gaming machines
The gaming machine addresses the need for enhanced gaming experiences by implementing mechanisms for bonus determination and preview effects, offering dynamic and engaging gameplay through varied effect execution probabilities.
Patent Information
- Application Number
- JP2025022742
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-02-14
- Publication Date
- 2026-03-04
- Estimated Expiration
- 2040-10-20
AI Technical Summary
Conventional gaming machines lack enhancements in providing dynamic and engaging gaming experiences, particularly in determining bonus awards and preview effects during gameplay.
The gaming machine incorporates a determination mechanism for awarding bonuses, a specific effect execution mechanism for executing effects across multiple games, and a preview effect execution mechanism that allows for executing preview effects with varying probabilities based on specific conditions, enabling first and second preview performances.
Enhances player engagement through dynamic bonus awarding and preview effects, providing a more immersive and unpredictable gaming experience.
Smart Images

Figure 0007823951000001 
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Figure 0007823951000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002]
[0003] Conventionally, a pachinko gaming machine has been known as a gaming machine, which is equipped with a variable display device capable of displaying a variable display game using multiple identification information, and which generates a specific gaming state advantageous to the player depending on the result of the variable display game. Also, a slot machine has been known, which is equipped with multiple reels, which variably displays the multiple reels based on the player's start operation to play a game, which stops the multiple reels based on the player's stop operation, and which generates a specific gaming state depending on the stopped display mode of the multiple reels. Furthermore, in recent slot machines, an increasing number of machines have been equipped with an image display device in addition to the reels, and which display effects related to the game on the image display device. Among such gaming machines, there is also known a gaming machine that displays various information on an image display device (Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2013-059503 A Summary of the Invention [Problem to be solved by the invention]
[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]
[0005] In order to solve the above problem, the gaming machine of the present invention comprises a determination means capable of determining whether to award a bonus when a specific condition is met, a specific effect execution means capable of executing a specific effect across multiple games when the determination means determines that the bonus should be awarded, and a preview effect execution means capable of executing a preview effect when the specific condition is met during the execution of the specific effect, and the preview effect execution means executes the following as the preview effect when the specific condition is met during the execution of the specific effect. First and second preview performances can be executed with a predetermined probability, and No. 1 If the specific condition is met after the preview performance is executed and before the specific performance ends, a new preview performance will be The second preview is possible and already The first If a preview performance is performed, The first The probability of the above is different from when the preview performance is not being performed. No. 2 The configuration is such that a preview performance can be executed. [Brief explanation of the drawings]
[0006] [Figure 1] 1 is a schematic front view showing the appearance of the gaming machine. FIG. [Figure 2] FIG. 2 is a block diagram showing the control configuration of the gaming machine. [Figure 3] FIG. 10 is a diagram for explaining the flow of play on the gaming machine. [Figure 4] 10 is a timing chart for explaining the transition of the game state and the display content on the main display device. [Figure 5] FIG. 10 is a diagram showing the winning effect in pattern A during normal gaming mode. [Figure 6] FIG. 10 is a diagram showing the winning effect in pattern B during normal gaming mode. [Figure 7] This figure shows notification pattern 1 of the winning effect in pattern A when the push order bell role is won. [Figure 8] This figure shows notification pattern 2 of the winning effect in pattern A when the push order bell role is won. [Figure 9]This figure shows notification pattern 3 of the winning effect in pattern A when the push order bell role is won. [Figure 10] This is a chart showing the selection rate of the color scheme of the special bell image in the winning effect. [Figure 11] This figure shows an example of the display of the winning effect in pattern A when the push order bell role is won, as variant 1 of the winning effect. [Figure 12] FIG. 10 is a diagram showing a display example of a winning effect variant 2 in which a winning combination is notified before the bell symbols stop in a straight line. [Figure 13] FIG. 10 is a diagram showing a display example in which a winning combination is notified before the bell symbols stop in a V shape as variant 2 of the winning presentation. [Figure 14] This is a timing chart for explaining the transition of the game state when a pseudo bonus state is won during a fake premonition effect, and the display content on the main display. [Figure 15] A figure showing an example of a display when a preview effect is executed during a fake premonition effect. [Figure 16] This is a chart showing the appearance rate of preview images during fake premonition performances. [Figure 17] This figure shows an example of a display when a preview effect is executed during the main premonition effect. [Figure 18] This is a chart showing the appearance rate of preview images during this premonition performance. [Figure 19] This figure shows a display example when a preview performance is executed during a fake precursor performance as variant 1 of the preview performance. [Figure 20] This figure shows a display example when a preview performance is executed during a fake precursor performance as variant 2 of the preview performance. [Figure 21] This figure shows a display example when a preview performance is executed during a fake precursor performance as variant 3 of the preview performance. DETAILED DESCRIPTION OF THE INVENTION
[0007] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Here, a slot machine will be described as an example of a gaming machine according to an embodiment of the present invention.
[0008] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is installed in an amusement park or the like. As shown in Figures 1 and 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, a performance button 2d, an upper performance button 2f, a medal insertion slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout outlet 7b, a main display 8, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a favorable zone lamp 13, a probability setting device 14, a display decorative frame 15, a drum unit 4d, a main control device 10, and a sub-control device 20.
[0009] The main control unit 10 and the sub-control unit 20 each have a memory unit and a control unit, and are devices capable of various calculation processes and various controls, and are included in the concept of a computer. Each memory unit has a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit has a CPU, etc. Each control unit realizes various functions of the embodiment by appropriately reading and executing various programs, etc. stored in the respective memory unit.
[0010] [Front view of the gaming machine] As shown in FIG. 1, a front door 1a is provided on the front of the slot machine 1. The front door 1a is pivotally attached to one side (left side as viewed from the front) of the main body (not shown) which is disposed behind the front door 1a and attached to an island facility (not shown), and is configured to be able to open and close forward in a single-door format. Note that, hereinafter, the left and right directions are indicated when the slot machine 1 is viewed from the front side.
[0011] When the slot machine 1 is viewed from the front side, the main display 8 is located at the center position in the left-right direction at the top of the front door 1a. The main display 8 is made up of a liquid crystal display or the like that can display multiple pieces of information, such as information related to effects (effect images), as will be described later, and constitutes a display means. A display decorative frame 15 having an opening in the center is arranged above the front door 1a and in front of the main display 8, and the main display 8 is arranged with its display surface facing forward through the opening of the display decorative frame 15.
[0012] Speakers 9 are provided on the left and right sides of the main display 8, and are capable of outputting sound effects corresponding to the effects displayed on the main display 8, for example. In addition, lamps 11 consisting of LEDs or the like are arranged on each of the left and right sides of the main display 8, and can output light, for example, when a winning combination is achieved, or light in a light emission mode corresponding to the effects displayed on the main display 8.
[0013] On the right side of the main display 8, an upper performance button 2f is provided as an example of an operation means. The upper performance button 2f is a push-type button that moves back and forth, and the pushing operation of the upper performance button 2f is detected by a non-contact sensor or the like and output as operation information of the upper performance button 2f to the sub-controller 20. In addition, a light-emitting source (not shown) consisting of an LED or the like is provided inside the upper performance button 2f, and the light emitted by the light-emitting source can notify that the operation of the upper performance button 2f is valid.
[0014] In the center of the front door 1a of the slot machine 1 in the vertical direction, a flat front panel 19 is disposed, the surface of which is decorated and displays various functions. Behind the front panel 19, a drum unit 4d equipped with a reel 4 as a variable display means is disposed. Further, in the approximate center of the front panel 19, a display window 6 made of a light-transmitting material is formed, through which the symbols on the reels 4 can be seen from the front.
[0015] The reels 4 are comprised of a left reel 4a, a center reel 4b, and a right reel 4c, which are arranged side by side in the left-right direction. The rotation axes of the reels 4a to 4c extend in the left-right direction, and the rotation centers of the reels 4a to 4c are set to the same. The reels 4 (4a to 4c) have continuous symbols (identification information) on their peripheries, and these symbols are configured to be identifiable from outside the machine through a display window 6. As the reels 4 rotate in one direction, the symbols can be displayed in a variable manner, for example, from top to bottom, within the display window 6. Each of the reels 4a to 4c displays a plurality of symbols (for example, 20 symbols), and the types of symbols include, for example, "replay," "watermelon," "cherry," "bell," and "7." The shape of the reel 4 is not limited to this, and for example, the number of symbols on the periphery may be other than 20.
[0016] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, and 12c capable of informing the stop order of the stop buttons 5 (described later) are arranged in correspondence with the reels 4a, 4b, and 4c. In addition, a favorable zone lamp 13, which may be, for example, an LED, is disposed on the lower left side of the display window 6 on the front panel 19. The favorable zone lamp 13 is controlled to light up during a favorable zone (described later). Note that, instead of the favorable zone lamp 13, the slot machine 1 may control to light up, for example, the "dot" portion of a 7-segment display (also called "7-seg") that constitutes a payout number display section that displays the number of medals paid out.
[0017] A sub-display 17 is disposed on the front panel 19 to the right of the display window 6 (reels 4). The sub-display 17 is configured from a liquid crystal display or the like that can display a plurality of pieces of information, such as information related to effects (effect images), as will be described later, and constitutes display means. In addition, the sub-display 17 has a smaller display area than the main display 8, but is disposed closer to the reel 4 than the main display 8, making it easy to view the displayed image while watching the reel 4 rotate and stop. The sub-display unit 17 may be provided on the left side of the display window 6 (reels 4). The sub-display unit 17 may also be configured as a touch panel type display unit.
[0018] A step protruding forward is formed below the front panel 19, and a medal insertion slot 2, a bet button 2a and an effect button 2d, which are exemplified as operating means, are arranged on the upper surface of the step. The medal insertion slot 2 is a portion where a player inserts medals (game media). Inside the medal insertion slot 2, a medal selector 2b (medal detection means) such as a sensor that detects medals inserted into the medal insertion slot 2 is provided. The bet button 2a is a push button that allows the player to input the number of bets that are a condition for starting the game, and allows the player to input the maximum number of bets allowed by the slot machine 1 with one operation.
[0019] The effect button 2d is a push-type button that moves up and down, and the pushing operation of the effect button 2d is detected by a non-contact sensor or the like and output as operation information of the effect button 2d to the sub-controller 20. In addition, a light-emitting source (not shown) made of an LED or the like is provided inside the effect button 2d, and the light emitted by the light-emitting source can notify that the operation of the corresponding effect button 2d is valid. The effect button 2d is disposed in a position closer to the reel 4 than the upper effect button 2f described above.
