit 611 controls the driving of the stepping motors 21a, 21b, and 21c based on the operation of the lever 42 or each stop switch 40a, 40b, and 40c, and performs rotation start control to start the rotation of each rotating reel 20a, 20b, and 20c, or rotation stop control to stop the rotation.

[0107] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, and 20c are stopped from rotating, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, and 20c.

[0108] In addition, when a stop switch 40 (e.g., 40c) corresponding to a rotating reel 20 (e.g., 20c) is operated, the rotating reel control unit 611 stops the rotation of the rotating reel 20 (e.g., 20c) corresponding to the operated stop switch 40 (e.g., 40c).

[0109] Also, as mentioned above, when the RT state is one of RT1 to RT3 and an MB (one of MB1, MB2, or MB3) is being executed, the reel control unit 611 stops the rotation of at least one reel 20 among the reels 20a, 20b, and 20c within 75 ms when the player operates the stop switch 40 corresponding to that reel 20.

[0110] On the other hand, when the RT state is RT0 or RT4, i.e., when MB is not being executed, the reel control unit 611 stops the rotation of the corresponding reel 20a, 20b, 20c within 190 ms when the player operates the stop switch 4a, 40b, 40c.

[0111] When the player controls the stopping of rotation during play, the reel control unit 611 can stop the rotation of the reels 20a, 20b, and 20c based on the operation of the stop switches 40a, 40b, and 40c so that the combination of symbols corresponding to the winning combination indicated by the winning flag, which is the internal lottery result, is positioned on the valid line L of the reel 20, thereby winning the winning combination.

[0112] Furthermore, when a certain time (4.1 seconds, which is a so-called wait time) has elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game, the reel control unit 611 starts the rotation of the reels 20a, 20b, 20c based on the operator's operation of the lever 43. That is, in this slot machine 1, even if the lever 42 is operated, the reels 20a, 20b, 20c do not start to rotate and the game does not proceed until 4.1 seconds have elapsed since the start of rotation of the reels 20a, 20b, 20c in the previous game.

[0113] Furthermore, when the operator controls the rotation stop during a game, the reel control unit 611 performs pull-in control or kick-out control according to the winning combination obtained by the internal lottery and the positions of the reels 20a, 20b, and 20c corresponding to the operated stop switches 40a, 40b, and 40c. Pull-in control is control that stops the rotation of the reel 20 so that the symbols corresponding to the winning combination are pulled onto the pay line L. Kick-out control is control that stops the rotation of the reel 20 so that the symbols corresponding to the non-winning combination do not line up on the pay line L.

[0114] <Explanation of the Game Result Determination Unit 612> The game result determination unit 612 determines the game result based on the internal lottery result signal output from the internal lottery unit 610 and the symbols visible through the reel windows 200 when the rotation of each reel 20 stops. The game result is determined based on the symbols aligned on the pay line L, depending on whether or not a winning combination has been achieved.

[0115] Specifically, when the combination of symbols stopped on the pay line L matches a predetermined combination of symbols, it is determined that a winning combination has been achieved. This determination result (an example of information regarding the progress of the game) is transmitted as a game result determination signal from the game result determination unit 612 to the game value control unit 62, the sub-control unit 63, etc.

[0116] <Explanation of the setting value control unit 613> The setting value control unit 613 sets one of a plurality of setting values ​​(for example, 1 to 6) with different degrees of advantage in controlling the progress of the game based on the operation of the setting change button 52 by the store staff. This setting value is set for each slot machine 1. Information (setting value signal) of the setting value set by the setting value control unit 613 can be used by the internal lottery unit 610, the performance control unit 630, etc.

[0117] Depending on which setting value is used, at least one of the advantages of game progress, such as the machine payout ratio, the probability of winning a specific small role such as a bell or watermelon, etc., will differ. For example, the larger the setting value (for example, the closer it is to 6), the greater the advantages of game progress (for example, the larger the machine payout ratio).

[0118] The slot machine 1 may further include a setting key. The setting key is a switching key for switching to a setting change mode, and is provided inside the cabinet 10. The setting value control unit 613 turns off the setting change mode when the store staff turns off the setting key, and turns on the setting change mode when the store staff turns on the setting key.

[0119] <Game Status Control Unit 615> The gaming state control unit 615 sets the first gaming state.

[0120] Specifically, the gaming state control unit 615 sets the first gaming state to any one of a special role non-carryover state, a bonus internal state, and a special role implementation state.

[0121] The gaming state control unit 615 sets the first gaming state to a special winning non-carryover state, for example, immediately after the RAM of the main control unit 61 is cleared.

