gaming machines

The gaming machine enables transitions between general and special states with electronic game value management, addressing the need for innovative gameplay and efficient pseudo media handling.

JP7823111B2Active Publication Date: 2026-03-03ENTERRISE CO LTD +1
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-23
Publication Date
2026-03-03

AI Technical Summary

Technical Problem

Existing gaming machines lack innovative gameplay mechanisms that allow for transitions between different gaming states, including a special state more advantageous to the player, and do not effectively manage pseudo game media without physical medals.

Method used

A gaming machine that can transition between general and special gaming states with confirmed or unconfirmed intervals, using continuation decision processes and varying continuation rates, and manages game value electronically without physical medals.

Benefits of technology

Provides new gameplay experiences by allowing transitions to more advantageous states and efficiently handles electronic game value, enhancing player engagement and operational convenience.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine having novel game properties.SOLUTION: A slot machine 1 can execute processing for executing game progress either in a general game state or an AT state. The general game state includes a state in which the game progresses in a determined section where shifting to the AT state is determined, and a state in which the game progresses in a non-determined section where shifting to the AT state is not determined. It is possible to execute a continuation determination process for determining whether or not to make shifting from the AT state to the determined section and bring the state into a continuation state by using any one of a plurality of continuation rates indicating probabilities of shifting the state to the determined section. When it is determined to shift to the AT state in the non-determined section after it is determined not to shift to the continuation state in the continuation determination process, the continuation rate used in the continuation determination process when it is determined not to shift to the continuation state can be continuously used in the continuation determination process executed after it is determined to shift to the AT state.SELECTED DRAWING: Figure 11
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Description

[Technical Field]

[0001] The present disclosure relates to gaming machines. [Background technology]

[0002] The gaming machine is configured to be able to switch between a game (game) in a normal game state and a game in a special game state (AT, ART, etc.) that is more advantageous to the player than the normal game state. Patent Document 1 describes that it is possible to perform a process to determine whether to continue the special game state even after the special game state has ended for a predetermined period, and to execute an effect according to the decision. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-034063 Summary of the Invention [Problem to be solved by the invention]

[0004] The present disclosure provides a gaming machine with novel gameplay. [Means for solving the problem]

[0005] In a first aspect, the gaming machine is capable of executing a process to progress a game in any one of gaming states including a general gaming state and a special gaming state which is a gaming state more advantageous to a player than the general gaming state, and the general gaming state includes a state in which a game progresses in a confirmed interval where a transition to the special gaming state is confirmed, and a state in which a game progresses in an unconfirmed interval where a transition to the special gaming state is not confirmed, and is capable of executing a continuation decision process to determine whether to transition from the special gaming state to the confirmed interval and make it a continuation state using any one of a plurality of continuation rates which indicate the probability of transitioning to the confirmed interval, and if it is decided in the continuation decision process not to make it into the continuation state to transition to the special gaming state in the unconfirmed interval after it has been decided not to make it into the continuation state, it is possible to continue using the continuation decision process used in the continuation decision process when it was decided not to make it into the continuation state in the continuation decision process executed after it has been decided to transition to the special gaming state. [Effects of the Invention]

[0006] According to the present disclosure, it is possible to provide a gaming machine with new gameplay. [Brief explanation of the drawings]

[0007] [Figure 1] FIG. 2 is a front view of the slot machine. [Figure 2] FIG. 2 is a block diagram showing a schematic configuration of a slot machine and a card unit. [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 state transitions in the first gaming state. [Figure 5] FIG. 10 is a diagram illustrating state transitions in the second game state. [Figure 6] A diagram explaining the state transition of the game area. [Figure 7] A diagram explaining the connection / communication relationship between the main control board, the game value control board, and the sub-control board. [Figure 8]FIG. 2 is a diagram showing a game flow of the slot machine 1 of the present embodiment. [Figure 9] FIG. 10 is a diagram showing a continuation rate table used in the continuation determination process. [Figure 10] FIG. 9 is a diagram showing an example that may occur in the game flow shown in FIG. 8. [Figure 11] FIG. 10 is a diagram illustrating a first example of a continuation determination process and a counting process. [Figure 12] FIG. 10 is a diagram illustrating a second example of the continuation determination process and the counting process. DETAILED DESCRIPTION OF THE INVENTION

[0008] [Embodiment] A slot machine 1 according to an embodiment of a gaming machine of the present disclosure will be described with reference to the drawings. 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 other boards, devices, etc.

[0009] In this embodiment, the slot machine 1 is an example of a reel-type gaming machine that does not use physical medals but handles the quantity of gaming value (number of medals) as electronic data. Unlike conventional slot machines, the slot machine 1 does not require the insertion and payment of actual medals, and allows the game to proceed using electronically converted pseudo gaming media as gaming value data. Such slot machines 1 are called medal-less machines, Smart Slot (registered trademark), enclosed reel gaming machines, etc.

[0010] The pseudo game media, i.e., the game value, increases or decreases as the game progresses. Therefore, the player can play without holding actual medals, and while playing, the player can also check the amount of game value he or she has by looking at the credit display on the slot machine 1.

[0011] Fig. 1 is a front view of the above-mentioned slot machine 1. As shown in Fig. 2, this slot machine 1 is communicably connected to a card unit 9. Below, the card unit 9 will first be described.

[0012] The card unit 9 (corresponding to an external device) is a device capable of executing processes relating to lending of gaming value to the slot machine 1 and returning of gaming value from the slot machine 1.

[0013] Although not shown, the outer surface of the card unit 9 is provided with an opening for inserting cash, an opening for inserting / removing a card, a display panel capable of displaying instructions for inputting a PIN number and the loan balance, a gaming value loan button, and a card ejection button. Inside the card unit 9, in addition to an I / F for communication with the slot machine 1, a cash management mechanism 91, a card management mechanism 92, and a card unit side control unit 93 are provided, as shown in FIG.

[0014] The cash management mechanism 91 introduces and detects bills inserted through the cash insertion opening into the card unit 9, and accumulates them.

[0015] The card management mechanism 92 introduces and stores a card inserted through the card insertion / ejection opening, and ejects the card from the insertion / ejection opening when the card ejection button is operated.

[0016] The card unit side control unit 93 is composed of a CPU, RAM, ROM, etc. The card unit side control unit 93 controls the operation of the cash management mechanism 91 and the card management mechanism 92, performs processing such as lending gaming value, authenticating cards, and reading and writing data from and to cards.

[0017] The operation processing of the cash management mechanism 91 includes a process of operating the cash management mechanism 91 so that the inserted banknote is introduced into the card unit 9, a process of issuing an error notification if the inserted banknote becomes jammed inside the cash management mechanism 91, and a process of adding the gaming value corresponding to the inserted banknote to the current loan balance and temporarily storing the result in RAM.

[0018] The operation processing of the card management mechanism 92 includes processing for operating the card management mechanism 92 so that the inserted card is introduced into the card unit 9, processing for operating the card management mechanism 92 so that the card is ejected in response to operation of the card ejection button, and the like.

[0019] The process of lending the gaming value includes a process of transmitting data of the gaming value to be lent in response to the operation of the lending button to the slot machine 1. At the time of this transmission, a process of subtracting the gaming value to be lent from the gaming value data of the remaining loan balance temporarily stored in the RAM in the card unit 9 is also performed.

[0020] The card authentication process includes a process for determining whether or not a personal identification number (PIN) entered via the display panel matches the PIN number written on the card when the card is inserted into the insertion / ejection opening. If the card unit side control unit 93 determines that the PIN number matches, it allows the authenticated card to continue to be used, but if it determines that the PIN number does not match, it may not allow the authenticated card to continue to be used (restrict its use).

[0021] The process of reading data from the card includes a process of reading the gaming value data, if any, written on the card and temporarily storing it in RAM as the loan balance.

[0022] The writing process to the card includes a process of receiving the game value data transferred to the card unit 9 in response to the operation of the counting button 46 (described later) of the slot machine 1, temporarily storing the data in RAM, and then writing the data to the card in response to the operation of the card ejection button. When the card ejection button is operated and game value data has already been written to the card, the card unit side control unit 93 adds the game value received from the slot machine 1 to the data and writes it to the card (update process).

[0023] As a result, when the card ejection button is operated on the card unit 9, a card on which at least one of the data of the game value and loan balance owned by the player is written is ejected from the card insertion / ejection opening.

[0024] The card unit 9 is also connected to be able to communicate with devices other than the slot machine 1, such as a hall computer and a unit management computer (not shown). Various information related to the slot machine 1, such as information on advantageous game states including the number of games played in advantageous game states (AT, CZ, special role (bonus) implementation state, etc.), changes in the quantity of game value, the number of games played, and the ratio of special roles, is sent from the card unit 9 to the hall computer and the unit management computer.

[0025] <Slot machine configuration> As shown in Fig. 1, a medal-less slot machine 1 has a cabinet 10. A front door 100 is provided on the front of the cabinet 10.

[0026] A keyhole is provided near the right end of the front door 100 when viewed from the front. A key can be inserted into the keyhole to lock or unlock the front door 100 and the cabinet 10. The front door 100 and the cabinet 10 remain locked during play, preventing players from accessing the inside of the cabinet 10. Furthermore, because the slot machine 1 is a medal-less machine, there is no need for a selector or hopper device inside the cabinet 10, eliminating the need for store staff to replenish medals during play. Therefore, during play, store staff generally do not unlock the front door 100 and the cabinet 10, except when an error occurs in the slot machine 1. When store staff perform settings changes, setting value confirmations, maintenance, or other operations, the front door 100 and the cabinet 10 are unlocked, allowing the front door 100 to rotate relative to the cabinet 10. This allows store staff to access the inside of the cabinet 10.