[0020] A start lever 3, a return button 2c, and a stop button 5, which is exemplified as an operating means (stop operating means), are arranged on the front surface of the stepped portion. The start lever 3 is a lever that the player operates to start the game. After the number of bets is input, the start lever 3 is activated and the game can be started. The return button 2c is configured as a push button that moves back and forth, and is a button that is operated to cancel the set number of bets or to pay out medals stored as credit medals. The stop buttons 5 are used to stop the spinning reels 4 and consist of push-buttons that move back and forth, with the left stop button 5a, center stop button 5b, and right stop button 5c arranged horizontally at predetermined intervals to correspond to the left reel 4a, center reel 4b, and right reel 4c.
[0021] Below the front door 1a of the slot machine 1, a medal payout outlet 7b through which medals paid out from the medal payout device 7 are ejected is provided.
[0022] [Block diagram showing the control configuration of the gaming machine] FIG. 2 shows a block diagram of the control system in the slot machine 1. 2, the slot machine 1 is equipped with a main control device 10 that performs the drawing of winning roles and the control of the progress of the game, and a sub-control device 20 that is configured to be able to communicate with the main control device 10 and performs various performance control etc. based on control information from the main control device 10. Transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction only, from the main control device 10 to the sub-control device 20, preventing input of unauthorized signals from the sub-control device 20 to the main control device 10.
[0023] The main control device 10 is connected by a communication cable to the bet button 2a, medal selector 2b, return button 2c, start lever 3, stop button 5, probability setting device 14 (setting means), medal payout device 7, drum unit 4d, and advantageous zone lamp 13, and is capable of controlling each device. The main control device 10 also includes a memory unit (storage means) and a control unit.
[0024] The probability setting device 14, which serves as a setting means, changes the winning probability of a specific game state (e.g., a pseudo-bonus state) in multiple stages (e.g., six stages), thereby enabling the degree of advantage for the player to be set in multiple stages, and the main control device 10 performs a process of setting the winning probability of a specific game state to one of multiple probability values with different probabilities based on the probability setting operation in the probability setting device 14. Of the setting values set by the probability setting device 14, setting 1 is the lowest probability value, the larger the number, the higher the probability value, and setting 6 is the highest probability value. Therefore, setting 1 is the setting that is most disadvantageous to the player (the setting with the lowest degree of advantage), and the larger the number, the more advantageous it is to the player, and setting 6 is the setting that is most advantageous to the player (the setting with the highest degree of advantage).
[0025] In addition, the winning probability of a specific game state may be controlled by a fixed probability value without being affected by the setting value of the probability setting device 14. In addition, by changing the transition probability to the CZ state or the AT state depending on the setting value in the probability setting device 14, the degree of advantage of the player may be changed in multiple stages. In addition to the specific game state, the probability of winning a predetermined small combination (for example, a bell combination) may be made variable in multiple stages (for example, six stages).
[0026] The drum unit 4d is a device that integrally includes reels 4a to 4c and stepping motors (not shown) that rotate the reels 4a to 4c. The medal payout device 7 has a medal storage section (not shown) that collects medals inserted into the medal selector 2b as medals before being paid out, and is a device that pays out medals stored in the medal storage section to a medal payout outlet 7b. The medal payout device 7 is equipped with a sensor that detects the paid-out medals. The medal selector 2b is provided downstream of the medal insertion port 2 and is equipped with a sensor that detects medals inserted through the medal insertion port 2.
[0027] The memory unit of the main control device 10 stores various information such as game programs related to games, tables for drawing lots for small winning combinations and AT states, etc. Furthermore, the main control device 10 operates by a control unit and a storage unit in which a program is stored, and thereby performs processes related to the progress of games on the slot machine 1, etc.
[0028] The main control device 10 performs processes such as starting the game and sampling random numbers from a random number generator (not shown) based on a signal from the start lever 3. Then, it performs lottery processing for winning combinations based on the sampled random numbers. In addition, it performs random number generation processing by, for example, updating the random numbers at predetermined timing in accordance with the control program in the storage unit, and performs lottery processing for transitioning to the CZ state or a pseudo-bonus state (described later), lottery processing for continuation during the AT state, lottery processing for adding bonuses during the AT state, etc. based on the generated random numbers.
[0029] That is, the main control device 10 is provided with a lottery means for drawing (determining) whether or not to grant a special benefit such as a small win, a pseudo bonus state, or an AT state in response to the execution of a game. In addition, the lottery patterns using random numbers may be other than those mentioned above, and the winning combination may be selected based on random numbers generated by software, and the transition to a pseudo-bonus state or AT state, or additional selection may be performed based on random numbers generated by a random number generator, or all selections may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0030] The main control device 10 also controls the rotation of the reels 4 based on a signal from the start lever 3. The main control device 10 detects the rotation position of each of the reels 4a, 4b, and 4c based on signals from sensors (not shown) provided on each of the reels 4a, 4b, and 4c, and is therefore able to grasp the rotation position of the symbols on each of the reels 4a, 4b, and 4c. Then, based on a signal from the stop button 5, the main control device 10 controls the desired symbols to stop within the display window 6.
[0031] In addition, the main control device 10 realizes game play on the slot machine 1 by controlling game progress processing involving internal lottery processing, management of various information stored in the memory unit, and devices such as the medal payout device 7 in response to the operation of the operating unit such as the start lever 3.
[0032] The sub-controller 20 is connected to and capable of communicating with the effect button 2d, upper effect button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, and sub-display 17 via a communication cable. The sub-controller 20 controls these devices in accordance with control information from the main controller 10. The sub-controller 20 also includes a memory unit and a control unit.
[0033] The storage unit of the sub-control device 20 stores various information such as programs related to performance, performance image data, and audio data. The sub-controller 20 operates using a control unit and a storage unit in which a program is stored, and performs processing such as effects synchronized with play on the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the main display 8, lamps 11, speaker 9, etc. to output effect images and sound effects that indicate the transition of game states, and lamp effects.
[0034] In addition, the sub-controller 20 can control the switching timing of each effect based on a signal from the effect button 2d. Either or both of the main control device 10 and the sub-control device 20 constitute the bonus granting means, specific performance control means, performance resumption control means, performance preview control means, variable display control means, notification control means, first notification control means, and second notification control means in the present invention.
[0035] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control device 10.
[0036] At the start of the game, medals are inserted into the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, three coins), one of the conditions for starting the game is met, and the player enters a state in which the right to play one game is held and the game can be started.
[0037] In this state where the game can be started, operation of the start lever 3 is valid. When the start lever 3 is tilted in this valid state, all of the conditions for starting the game are met, the game starts, and the reels 4a to 4c displaying multiple symbols start to move, and an internal lottery process is executed to determine the lottery result of the current game in advance before the reels 4 stop from multiple winning combinations (including losing combinations) such as replay combinations, small combinations, and bonus combinations. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined probability of winning. For example, a winning combination such as a replay combination or a bell combination is derived by lottery.
[0038] Furthermore, even if the main control device 10 receives a signal from the start lever 3, if a predetermined time (e.g., 4.1 seconds) has not elapsed since the start of rotation of the reels 4 in the previous game, the main control device 10 performs limiting control to limit the number of games executed per unit time (e.g., 1 minute) to a predetermined number (e.g., 14 games) by temporarily waiting (inserting a waiting time) before the start of rotation of the reels 4, thereby delaying the start of rotation of the reels 4. In other words, the main control device 10 is equipped with game number limiting means that can limit the number of games executed per unit time to a predetermined number. This control limits the shortest execution time required for one game to a predetermined time (e.g., 4.1 seconds). The period for monitoring the above-mentioned shortest execution time may be set based on a point other than the point at which the reel 4 starts to rotate between games. For example, it may be based on the point at which the stop button 5 is activated, or any point at which the number of games per unit time can be monitored.
[0039] Each reel 4a to 4c is an example of a display means, and multiple symbols (replay, bell, watermelon, cherry, 7) are displayed on the periphery of each reel 4a to 4c in a predetermined arrangement. The rotation speed gradually increases from a stopped state, and then reaches a steady rotation at a constant speed. When the reels reach this steady rotation, the stop buttons 5a to 5c provided corresponding to the reels 4a to 4c become pressable.
[0040] When each of the stop buttons 5a to 5c is pressed in this state, the reels 4a to 4c are controlled to stop in a combination of symbols that is allowed based on the timing of the operation and the result of the internal lottery process. The stop control of each reel 4a to 4c has a pull-in range set for each, and a predetermined number (for example, four) of symbols in the reverse rotation direction (upward) from the symbol at the time the stop operation is performed can be pulled in, and only any of the symbols within this pull-in range can stop on an active line.
[0041] In the stopped state, three consecutive symbols displayed in the vertical direction on each of the reels 4a to 4c stop (stop display) so that they face the outside of the machine through the display window 6, and whether or not a win has been made is determined based on the state of the stop display at this time. The winning result is determined based on the combination of symbols that stop on any of the five winning lines in the display window 6: the upper, middle and lower lines, the line that slopes downward to the right, and the line that slopes upward to the right.
[0042] Winning of a winning combination such as a small combination or a replay combination is determined based on the combination of symbols on such a winning line. Small roles include, for example, bell role, watermelon role, and cherry role.
[0043] There are two types of bell roles, each with a different combination of corresponding symbols. For example, there can be a common bell role with a "bell-replay-bell" combination in the order of "left reel 4a, middle reel 4b, right reel 4c" on the winning line (and so on), and a push-order bell role with a "bell-bell-bell" combination.
[0044] The common bell role is a minor role in which a corresponding combination of symbols ("bell, replay, bell") stops in a straight line regardless of the order in which the stop buttons 5a to 5c are operated (called the push order), and the push order bell role is a minor role in which a corresponding combination of symbols ("bell, bell, bell") stops by following a specific push order.
[0045] Furthermore, the push order bell role has six push order bell roles 1 to 6 in which the stop buttons 5a to 5c are operated in one of six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.) (specific push order), and the corresponding symbol combination ("Bell Bell Bell") is stopped and displayed in a straight line. When the stop buttons 5a to 5c are operated in the other five push orders (push orders other than the specific push order), the corresponding symbol combination ("Bell Bell Bell") is not stopped and displayed in a straight line, and the corresponding symbol combination ("Bell Bell Bell") is stopped and displayed in a V-shape.
[0046] Furthermore, when the stop buttons 5a to 5c are operated in a pressing order other than the specific pressing order, the corresponding symbol combination ("Bell-Bell-Bell") may not be displayed frozen in a V shape, but another symbol combination such as "Bell-Bell-Replay" (called a "Bell Spill") may be displayed frozen in a V shape instead. Alternatively, when only the first stop button 5 matches the specific pressing order, the corresponding symbol combination ("Bell-Bell-Bell") may be displayed frozen in a V shape, and when the stop buttons 5a to 5c are operated in a pressing order other than the specific order, the "Bell-Bell-Replay" symbol combination may be displayed frozen in a V shape.