[0122] Then, in the case where MB wins by the internal lottery, the gaming state control unit 615 sets the first gaming state to the bonus internal state until MB wins in the winning game.

[0123] In the non-carry-over state of the special combination, when the MB is not hit (from this point until the MB wins in the game where the MB is not hit, it is the bonus internal state), and when the MB wins in that game, the game state control unit 615 shifts the first game state from the non-carry-over state of the special combination to the special combination execution state.

[0124] Also, in the special combination execution state, when a predetermined condition is satisfied (for example, when the RAM is initialized, etc.) or when a game value is paid out exceeding a predetermined number, the game state control unit 615 shifts the first game state from the special combination execution state to the non-carry-over state of the special combination.

[0125] The game state control unit 615 can transmit information regarding the first game state as information regarding the progress of the game to the effect control unit 630 and the like.

[0126] 第13行:<RT状態制御部616><RT state control unit 616> The RT state control unit 616 can conduct the game progress using one of the plurality of RT states. For each of the plurality of RT states, a probability (replay probability) for the replay flag to be established as the hit flag is determined in advance. In addition to when the RAM is initialized, etc., the RT state control unit 616 can transition the RT state when a specific combination (for example, MB, RB) is hit or wins.

[0127] Specifically, the RT state control unit 616 conducts the game based on any one of the RT states RT0 to RT4. As described above, a transition trigger is determined in advance for each RT state, and when the transition trigger is satisfied, the RT state control unit 616 transitions the RT state to the corresponding RT state.

[0128] In this embodiment, the specifications of the internal lottery process (for example, an internal lottery table that specifies which winning combination flags will be established / are likely to be established) that are executed in response to the game start operation (operation of the lever 42) may differ in each RT state. Therefore, the RT state control unit 616 controls the RT state, and the internal lottery table used for the internal lottery is changed in various ways, resulting in the realization of diversity in the game.

[0129] The information regarding the RT state (which RT state is it among RT0 to RT4) can be used by the internal lottery unit 610, the game state control unit 615, the performance control unit 630, etc. as information regarding the progress of the game.

[0130] <Error determination unit 617> The error determination unit 617 determines whether or not various errors have occurred. Examples of such errors include a backup abnormality, a communication abnormality between the main control board P1 and the game value control board P2, a connection abnormality between the slot machine 1 and the card unit 7, and reaching the upper limit of the number of credits.

[0131] If the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is sent from the main control unit 61 to each of the game value control unit 62 and the sub control unit 63 as information regarding the error.

[0132] As a result, the game value control unit 62 performs processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 can perform processing to notify the LCD screen 3 and speaker 101 of the content of the error that has occurred.

[0133] <Explanation of the gaming value control unit 62> The gaming value control unit 62 is composed of a microcomputer mounted on the gaming value control board P2 and functions as a media management unit 620.

[0134] <Explanation of the Media Management Unit 620> The media management unit 620 manages the number of credits and the number of bets of the gaming value.

[0135] The media management unit 620 receives an input request (a request to input a predetermined number of game values) or a payout request (a request to pay out a predetermined number of game values) from the main control unit 61 and performs the following processing.

[0136] Specifically, when game value is bet based on the player's operation (when an input request is made), the media management unit 620 reduces the number of credits (an example of information regarding the progress of the game) according to the amount of game value bet, and when game value is credited based on the player's operation, the media management unit 620 increases the number of credits.

[0137] In addition, when a winning flag is established by an internal lottery and a winning combination corresponding to the winning flag is achieved based on the player's operation (when a payout request is made), the media management unit 620 increases the number of credits according to the amount of payout of game value based on the type of winning combination.

[0138] <Explanation of the sub-control unit 63> The sub-control unit 63 is implemented on the sub-control board P3 and functions as a performance control unit 630 by operation using a microcomputer or the like.

[0139] <Production control unit 630> By executing a performance lottery, the performance control unit 630 determines at least one of the following as the performance pattern: a video / still image to be output on the LCD screen 3, a sound pattern to be output from the speaker 101, a lighting pattern of the illumination unit 102 such as an LED, and a lighting pattern of the performance button 46.

[0140] Specifically, the performance control unit 630 selects a performance lottery table based on information on the game progress (e.g., game status, stay mode) sent from the main control unit 61, and executes the performance lottery using the selected performance lottery table.

[0141] In addition, when the MB is being executed, the production control unit 630 executes the MB production using the production extraction table dedicated to the MB.

[0142] <MB Execution Process> Next, using FIG. 7, the flow of the MB execution process will be described in detail. Note that in the following, the cases where the RAM is initialized and the set value is changed are omitted, but the RAM initialization process etc. may be executed at an arbitrary timing between each process.