[0027] A transparent reel window 200 is provided in the center of the front door 100. Through this reel window 200, a player can see multiple symbols displayed on the surface of each of multiple rotating reels 20a, 20b, and 20c, which will be described later.

[0028] Above the reel window 200, there are provided a liquid crystal display 3, a speaker 102, and an illumination unit 103 for performing various effects during a game. The liquid crystal display 3, the speaker 102, and the illumination unit 103 correspond to a notification unit.

[0029] The LCD screen 3 displays various effect videos (effect screens) while the player is playing. A sub-LCD screen 30 capable of displaying various effects related to the game is provided to the side of the reel window 200. The sub-LCD screen 30 is a touch panel and also serves as an operation unit that can be operated by touching it.

[0030] The speaker 102 outputs predetermined background music (BGM), sound effects (SE), and audio.

[0031] The illumination unit 103 lights up or goes out in a predetermined pattern, for example, when a highly anticipated performance screen is displayed or when a winning combination is achieved.

[0032] An operation unit 4 is provided below the reel window 200. The operation unit 4 is provided in a position where it can be seen and touched by the player. The operation unit 4 includes a plurality of stop switches 40a, 40b, 40c, a bet switch 41, a lever 42, a medium display unit 43, a game information display unit 44, a cancel button 45, a count button 46, and an effect button 47.

[0033] The stop switches 40a, 40b, and 40c are provided corresponding to the reels 20a, 20b, and 20c, respectively. The stop switches 40a, 40b, and 40c accept operations to stop the rotation of the reels 20a, 20b, and 20c while the reels 20a, 20b, and 20c are rotating.

[0034] A lamp may be provided inside each of the stop switches 40a, 40b, and 40c. The lamp may, for example, emit a color to indicate that the stop switches 40a, 40b, and 40c are in an inoperative state from the time the lever 42 is operated until the reels 20a, 20b, and 20c reach a steady rotation state. Furthermore, the lamp may emit a color different from the above to indicate that the stop switches 40a, 40b, and 40c are in an operable state from the time the reels 20a, 20b, and 20c reach a steady rotation state until the stop switches 40a, 40b, and 40c are operated.

[0035] The bet switch 41 is used when betting a gaming value. In this embodiment, a case is exemplified in which a predetermined number of gaming values ​​(for example, three coins) that can be played once is automatically bet by pressing the bet switch 41 once.

[0036] The lever 42 functions as a start switch that accepts an operation to rotate each of the reels 20a, 20b, and 20c. For the reels 20a, 20b, and 20c to start, a "wait condition" must be met, which requires that there must be at least a minimum play time (approximately 4.1 seconds) between the start of the reels 20a, 20b, and 20c in the previous game and the start of the reels 20a, 20b, and 20c in the next game. Therefore, when the lever 42 is operated, each of the reels 20a, 20b, and 20c will start after this wait condition is met.

[0037] The medium display unit 43 displays the amount of gaming value (hereinafter also referred to as the number of credits) managed by the medium management unit 620 of the slot machine 1, the amount of gaming value paid out, etc., and is composed of, for example, multiple seven segments.

[0038] In this embodiment, the "number of payouts of game value" does not mean that actual medals are paid out to the outside of the slot machine 1, but means that the game value increases based on the winning combination established by the internal lottery. In other words, the number of payouts of game value means that the numerical value of the pseudo game medium converted into electronic data increases.

[0039] In this embodiment, the number of credits is set to an upper limit. This upper limit is not related to the activation process of the complete function, which will be described later, and is used in a notification process to prompt the player to transfer the game value to the card unit 9 when the amount of game value being managed is relatively large. This notification process will be described later in "-Medium Management Unit-".

[0040] The game information display unit 44 displays information about the game other than the information displayed on the medium display unit 43, and is composed of an LED, a lamp, a 7-segment display, etc. The information displayed by the game information display unit 44 includes the number of bets of game value in one game, whether or not a special role is being implemented, whether a replay (replay) has been won, and if an operation mode role is won during AT or ART, a code corresponding to the correct operation mode of the operation mode role.

[0041] The cancel button 45 can accept an operation to change a betted game value to a non-betted state. For example, when the cancel button 45 is operated when the betted game value is 1 or more, the media management unit 620 (described later) updates the betted game value to "0" and adds the betted game value immediately before it became "0" to the managed game value. As a result, the number of credits displayed by the media display unit 43 increases by the amount of the betted game value. In other words, the cancel button 45 can be said to be a button for causing the media management unit 620 to execute a bet cancellation process that transitions the bet state to a non-bet state and returns the betted game value to the number of credits.

[0042] 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, and is invalid from the time the lever 42 is operated until the end of the game based on the operation of the lever 42. In this embodiment, the cancel button 45 is located near the bet switch 41.

[0043] The counting button 46 can accept an operation to transfer the game value data managed by the media management unit 620 of the slot machine 1 from the media management unit 620 to the card unit 9. For example, when the counting button 46 is operated when the managed game value is 1 or more, the media management unit 620 subtracts the managed game value toward 0. The data of the subtracted game value is sent to the card unit 9.

[0044] The amount of subtraction from the managed game value when the count button 46 is operated once may be predetermined, such as "1" or "50." Also, the managed game value may continue to be subtracted while the count button 46 is continuously operated.

[0045] In this embodiment, the counting button 46 is located on the side of the operation unit 4 that is closer to the card unit 9 when viewed from the front of the slot machine 1. This makes it easier for the player to understand that the counting button 46 is a button related to the card unit 9, and also makes the flow of operations from pressing the counting button 46 until the card is ejected from the card unit 9 smoother.

[0046] Furthermore, the counting button 46 may be provided with a lamp inside or around the button 46 that changes the color of light emitted before and after operation.

[0047] The effect button 47 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 47 may also be pressed by the player during play depending on the effect. When the effect button 47 is pressed during play, a change occurs in the effect.

[0048] Furthermore, a lamp capable of emitting light in various colors and patterns may be provided inside the effect button 47. The lamp lights up when the effect button 47 is in an operable state, and is not lit when the effect button 47 is in an inoperable state. Furthermore, when operation of the effect button 47 triggers the output of a winning notification effect for a favorable game state such as a special combination or AT, the lamp can also flash at high speed in a color different from when it is normally lit, such as red or rainbow colors.

[0049] 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.

[0050] 2, the slot machine 1 includes a spinning reel unit 2, a control unit 6, a reset button 71, and a setting change button 72. The spinning reel unit 2, the control unit 6, the reset button 71, and the setting change button 72 are arranged inside the cabinet 10 together with a power supply device (not shown) that turns the main power of the slot machine 1 on and off.

[0051] As shown in Figures 1 and 2, the reel unit 2 includes three reels 20a, 20b, and 20c, and three stepping motors 21a, 21b, and 21c. The reel unit 2 is disposed inside the casing 10, corresponding to the position of the reel window 200. As shown in Figure 3, each of the reels 20a, 20b, and 20c has a plurality of symbols arranged at intervals along the circumferential direction of the reel 20a, 20b, and 20c. The stepping motors 21a, 21b, and 21c are provided corresponding to the reels 20a, 20b, and 20c, respectively, and drive the corresponding reels 20a, 20b, and 20c.

[0052] The stepping motors 21a, 21b, and 21c stop the rotation of the reels 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c within 190 milliseconds 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 milliseconds is 127.

[0053] 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 (described later) in the control unit 6.

[0054] The reset button 71 is operated to clear various errors and initialize the RAM that constitutes the control unit 6. For example, when the power of the slot machine 1 is switched from off to on while the reset button 71 is pressed, the quantity of game value managed by the media management unit 620 of the slot machine 1 is cleared to "0," and the second game state of the slot machine 1 is set to the "general game state," and the game zone is set to the "normal zone."

[0055] The setting change button 72 is a button that is pressed by a store staff member when setting one of a plurality of setting values ​​to 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 to the setting change mode, the setting change button 72 becomes operable, and the setting value can be set by operating the setting change button 72 in this state.

[0056] During game play or game standby, the cabinet 10 and the front door 100 are locked, and therefore, only those authorized to unlock them (for example, store staff who possess the key) can touch the reset button 71 and the setting change button 72. In principle, the only time they are unlocked is when an error occurs in the slot machine 1. Therefore, players cannot touch the reset button 71 and the setting change button 72.

[0057] The set value is a value that represents the payout rate, which indicates the ratio of the total number of paid-out game values ​​to the total number of game values ​​inserted into the slot machine 1. The set set value affects the internal lottery. This is because the probability of winning at least some of the winning combinations differs depending on the set value. The set value is set by store staff before the store opens.

[0058] <The flow of play by players> The player presses the effect button 47 to adjust the volume output from the speaker 102 and the brightness of the liquid crystal screen 3 as needed.

[0059] The player operates the lending button on the card unit 9 to transfer the game value data to the slot machine 1, and then operates the bet switch 41 to use the game value managed by the media management unit 620 to bet game value on the slot machine 1. When a predetermined amount of game value is bet on the slot machine 1, the pay line L is activated. After that, the lever 42 can be operated, i.e., game play can begin.

[0060] FIG. 1 illustrates an example in which the active line L is composed of a single line sloping upward to the right. The active line L is a virtual line for determining winning combinations. In this embodiment, the active line L is activated when a MAX BET (maximum bet) of three coins is placed.

[0061] In the following, "winning" is not only when a symbol that pays out medals, such as a bell or watermelon, aligns on the valid line L, but also when a symbol corresponding to a specific symbol, such as a special replay, chance symbol, or special symbol (bonus), aligns on the valid line L.