[0047] In addition, when the push order bell role is won, regardless of which stop button 5 is operated second or third, as long as only the first stop button 5 is operated in a specific push order, the reels 4 may be controlled to stop so that a combination of symbols corresponding to the push order bell role stops. In addition, the number of push order bells is not limited to six, and three push order bells 1 to 3 may be provided.
[0048] The watermelon role is a small role (rare role) where the corresponding symbol combination is "watermelon, watermelon, watermelon", and there are two types: a weak watermelon role where "watermelon, watermelon, watermelon" stops on the upper or lower line, and a strong watermelon role where "watermelon, watermelon, watermelon" stops on the upward-to-right or downward-to-right line. The cherry role is a minor role (rare role) where the corresponding symbol combination is "cherry-ANY-ANY." There are two types of cherry roles: a weak cherry role where "cherry" stops on the top or bottom row of the left reel 4a, and a strong cherry role where "cherry" stops on the middle row of the left reel 4a.
[0049] There are two replay roles with different corresponding symbol combinations: a normal replay role (hereinafter referred to as a replay role) with a corresponding symbol combination of "replay-replay-replay" and a chance replay role (chance role) with a corresponding symbol combination of "replay-bell-bell." "Replay Bell Bell" (Chance Eye) is a combination of symbols that stops and is displayed when a Chance Replay symbol is won, and along with the Watermelon and Cherry symbols, it is set as a so-called rare symbol with a relatively low probability of winning in the internal lottery process. In addition, the cherry role and the watermelon role may be considered as a type of replay role.
[0050] The symbols corresponding to the replay and bell symbols are set to always be within the reel-in range regardless of the timing of the reel 4 stop operation, so that so-called eye-pressing operations aimed at the "replay" or "bell" symbols are not required. On the other hand, the "cherry" symbol on the left reel 4a and the "watermelon" symbol on the middle reel 4b are arranged with a gap wider than the reel-in range in some places, so when a cherry symbol is won, eye-pressing operations aimed at the "cherry" symbol are required when stopping the left reel 4a, and similarly, when a watermelon symbol is won, eye-pressing operations aimed at the "watermelon" symbol are required when stopping the middle reel 4b. In addition, when the cherry and watermelon symbols are won, the arrangement of the "cherry" and "watermelon" symbols on each reel 4 may be any arrangement as long as the eye-pressing operation is required.
[0051] In addition, the main control device 10 and the sub-control device 20 are capable of generating an AT (assist time) as a game state related to the push order bell role. When the push order bell role is won, the AT is a state in which the push order of the won push order bell role is notified (push order navigation is executed) by the main display 8 and the navigation lamp 12. Therefore, the occurrence of AT allows players to easily win medals, and is controlled during the pseudo-bonus state and AT state described below.
[0052] Based on the combination of symbols as described above, the winning of a small prize or a replay prize is determined (determination means), and when the result of the determination is that the combination of symbols corresponds to each of the above, a win is made and a game value according to the establishment of each win is awarded. For example, when a combination of symbols corresponding to a small win such as a bell, cherry, or watermelon stops, it is determined that a small win has been achieved, and the medal payout device 7 is driven and controlled to pay out a predetermined number of medals through the medal payout outlet 7b.
[0053] Specifically, in the case of a bell role (common bell role, push order bell role), when a combination of corresponding symbols is displayed in a straight line, eight medals are paid out. In addition, when the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five push orders) and the corresponding combination of symbols stops and displays in a V shape, fewer than eight medals (for example, one medal) will be paid out. In addition, the probability of winning the bell role is set so that the number of medals held by the player increases during the pseudo-bonus state or AT state described below.
[0054] In addition, when a combination of symbols corresponding to a weak watermelon role and a strong watermelon role is stopped and displayed, two medals are paid out. In addition, when a combination of symbols corresponding to a weak cherry role and a strong cherry role is stopped and displayed, one medal is paid out. The number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.
[0055] Furthermore, the replay role and chance replay role are determined by the stopped display of the combination of symbols corresponding to the replay role and chance replay role (chance role), and it becomes possible to play the next game with the same number of bets as the number of bets set in the previous game without inserting medals (without setting the number of bets).
[0056] In addition, the winning probability of each role is set so that, for each setting value, the relationship is Bell role > Replay role > Weak Cherry role > Weak Watermelon role > Chance Replay role > Strong Watermelon role > Strong Cherry role, meaning that Bell role is the most likely to win and Strong Cherry role is the least likely to win. The relationship between the winning probabilities of each role may be other than that described above. In addition, the weak cherry role, weak watermelon role, chance replay role (chance role), strong cherry role, and strong watermelon role are called rare roles in the sense that they are winning roles that are difficult to win.
[0057] [Game flow on gaming machines] Next, the flow of the game on the slot machine 1 will be described with reference to FIG. FIG. 3 is a diagram for explaining the gaming state in the slot machine 1 according to the embodiment. The main control unit 10 and the sub-control unit 20 can control the slot machine 1 to multiple game states, and perform various processes in each game state and control transitions between game states (hereinafter simply referred to as "transitions") as follows.
[0058] 3, the game of the slot machine 1 of the embodiment is composed of multiple game states, including a normal game state, a CZ state, a pseudo bonus state, and an AT state. The main control device 10 and the sub-control device 20 can be controlled to transition from one game state to another game state based on the establishment of a predetermined transition condition.
[0059] The game on the slot machine 1 has a normal section and an advantageous section. These sections are divided by the game state, and further divided by the winning state for the game state advantageous to the player, such as the AT state. The winning states for the game states advantageous to the player are set to a normal probability state and a high probability state, as will be described later. The normal section is a section that can be played in a normal gaming state, and includes a section in which a pseudo bonus state can be played by lottery at the lottery probability in the normal probability state in the normal gaming state. In addition, during the normal period, lottery control may be performed so that the pseudo bonus state is not won. In addition, in the normal section, the probability of winning the pseudo-bonus state may be made even higher than in the high-probability state, making it an ultra-high-probability state; for example, in the normal section, if a predetermined rare role is won, the pseudo-bonus state may always be won. After transitioning from the normal zone to another game state, the advantageous zone continues to exist until returning to the normal zone again.
[0060] The advantageous zone includes zones playable in the CZ state, the precursor state of the CZ state, the pseudo-bonus state, the normal probability state and high probability state of the pseudo-bonus state, the precursor state of the pseudo-bonus state, and the AT state. The main control device 10 counts the number of consecutive games executed while in the advantageous zone. When the game state is in the advantageous zone, the advantageous zone lamp 13 is lit. The advantageous zone lamp 13 may be lit only while the player can actually recognize the state as advantageous, such as the CZ state, pseudo bonus state, AT state, etc. For example, the advantageous zone lamp 13 may not be lit during the high probability state of the pseudo bonus state.
[0061] After moving into the advantageous zone, in order to end the advantageous zone, in addition to moving to the normal zone due to the game lottery results, etc., one of the following conditions must be met: "the number of consecutive games played in the advantageous zone reaches a predetermined number" or "the number of medals acquired during the advantageous zone reaches a predetermined number." A limiting means (so-called limiter) is provided to limit the number of medals that can be acquired during a series of advantageous zones consisting of each state identified as an advantageous zone.
[0062] The above conditions for ending the advantageous zone are merely examples, and may include, for example, "at least one push order bell has been announced." The above conditions for ending the advantageous zone may also include, for example, "a combination of symbols corresponding to a bonus role has been stopped and displayed," "a combination of symbols corresponding to a winning role of a first-class special role (a so-called regular bonus) has been stopped and displayed," etc. The upper limit of the number of consecutive games in the advantageous zone may be any number, such as 1,000 or 1,500, and the upper limit of the number of medals that can be won may be any number, such as 1,000 or 2,400.
[0063] Next, we will explain in detail for each game state (normal game state, CZ state, pseudo bonus state, AT state) executed under the control of the main control unit 10 and the sub-control unit 20, the transition processing between game states, and the various effects that occur in conjunction with the transition processing.
[0064] Unless otherwise specified below, the transition from one game state to another is basically made after the third reel is stopped in the game in which the transition condition is met (or after the medals have been paid out). However, this is not limited to this, and the transition may occur from the next game after the transition condition is met. In addition, the effects include, for example, premonition effects (real premonition effects or fake premonition effects) and continuous effects, which will be described later, and consist of notifications of the awarding of a bonus or advance notifications before the bonus is awarded, using images (videos) on the main display 8 and sub-display 17, sound effects from the speaker 9, and light emitted by the lamp 11, etc., which increase the player's anticipation of the awarding of the bonus.
[0065] (Normal gameplay state) The normal gaming state is a gaming state in which the player remains when the main controller 10 of the slot machine 1 is reset, and is a disadvantageous state for the player. 3, the main control device 10 performs a lottery process for transitioning to the CZ state, pseudo bonus state, and AT state while in the normal gaming state. Note that, depending on the specifications of the slot machine 1, it may not be possible to transition directly from the normal gaming state to the AT state.
[0066] During the normal gaming state, an individual effect that is completed in one game is executed on the main display device 8 or the sub-display device 17 with a predetermined probability. The individual effects are mainly performed to heighten the player's sense of anticipation, and include winning effects that are performed based on the results of a lottery drawn by the main control device 10, which will be described later. In addition, individual effects also include those that are executed based on the probability state at that time (normal probability state or high probability state), and those that are executed to explain the game. The winning effect is an effect that is mainly executed to notify the results of the lottery for the role, and displays an item that can notify the winning rare role along with the appearance of a specified character, or displays text information such as "Chance" or "Super Hot" that indicates the expectation of the AT state occurring along with the appearance of a specified character, and is an effect that displays an image according to the type of rare role that was won and the result of the lottery for transitioning to the AT state triggered by the winning rare role.
[0067] -Transition process from normal game state to pseudo bonus state (arrow a in Figure 3) In the normal game state, the main control device 10, which acts as a bonus awarding control means, determines whether or not to award a bonus, and based on this result being a predetermined special determination result, a pseudo-bonus state (bonus) is awarded as a special game state.
[0068] More specifically, the main control device 10 performs a lottery process for transitioning to the pseudo bonus state in advance based on the winning of a predetermined rare role as a specific lottery result. For example, the process for transitioning to the pseudo bonus state is performed with a predetermined probability (for example, 20%) when a chance role or a strong cherry role is won. The pseudo bonus state continues until a predetermined number of games have been played, during which a lottery to transition to the AT state is held. Details of the pseudo bonus state will be described later.