[0143] First, by initializing the RAM, changing the set value, or the MB breaking down, the RT state control unit 616 sets the RT state to RT0 (step S1).

[0144] Next, when the RT state is RT0, the flow branches based on whether it has hit MB1 or MB2 (step S2).

[0145] When it does not hit either MB1 or MB2 when the RT state is RT0 (S2: NO), the process repeats step S2.

[0146] On the other hand, when it hits MB1 or MB2 when the RT state is RT0 (S2: YES), the game state control unit 615 executes a bonus based on the winning MB1 or MB2 (step S3).

[0147] Next, during the execution of MB1 or MB2, the flow branches based on whether RB has hit (step S4).

[0148] When RB has hit during the execution of MB1 or MB2 (S4: YES), the game state control unit 616 executes the breakdown process of MB1 or MB2 (step S11). After that, the process returns to step S1.

[0149] On the other hand, if no RB is won during the execution of MB1 or MB2 (S4: NO), the flow branches (step S5) based on whether or not more than a predetermined amount of game value has been paid out during the execution of MB1 or MB2 (whether or not MB1 or MB2 has been completed).

[0150] If MB1 or MB2 has not been completed (S5: NO), the process proceeds to step S3.

[0151] On the other hand, if MB1 or MB2 has been completed (S5: YES), the RT state control unit 616 transitions the RT state to RT4 upon completion of the MB (step S6).

[0152] Next, when the RT state is RT4, the flow branches based on whether or not MB3 has been won (step S7).

[0153] If MB3 is not won when the RT state is RT4 (S7: NO), the process repeats step S7.

[0154] On the other hand, if MB3 is won when the RT state is RT4 (S7: YES), the gaming state control unit 615 executes a bonus based on the won MB3 (step S8).

[0155] Next, during the execution of MB3, the flow branches based on whether or not RB has been won (step S9).

[0156] If RB is won during the execution of MB3 (S9: YES), the game status control unit 616 executes puncture processing of MB3 (step S11), after which the processing returns to step S1.

[0157] On the other hand, if no RB is won during the execution of MB3 (S9: NO), the flow branches (step S10) based on whether or not more than a predetermined amount of game value has been paid out during the execution of MB3 (whether or not MB3 has been completed).

[0158] If MB3 has not been completed (S10: NO), the process proceeds to step S8.

[0159] On the other hand, if MB3 has been completed (S10: YES), the process proceeds to step S6 (step S1). The above is the flow of MB execution processing.

[0160] To summarize the above, the slot machine 1 of the present invention has the following features: An internal lottery unit 610 that can execute an internal lottery based on an operation of an operator and determine whether or not to win at least one of a plurality of roles; an RT state control unit 616 capable of switching between RT states including RT0 (an example of a first RT state) and RT4 (an example of a second RT state); Equipped with The hand includes a bonus MB, If RB (an example of a predetermined role) has not been won even once (an example of a predetermined number of times) by the internal lottery until the end of MB, the RT state control unit 616 will transition the RT state to RT4, which makes it easier to win MB than RT0. MB has at least MB1 and MB2 which can be won with RT0. The probability of winning the RB during MB execution is different between MB1 and MB2.

[0161] <Effects of the invention> Conventionally, gaming machines have been known that are equipped with a feature whereby, if a predetermined role is won while a bonus (for example, a role continuous operation device for a second-class special role) is in operation, the role continuous operation device for a second-class special role will terminate and return to its normal state (a so-called breakdown of the role continuous operation device for a second-class special role).

[0162] On the other hand, in conventional gaming machines, if the continuous operation device for the second type special feature ends without winning the predetermined role, the continuous operation device for the second type special feature does not jam and transitions to an advantageous state that is more advantageous than the normal state.

[0163] However, in conventional gaming machines, when a predetermined role is won during the operation of the continuous operation device for the second-class special feature, the question is simply whether the continuous operation device for the second-class special feature will jam. Therefore, it is difficult to say that such gaming machines have an interesting gameplay.

[0164] In contrast, in the slot machine 1 of this embodiment, the probability of winning RB during execution of MB differs between MB1 and MB2. Also, if no RB is won by internal lottery during execution of MB based on winning MB1 or MB2, after the MB ends, the RT state control unit 616 shifts the RT state to RT4, which makes it easier to win a bonus (MB3) than RT0.

[0165] As a result, the expected probability of moving to RT4 (probability of winning RB) differs depending on whether MB1 or MB2 wins in RT0. Therefore, the degree of advantage in the game differs depending on which MB wins, MB1 or MB2, so players will be nervous and excited when performing MB.