[0062] In this embodiment, one game (one play) refers to a series of actions in which a player operates the bet switch 41, lever 42 and stop switches 40a, 40b, 40c to obtain the results of the game, including internal lottery, winning determination processing, and processing to increase or decrease the play value.

[0063] 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 each 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 20a, 20b, and 20c corresponding to the operated stop switch 40a, 40b, and 40c stops. When all the rotating reels 20a, 20b, and 20c stop, a payout process of a predetermined amount of game value is performed according to the combination of symbols (winning combination) that has aligned (won) on the pay line L. This completes one game.

[0064] The player repeatedly plays the above game. As the game progresses, the display on the liquid crystal screen 3 and the sub-liquid crystal screen 30, the sound output from the speaker 102, and the light emitted by the illumination unit 103 change in accordance with the progress of the game.

[0065] <About game status> During play, various types of game zones and game states are set, and an internal lottery is performed based on the set game zones and game state types. The game states include a first game state and a second game state, as shown in Figures 4 and 5. Note that the first game state and the second game state are not exclusively established game states, but are merely classified states for the purpose of distinction for the sake of convenience of explanation.

[0066] The first game state includes a special role non-carryover state (non-bonus internal state), a special role carryover state (inside the bonus), and a special role implementation state (during the bonus), as shown in Figure 4. The special role non-carryover state, the special role carryover 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 the special role (Type 1 BB and Type 2 BB) has not been won by the internal lottery and the winning of the special role has not been carried over. The special role non-carryover state is set when condition A is met, such as when the setting value is changed, the RAM is initialized, or the payout of the game value exceeds a predetermined number after transitioning to the special role implementation state.

[0068] The special role carryover state refers to a state in which a special role has been won by internal lottery, but the winning of the special role has been carried over. In other words, the special role carryover state refers to a state in which the special role flag has been won by internal lottery, but the symbols indicating the special role have not been aligned on the valid line L, and therefore the special role has not yet been won.

[0069] Here, Type 1 BB is a device for continuously operating a type 1 special feature, and Type 2 BB is a device for continuously operating a type 2 special feature. For example, Type 1 BB is a candidate for winning when the number of bets is the maximum number "3," and Type 2 BB is a candidate for winning when the number of bets is less than the maximum number, so that Type 1 BB and Type 2 BB may have different numbers of bets on game value when they become candidates for winning. Also, Type 1 BB may be the only special feature. Also, Type 1 BB cannot be won while Type 1 BB is carried over.

[0070] When a special role is won while the first gaming state is a special role non-carryover state, the first gaming state transitions from the special role non-carryover state to a state in which the winning of the special role that has been won is carried over (special role carryover state).

[0071] When a winning special role is won (condition B), the first gaming state transitions from the special role carryover state to the special role implementation state. The special role implementation state refers to a state in which a special role (bonus) won by internal lottery is won, and the payout of game value exceeding a predetermined number has not been completed. For example, when the first gaming state transitions to the special role implementation state due to the winning of a Type 1 BB or Type 2 BB, the special role implementation state is maintained until the number of payout game value due to the Type 1 BB or Type 2 BB exceeds the predetermined number.

[0072] In more detail, the special role implementation state includes a Type 1 BB implementation state, a Type 2 BB implementation state, and an RB implementation state. If an RB is won by an internal lottery during a Type 1 BB implementation state in which a Type 1 BB is being implemented, the special role implementation state will transition from the Type 1 BB implementation state to the RB implementation state. If 12 games are played or a specific role is won eight times in the RB implementation state, the special role implementation state will transition to the Type 1 BB implementation state.

[0073] As shown in Figure 5, the second gaming state includes a normal gaming state, a chance zone (hereinafter sometimes referred to as CZ), and an AT state as a special gaming state. The special gaming state includes an AT state and a special role implementation state. The normal gaming state, CZ, and AT state (special gaming state) are mutually exclusive.

[0074] The general gaming state is a state that is not a special gaming state such as an AT state or a special role implementation state, and is not a CZ state, that is, a state in which the assist function (instruction function) does not occur (or is unlikely to occur). For example, after the RAM is cleared or the AT ends, the second gaming state is set to the general gaming state until the AT lottery is won. As an example, when the gaming zone is a favorable zone, the AT lottery is conducted according to the winning role (rare role, etc.) by the internal lottery.

[0075] The AT state is a state in which the assist function (AT function) is active, informing the player of the correct operation of the stop switches 40a, 40b, and 40c for roles other than the special role won by the internal lottery via the LCD screen 3, speaker 102, and illumination unit 103. If the AT is won in the AT lottery while the gaming zone is in the advantageous zone, the second gaming state transitions from the general gaming state to the AT state. The second gaming state transitions from the AT state to the general gaming state in the following cases: a predetermined number of games have elapsed since the start of gaming in the AT state; the total number of payouts of gaming value since the start of gaming in the AT state reaches a predetermined number; a decision not to continue the AT is made in the AT state continuation lottery; or a decision to transition to the general gaming state is made in the drop-out lottery from the AT state to the general gaming state. This ends the AT state.

[0076] The CZ is a second gaming state in which the probability of transitioning to the AT state (special gaming state) is higher than in the base gaming state. A high probability of transitioning to the AT state can be directly attributed to a higher probability of transitioning from the CZ to the AT state, or indirectly attributed to an increased probability of transitioning to the AT state. Therefore, the CZ can be considered a state in which the player enjoys a greater advantage in gaming than the base gaming state. While the CZ and the AT state are similar in that they are more advantageous to the player than the base gaming state, the AT state can be considered even more advantageous than the CZ. The CZ can be entered when certain conditions are met, such as when a CZ lottery based on a winning combination in an internal lottery is won, when the number of games played in the advantageous zone reaches a predetermined number, or when the points accumulated as the game progresses reach a predetermined value.

[0077] <About the gaming area> The above-mentioned game interval is an interval for determining whether or not processing related to the instruction function is performed. As shown in Figure 6, the game interval has a normal interval and an advantageous interval. The normal interval and the advantageous interval are in an exclusive relationship, and the game interval can be either the normal interval or the advantageous interval.

[0078] Here, processing related to the instruction function includes processing to exercise the instruction function (provide assistance), lottery processing for a mode in which the AT winning probability is determined, processing to transition to that mode, CZ lottery processing, CZ processing, AT lottery processing, AT continuation processing, AT addition processing (including adding the number of AT continuation games, adding the difference in sheets, and adding the number of sets), processing to fall from the AT state to the general game state, AT processing, processing to transition from the advantageous zone to the normal zone, etc.

[0079] The normal zone is a zone in which processing related to the instruction function cannot be executed, but zone transition processing to the advantageous zone is performed. When some condition for transitioning to the advantageous zone is met in the normal zone, the game zone transitions from the normal zone to the advantageous zone. Note that while the second game state is the general game state, the game zone can adopt the normal zone.

[0080] The advantageous zone is a zone in which processing related to the instruction function can be executed. The advantageous zone includes an advantageous zone in which the second gaming state progresses in a normal gaming state, an advantageous zone in which the second gaming state progresses in a CZ, and an advantageous zone in which the second gaming state progresses in an AT state. The gaming zone remains an advantageous zone from the time it transitions to an advantageous zone until it meets a specified termination condition. The specified termination condition will be described later in "- Zone Control Unit - ".

[0081] As a summary of the above, possible combination patterns of the gaming section and the second gaming state in the slot machine 1 will now be listed. Pattern 1: The game zone is the normal zone, and the second game state is the normal game state. Pattern 2: The game zone is a favorable zone, and the second game state is a general game state. Pattern 3: The game zone is a favorable zone, and the second game state is a CZ Pattern 4: The game zone is a favorable zone, and the second game state is an AT state. As mentioned above, when the game zone is a normal zone, no processing related to the instruction function can be performed, so it can be said that there is little advantage for the player. On the other hand, when the game zone is a favorable zone, processing related to the instruction function can be performed, so the range of game progress is wider, and it can be said that there is an advantage for the player compared to a normal zone.

[0082] <Configuration of each control unit> As shown in Fig. 2, the control unit 6 mainly includes a main control unit 61, a game value number control unit 62, and a sub-control unit 63. The main control unit 61 performs control for progressing the game, such as interrupt processing such as timer interrupts, and control of internal lotteries and the rotating reels 20a, 20b, and 20c. The game value number control unit 62 manages and processes game values ​​and controls communication with the card unit 9. The sub-control unit 63 controls effects based on signals sent from the main control unit 61 and when the effect button 47 is pressed.

[0083] The main control unit 61, the game value number control unit 62, and the sub-control unit 63 each comprise a CPU, RAM, and ROM. The ROM of the main control unit 61 stores programs and the like necessary for game progress, and the RAM of the main control unit 61 stores game data necessary for game progress. The game data includes the current number of games, as well as data indicating which game state and game section each state or section is in, and setting values. The ROM of the game value number control unit 62 stores programs and the like necessary for managing game values ​​and communicating with the card unit 9, and the RAM of the game value number control unit 62 stores the total number of game values ​​being managed, etc. The ROM of the sub-control unit 63 stores programs and the like necessary for controlling presentations, and the RAM of the sub-control unit 63 stores various data and the like related to presentation control.

[0084] Here, the connection relationship and communication processing of the main control unit 61, the game value number control unit 62, and the sub-control unit 63 will be described with reference to Fig. 7. In this embodiment, the main control unit 61, the game value number control unit 62, and the sub-control unit 63 are each mounted on a different board.