[0069] In addition, in the normal game state, the probability of entering the pseudo bonus state when a specified rare role is won can be changed according to the setting value in the probability setting device 14, which serves as a setting means. For example, when a chance role is won, the probability of entering the pseudo bonus state is 20% for setting 1, 22% for setting 2, 24% for setting 3, 26% for setting 4, 28% for setting 5, and 30% for setting 6.
[0070] Incidentally, the transition to the pseudo bonus state, i.e., the decision on whether or not to grant a benefit, may be made by a method other than drawing a lottery for a rare role by a lottery means. For example, the transition to the pseudo bonus state may be decided when a predetermined role (for example, a bell role) has been won (or the number of times it has actually been won) reaches a predetermined number, or a lottery for the pseudo bonus state may be held at that time, or the transition to the pseudo bonus state may be decided when the number of games played since the previous pseudo bonus state or the end of the AT state reaches a predetermined number, or points may be added according to the lottery for the role, and the points to be added may be made changeable according to the type of role won or the state in which the role is won, and the transition to the pseudo bonus state may be decided when the points reach a predetermined number, or a lottery for the pseudo bonus state may be held at that time.
[0071] In addition, a pseudo bonus state may be generated during the AT state described below. In addition, in this embodiment, the winning combinations that trigger the drawing of the pseudo bonus state are set to be the chance combination and the strong cherry combination, but the pseudo bonus state may also be drawn when other combinations are won.
[0072] If the player wins the lottery to transition to the pseudo bonus state, before the transition to the pseudo bonus state, a premonition effect (first specific effect) is executed on the main display 8 for a predetermined number of games (for example, 18 games) to notify the player that the transition to the pseudo bonus state will eventually occur, in order to increase the player's anticipation for the transition to the pseudo bonus state.
[0073] In other words, even if the main control unit 10, which serves as a lottery means, has previously determined that a transition to the pseudo-bonus state will occur, it does not immediately transition to the pseudo-bonus state, but rather generates the pseudo-bonus state after a predetermined number of games (for example, 30) have been played from that point onwards, and the sub-control unit 20, based on the main control unit 10's prior determination that a pseudo-bonus state will occur, controls the execution of this premonition effect as a premonition effect during the predetermined number of game execution periods before the transition to the pseudo-bonus state. Therefore, when a transition to a pseudo-bonus state is predetermined as a bonus being awarded, the sub-control device 20 is capable of executing this premonition effect as a specific effect (first specific effect) across multiple games during a predetermined period before the bonus is awarded.
[0074] In addition, a waiting period of a predetermined number of games (for example, 12 games) is set between winning the lottery to transition to the pseudo-bonus state and the execution of the actual premonition effect, and the actual premonition effect will be executed after the end of this waiting period. Therefore, even if the lottery for transition to the pseudo-bonus state is won, the transition to the pseudo-bonus state will not occur immediately, but will occur after a waiting period and the execution of this premonition effect.
[0075] During this premonition effect, the main display 8 switches to a stage image with a different background than that during the normal game state, and a premonition stage effect image is executed in which the characters that appear perform actions different from those during the normal game state. For example, an effect on the premonition stage in which a character advances through a cave is executed throughout multiple games. The effect content itself does not change even after one game ends. For example, even if the screen is switched due to the occurrence of various events in a given game, the effect content itself, such as a character advancing through a cave, continues in the next game without changing. Therefore, this premonition effect is a series of effects executed across (spanning) multiple games. In addition, multiple patterns with different backgrounds, etc. are prepared for the premonition stage, and one of the patterns of the premonition stage is selected under the control of the sub-controller 20 depending on whether or not a win has been made in the pseudo-bonus state at that time.
[0076] In addition, even if a player wins a rare role (e.g., a chance role) that triggers a transition to the pseudo bonus state but does not win the lottery for transition to the pseudo bonus state, a fake premonition effect (second premonition effect) is executed on the main display 8 for a predetermined number of games (e.g., 18 games) to notify the player that they will not ultimately transition to the pseudo bonus state, just as when they win the pseudo bonus state. In addition, the fake premonition effect may be performed with a predetermined probability (for example, 50%) when a rare role that triggers a transition to the pseudo bonus state is won but the lottery for transitioning to the pseudo bonus state is not won, or it may be performed always.
[0077] In other words, the sub-controller 20 is capable of executing a fake premonition effect as a specific effect (second specific effect) across multiple games based on the establishment of a predetermined condition when the main controller 10 has not previously determined the transition to the pseudo-bonus state. Therefore, the sub-controller 20 is equipped with a specific effect control means that can execute a specific effect (real premonition effect or fake premonition effect) across multiple games that can indicate whether or not a bonus will be awarded when a specific condition such as winning a chance role is met, regardless of whether the main controller 10 as a bonus awarding means has previously decided to transition to a pseudo-bonus state.
[0078] Also, when a fake premonition effect is executed, just as when a pseudo bonus state is entered, a fake waiting period of a predetermined number of games (for example, 12 games) is set between the winning of a rare role that triggers a transition to the pseudo bonus state and the execution of the fake premonition effect. The real premonition effects and fake premonition effects are basically made up of a series of effects across multiple games in which the performance images (stages or characters that appear, etc.) are set in the same way, and by making the content that is finally announced different, it is possible to keep the player's expectations captivated until the very end.
[0079] In addition, during the premonition effect (main premonition effect or fake premonition effect) and the waiting period (or fake waiting period), the occurrence rate of the winning effect executed in each game is higher than during other normal game states, as will be described in detail below. In particular, during the waiting period (or fake waiting period), a premonition effect will occur afterwards, and each winning effect that occurs with an increased occurrence rate will act as a so-called tease for the occurrence of a pseudo-bonus state, increasing the player's expectations. Other examples of promotional effects include increasing the appearance rate of specific characters during winning effects, changing the color scheme of character dialogue images to something different from outside promotional effects (for example, blue), and changing the background.
[0080] In addition, in the main premonition effect and the fake premonition effect, notification is made as to whether or not the state will eventually shift to a pseudo bonus state, and in this case, a continuous effect (continuous effect) is executed on the main display device 8 from several games (for example, two games) before the final game of the premonition effect. The continuous effect is executed, for example, as a battle effect consisting of images of a main character and an enemy character fighting for a predetermined number of games (for example, three games).
[0081] In the continuous effects, an effect image in which the main character and enemy character repeatedly attack and defend each game is executed, and the effect content of each game is carried over to the next game. For example, if the main character receives damage in a certain game, an effect is executed in which the damage is carried over to the next game (for example, an effect in which a meter showing the amount of damage is changed). In addition, the offensive and defensive state between the main character and enemy character in each game is set depending on whether or not there is a transition to a predetermined pseudo-bonus state, and it is set so that when there is a transition to the pseudo-bonus state, there are more games in which the main character attacks than when there is no transition. That is, the continuous effects are a series of effects that are executed over (across) a plurality of games. In addition, a button effect may be executed in parallel with the continuous effect.
[0082] If the pseudo bonus state is won (in the case of the actual premonition effect), an image of the main character ultimately winning will be displayed to notify that the pseudo bonus state has been won, and if the pseudo bonus state is not won (in the case of the fake premonition effect), an image of the main character ultimately losing will be displayed to notify that the pseudo bonus state has not been won. In addition, instead of a continuous effect, an effect may be executed that is completed with only the final game of the main premonition effect and the fake premonition effect, and a notification regarding a transition to a pseudo bonus state may be given based on the result of that effect.
[0083] In addition, the real sign effect and the fake sign effect may be generated immediately when a rare combination that triggers a transition to the pseudo bonus state is won. In addition, the fake sign effect may be generated always when a rare combination that triggers a transition to the pseudo bonus state is won, or may be generated with a predetermined probability. The number of games for the real premonition effects and the fake premonition effects may be any number of games, or may be selectively determined from a plurality of numbers of games (for example, 15 to 20 games).Similarly, the waiting period may be selectively determined from a plurality of numbers of games (for example, 10 to 15 games), so that the waiting period can be varied.
[0084] The number of games that can be selected for the execution period of the real premonition effect and the fake premonition effect may be set to the same, but the number of games that cannot be selected for the fake premonition effect may be selectable during the real premonition effect. In this way, if the premonition effect ends after an unrealistically short number of games for the fake premonition effect, or if the premonition effect continues for an unrealistically long number of games for the fake premonition effect, the real premonition effect will be confirmed, thereby increasing the player's sense of anticipation.
[0085] In addition, the normal game state has a normal probability state and a high probability state, which have different winning probabilities for transitioning to the pseudo-bonus state. The winning probability of the lottery for transitioning to the pseudo-bonus state is higher in the high probability state than in the normal probability state, and the transition from the normal probability state to the high probability state is controlled, for example, with a 30% probability when a weak watermelon or weak cherry role is won. On the other hand, as a predetermined downgrade condition, for example, a transition from the high probability state to the normal probability state is controlled with a 5% probability when a replay role, a bell role, or a miss is won.
[0086] The winning probability in the pseudo bonus state is set at, for example, a 20% probability when a chance role or a strong cherry role is won in the normal probability state, and at a 50% probability when a chance role or a strong cherry role is won in the high probability state. In addition, if the setting value in the probability setting device 14 is changed or the main control device 10 is reset, the game will move through the normal zone and then to the advantageous zone, and then actual play can begin in the normal game state in the normal probability state.However, for each setting value in the probability setting device 14, the normal game state may be started in a high probability state with a predetermined probability. In addition, when a chance role and a strong cherry role are won, the pseudo bonus state may be won with different probabilities.
[0087] -Transition process from normal game state to CZ state (arrow c in Figure 3) In the normal game state, the main control device 10 performs a lottery process to transition to the CZ state based on winning a predetermined rare combination. For example, when a strong watermelon combination is won, the transition process to the CZ state is performed with a predetermined probability (for example, 10%). The condition for transitioning to the CZ state is winning this transition lottery.
[0088] In addition, in the normal gaming state, the main control device 10 may be configured to change the winning probability state of the CZ state, for example, when a weak cherry role is won. Also, the sub-control device 20 may perform notification control for the winning probability state. When performing notification control, rather than directly notifying each probability state, the display content of the main display 8 may be changed to the extent that the player can predict what the probability state is at that time. In addition, in the normal gaming state, the probability of winning the CZ state when a specified rare role is won may be changeable according to the setting value in the probability setting device 14 as a setting means.
[0089] Furthermore, even if the player wins the lottery to transition to the CZ state, the player will not transition to the CZ state immediately, but will instead enter a CZ state waiting state (delay period) for a predetermined number of games (for example, 5 to 8 games), during which time the player will wait to transition to the CZ state before transitioning to the CZ state. Also, during the CZ state standby state, control is performed to make the presentation content on the main display device 8 different from other states, similar to the standby period of the pseudo bonus state described above.