[0166] In this way, according to this embodiment, an interesting gaming machine using bonuses can be provided.

[0167] [Other embodiments] The various control means and processing procedures described in the above embodiments are merely examples and are not intended to limit the scope of the present invention, its applications, or its uses. The various control means and processing procedures can be appropriately modified in design without changing the gist of the present invention. Furthermore, the various control means, processing procedures, and processing contents described in each embodiment can be configured individually or combined as appropriate.

[0168] Furthermore, the various definitions used in this specification are commonly used throughout the specification unless otherwise specified in each example.

[0169] Although not described in the above embodiment, it is also possible to control the fluctuation of ball payouts by changing the probability of winning a small role, such as a common bell, which has a payout number greater than the number of bets on the game value, between RT0 and RT4. In this case, for example, it is possible to make the probability of winning a small role in RT0 greater than the probability of winning a small role in RT4. By doing so, it is possible to increase the payout rate in RT0, where a long stay is expected, while lowering the payout rate in RT4, where a transition to RT3 is confirmed, thereby increasing the expectation of ball payout in RT3. Furthermore, it is also possible to make the probability of winning a small role in RT4 greater than the probability of winning a small role in RT0.

[0170] Also, the payout rates may be the same or different in RT1 to RT3. For example, since the MB blowout rate in RT1 is higher than the MB blowout rate in RT2 and RT3, it may be easier to win a small prize in RT1 than in RT2, etc. Since the MB blowout rate in RT2, etc. is lower than the MB blowout rate in RT1, it may be harder to win a small prize in RT2, etc. than in RT1. By doing this, it is possible to equalize the expected value of payout balls between RT1, RT2, and RT3.

[0171] In addition to RT0 to RT4 in the above embodiment, RT5 may be provided, which is transitioned to when a special condition is met. This RT5 may have a payout rate equivalent to the set value 6, for example. Once the RT state transitions to RT5, the RT state control unit may keep the RT state at RT5 until a specified number of games are played or the set value is changed.

[0172] Furthermore, without being limited to the above embodiment, the MB may not be an automatic JAC-in type combination, and when the MB is won, the player may be allowed to line up symbols to win the MB. This allows the player to intentionally prevent the MB from winning if the player intentionally presses the buttons in a way that does not result in the symbols being lined up, and the game can be played within the MB. By making the gameplay within the MB different from when the MB is won or when the MB is not won, it is possible to provide a more interesting game.

[0173] In the above embodiment, an example is described in which the RT state transitions to RT4 if a predetermined combination is not "won" even once during the operation of a bonus based on a bonus win, but the present disclosure is not limited to this. For example, the RT state may transition to RT4 if a predetermined combination is not "won" even once during the operation of a bonus. In this case, unlike the above embodiment, the RB is not an automatic JAC-in type combination, and if the RB wins during the execution of the MB, the player may be able to prevent the RB from winning (to miss the MB break) by pressing the button at the desired timing.

[0174] Furthermore, without being limited to the above embodiment, in RT4, MB1 and MB2 may be awarded in addition to MB3. By doing so, even if the RT state shifts to RT4, there is a possibility that the RT state will shift to RT1 or RT2, and it will not necessarily shift to RT3, so that the player can experience an even more thrilling feeling.

[0175] Furthermore, without being limited to the above embodiment, the predetermined number of times may be 2 or more instead of 1. In this case, for example, the MB may be overloaded if the RB is won 3 times during the execution of the MB.

[0176] Furthermore, the number of MBs or RTs is not limited to the above and may be set appropriately. In this case, a special RT may be set in addition to RT4, to which the numbers of MB1 to MB3 are allocated.

[0177] In addition, although the above embodiment describes an example in which the slot machine is a medal-less machine, the present invention is not limited to this. The slot machine may be equipped with, for example, a medal insertion slot, a hopper unit, a medal payout slot, a lower tray, etc. so that medals, which are real items, can be used in games.

[0178] In addition, in the above embodiment, an example is described in which the bonus is a continuous operation device (MB) for a second-class special role, but the present disclosure is not limited to this. The bonus may be a continuous operation device (1st class BB) for a first-class special role. In this case, the predetermined role can also be RB.

[0179] In addition, in the above embodiment, the predetermined combination was the RB, which is a first-class special combination, but the present disclosure is not limited to this. The predetermined combination may be, for example, a single bonus (SIN). When this single bonus is won, a JAC game (a game in which the probability of winning a small combination varies) is executed only in the next game.