[0085] 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 number control unit 62 is mounted, are electrically connected by a harness, enabling bidirectional serial communication. Information and commands transmitted from the main control board P1 to the game value control board P2 include: outer terminal information; whether or not settings are being changed; commands related to various errors; a signal requesting a bet of game value when the bet switch 41 is operated; a signal requesting the payout of game value corresponding to a winning combination; a signal requesting a bet cancellation process when the cancel button 45 is operated; and a request for the transfer of game value when the count button 46 is operated. Information and commands transmitted from the game value control board P2 to the main control board P1 include information that the complete function has been activated; information that the number of credits has reached the upper limit; information regarding the presence or absence of a communication abnormality between the card unit 9 and the slot machine 1; and various responses to requests from the main control board 61.

[0086] 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. The information and commands sent from the main control board P1 to the sub-control board P3 include information related to game value (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.

[0087] The game value control board P2 and the sub-control board P3 are electrically connected by a harness, but only one-way serial communication takes place from the game value control board P2 to the sub-control board P3. The information and commands sent from the game value control board P2 to the sub-control board P3 include the MY value (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 is complete, etc.), information indicating the number of credits and the number of coins won, information indicating that the number of credits has reached the upper limit, and, if a credit backup error has occurred, information about that error.

[0088] <Main control unit> Returning to Figure 2, the CPU reads and executes the programs in the ROM, causing the main control unit 61 to function as an internal lottery unit 610, a reel control unit 611, a game result determination unit 612, a game progress control unit 614, a section control unit 615, a game status control unit 616, and an error determination unit 617.

[0089] -Internal lottery section- The internal lottery unit 610 conducts an internal lottery based on the operation of the lever 42, and sets one flag out of multiple winning combination flags as a winning flag to be a winning combination. Specifically, when the lever 42 is operated, the internal lottery unit 610 conducts an internal lottery in accordance with an internal lottery table (not shown) and a random number obtained when the lever 42 is operated. The internal lottery unit 610 generates an internal lottery result signal based on the result of the internal lottery. The internal lottery result signal can be used by the spinning reel control unit 611, the game progress control unit 614, etc.

[0090] The internal lottery table shows information on winning combinations that may be obtained by an internal lottery. Based on the internal lottery table, the internal lottery unit 610 performs an internal lottery according to the RT state (not shown) when the lever 42 is operated, and the type of special combination and setting value if the specific combination is in a bonus state. The information on the combinations shown in the internal lottery table includes one or more symbol combinations and the combinations corresponding to those combinations, which are associated with each other. The winning combinations include losing combinations that do not result in the payout of game value, operation mode combinations that result in the payout of game value when the operation mode of the stop switches 40a, 40b, and 40c is the correct operation mode, rare combinations, and the like.

[0091] The operation mode roles include a push order role in which the correct operation mode is determined only by the order in which the stop switches 40a, 40b, and 40c are pressed, a push order role in which a predetermined timing for stopping a predetermined symbol is determined in addition to the push order, and a push order role in which the correct operation mode is determined only by the timing for stopping a predetermined symbol.

[0092] For example, if a push order role is won and the stop switches 40a, 40b, and 40c are pressed in the correct order, the push order role will win and multiple game values ​​(e.g., 8 coins) according to the role will be paid out. If the push order role is won but the stop switches 40a, 40b, and 40c are not pressed in the correct order, the push order role will not win, or another role (such as a 1-coin role) will win.

[0093] Note that operation mode roles such as push order roles are awarded not only in the AT state, but also in the general gaming state and CZ. If an operation mode role is achieved in the general gaming state, the correct operation mode is not notified, so the operation mode role may be missed or only one coin may be paid out. During the AT state, the correct operation mode is often notified, and multiple (e.g., eight) game values ​​are paid out by operating the stop switches 40a, 40b, and 40c according to the correct operation mode.

[0094] - Rotating reel control unit - 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.

[0095] Specifically, when the lever 42 is operated while all of the reels 20a, 20b, and 20c have stopped spinning, the reel control unit 611 starts the rotation of all of the reels 20a, 20b, and 20c. When a stop switch 40a, 40b, or 40c corresponding to one of the reels 20a, 20b, or 20c is operated while at least one of the reels 20a, 20b, or 20c is spinning, the reel control unit 611 stops the rotation of the reel 20a, 20b, or 20c corresponding to the operated stop switch 40a, 40b, or 40c.

[0096] In the rotation stop control, the rotating reel control unit 611 can stop the rotation of the rotating 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 role indicated by the winning flag is placed on the pay line L of the rotating reels 20a, 20b, and 20c, thereby winning the role.

[0097] In addition, in the rotation stop control, the rotation reel control unit 611 performs pull-in control or kick-out control according to the winning combination and the position of the rotation reels 20a, 20b, 20c when each stop switch 40a, 40b, 40c is operated. Pull-in control is control that stops the rotation of the rotation reels 20a, 20b, 20c so that the symbols corresponding to the winning combination are pulled onto the activated line L. Kick-out control is control that stops the rotation of the rotation reels 20a, 20b, 20c so that the symbols corresponding to the non-winning combination do not line up on the activated line L.

[0098] In addition, while the special role is being carried over (during the bonus), the rotating reel control unit 611 stops the rotating reels 20a, 20b, 20c based on the operation of the stop switches 40a, 40b, 40c, but if the conditions for allowing the special role to be won are not met, it is possible to control the winning special role (bonus) so that it does not win.

[0099] -Game result determination section- The game result determination unit 612 determines the game result based on the results of the internal lottery and the spin stop control of the reels 20a, 20b, and 20c. The game result means the result of determining whether or not a winning combination has been achieved based on the symbols that have lined up on the pay line L. Specifically, when the combination of symbols that have stopped on the pay line L matches a predetermined combination of symbols, the game result determination unit 612 determines that the winning combination has been achieved.

[0100] -Game progress control unit- The game progress control unit 614 controls the game progress based on the player's operation. At that time, the game progress control unit 614 controls the game progress by the player based on the setting values ​​set by the store staff.

[0101] Furthermore, when the reset button 71 is pressed, the game progress control unit 614 clears game data such as the first and second game states and game zones by initializing the RAM of the main control unit 61. When the setting change button 72 is pressed, the game progress control unit 614 changes the current setting value to another setting value.

[0102] -Section Control Unit- The zone control unit 615 sets one of a plurality of game zones (normal zone and advantageous zone) when the player plays.

[0103] Specifically, when the gaming zone is a normal zone, if the transition condition for the advantageous zone is satisfied, the zone control unit 615 sets (transitions) the gaming zone from the normal zone to the advantageous zone.

[0104] Furthermore, when the gaming zone is an advantageous zone, the zone control unit 615 determines whether to maintain the advantageous zone state or transition to a normal zone. For example, when the gaming zone is an advantageous zone, if a predetermined condition is met, such as the second gaming state transitioning from an AT state to a normal gaming state, the zone control unit 615 transitions the gaming zone from the advantageous zone to the normal zone even if the forced termination condition described later is not met.

[0105] In addition, the zone control unit 615 forcibly transitions the gaming zone from the advantageous zone to the normal zone when a forced termination condition is met, including when the difference in the gaming value during the advantageous zone based on the quantity of gaming value at the time of entering the advantageous zone reaches, for example, 2,400 coins.

[0106] In this embodiment, a limit is set on the difference in game value that can be obtained in the advantageous zone. The difference is the cumulative value of the number of game values ​​paid out minus the number of bets. As an example of the condition for forcibly terminating the advantageous zone described above, the limit on the difference in game value that can be obtained in the advantageous zone is when the difference in game value during the advantageous zone, based on the amount of game value at the time of entering the advantageous zone, reaches, for example, 2,400 coins (a predetermined limit value). Because the amount of game value at the time of entering the advantageous zone is used as the standard (for example, the difference is expressed as "0"), the predetermined limit value (2,400 coins) can also be said to be the limit on the increase in game value that will result in a positive gain for a player who has been playing continuously since entering the advantageous zone. As specific examples, the first and second examples will be explained. In the first example, suppose a losing state (a state in which the number of game value bets is greater than the number of payouts) continues from the time of entering the advantageous zone, the difference becomes a negative value, and the bottom price (for example, -1000 coins) is reached. Thereafter, suppose a winning state (a state in which the number of game value bets is less than the number of payouts) continues, and the difference in game value from the time of entering the advantageous zone returns to 0. Furthermore, if the winning state continues, the point at which the difference in game value from the time of entering the advantageous zone reaches the predetermined limit of 2400 coins and the advantageous zone is forced to end is the point at which the difference in game value from the time the bottom price reached 3400 coins. The player's remaining game value will initially be -1000 coins, then +3400 coins, for a total of +2400 coins, at which point the condition for the forced end of the advantageous zone is met. On the other hand, in the second example, if the winning state continues from the time of entering the advantageous zone, the difference in game value from the time of entering the advantageous zone will reach 2400 coins and the advantageous zone will be forced to end. The condition for the forced end of the advantageous zone will be met when the player's game value balance reaches +2400 coins without ever becoming negative.

[0107] In this specification, the quantity of gaming value (for example, the number of medals) may be referred to as "number of coins," and the difference between the quantity of gaming value bet and the quantity of gaming value obtained as a result of playing may be referred to as "difference in number of coins." However, these notations are not limited to gaming machines that use gaming media such as medals; for ease of explanation, the term "number of coins" is also used in gaming machines that use the quantity of pseudo gaming media converted into electronic data as the quantity of gaming value.

[0108] In addition, when the set value is changed or the game data is cleared, the interval control unit 615 sets the game interval to the normal interval regardless of the game interval immediately before the reset.

[0109] -Game status control unit- The gaming state control unit 616 sets the first gaming state and the second gaming state.

[0110] Specifically, the game state control unit 616 sets the first game state to any one of a special role non-carryover state, a special role carryover state, and a special role implementation state, and sets the second game state to any one of a general game state, a CZ state, and an AT state.