[0090] In other words, by increasing the occurrence rate of winning effects executed in each game compared to other normal game states, the winning effects become so-called hype effects for the CZ state that occurs afterwards, thereby increasing the player's expectations. Other examples of promotional effects include increasing the appearance rate of specific characters during winning effects, changing the color scheme of character dialogue images to something different from outside promotional effects (for example, blue), and changing the background. Then, at the end of the game when the CZ state waiting state ends, the main display 8 will notify that the game will transition to the CZ state.
[0091] In addition, in order to increase the player's anticipation for the transition to the CZ state, during the CZ state waiting state, a continuous CZ state presentation for a predetermined number of games (e.g., 2 games) may be executed on the main display 8 to notify the player that they will eventually transition to the CZ state.
[0092] Also, if a player wins a specified rare role (for example, a strong cherry role) but does not win the lottery to transition to the CZ state, the main display 8 will be controlled to display different content from other states (so-called hype display) for a specified number of games (for example, 5 to 8 games), similar to the delay period described above. Therefore, when a predetermined rare role (for example, a strong cherry role) is won, the player's sense of expectation is heightened for a predetermined period of time regardless of whether or not there is a transition to the CZ state.
[0093] In addition, a fake continuous performance of the CZ state for a predetermined number of games (for example, 3 games) to notify that the game will not ultimately transition to the CZ state may be executed on the main display 8. In this case, the characters that appear in the continuous performance of the CZ state and the fake continuous performance may basically be set to be the same, and the content of the final notification may be made different, thereby keeping the player's expectations high until the end. For example, as a continuous effect in the CZ state (or a fake continuous effect), an effect image may be executed in which a character challenges a sports competition throughout each game. In this case, during the continuous effect (or fake continuous effect), sports competitions are executed continuously throughout the games in between, and if the CZ state is won, an effect image is executed in which the character ultimately succeeds in the competition (for example, succeeds in scoring a goal in soccer), and if the CZ state is not won, an effect image is executed in which the character fails in the competition.
[0094] In addition, during the CZ state standby state, a CZ state premonition effect (CZ main premonition effect or CZ fake premonition effect) similar to the premonition effect (main premonition effect or fake premonition effect) may be executed on the main display 8, or a continuous effect or fake continuous effect may be executed at the final stage of the CZ state premonition effect (CZ main premonition effect or CZ fake premonition effect). In addition, the period during which the promotional effect is performed when a specified rare role (for example, a strong cherry role) is won may be any period during which multiple games are played, and the number of games may be determined from multiple numbers of games based on the extraction of a random number, or may be determined as a fixed number of games.
[0095] -Transition process from normal game state to AT state (arrow g in Figure 3) In the normal game state, the main control device 10 performs a lottery process to transition to the AT state based on the winning of a predetermined rare role. For example, when a strong cherry role is won, the transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. In addition, the transition to the AT state during normal gameplay may be made on the condition that a specified rare role is won, or may be made with a specified probability (for example, 1%) when a losing lottery result is derived in which no small role is won.
[0096] In this embodiment, the transition to the AT state is mainly performed via a pseudo-bonus state in order to increase the player's sense of anticipation, and therefore the probability of transitioning directly from the normal game state to the AT state is set to an extremely low probability. In addition, the probability of transitioning directly from the normal gaming state to the AT state may be made changeable depending on the set probability in the probability setting device 14, or the lottery for transitioning directly from the normal gaming state to the AT state may be won only in the case of a relatively high set value (for example, setting 4 to 6). Furthermore, if the player wins the lottery to transition to the AT state during normal gameplay, a premonition effect similar to that which occurs when the pseudo-bonus state described above occurs is executed, and the AT state occurs after the premonition effect ends.
[0097] In addition, when the lottery for transitioning directly from the normal game state to the AT state is won, the selection control of the premonition effect different from that when the pseudo bonus state occurs may be performed. For example, when transitioning directly to the AT state, the selection rate of the premonition effect consisting of characters and backgrounds that have a low appearance rate (or do not appear) in the fake premonition effect may be made higher than when the pseudo bonus state occurs. In addition, the premonition effect that is not executed when the pseudo bonus state occurs may be executed only when transitioning directly to the AT state.
[0098] (CZ state) In the CZ state, push order navigation is not performed when the push order bell role is won, but the lottery process for transitioning to the pseudo bonus state is performed with a higher probability in each game than in the normal game state, so it is a game state in which it is easier to transition to the pseudo bonus state than when staying in the normal game state. Although push order navigation is not performed when the push order bell role is won, push order navigation may be performed when the push order bell role is won, or push order navigation may be performed only when the push order bell role is won, i.e., with a predetermined probability (for example, 40%) when the push order bell role is won.
[0099] When in the CZ state, it is easier to transition to the pseudo-bonus state than when in the normal game state, so the CZ state is positioned as a chance zone in the flow of the game. The maximum number of games that can be played in CZ state is 10. During the CZ state, control information regarding the CZ state is sent from the main control unit 10 to the sub-control unit 20, and under the control of the main control unit 10 and the sub-control unit 20, various effects and the number of remaining games during the CZ state are displayed on the main display unit 8.
[0100] -Transition process from CZ state to pseudo-bonus state (arrow e in Figure 3) In the CZ state, a lottery process to transition to the pseudo-bonus state is performed in each game. The winning probability of the lottery process for transitioning to the pseudo bonus state is set according to the winning combination of each game. The winning probability of the lottery process for transitioning to the pseudo bonus state is, for example, 50% when a rare combination is won, 10% when a bell combination or a replay combination is won, and 5% when a losing combination is won. The lottery for transitioning to the pseudo bonus state is conducted for each game in the CZ state, but whether or not there will be a transition to the pseudo bonus state is determined in the final game of the CZ state. If a transition to the pseudo bonus state is announced in the final game, the game state will transition to the pseudo bonus state, just like in the normal game state. The lottery for transitioning to the pseudo-bonus state is executed when each role is internally won, so even if the symbol corresponding to the winning role does not stop on reel 4 (when a win is missed), the lottery for transitioning to the pseudo-bonus state is executed.
[0101] The winning probability of the lottery process for transitioning to the pseudo bonus state for some or all of the winning combinations may be other than those described above. Also, although the lottery process for transitioning to the pseudo bonus state is performed when a bell combination is won, the lottery process for transitioning to the pseudo bonus state may be performed based on the winning of a symbol corresponding to the bell combination.
[0102] Also, during the CZ state, in order to increase the interest of the game, a CZ effect in which a predetermined character appears is displayed on the main display 8. In the CZ effect, for example, during the first few games (e.g., seven games), an effect image in which the main character prepares for a battle is displayed, and during the last few games (e.g., three games) of the CZ state, an effect image in which the main character and an enemy character battle each other is displayed as a series of effects spanning multiple games. Then, if the player wins the lottery for transitioning to the pseudo bonus state, the player is notified that the main character will win the final game and transition to the pseudo bonus state.
[0103] During the CZ state, the background during the preparation for the match and the details of the offense and defense during the match change depending on the winnings of the games played during that time, creating a sense of anticipation for the transition to the pseudo-bonus state. The number of remaining games in the CZ state is displayed on the main display 8, and the number of remaining games is subtracted each time a game is played. Furthermore, even during the preparation performance before the battle performance in the CZ performance, performance images in which the main character prepares for the battle are executed continuously throughout each game, so even during the preparation performance, a series of performances spans (spans) multiple games.
[0104] In addition, during the CZ state, the presence or absence of a transition to the CZ state may be notified without executing a battle effect. For example, if a pseudo-bonus state is won in a predetermined game during the CZ state, an effect may be executed to notify that the pseudo-bonus state will be entered during that game. In this case, if the pseudo-bonus state is not won in any game during the CZ state, the CZ state will end without an effect to notify that the pseudo-bonus state will be entered.
[0105] Transition process from CZ state to normal game state (arrow d in Figure 3) If you do not win the lottery to transition to the pseudo-bonus state in the CZ state, after the specified number of games have been played in the CZ state, the game will transition to the normal game state. At this time, the CZ effect will notify you that the main character has lost and will not transition to the pseudo-bonus state.
[0106] In addition, when transitioning from the CZ state to the normal gaming state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be announced by the announcement means (main display 8, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, a predetermined character from among multiple characters may be displayed on the main display device 8 or the sub-display device 17. The character to be displayed is selected according to a selection probability that is preset in accordance with each setting value of the probability setting device 14, so it is possible to predict the setting value to some extent from the displayed character.
[0107] (pseudo bonus state) The pseudo-bonus state is a game state in which it is easy to win medals, as during the game in this pseudo-bonus state, push order navigation for the push order bell role is carried out in the same way as in the AT state to notify the player of an operation mode that is advantageous to the player. The pseudo bonus state continues for a predetermined period (for example, 18 to 20 games), and a lottery for transition to the AT state is held in a predetermined game executed during that period. Therefore, the pseudo bonus state is also a gaming state that mainly determines whether or not the slot machine 1 will generate an AT state in which the player can win a large number of medals. During the pseudo-bonus state, the push order navigation may be performed with a predetermined probability (for example, 60%) if the push order bell role is won, thereby reducing the frequency of the push order navigation compared to during the AT state. In addition, the duration of the pseudo-bonus state may be determined not only by the number of games played, but also by the number of times the push order navigation is played, the number of medals paid out (number of medals paid out), the number of medals actually increased by the payout of medals (net increase in number of medals), etc.
[0108] Furthermore, in the first game that transitions to the pseudo-bonus state, the period from when the start lever 3 is operated until when the stop button 5 is operated is extended by the control of the main control device 10 compared to a normal game, and during this period, the reel 4 is rotated in reverse, and then a specific symbol combination ("7, 7, 7") is stopped on the reel 4, and then the reel is rotated forward again, a so-called reel effect is performed, and it is announced that the pseudo-bonus state has occurred.
[0109] The reel effect period during which the reel effect is performed is set to, for example, 15 seconds, and during this period, operation of the stop button 5 is invalid, so that even if the reel 4 is operating, the game cannot proceed. At the end of the reel display period, a specific symbol combination (for example, "7, 7, 7") will stop (automatically stop), so the pseudo-bonus state is similar to the AT state in terms of gameplay, but in appearance it appears as if a so-called big bonus state (real bonus state) has occurred, which differentiates it from the AT state.
[0110] Furthermore, when the reel presentation period ends, reel 4 automatically starts rotating in the forward direction, and operation of stop button 5 becomes effective. From this point on, the first game that has transitioned to the pseudo-bonus state can be stopped in the same way as a normal game. During the reel effect, the sub-controller 20 controls the main display 8 to display an effect image corresponding to the reel effect, which notifies the occurrence of the pseudo bonus state.