[0180] In addition, in the above embodiment, an example is described in which the slot machine is a gaming machine that earns balls through a bonus (MB), but it may also be a slot machine that can execute both a bonus (MB) and an AT (or ART).

[0181] Furthermore, in the above embodiment, a slot machine was described that does not have a play area, advantageous area difference number, range (MY), complete function, etc., but the configuration of the present disclosure may also be applied to a slot machine that has a play area, etc. [Explanation of symbols]

[0182] 1. Slot machines (gaming machines) 61 Main control unit 610 Internal Lottery 611 Rotating reel control unit 612 Game result determination unit 613 Setting value control section 615 Game status control unit 616 RT state control unit 617 Error detection unit 62 Game value control unit 620 Media Management Department 63 Sub-controller 630 Production Control Unit

Claims

1. An internal lottery unit that executes an internal lottery based on an operation by an operator and determines whether or not at least one of a plurality of roles is to be won; An RT state control unit capable of switching between RT states including a first RT state and a second RT state; Equipped with The role includes a bonus, The RT state control unit, when a predetermined combination is not won or awarded a predetermined number of times by the internal lottery during the operation of the bonus, transitions the RT state to the second RT state in which the bonus is more likely to be won than in the first RT state, The bonuses include at least a first bonus and a second bonus that can be won in the first RT state, The first bonus and the second bonus have different winning probabilities for the predetermined combination during the operation of the bonus, The bonuses include a third bonus, The third bonus may be won in the second RT state, but There is no possibility of winning in the 1RT state. Gaming machine.

2. An internal lottery unit that executes an internal lottery based on an operation by an operator and determines whether or not at least one of a plurality of roles is to be won; An RT state control unit capable of switching between RT states including a first RT state and a second RT state; Equipped with The role includes a bonus, The RT state control unit, when a predetermined combination is not won or awarded a predetermined number of times by the internal lottery during the operation of the bonus, transitions the RT state to the second RT state in which the bonus is more likely to be won than in the first RT state, The bonuses include at least a first bonus and a second bonus that can be won in the first RT state, The first bonus and the second bonus have different winning probabilities for the predetermined combination during the operation of the bonus, In the second RT state, the first bonus and the second bonus are not won. Gaming machine.

3. An internal lottery unit that executes an internal lottery based on an operation by an operator and determines whether or not at least one of a plurality of roles is to be won; An RT state control unit capable of switching between RT states including a first RT state and a second RT state; Equipped with The role includes a bonus, The RT state control unit, when a predetermined combination is not won or awarded a predetermined number of times by the internal lottery during the operation of the bonus, transitions the RT state to the second RT state in which the bonus is more likely to be won than in the first RT state, The bonuses include at least a first bonus and a second bonus that can be won in the first RT state, The first bonus and the second bonus have different winning probabilities for the predetermined combination during the operation of the bonus, In the first RT state, the winning probability of the first bonus is different from the winning probability of the second bonus. Gaming machine.

4. An internal lottery unit that executes an internal lottery based on an operation by an operator and determines whether or not at least one of a plurality of roles is to be won; An RT state control unit capable of switching between RT states including a first RT state and a second RT state; Equipped with The role includes a bonus, The RT state control unit, when a predetermined combination is not won or awarded a predetermined number of times by the internal lottery during the operation of the bonus, transitions the RT state to the second RT state in which the bonus is more likely to be won than in the first RT state, The bonuses include at least a first bonus and a second bonus that can be won in the first RT state, The first bonus and the second bonus have different winning probabilities for the predetermined combination during the operation of the bonus, The bonus further includes a third bonus that can be won in the second RT state, The probability of winning the third bonus in the second RT state is higher than the probability of winning the first bonus in the first RT state, and is also higher than the probability of winning the second bonus. Gaming machine.

5. An internal lottery unit that can execute an internal lottery based on an operator's operation and determine whether or not to award at least one of a plurality of roles; An RT state control unit capable of switching between RT states including a first RT state and a second RT state; Equipped with The role includes a bonus, The RT state control unit, when a predetermined combination is not won or awarded a predetermined number of times by the internal lottery during the operation of the bonus, transitions the RT state to the second RT state in which the bonus is more likely to be won than in the first RT state, The bonuses include at least a first bonus and a second bonus that can be won in the first RT state, The first bonus and the second bonus have different winning probabilities for the predetermined combination during the operation of the bonus, The bonus further includes a third bonus that can be won in the second RT state, The probability of winning the third bonus in the second RT state is higher than the sum of the probability of winning the first bonus and the probability of winning the second bonus in the first RT state. Gaming machine.

Citation Information

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