[0111] 4, when predetermined conditions such as clearing the RAM of the main control unit 61 or changing settings are met, the game state control unit 616 sets the first game state to a special role non-carryover state. Immediately after a special role is won by an internal lottery, the game state control unit 616 sets the first game state to a special role carryover state. When the special role is won, the game state control unit 616 sets the first game state to a special role implementation state.

[0112] Also, as shown in FIG. 5, the gaming state control unit 616 determines whether or not to set the second gaming state to the AT state (i.e., whether or not the AT has been won) based on the result of the AT lottery. If the AT lottery is won during the advantageous zone, the gaming state control unit 616 sets the second gaming state to the AT state. Conversely, if the AT lottery is not won, the gaming state control unit 616 can set the second gaming state to the general gaming state or CZ. Furthermore, when the AT ends, the gaming state control unit 616 can transition the second gaming state from the AT state to the general gaming state or CZ.

[0113] Although not shown, the game state control unit 616 can control the transition of the RT state. The RT state is an internal game state in which the probability of winning the replay flag is predetermined. The slot machine 1 is provided with multiple RT states with different winning probabilities for the replay flag, and when the RT transition condition is met in any RT state, the RT state is transitioned to another RT state. For example, during a special role carryover state in which an AT may be executed, the RT state is not transitioned, and one RT state is maintained. The RT state can be transitioned in states other than the special role carryover state.

[0114] -Error detection section- 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 9, and reaching the upper limit of the number of credits.

[0115] When the error determination unit 617 determines that at least one of these errors has occurred, a command indicating the error that has occurred is transmitted as information about the error from the main control unit 61 to each of the game value number control unit 62 and the sub-control unit 63. This allows the game value number control unit 62 to perform processing according to the content of the error, such as backing up the game value being managed, and the sub-control unit 63 to perform processing to notify the content of the error that has occurred via the liquid crystal screen 3, the sub-liquid crystal screen 30, the speaker 102, etc.

[0116] <Game value number control unit> The CPU reads and executes the program in the ROM, whereby the gaming value number control unit 62 functions as a medium management unit 620 and a complete operation control unit 621.

[0117] -Media Management Department- The media management unit 620 performs processing for increasing / decreasing the gaming value (number of credits) and management processing. For example, the media management unit 620 increases the game value under management in response to the transfer of the game value from the card unit 9. When a bet request for game value is received from the main control unit 61, the media management unit 620 determines whether or not betting is possible based on the game value under management and the bet request. If the game value under management is equal to or greater than the number of bets, the media management unit 620 determines that "betting is possible" and subtracts the amount of the bet from the game value under management. If the game value under management is less than the number of bets, the media management unit 620 determines that "betting is not possible" and performs processing to transmit this information to the main control unit 61. If betting is not possible, the amount of game value under management is maintained.

[0118] When a combination with a payout is won by the internal lottery and the combination wins, the media management unit 620 performs processing to increase the game value being managed by an amount corresponding to the type of winning combination.

[0119] Furthermore, when the cancel button 45 is operated, the media management unit 620 increases the gaming value being managed by the amount that has been bet. When the count button 46 is operated, the media management unit 620 transfers the data of the gaming value being managed to the card unit 9.

[0120] Furthermore, the media management unit 620 calculates the difference number of the gaming value, which is the cumulative value of the number obtained by subtracting the number of bets from the number of payouts of the gaming value. Using this difference number, the media management unit 620 calculates the following. (A) Difference in gaming value during each advantageous zone (B) A range (hereinafter referred to as the MY value) that is the difference between the maximum and minimum values ​​of the difference number after the power of the slot machine 1 is turned on.

[0121] The above (A) is used to determine whether the conditions for the forced termination of the advantageous zone are met. The above (A) is calculated continuously from the time the game zone transitions from the normal zone to the advantageous zone until it transitions back to the normal zone. Therefore, the above (A) is cleared when the game zone transitions to the normal zone, and calculation starts again when the game zone transitions back to the advantageous zone.

[0122] The above (B) is used to control the operation of the complete function described below. The above (B) continues to be calculated as long as the power of the slot machine 1 is on, regardless of the game section or various game states. The above (B) is cleared when the power of the slot machine 1 is turned off, and calculation starts again when the power is turned on again.

[0123] The media management unit 620 also determines whether the gaming value being managed, i.e., the number of credits, has reached the credit upper limit. When the number of credits has reached the credit upper limit, a notification to that effect is output to the main control unit 61 and the sub-control unit 63. As a result, the sub-control unit 63 performs a notification process using the LCD screen 3, speaker 102, and illumination unit 103 to prompt the user to operate the counting button 46 and transfer credit number data to the card unit 9. While this notification process is being performed, the main control unit 61 performs a game stop process to stop the progress of the game, such as by invalidating the operation of the bet switch 41 or lever 42. The state in which this notification process and game stop process are being performed can be canceled when the number of credits falls below the credit upper limit by operating the counting button 46 to transfer credit number data.

[0124] In addition, when the number of credits reaches a value that is lower than the credit upper limit and is close to the credit upper limit, a notification process for prompting the player to operate the count button 46 may be performed without performing the game progress stop process.

[0125] -Complete operation control unit- The complete operation control unit 621 controls the operation of the complete function when the above-mentioned MY value becomes equal to or greater than the MY upper limit value (for example, 19000 or greater).

[0126] The complete function is a function that stops play and puts the slot machine 1 into a state where play is not possible. When the complete function is activated, the operation parts necessary to complete play, such as the bet switch 41, lever 42, and stop switches 40a, 40b, and 40c, are in a state where they cannot accept any operation. Therefore, for example, no matter how many times the bet switch 41 is operated in the slot machine 1 while the complete function is activated, no bet processing will be performed. The activation of this complete function will be maintained unless the power of the slot machine 1 is turned on and then off by a store staff member. After the power of the slot machine 1 is turned on again, the activation of the complete function is deactivated (the complete function is in an inactive state).

[0127] In addition, when the MY value is lower than the MY upper limit value but is equal to or greater than a value close to the MY upper limit value (for example, 18,500 or greater), the complete operation control unit 621 performs processing to send to the sub-control unit 63 a pre-notification command indicating that the complete function is about to be activated.

[0128] <Sub-controller> The CPU reads and executes the program in the ROM, causing the sub-control unit 63 to function as a performance control unit 630 (corresponding to a notification control unit).

[0129] -Direction Control Department- The effect control unit 630 displays an effect image selected from a plurality of types of effect images on the liquid crystal screen 3 or the sub-liquid crystal screen 30 based on the progress of the game, outputs sound effects and background music corresponding to the effect image from the speaker 102, and causes the illumination unit 103 to emit a light pattern corresponding to the effect image. For example, when an AT or bonus is won, the effect control unit 630 selects an effect pattern for displaying that fact on the liquid crystal screen 3 or the sub-liquid crystal screen 30, and controls the display on the liquid crystal screen 3 or the sub-liquid crystal screen 30, controls the sound output from the speaker 102, and controls the light emission of the illumination unit 103 according to the effect pattern.

[0130] During the AT, the performance control unit 630 causes at least one of the liquid crystal screen 3 and the speaker 102 to notify the correct operation mode of the operation mode combination that is successively won (assist function, that is, instruction function).

[0131] Furthermore, when the notification conditions for the effect suggesting the setting value are met during play, the effect control unit 630 causes at least one of the liquid crystal screen 3, the speaker 102, and the illumination unit 103 to notify the effect. This effect can be used by the player to understand the setting value of the slot machine 1 currently being played. Notification conditions include when a rare combination is won, when the special combination (bonus) implementation state ends, when the AT ends, etc.

[0132] <First sub-controller 63a and second sub-controller 63b> As shown in FIG. 2, the sub-control unit 63 of this embodiment has a first sub-control unit 63a and a second sub-control unit 63b. The first sub-control unit 63a receives commands from a higher-level control unit (a collective term for the main control unit 61, the game value number control unit 62, etc.) and functions as a control unit that manages the performance control in the performance control unit 630. The first sub-control unit 63a and the second sub-control unit 63b can communicate with each other bidirectionally. The second sub-control unit 63b is connected to the performance devices (LCD screen 3, sub-LCD screen 30, speaker 102, illumination unit 103, performance button 47) and controls the operation of the performance devices based on commands from the first sub-control unit 63a. The first sub-control unit 63a and the second sub-control unit 63b each have their own memory. In this embodiment, the first sub-control unit 63a cannot access the memory of the second sub-control unit 63b, and the second sub-control unit 63b cannot access the memory of the first sub-control unit 63a, but this is not limited to this. For example, the first sub-control unit 63a and the second sub-control unit 63b may have a shared memory that is accessible to both.

[0133] -Game flow- 8 is a diagram showing the game flow of the slot machine 1 of this embodiment. In this embodiment, games can be played in the general game state in the normal zone, the general game state in the advantageous zone, the chance zone (CZ) in the advantageous zone, and the AT state in the advantageous zone.