[0111] -Transition process from pseudo bonus state to AT state (arrow f in Figure 3) In the pseudo bonus state, a lottery process for transitioning to the AT state is performed in a predetermined number of games (1 to 3 games) executed at the end of the pseudo bonus state. In this embodiment, the lottery process for transitioning to the AT state is executed over a lottery game period set between the last three games of the pseudo-bonus state at the longest, and whether or not to transition to the AT state is determined based on the results of the match lottery executed in each game during the lottery game period. If all the results of the match lottery for each game during the lottery game period are winning, it is determined that the special conditions have been met, a transition to the AT state is decided, and the game state will transition to the AT state after the pseudo-bonus state ends.
[0112] In other words, the main control unit 10 is configured to be able to decide whether or not to transition to an AT state in connection with the execution of multiple games during a lottery game period, which is a predetermined period, and to be able to decide to grant a predetermined benefit when the lottery results related to the transition to the AT state in multiple games satisfy predetermined special conditions. In this embodiment, the lottery process for transitioning to the AT state is performed in a predetermined number of games executed at the end of the pseudo bonus state, but it is also possible to set a period of a predetermined number of games after the pseudo bonus state ends in order to perform the lottery process for transitioning to the AT state, and to execute a game to determine whether or not to transition to the AT state after the pseudo bonus state ends.
[0113] Furthermore, the winning probability of the match lottery for each game executed during the lottery game period is not always constant, but the lottery mode is set so that the winning probability varies between games. For example, the probability of winning the match lottery for the first game during the lottery game period is 50%, for the second game it is 60%, and for the third game it is 70%.
[0114] In addition, the lottery pattern may be other than the above-mentioned probability for each battle lottery, as long as it transitions to the AT state with a predetermined probability. In addition, a plurality of lottery modes may be set, and one of the lottery modes may be changed based on the establishment of a predetermined condition. For example, a lottery mode may be set in which the winning probability of the match lottery for each of the three games during the lottery game period is 50%, and a lottery mode in which the winning probability of the match lottery for each game is 25% for the first game, 50% for the second game, and 100% for the third game, and the match lottery for each game is executed, and one of the lottery modes may be switched. However, in this case, it is preferable that the total probability of transitioning from the pseudo bonus state to the AT state is the same regardless of the lottery mode.
[0115] Furthermore, the above-mentioned change of the lottery mode may be made executable based on the player's operation, so that the player can select the lottery mode according to his / her preference. In addition, the total probability of transitioning from the pseudo bonus state to the AT state may be changeable according to the setting value in the probability setting device 14 as a setting means.
[0116] In addition, the total probability of transitioning from the pseudo bonus state to the AT state may be set to differ depending on the lottery mode. For example, the total probability of transitioning to the AT state may be switched from a low lottery mode to a high lottery mode based on a predetermined condition that occurs during the normal game mode or the pseudo bonus state, such as the formation of a predetermined rare role (for example, a strong cherry role). In this case, if the AT state is won in a lottery mode with a low total probability, a bonus that is more advantageous to the player may be granted than if the AT state was won in a lottery mode with a high total probability. For example, if the AT state is won in a lottery mode with a low total probability, multiple continuation rights for the AT state may be stored (stocked), or an AT state with a greater number of continuations (a higher AT state) may be generated.
[0117] During the lottery game period, the sub-controller 20 controls the main display 8 to execute a series of character effects in response to the execution of the game based on the control information received from the main controller 10. The continuous effects during the pseudo-bonus state are different in content from the continuous effects executed during the aforementioned real premonition effects (or fake premonition effects), and are designed so that the battle effects are completed for each game.
[0118] In other words, in the continuous performances executed during the actual premonition performance (or fake premonition performance), the main character competes against the enemy character for three games, with the outcome of the battle being determined in the final game, but in the continuous performances executed during the pseudo bonus state, the battle performance is executed in such a way that the outcome of the battle is determined for each game according to the battle lottery in each game. In addition, the battle presentation in each game is executed based on the winning probability set for each game, so that the friendly characters (including the main character) who fight against the enemy characters in each game can appear in different types according to the winning probability.
[0119] For example, in the first game during a series of consecutive performances, ally character A appears in a match lottery with a 50% chance of winning, in the second game, ally character B appears in a match lottery with a 60% chance of winning, and in the third game, ally character C (e.g., the main character) appears in a match lottery with a 70% chance of winning.
[0120] If the match lottery for each game is successful, the allied character that appears will win at the end of that game, and if the match lottery is not successful, the allied character that appears will lose at the end of that game. As a result, if the match lottery for all games is successful, all of the allied characters will win, and finally, a transition to the AT state will be announced. On the other hand, if a player does not win even one match lottery during the lottery game period, the lottery game period ends at that point, and the pseudo-bonus state also ends at that point. Therefore, the duration of the pseudo-bonus state changes depending on the result of the match lottery.
[0121] In addition, in order to enhance the interest of the game during periods other than the lottery game period in the pseudo bonus state, a pseudo bonus effect in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the pseudo bonus effect, for example, an introductory image of each appearing character is displayed, and predetermined music is output from the speaker 9.
[0122] On the other hand, during the lottery game period in the pseudo-bonus state, the background during the battle performance and the content of the offense and defense during the battle performance change depending on each battle lottery, thereby changing the sense of anticipation for the transition to the AT state. Furthermore, the number of remaining games in the pseudo bonus state is displayed on the main display 8, and the number of remaining games is subtracted every time a game is executed.
[0123] In this embodiment, the period for which the transition lottery to the AT state is conducted in the pseudo-bonus state is set to the last three games of the pseudo-bonus state, but it can be any period in which the transition lottery is conducted in multiple consecutive games, for example, four games, five games, etc. In addition, the condition for transitioning to the AT state is set when all match lotteries in multiple games are won, but other conditions may also be used; for example, it may be decided to transition to the AT state when one or two wins are made.
[0124] Also, if there is a loss in even one match lottery during the lottery game period, the lottery game period (pseudo bonus state) ends at that point, but it is also possible to run all three games during the lottery game period regardless of the lottery results for each game. In this case, if there is a loss in the match lottery for all games, it is also possible to transition to the AT state as a special bonus. However, in this case, the condition is that a game that has a 100% probability of winning the match lottery is not executed.
[0125] In addition, the lottery for transitioning to the AT state during the pseudo bonus state may be executed outside the lottery game period described above. For example, when reel 4 is stopped in a normal operation mode (for example, an operation mode in which the left reel 4a is stopped first), a symbol combination corresponding to a replay role will stop, but when reel 4 is stopped in an irregular operation mode different from the normal operation mode (for example, an operation mode in which the right reel 4c is stopped first), a specific replay role in which a specific symbol combination (for example, "7, 7, 7") stops can be drawn, and when a specific replay role is won during a period other than the lottery game period during the pseudo bonus state, a transition to the AT state may be made unconditionally (with a 100% probability). In this case, when a specific replay combination is won, it is preferable that the main display 8 displays an image urging the player to perform an irregular operation mode and aim for a specific symbol combination.
[0126] In addition, if a rare role (for example, a strong cherry role) is won during a period other than the lottery game period during the pseudo bonus state, the player may be given the right to transition to the AT state at that time with a predetermined probability (for example, 10%). Furthermore, if a rare role (for example, a strong cherry role) is won during a period other than the lottery game period in the pseudo bonus state, rather than granting the right to transition to the AT state, the right to win the match lottery for a specified number of games (1 game, 2 games) during the lottery game period may be granted at that time with a specified probability (for example, 20%). In this case, when a rare combination is won, it is preferable that a winning effect that is completed in one game is executed on the main display device 8.
[0127] In addition, if the right to transition to the AT state is granted when a rare role is won during a period other than the lottery game period in the pseudo bonus state, it is preferable to perform a continuous performance in which the player will always win all games during the lottery game period, regardless of the outcome of the match lottery. In addition, during the lottery game period, a draw lottery may be held separately from the match lottery, and if a player does not win the match lottery but wins the draw lottery, the match lottery for that round may be invalidated, and a game for a new match lottery may be additionally held during the lottery game period. In addition, if all the match lotteries during the lottery game period are won, the lottery game period may be extended so that the lottery game period does not end until a match lottery is not won. In this case, if a match lottery for the extended game is won, the right to continue the AT state may be granted each time.
[0128] In addition, a button effect may be executed during the match effect of each game during the lottery game period in the pseudo bonus state. The button effect as an operation effect is a series of effects in which first, on the main display 8 (or sub-display 17), an image imitating an operation button that prompts the operation of the effect button 2d, or an operation image consisting of text information instructing the operation (for example, "PUSH"), etc. is displayed, and then, when the instructed effect button 2d (or upper effect button 2f) is operated, a predetermined image is displayed on the main display 8 (or sub-display 17).For example, at the end of a game in which a battle effect is executed, an image imitating an operation button or an operation image is displayed, and then, when the instructed effect button 2d is operated, an image announcing the result of a predetermined battle lottery is displayed on the main display 8. In this case, it is preferable that if the result of the match lottery is a win, the probability of the button effect being executed is higher than if the result is a non-win.
[0129] -Transition process from pseudo bonus state to normal game state (arrow b in Figure 3) In the pseudo bonus state, if the special conditions are not met and the right to transition to the AT state is not granted, that is, if all the match lotteries for each game during the lottery game period in the pseudo bonus state are not won, the game will transition to the normal game state after the pseudo bonus state ends. In this embodiment, if the match lottery is not won even once in a game during the lottery game period, the special condition will not be met. Therefore, when the match lottery is not won in any game during the lottery game period, the condition for terminating the pseudo-bonus state will be met, and the game state will transition to the normal game state from the next game.
[0130] Therefore, the duration of the pseudo bonus state will change depending on the result of the game match lottery during the lottery game period. For example, if the first game during the lottery game period, the 18th game, is not won, the duration of the pseudo-bonus state will be 18 games, but if the first game during the lottery game period, the 20th game, is not won, the duration will be 20 games. Furthermore, since the push order navigation is also performed during the lottery game period, even if the special conditions are not ultimately met in the pseudo-bonus state, the longer the lottery game period continues without the match lottery being a non-win, the more opportunities there are to win medals, making the situation more advantageous for the player. In addition, push order navigation for the push order bell role is performed even in games during the lottery game period, but push order navigation may not be performed in games during the lottery game period, or push order navigation may be performed only with a predetermined probability (for example, 50%).
[0131] When transitioning from the pseudo-bonus state to the normal game state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be announced by the announcement means (main display 8, sub-display 17, speaker 9) under the control of the main control device 10 and sub-control device 20. For example, by displaying a predetermined character from among a plurality of characters on the main display 8 or sub-display 17 and selecting this displayed character according to a selection probability that is preset in accordance with each setting value of the probability setting device 14, it becomes possible to predict the setting value to some extent from the displayed character.