[0134] As shown in FIG. 8, if the conditions for transition to the advantageous zone are met in the general gaming state in the normal zone, the gaming zone transitions from the normal zone to the advantageous zone. In this embodiment, the states that are not in the AT state in the advantageous zone (general game state and CZ) include a state in which game play progresses in a confirmed zone where it is confirmed that there will be a transition to the AT state (special game state), and a state in which game play progresses in a non-confirmed zone where it is not confirmed that there will be a transition to the AT state. When the AT transition condition is met in the non-determined zone (general gaming state or CZ in the advantageous zone), the game transitions to the AT state. In this embodiment, the length of the AT state (the value of a parameter related to the duration of the AT state) is determined in advance, and the AT state ends when the parameter value is consumed (the parameter value reaches a predetermined value). In this embodiment, the length of the AT state is managed using a difference in number management system, and the AT state ends when the player acquires the gaming value of a predetermined difference in number of coins. In this embodiment, the value of a parameter related to the duration of the AT state is determined in advance, and no processing is performed to change (increase) the value of the parameter while the AT state is running (so-called, no additional processing is performed). When the AT state ends, the state transitions to either the above-mentioned confirmed section or the above-mentioned non-confirmed section. When the state transitions from the AT state to the confirmed section, it is confirmed that the state will return to the AT state afterwards, so the transition from the AT state to the confirmed section can be said to be a continuation of the AT state. On the other hand, when the state transitions from the AT state to the non-confirmed section, it is not confirmed that the state will return to the AT state afterwards, so it is not a continuation of the AT state. In this embodiment, in the AT state, a continuation decision process can be executed to determine whether to transition from the AT state to a fixed section and enter a continuation state. As a result, the continuation decision process continues to determine that the state will be a continuation state, and the transition between the AT state and the fixed section is repeated, resulting in a so-called consecutive win state in which the AT state can be essentially repeatedly executed. On the other hand, if the AT state transitions to a non-determined interval and the AT state is no longer in a continuation state, the game transitions to normal (general gaming state) or CZ as shown in Figure 8. In this non-continuation state, if the AT transition condition is met in normal (general gaming state) or CZ, the game transitions to the AT state. The transition from the AT state to a non-continuation state (non-determined interval) and then back to the AT state will hereinafter be referred to as the "self-winning route." The self-winning route can be said to be a flow based on the decision to transition to the AT state being made by a separate process that is not a process using the continuation rate in the continuation decision process. In this disclosure, when going via the self-winning route, a special feature is provided, as will be described later.

[0135] Hereinafter, the parts of FIG. 8 other than those described above will be described in detail. As shown in FIG. 8, the routes for transitioning from the normal (general gaming state) to the AT state include a first route, in which the AT state is entered when the AT transition condition is met in the CZ to which the game has transitioned after satisfying the CZ transition condition, and a second route (AT direct hit), in which the AT state is entered when the AT transition condition is met in the normal (general gaming state). Examples of the CZ transition condition and the AT transition condition include acquiring game media such as points according to a winning or winning combination, and the acquired game media satisfying a predetermined condition (e.g., points meeting a predetermined value), or winning or winning a predetermined transition combination such as a rare combination. On the first route, a first effect is executed, suggesting the possibility of transition to the CZ, and a second effect is executed, indicating or suggesting that transition to the CZ has been confirmed. On the second route, a confirmation sign effect is executed, indicating or suggesting that transition to the AT state has been confirmed. The section in which this confirmation sign effect is executed is a confirmation section, but it is not a confirmation section transitioned from the AT state, and therefore is not a continuous state.

[0136] As shown in Fig. 8, the special game state includes an AT preparation stage and an AT execution stage. The AT preparation stage is a preliminary stage for transitioning to the AT execution stage, and in this embodiment, an effect is executed in which predetermined symbols are aligned as a trigger for transitioning to the AT execution stage. As a game pattern in which predetermined symbols are aligned, for example, When a role that can align a predetermined pattern such as red 7 (for example, a role that pays out a predetermined number such as a replay or 1) is won, a pattern that announces the effect of "Aim for the predetermined pattern!" and transitions (starts) to the AT execution stage when the predetermined pattern is aligned. When the timing conditions for aligning a predetermined pattern such as red 7 are met (for example, a predetermined number of games have passed since entering the AT preparation stage), the player aims for the predetermined pattern in the pseudo-game and then transitions (starts) to the AT execution stage in the actual game. Examples include: During the AT execution stage, one of multiple types of ATs, each with a different parameter related to the duration of the AT state, is executed. In this embodiment, the AT is a difference-number-managed type. For example, if the value of the parameter related to the duration of the first type AT state is a difference of 100, the execution of the first type AT state ends when the difference reaches 100 in the first type AT state (the value of the parameter related to the duration of the special game state is consumed). The timing for executing the process to determine which type of AT to execute among multiple types of ATs includes when the initial AT transition condition is met (i.e., when the AT first wins when multiple ATs are consecutively executed in the continuation state), during the AT preparation stage, or when it is determined to enter the continuation state in the above-mentioned continuation determination process. For example, when the AT starts, a red 7 symbol (first symbol) is stopped on the reel window to execute the first type AT state, and a blue 7 symbol (second symbol different from the first symbol) is stopped on the reel window to execute the second type AT state, thereby indicating to the player which type of AT state to execute. In addition, during the AT preparation stage, the type of AT to be executed may be determined depending on the combination of symbols that actually stop in the reel window (for example, if red 7s are lined up, it is determined to be the first type of AT state, and if blue 7s are lined up, it is determined to be the second type of AT state).

[0137] The continuation determination process determines whether to transition to a fixed section and enter a continuation state using one of multiple continuation rates indicating the probability of transitioning to a fixed section. The timing for executing the continuation determination process includes, but is not limited to, the AT preparation stage or during AT execution, and can be executed at any stage. FIG. 9 is a diagram showing a continuation rate table used in the continuation determination process. As shown in FIG. 9, the continuation rate table has multiple continuation rates, each of which is associated with a mode, as described below. The continuation determination process determines whether to enter a continuation state using the continuation rate associated with the mode. When the continuation determination process determines that the continuation state should be entered, it determines the type of AT to be executed when returning to the AT state via the fixed section and the upper limit of the number of games (re-entry game number; re-entry period parameter) that can elapse (be consumed) in the fixed section before transitioning to the AT preparation stage. When the number of games elapsed in the fixed section reaches the re-entry game number, the game always transitions to the AT preparation stage. There are cases where the game transitions to the AT preparation stage even when the number of games elapsed in the fixed section does not reach the re-entry game number. The number of re-entry games (re-entry period parameter) can be said to be the number of games (period-related parameter) that, when passed through the fixed interval, guarantees transition to the AT (AT preparation stage). In this embodiment, the number of re-entry games (re-entry period parameter) differs depending on the type of AT. Specifically, the number of re-entry games (re-entry period parameter) differs depending on the amount of game value obtained in the AT state, i.e., the length of the AT state period (the value of the parameter related to the period of the AT state). The longer the AT period (the longer the period indicated by the value of the parameter related to the period), the greater the difference in the game value obtained, so the number of re-entry games (re-entry period parameter) is set to be larger. Furthermore, even if the value of the parameter related to the period of the AT state is the same (for example, a difference of 100 coins), the number of re-entry games (re-entry period parameter) is set to differ depending on the continuation rate. As a result, by measuring the number of re-entry games (re-entry period parameter), the player may be able to estimate the continuation rate.

[0138] The mode linked to the continuation rate is determined by a mode determination process (not shown) that is executed at a predetermined timing, such as when transitioning from a normal zone to an advantageous zone. The mode may also be changed by a mode change process (corresponding to a continuation rate change process). The mode change process (continuation rate change process) is executed when a mode change condition is met in the AT state or continuation state, or when a mode change condition is met in a non-determined zone.

[0139] As shown in Figure 8, when the AT state ends, the game transitions to either a confirmed or non-confirmed section in the general game state of the advantageous section. If the continuation decision process determines that the game will enter the continuation state and the game transitions from the AT state to the confirmed section (continuation state), an effect suggesting the possibility of being pulled back to the AT state (AT pull-back effect) is executed, followed by a confirmation precursor effect indicating or suggesting that the transition to the AT state has been confirmed. In the confirmed section where the AT pull-back effect and the confirmation precursor effect are executed, the game transitions from the confirmation precursor effect to the AT state when the number of games required for re-entry determined in the continuation decision process is consumed. If the game transitions to the AT state via the confirmed section in the continuation state, a counting process is executed in the AT preparation stage to count the number of times the game transitions to the AT state via the confirmed section of the continuation state. The number of times counted in the counting process (count value) is announced at the start or end of the AT state (count number announcement process). For example, an announcement such as "Number of continuations: 1 time!!" or "Number of continuations: 2 times!!" is made.

[0140] If the continuation decision process determines not to continue the state, the execution of the AT state ends, and the game transitions from the AT state to a non-determined section, an effect suggesting the possibility of being pulled back to the AT state (AT pull-back effect) is executed in the non-determined section. Here, an effect other than an effect that confirms a pull-back to the AT state is executed. For example, if the effect is other than an effect that confirms a pull-back to the AT state (expectation rate of 100%), it is possible to execute an effect in which there is almost no expectation of a pull-back to the AT state (expectation rate of about 10%), or an effect in which there is a fairly high expectation of a pull-back (expectation rate of 80%). When the AT pull-back effect ends, the game will either transition to the CZ via the first effect that suggests the possibility of transitioning to the CZ, or transition to normal (general game state) after the first effect ends.

[0141] [Continuation decision process and counting process when going through the self-winning route] An example that may occur in the above configuration will be explained using Figure 10. Figure 10 is a diagram showing an example that may occur in the game flow shown in Figure 8. As shown in Figure 10 (1), the continuation decision process is executed with a continuation rate of 80%, the continuation state is entered, and a consecutive win state is entered in which transitions between the AT state and the fixed section are repeated. At this time, the number of continuations is counted when transitioning from the fixed section to the AT state, and finally, "Number of continuations: 3 times!!" is announced. Next, as shown in (2) of Figure 8, the continuation decision process was executed with a continuation rate of 80%, but the lottery was unsuccessful and the continuation state could not be maintained, so the AT state ended and the game moved to a non-determined section. Next, as shown in (3) of FIG. 8, it is assumed that a continuation rate change process (mode change process) is executed and the continuation rate is changed from 80% to 60%. Next, as shown in (4) of Figure 8, suppose that the player has worked hard and transitioned to the AT state via the self-winning route by winning or winning a rare role. In this case, the continuation decision process is executed in the AT state with a continuation rate of 60%. If the player has worked hard and returned to the AT state via the self-winning route, but the continuation decision process is executed with a continuation rate of 60% based on the normal rules, the player may feel that they have not received the reward for returning to the AT state via the self-winning route. Furthermore, even if the continuation state is entered in the continuation decision process with a continuation rate of 60% and the player re-enters the AT state after passing through the confirmed section, the number of continuations will be reset to 1.