[0132] (AT state) The AT state is a game state in which it is easy to win medals, as push order navigation for the push order bell role is performed to notify the player of an operation mode that is advantageous to the player during the game in the AT state.
[0133] During the AT state, the continuation is managed as the remaining number of games that can continue the AT state, with a predetermined number of games (e.g., 30 games) granted at the time of initial transition to the AT state, and the remaining number of games is subtracted for each game, and the AT state continues until there are no remaining games. When there are no more games remaining in the AT state, the AT state ends.
[0134] During the AT state, control information regarding the AT state is sent from the main control device 10 to the sub-control device 20, and under the control of the sub-control device 20, images of various effects during the AT state are displayed on the main display device 8. Also, during the AT state, the number of remaining games, the total number of medals won during the series of AT states, and the total number of games played during the AT state are displayed on the main display device 8.
[0135] In addition, in the AT state, a lottery process for continuing the AT state is performed in a predetermined number of games (2 to 3 games) executed at the end of the AT state. In this embodiment, the lottery process for continuing the AT state is executed over a lottery game period set for at most the last three games of the AT state, and whether or not to continue the AT state is determined based on the results of the match lottery executed in each game during the lottery game period. If the result of the match lottery for each game during the lottery game period is a win twice, it is determined that the special conditions have been met, the AT state will continue, and a new AT state will begin after the current AT state ends. In other words, the main control unit 10 is capable of deciding whether or not to grant a specified benefit (continuation of the AT state) in connection with the execution of multiple games during a lottery game period, which is a specified period, and is configured to be able to decide to grant the specified benefit when the lottery results related to the granting of the specified benefit in multiple games satisfy predetermined special conditions.
[0136] In addition, even in the new AT state, the continuation of the AT state itself is managed in the same way as during the initial transition to the AT state, and the AT state will end when a predetermined number of games (for example, 30) have been played.However, even in the predetermined number of games (2 to 3 games) played at the end of this new AT state, a lottery process for the continuation of the AT state is carried out in the same way as during the initial transition. Therefore, if special conditions are met in the continuation lottery process during each AT state, the AT state will be executed repeatedly.
[0137] In addition, the winning probability of the match lottery for each game executed during the lottery game period in the AT state is set to be not always constant, as in the pseudo bonus state. The winning probability of each match lottery during the lottery game period in the AT state may be the same as or different from that during the pseudo bonus state. Also, multiple lottery modes for the lottery game period in the AT state may be set and may be changeable based on the establishment of predetermined conditions, or may be changeable based on the player's operation, allowing the player to select according to their preference.
[0138] Also, as in the pseudo-bonus state, during the lottery game period in the AT state, continuous character presentations are executed on the main display 8 in response to the execution of the game under the control of the sub-controller 20 based on the reception of control information from the main controller 10. As with the pseudo-bonus state, the continuous performances during the AT state are designed so that the battle performance is completed for each game, and the battle performance is carried out based on the winning probability set for each game, and the friendly characters (including the main character) who compete against the enemy characters for each game will appear in different types according to the winning probability.
[0139] If the match lottery in each game is successful, the character on the allied side that appears wins at the end of the game, and if the match lottery is not successful, the character on the allied side that appears loses at the end of the game, and this is performed in a complete manner for each game. However, in the continuation lottery process during the AT state, some of the conditions are set differently from the transition lottery process during the pseudo-bonus state. In the pseudo-bonus state, if all the results of the match lotteries in the three games are winning, the transition to the AT state is confirmed, whereas in the AT state, if two of the results of the match lotteries in the three games are winning, the continuation of the next AT state is confirmed.
[0140] Therefore, the conditions for continuing the AT state are easier to achieve than the transition conditions, which are the conditions for entering the AT state. For example, if the match lottery for the first and second games is won, the continuation of the next AT state is confirmed at that point. Even if the match lottery for the third game is not won, after the result of the match performance for that game is determined to be a loss, the continuation of the AT state will finally be announced and the game will transition to a new AT state.
[0141] In addition, in this embodiment, if the results of the match lotteries for each game executed during the lottery game period during the AT state are all winning, the right to continue the AT state for the next time will be granted, as well as the right to continue the AT state for the time after that. In other words, if two winning results are obtained in the match lottery during the lottery game period during the AT state, the right to continue the AT state for the next time will be granted as a specified benefit, but if three winning results are obtained, in addition to the granting of the specified benefit, the right to continue will be stored (stored) so that the AT state will continue for the next time after that as a granting of another benefit.
[0142] In addition, if the right to continue the AT state is stored (stored), the AT state will continue unconditionally, so in the next game during the lottery game period in the AT state, it is preferable to execute an effect image on the main display 8 that can notify that the state has been confirmed to continue, without performing the battle effect as described above.
[0143] Furthermore, even if the right to continue the AT state is stored (stored), rather than unconditionally confirming the AT state, a normal continuation lottery process may be performed in the next AT state, and the AT state may be continued using the stored information of the right to continue the AT state only if the special condition is not met. Therefore, in this case, a match lottery will be held for the next game during the lottery game period during the AT state, and if special conditions are met at this time, the AT state will continue without using the stored information on the right to continue the AT state, with its use reserved for the next time onwards. Furthermore, the main control unit 10 may be able to store and hold (stock) multiple continuation rights for the AT state that are granted upon the derivation of three winning results, so that, for example, if three winning results are derived in succession, two continuation rights may be additionally stored. In this case, when the AT state is continued using the stored information of the right to continue the AT state, the stored information of the right to continue is subtracted each time.
[0144] In addition, in order to enhance the enjoyment of the game during periods other than the lottery game period in the AT state, the effects during the AT state in which predetermined characters appear are displayed on the main display 8 or the sub-display 17. In the effects during the AT state, for example, an introductory image of each character that appears is displayed, and predetermined music is output from the speaker 9.
[0145] On the other hand, during the lottery game period in the AT state, the background during the battle presentation and the content of the offense and defense during the battle presentation change depending on the type of battle lottery, thereby changing the sense of expectation for the continuation of the AT state.
[0146] In this embodiment, the period for which the AT state continuation lottery is conducted in the AT state is set to the last three games of the AT state, but it can be any period in which the transition lottery is conducted in multiple consecutive games, for example, four games, five games, etc. In addition, the special condition under which the AT state continues is set when the match lottery in multiple games is won twice, but other conditions may also be used; for example, it may be determined that the AT state will continue when the lottery is won once or three times. Also, if there is a loss in even one match lottery during the lottery game period, the lottery game period (AT state) ends at that point, but it is also possible to run all three games during the lottery game period regardless of the lottery results for each game. In this case, if there is a loss in the match lottery for all games, it is also possible to continue the AT state into the next game as a special bonus. However, in this case, the condition is that a game that has a 100% chance of winning the match lottery is not executed.
[0147] In addition, the lottery for the next AT state continuation during the AT state may be carried out outside the lottery game period described above. For example, similar to the pseudo bonus state, if a specific replay role is won during a period other than the lottery game period during the AT state, the AT state may be continued unconditionally (100% probability).
[0148] In addition, if a rare role (for example, a strong cherry role) is won during a period other than the lottery game period during the AT state, the right to continue the AT state at that time may be granted with a predetermined probability (for example, 10%). Furthermore, if a rare role (for example, a strong cherry role) is won during a period other than the lottery game period during the AT state, rather than granting the right to continue in the AT state, the right to win the match lottery for a specified number of games (1 to 3 games) during the lottery game period may be granted at that time with a specified probability (for example, 20%). In this case, when a rare combination is won, it is preferable that a winning effect that is completed in one game is executed on the main display device 8. Also, similar to the pseudo bonus state, a button effect may be executed during the match effect of each game during the lottery game period in the AT state.
[0149] In addition, if a specified rare role (for example, a weak cherry role, a weak watermelon role, a strong watermelon role, or a strong cherry role) is won during the AT state, a lottery will be held to add to the number of games played in the AT state, and if the additional lottery is won, a predetermined number of games corresponding to the rare role that triggered the win may be added to the remaining number of games in the currently running AT state.
[0150] In addition, if a specific rare role (for example, a strong cherry role) is won during the AT state, in addition to the above-mentioned additional lottery, it may be possible to generate an additional specialized zone in which the probability of the number of games being added for a specific period (for example, 10 games) is higher than in other states. The add-on specialized zone occurs with a predetermined probability (for example, 10%) when a specific rare role (for example, a strong cherry role) is won, and during the add-on specialized zone, in addition to rare roles with a low winning probability, for example, all roles other than replay roles are used as trigger roles for add-on, increasing the possibility of a large number of games being awarded (added) as a predetermined benefit.
[0151] In addition, in the additional special zone, the right to continue the AT state may be granted (stocked) with a predetermined probability (for example, 15%) when a predetermined role (for example, a rare role) is won. Also, multiple rights to continue the AT state may be granted (stocked) each time the above conditions are met. In this case, if there are still enough rights (stocks) remaining to continue the AT state, the special conditions will be met unconditionally in the continuation lottery process during the AT state. In addition, based on the establishment of a predetermined condition during the AT state, the AT state may be temporarily interrupted to generate a pseudo bonus state.
[0152] In addition, if three winning results are derived in the match lottery during the lottery game period during the AT state, in addition to the granting of a predetermined benefit, a continuation right is stored (stocked) so that it continues into the next AT state as well, as a granting of another benefit, a predetermined number of games (for example, 20) may be added to the number of remaining games in the AT state currently being executed or the next AT state, or the aforementioned added specialized zone may be executed after the end of the AT state currently being executed as a granting of another benefit.
[0153] In addition, during the lottery game period in the AT state, a draw lottery may be executed separately from the match lottery, and if the player does not win the match lottery but wins the draw lottery, the match lottery for that round may be invalidated, and a game for a new match lottery may be executed additionally during the lottery game period. In addition, if all the match lotteries during the lottery game period are won, the lottery game period may be extended so that the lottery game period does not end until a match lottery is not won. In this case, if a match lottery for the extended game is won, the right to continue the AT state may be granted each time.
[0154] -Transition process from AT state to normal game state (arrow h in Figure 3) In the AT state, if the special conditions are not met and the right to continue to the next AT state is not granted, that is, if two winning results are not derived in the match lottery for each game during the lottery game period in the AT state, the game will transition to the normal game state after the AT state ends. In this embodiment, if a result that results in a non-winning match lottery is derived twice in a game during the lottery game period, the non-establishment of the special condition is confirmed.Therefore, when a result that results in a non-winning match lottery is derived twice in any game during the lottery game period, the condition for terminating the AT state is established, and the game state transitions to the normal game state from the next game.