[0142] Therefore, in the present disclosure, the continuation decision process and counting process when going through the self-winning route are configured as shown in the first and second examples described below.

[0143] The first example will be explained. Figure 11 is a diagram showing a first example of the continuation decision process and counting process. (1) to (3) in Figure 11 are the same as (1) to (3) in Figure 10. As shown in (4) in Figure 11, when it is decided to transition from a non-determined section to an AT state (special game state), that is, when transitioning to the AT state via the self-winning route, in the continuation decision process executed after the decision to transition to the AT state via the self-winning route is made, it is possible to continue using the continuation rate of 80% used in the previous continuation decision process, rather than the continuation rate of 60% based on the normal rules. This makes it possible to give the player a special feeling of returning to the AT state via the self-winning route. Regarding the counting process, when the AT state is returned to via the self-winning route, a process can be executed to continue counting the count value (continuation count: 3) counted in the continuation state upon the establishment of a predetermined condition. In the first example of FIG. 11, the predetermined condition is that the number of games elapsed from the time of transition to the non-determined section [point (2) in FIG. 11] until the re-transition to the AT state [point (4) in FIG. 11] is within a predetermined value (50 games). In other words, the predetermined condition is that the value of a parameter related to the play period elapsed from the time of transition to the non-determined section until the re-transition to the special play state is within a predetermined value. In the first example of FIG. 11, since the AT state is returned to after 40 games, which satisfies the predetermined condition (within 50 games), the previous count value (continuation count: 3) continues to be counted, and at the next continuation, a notification of "continuation count: 4 times!!" can be displayed. This may provide a strong motivation for the player to return to the AT state via the self-winning route. In addition, if a long period of play has passed since the transition to the non-determined section and the game transitions to the AT state via the self-winning route at a time when it can be evaluated as being unrelated to the previous continuation state, the count value will not be continued. Therefore, it is possible to uniformly determine the conditions for returning to the continuation state using parameters related to the length of the game period. If the number of games elapsed from the time of transition to the non-determined section to transition back to the AT state is 60, the continuation rate of 80% can continue to be used in the subsequent continuation determination process as in Example 1. On the other hand, in the counting process, the above-mentioned predetermined condition (within 50 games) is not met, so the count value is reset.

[0144] The second example will be explained. Figure 12 is a diagram showing a second example of the continuation decision process and counting process. (1) to (3) of Figure 12 are the same as (1) to (3) of Figure 10. As shown in (4) of Figure 12, when it is decided to transition from a non-determined section to an AT state (special game state), that is, when transitioning to the AT state via the self-winning route, in the continuation decision process executed after the decision to transition to the AT state via the self-winning route is made, it is possible to continue to use the 80% continuation rate used in the previous continuation decision process, rather than the 60% continuation rate based on the normal rules. The continuation decision process of the second example is the same as the first example. Regarding the counting process, when the AT state is returned to via the self-winning route, a process can be executed to continue counting the count value (number of continuations: 3) counted in the continuation state when a predetermined condition is met. The second example is an example in which the predetermined condition differs from the first example. Specifically, as shown in FIG. 9, the fixed interval has an upper limit value for the play period that elapses from the time of transition to the fixed interval until the re-transition to the AT state. This upper limit value is the number of re-entry games (re-entry period parameter) shown in FIG. 9. In the second example of FIG. 12, the predetermined condition is that the number of games that elapse from the time of transition to the non-fixed interval [point (2) in FIG. 12] until the re-transition to the AT state [point (4) in FIG. 12] is within the number of re-entry games. In the example of FIG. 9, there are multiple re-entry game numbers (20 games, 30 games, 40 games) corresponding to a continuation rate of 80%, so the longest number of re-entry games (40 games) is used. In the second example of Fig. 12, since the AT state is restored after 40 games that satisfy the predetermined condition (within the longest number of re-entry games, i.e., within 40 games), the previous count value (number of continuations: 3) continues to be counted, and at the next continuation, it is possible to announce "Number of continuations: 4!!" As a result, since the predetermined condition is related to the number of re-entry games, it can be evaluated that the continuation state is maintained even if the state shifts to a non-continuation state, and it is possible to continue the count value. For example, if the number of games that have elapsed since the transition to the non-determined section to transition back to the AT state is 50, the counting process will reset the count value because the above-mentioned specified condition (within 40 games) is not met.

[0145] [1] As in this embodiment, the slot machine 1 (gaming machine) can execute a process to execute game progress in any one of game states including a general game state (including CZ) and a special game state (AT state) which is a game state that is more advantageous to the player than the general game state, and the general game state (including CZ) includes a state in which game progresses in a determined section where it is determined that a game will transition to the special game state (AT state) and a state in which game progresses in a non-determined section where it is not determined that a game will transition to the special game state (AT state), and a process to execute game progress from the special game state (AT state) to a determined section A continuation decision process can be executed to determine whether to transition to a continuation state by using one of a plurality of continuation rates indicating the probability of transitioning to a confirmed section, and if it is decided to transition to a special game state (AT state) in a non-confirmed section after it has been decided not to transition to a continuation state in the continuation decision process, it may be possible to continue to use the continuation rate used in the continuation decision process when it was decided not to transition to a continuation state in the continuation decision process executed after it has been decided to transition to the special game state (AT state).

[0146] <Effects of the Invention> According to this embodiment, if it is decided to transition to a special game state from a non-determined section after it has been decided not to enter a continuation state, and if the special game state is transitioned to via a so-called self-winning route, the continuation rate used in the previous continuation decision process can be continued to be used in the next continuation decision process, thereby giving the player a sense of specialness in having returned to the special game state via a self-winning route, and making it possible to provide a gaming machine with new gameplay.

[0147] [2] In the gaming machine described in [1] above, a counting process can be executed to count the number of times a transition has been made to a special gaming state (AT state) through a confirmed section in a continuation state, and the counting process may be such that, when a transition has been made from a non-confirmation section to a special gaming state (AT state), a process can be executed to continue counting the count value counted in the continuation state when a predetermined condition is met. This may provide the player with strong motivation to return to the AT state through a self-winning route.

[0148] [3] In the gaming machine described in [2] above, the specified condition may be that the value (number of games) of a parameter related to the playing period that elapses from the time of transition to the non-determined interval until transition to the special playing state (AT state) again is within a specified value (number of re-entry games). According to this configuration, if the number of games is within a predetermined value (the value of the parameter related to the playing period is within a predetermined value), the count value continues, which may provide a strong motivation for the player to return to the AT state via the self-winning route. Also, if a long playing period has passed since moving to the non-determined section and the player has moved to the AT state via the self-winning route that can be evaluated as unrelated to the previous continuation state, the count value does not continue, so it is possible to uniformly determine the conditions for returning to the continuation state using the parameter related to the playing period.

[0149] [4] In the gaming machine described in [2] above, the fixed section has an upper limit (re-entry game number; re-entry period parameter) on the game period that elapses from the time of transition to the fixed section until the time of transition to the special game state (AT state) again, The predetermined condition may be that the value (number of games) of a parameter representing the gaming period that has elapsed since the transition to the non-determined section is within an upper limit value (number of re-entry games; re-entry period parameter). According to this configuration, the number of games that pass before returning to the AT state on the self-winning route is the same as or corresponds to the number of re-entry games that pass before returning to the AT state if the game moves to a confirmed section and enters a continuation state, so even if the game moves to a non-continuation state, it can be considered the same as the continuation state being maintained, and the count value can continue to be used.

[0150] [5] In the gaming machine according to any one of the above [1] to [4], the count value may be notified, or an effect according to the count value may be notified. This configuration allows the player to recognize that he or she is staying in a continuous state and how long he or she has been there, which may give the player a sense of exclusivity. The effect according to the count value may be an effect that directly shows the number or order of the count value, or an effect that corresponds to the count value. For example, character A may be notified if the count value is 1, and character B may be notified if the count value is 2. For example, a blue alarm may be displayed if the count value is 1, and a yellow alarm may be displayed if the count value is 2.

[0151] [6] In the gaming machine described in [5] above, it may be possible to announce a plurality of effects having an announcement order, and to announce an effect corresponding to a count value among the plurality of effects. For example, a series of actions in a video may be divided into frames and notified for each frame corresponding to the count value, or a series of effects with a story, such as an anime consisting of multiple episodes, may be notified for each episode corresponding to the count value. In the case of a series of effects with a story, for example, suppose that in a consecutive win state (continuation state), episodes 1 and 2 are notified and the player is able to watch them, but the continuation state cannot be maintained and the state becomes non-continuation. If the player then transitions to the AT state via a self-winning route, the count value continues to be counted, allowing the player to watch the rest from episode 3, which motivates the player to want to see the rest of the effects.

[0152] [7] In the gaming machine described in any of [1] to [6] above, a continuation rate change process may be executed to change the continuation rate used in the continuation determination process to one of a plurality of continuation rates. By being able to execute the continuation rate change process, it becomes easier to achieve the effect of being able to execute the continuation decision process that continues to use the previous continuation rate.

[0153] [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 within the scope that does not change the gist of the present invention.

[0154] (A) The continuation rate (mode) may be changed in a so-called consecutive game state (continuation state) in which transitions between a special game state and a fixed game zone are repeated. For example, in the consecutive game state (continuation state), as a general rule, the continuation rate change process is not executed unless the following conditions are met. Assume that the consecutive game state (continuation state) begins with a relatively low continuation rate of a first continuation rate (50%). When the difference in the number of coins acquired in the consecutive game state (continuation state) exceeds 500 (the value of a parameter related to the game period of the continuation state exceeds a first predetermined value), a lottery process may be performed to determine whether to increase the continuation rate to a second continuation rate (60%). If a win is won, the continuation rate is changed to the second continuation rate (60%). If a win is not won, the first continuation rate (50%) may continue to be used. Here, the lottery process may be changed to a process that determines whether to change from the first continuation rate to the second continuation rate. Furthermore, when the difference in the number of coins acquired in the consecutive win state (continuation state) exceeds 1000 (the value of the parameter related to the play period in the continuation state exceeds a second predetermined value), a lottery process is performed to determine whether or not to increase the continuation rate to a third continuation rate (80%), and if a win is won, the continuation rate is changed to the third continuation rate (80%), and if a win is not won, the second continuation rate (60%) may continue to be used. Here, the lottery process may be changed to a process that determines whether to change from the second continuation rate to the third continuation rate. Here, the parameter value relating to the duration of play in the continuation state is the difference in the number of coins acquired, but it is not limited to this and may be the number of times the AT state continues, the number of games, or the number of instruction functions. According to this configuration, the longer the parameter relating to the duration of play in the continuation state, the higher the possibility of staying in a high continuation rate (high mode). In this specification, the parameter relating to the length of the gaming period can be changed to any of the number of games, the difference in number of coins, and the number of instruction functions.

[0155] (B) In (A) above, an increase in the continuation rate is given as an example of a change in the continuation rate, but this is not limited to this, and conversely, the continuation rate may be decreased.

[0156] (C) In the above embodiment, when a transition to the AT state is made via the self-winning route, the continuation determination process can be executed using the previous continuation rate regardless of the number of games played, but this is not limited to this. For example, similar to the counting process, when a transition to the AT state is made via the self-winning route, the continuation determination process can be executed using the previous continuation rate when a predetermined condition is met. The predetermined condition here may be the example shown in the first and second examples, or may be clearing a mission. An example of a mission is winning or winning a predetermined role, such as a rare role, twice (a predetermined number of times) within a predetermined number of games (five games).

[0157] (D) In ​​the above embodiment, the special gaming state (AT state) has a parameter value (expected difference in number of coins to be acquired) related to the length of the gaming period of the special gaming state that is predetermined and does not change, but is not limited to this. For example, the parameter value does not have to be predetermined, and even if the parameter value is predetermined, the gaming period of the special gaming state may be extended by an additional processing or the like.

[0158] (E) An effect suggesting the continuation rate or a mode corresponding to the continuation rate used in the continuation determination process may be announced. The timing of announcing the effect may include, for example, the end of a special game state (AT state), a normal time in a non-determined section, the time when the effect button 47 is operated, the time when a lottery is drawn to determine whether to execute a suggestive effect related to the continuation rate by operating the effect button 47, or the time when the counting button 46 is operated to stop playing. Also, the suggestive effect may be executed when a scene that enables the execution of the suggestive effect is selected from the menu screen.

[0159] (F) In the above embodiment, when it is decided to continue in the continuation decision process, it is decided which type of AT state to enter next. However, it is not necessary to decide which type of AT state to enter in the continuation decision process. For example, it is also possible to decide which type of AT state to enter when transitioning to the AT state. Also, although there are multiple types of AT, it is also possible to have only one type of AT. In the above embodiment, the number of re-entry games (re-entry period parameter) is determined in the continuation determination process, but the number of re-entry games (re-entry period parameter) does not have to be determined in the continuation determination process. In the above embodiment, the number of re-entry games (re-entry period parameter) differs depending on the type of AT, but it may be a fixed value regardless of the type of AT, or the number of re-entry games (re-entry period parameter) may be determined by lottery regardless of the type of AT. In the above embodiment, even for the same type of AT, the number of re-entry games (re-entry period parameter) differs depending on the continuation rate, but this is not limited to this and the number of re-entry games (re-entry period parameter) may be the same.

[0160] (G) The continuation rate may be fixed in the continuation state (association state) of the AT state. When the continuation rate is changed in the continuation state (association state) of the AT state, it may be changed according to the total value (accumulation value) of the difference in the number of coins acquired in the continuation state or the number of games in the continuation state, rather than by lottery processing.

[0161] (H) In the above embodiment, when it is decided to transition to the AT state via the self-winning route, the continuation rate used in the previous continuation decision process continues to be used, but this is not limited to this. When it is decided to transition to the AT state via the self-winning route, there may be cases where the continuation rate used in the previous continuation decision process is not continued to be used. This is because there is no benefit to using it again if the continuation rate used in the previous continuation decision process is relatively low. As one example, if the continuation rate used in the previous continuation decision process is equal to or greater than a predetermined probability, it may be continued to be used, but if the continuation rate used in the previous continuation decision process is less than the predetermined probability, it may not be continued to be used. As one example, it may be continued to be used only if the continuation rate used in the previous continuation decision process was the highest continuation rate.

[0162] (I) When reporting the count value of the continuation state, not only the count value but also the indication of the reason for the win to transition to the AT state may be included, for example, as shown below. For example, it may be displayed as "1st AT: --", "2nd AT: Continue decided", "3rd AT: Continue decided", "4th AT: Rare role win", "5th AT: Continue decided", "6th AT: Point accumulation", etc.

[0163] The bet switch 41 may be provided with a MAX bet switch for automatically betting the above-mentioned predetermined number of game values ​​(for example, 3 coins), and a bet switch for betting a game value less than the above-mentioned predetermined number of game values ​​(for example, 1 or 2 coins).

[0164] In the above embodiment, the bet switch 41 and the lever 42 are provided separately, but the lever 42 may also function as the bet switch 41 .

[0165] In the above embodiment, AT and bonus are exemplified as advantageous gaming states, but advantageous gaming states may also include ART. CZ is a gaming state in which the probability of entering AT and the probability of replay are higher than in non-CZ. ART is a gaming state in which the replay probability is higher than in the general gaming state and notifies the correct operation mode of the operation mode combination. The probability of entering at least one of AT, CZ, and ART may change depending on the setting value. The performance of AT, CZ, and ART may change depending on the setting value.

[0166] In addition to images, the effects suggesting the setting value may also include special patterns that can be seen through the reel window 200 when the rotation of the rotating reels 20a, 20b, and 20c is stopped.

[0167] In the above embodiment, the gaming machine is an AT type slot machine. However, the gaming machine may be an ART type slot machine or other type of gaming machine other than an AT machine. Furthermore, the gaming machine is not limited to a slot machine, and may be a pinball gaming machine such as a pachinko machine.

[0168] In the above embodiment, the gaming machine is a medal-less machine, but the gaming machine is not limited to a medal-less machine, and may be a conventional slot machine that is played using actual medals.

[0169] In the above embodiment, the card unit 9 and the slot machine 1 are separate from each other. However, at least a part of the functions of the card unit 9 may be installed in the slot machine 1.

[0170] The effects of this embodiment can be achieved even when these other embodiments are adopted. Furthermore, this embodiment can be combined with other embodiments, and other embodiments can be combined with each other as appropriate. [Explanation of symbols]

[0171] 1: Slot machine (gaming machine)

Claims

1. The device is capable of executing a process for executing game progress in any one of game states including a normal game state and a special game state which is a game state more advantageous to the player than the normal game state, The general gaming state includes a state in which a game progresses in a determined section in which a transition to the special gaming state is determined, and a state in which a game progresses in a non-determined section in which a transition to the special gaming state is not determined, A continuation determination process is executable to determine whether or not to transition from the special game state to the fixed section and establish a continuation state using one of a plurality of continuation rates indicating the probability of transitioning to the fixed section, A gaming machine in which, if it is decided to transition to the special game state in the non-determined section after it has been decided not to transition to the continuation state in the continuation decision process, the continuation rate used in the continuation decision process when it was decided not to transition to the continuation state can continue to be used in the continuation decision process executed after it has been decided to transition to the special game state.

2. A counting process is executable to count the number of times the game state has transitioned to the special game state through the determined section in the continuous state, 2. The gaming machine of claim 1, wherein when the non-determined interval transitions to the special gaming state, the counting process is capable of executing a process of continuing to count the count value counted in the continuous state upon the establishment of a predetermined condition.

3. 3. The gaming machine according to claim 2, wherein the predetermined condition is that the value of a parameter relating to the gaming period that elapses from the time of transition to the non-determined interval until the time of transition to the special gaming state again is within a predetermined value.

4. The fixed section has an upper limit value for a game period that elapses from the time of transition to the fixed section until the time of transition to the special game state again, 3. The gaming machine according to claim 2, wherein the predetermined condition is that a value of a parameter representing a gaming period that has elapsed since the transition to the non-determined section is within the upper limit value.

5. The gaming machine according to claim 2 , wherein the count value can be notified, or an effect corresponding to the count value can be notified.

6. It is possible to announce a plurality of effects having an announcement order, The gaming machine according to claim 5, wherein the gaming machine is capable of announcing an effect corresponding to the count value among the plurality of effects.

7. 2. The gaming machine according to claim 1, wherein a continuation rate change process is executable to change the continuation rate used in the continuation determination process to one of the plurality of continuation rates.

Citation Information

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