[0155] Therefore, the duration of the currently running AT state will change depending on the results of the game match lottery during the lottery game period. For example, if the match lottery for the 28th game, which is the first game during the lottery game period, is not won, and then the match lottery for the 29th game, which is the second game, is also not won, the duration of the AT state will be 29 games, but if the match lottery for the second game is won and the match lottery for the 30th game, which is the last game, is not won, the duration will be 30 games.
[0156] In addition, since push order navigation is performed during the lottery game period, even if the special conditions are not met in the continuation lottery processing in the AT state, the longer the lottery game period continues without two non-winning matches being derived, the more opportunities there are to win medals, making the player in a more advantageous position. In addition, push order navigation for the push order bell role is performed even in games during the lottery game period, but push order navigation may not be performed in games during the lottery game period, or push order navigation may be performed only with a predetermined probability (for example, 50%).
[0157] When the AT state is switched to the normal game state, the winning probability state of the pseudo bonus state is controlled to be the normal probability state. At this time, the state may be switched to the high probability state with a predetermined probability for each setting in the probability setting device 14. In addition, when transitioning to a high probability state after the end of the AT state, there is a possibility that restriction control will be performed by the aforementioned restriction means during the high probability state, but if restriction control is performed during the high probability state, the state will be transitioned to a normal probability state.
[0158] In addition, at the end of the AT state, an ending state is set for a predetermined period (for example, 5 seconds), and during the ending state (ending period), the game progress is temporarily disabled, and after the ending state ends, the game transitions to the normal game state. During the ending state, setting-related information that can suggest the setting value set by the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed on the main display device 8 and the sub-display device 17, and a predetermined sound is output from the speaker 9. In this manner, the gaming state transition is performed in the slot machine 1.
[0159] [Game status transitions and display contents on the main display] Next, referring to the timing chart of Figure 4, we will explain the transition of the game state realized by the control of the main control unit 10 and the sub-control unit 20, and the display content on the main display unit 8, particularly the transition of the game state when the game state changes from the normal game state to the pseudo-bonus state, and the display content on the main display unit 8. FIG. 4 shows the transition of the gaming state from the normal gaming state to the pseudo bonus state and the corresponding relationship between the change in the display content on the main display device 8 during that time. Specifically, under the control of the main control device 10, a transition to a pseudo-bonus state is determined with a predetermined probability (e.g., 20%) when a predetermined role (e.g., a chance role) is won in the normal game state, and the presentation content (presentation image) displayed on the main display 8 when the game state subsequently transitions from the normal game state to the pseudo-bonus state as the game progresses is shown.
[0160] In this embodiment, the main control unit 10 controls the drawing of various prizes and changes to various game states (including the time of change), and control information related to this control is transmitted from the main control unit 10 to the sub-control unit 20, which then controls the corresponding presentation images. The start time and duration of effects that are not directly related to changes in the game state (for example, fake premonition effects) may be controlled by the sub-controller 20 based on the reception of control information from the main controller 10, or may be controlled independently by the sub-controller 20 without receiving control information from the main controller 10. However, it is necessary to receive control information that triggers the effects (for example, information on winning a rare role).
[0161] First, as shown in FIG. 4, during the normal gaming state (first to third games) when a transition to the pseudo bonus state has not been determined, the effects during the normal gaming state are performed. As an effect during the normal gaming state, for example, an effect image in which a predetermined character advances through a grassland is displayed on the main display 8. Furthermore, during normal game play, individual effects such as winning effects may be executed for each game, and when an individual effect is executed, an effect image corresponding to the individual effect is displayed on the main display 8 instead of the effect image in which the above-mentioned specified character moves through a grassland. The winning effect is an effect that is completed in one game, and although details will be described later, it is generated and controlled by the main control unit 10 and the sub-control unit 20 with a predetermined probability based on the lottery results of each game, and during the normal game state when a transition to the pseudo-bonus state has not been decided, it is generated and controlled at a relatively low frequency (normal effect frequency state).
[0162] Next, when the third game is played during the normal game state (timing t0), if a chance role is won and the pseudo-bonus state is entered, the premonition effect will be executed as described above, but a waiting period as a specific period will be set between the execution of the fourth game and the fourteenth game (timing t1 to t2) before the execution of the premonition effect. Although not shown in the figure, when the third game is played, a chance combination is won, and therefore a winning effect corresponding to the winning of the chance combination is displayed on the main display device 8.
[0163] Furthermore, during the waiting period, basically, the effects that are produced during the normal game state are carried out in the same way as when the transition to the pseudo-bonus state has not been decided, but since the teasing effects are carried out during the waiting period as described above, the control of the occurrence of winning effects is carried out by the main control unit 10 and the sub-control unit 20 in a state where the effect frequency is relatively high (high effect frequency state). Therefore, during the waiting period, even in games in which a rare combination is not won, there is a relatively high probability that a winning effect will occur, which increases the player's anticipation of the occurrence of a premonition effect. In addition, even during the fake waiting period when the pseudo bonus state is not won, there is a specific period in which the occurrence of winning effects is controlled in a state where the effect frequency is high (high effect frequency state) as described above.
[0164] Next, when the 15th game starts (timing t2), the main display 8 executes the premonition effect, and for example, an effect image in which a predetermined character progresses through a cave is displayed. Furthermore, while this premonition effect is being performed, similarly to the standby period, this is a specific period in which the generation control of the winning effect is performed in a state in which the effect frequency is relatively high (high effect frequency state). In addition, even during the fake premonition effect when the pseudo bonus state has not been won, there is a specific period in which the occurrence of winning effects is controlled in a state where the effect frequency is high (high effect frequency state) as described above.
[0165] Next, when the 31st game, which is the final stage of this premonition effect, starts (timing t3), a continuous effect is executed on the main display 8 for a predetermined number of games (for example, three games), and for example, a battle effect is executed in which the main character and the enemy character battle each other. The continuous presentation continues until the 33rd game, and after the end of the 33rd game, which is the final game of the premonition presentation, a presentation is executed in which one of the characters wins, thereby informing the player of whether or not they have achieved the pseudo-bonus state. The example shown in Figure 4 shows a case in which they have achieved the pseudo-bonus state, so from the time a predetermined time (for example, 2 seconds) has passed since the end of the final game until the start of the next game, the main display 8 displays an image of the main character winning as the result of the continuous presentation, along with text information such as "Victory" or "Bonus Confirmed."
[0166] Then, from the start of the 34th game (timing t4), the gaming state shifts from the normal gaming state to the pseudo bonus state. When the game shifts to the pseudo bonus state, the main display 8 starts to display the pseudo bonus state effects, which are comprised of introduction images of each character that appears.
[0167] In the example of Figure 4, the main control device 10 as a bonus granting means is shown to have won the transition lottery to the pseudo bonus state, but if the transition lottery to the pseudo bonus state is not won, a fake premonition effect is executed on the main display device 8 due to the winning of a chance role. As described above, the game state transitions and the main display 8 displays effects in accordance with the execution of the game.
[0168] Next, the winning effects will be described with reference to FIGS. As described above, the winning effect is an effect that is completed in one game, unlike continuous effects that are executed continuously over multiple games. Such winning effects are executed by the sub-controller 20 controlling the main display 8, sub-display 17, speaker 9, lamp 11, etc. based on control information indicating the lottery results of the winning combination from the main controller 10.
[0169] In addition, the sub-controller 20 controls the determination of whether or not to execute a winning effect and the manner in which it is executed based on control information indicating the lottery results of the winning combination from the main controller 10 and the game status at that time. Therefore, the winning presentation has multiple patterns with different characters appearing and different ways of announcing the winning role, and the sub-controller 20 executes one of the winning presentation patterns depending on the result of the role lottery and the game status at that time.
[0170] 5 and 6 show an effect image on the main display device 8 when a winning effect is executed. The winning effect mainly involves announcing the results of the lottery drawn by the main control device 10 and suggesting the likelihood of a special prize being awarded based on the lottery results, and is performed by displaying an image that notifies the results of the lottery and suggests the likelihood of a special prize being awarded at a predetermined time during the game. Therefore, by checking the image displayed during the winning effect, the player may have expectations for the subsequent award of a special prize, or may perform an operation to stop reel 4.
[0171] In addition, when executing a winning effect, the sub-controller 20 selects and determines the execution mode from among a plurality of patterns based on the result of the lottery for the winning role, and Figures 5 and 6 show winning effects consisting of pattern A or pattern B. The sub-controller 20 executes a winning effect of pattern A when the push order bell role is won, and executes a winning effect of pattern B when the watermelon role is won, and executes a winning effect of one of the patterns depending on the result of the role lottery (including misses).
[0172] In addition, when the lottery result of the sub-control device 20 is derived as a role other than a rare role, it executes a winning effect with a predetermined probability. For example, when the push order bell role is won, it normally executes a winning effect in pattern A with a 20% probability, and during the aforementioned hype effect, it executes a winning effect in pattern A with a 50% probability. On the other hand, when the lottery result of a rare role is derived, the winning effect is executed with a higher probability than in the case of non-rare roles. For example, when a strong cherry role is won, the winning effect of pattern A is executed with a 50% probability, and the winning effect of pattern B is executed with a 50% probability. During the teasing effect, the winning effect of pattern A is executed with a 5% probability, and the winning effect of pattern B is executed with a 95% probability.
[0173] Therefore, when a rare role is won, distribution control is performed so that one of the winning effects is always executed, and if the lottery result is anything other than a rare role win, the winning effect in pattern B is not executed, and the winning effect in pattern A is executed with a predetermined probability. In addition, if a winning combination is won and a special bonus (for example, a pseudo-bonus state) is also awarded at the same time, the probability of the winning effect being executed may be increased, or the ratio of the winning effect in pattern B being executed may be increased.
[0174] [Winning effects during normal gameplay (Pattern A)] First, FIG. 5 explains the winning effects executed in the execution mode of pattern A during the normal gaming state. Figure 5 shows the image displayed on the main display 8 when a winning effect is executed in pattern A based on the result of the lottery for the role, and shows the image displayed when, for example, the push order bell role is won. First, Figure 5(a) shows the presentation image at the start of the game when a winning presentation is executed in pattern A. When the game starts, a normal character image 30a showing a predetermined character is displayed on the lower left side of the screen of the main display 8, and a normal speech bubble image 30b containing a question mark symbol "?" is displayed on the upper right side of the screen. The effect image shown in Figure 5(a) is displayed at the start of the game, but it may also be displayed at a predetermined time between the start of the game and the first reel 4 that is spinning stops.
[0175] Next, FIG. 5(b) shows an effect image on the main display 8 after the game ends in the winning effect of pattern A, for example, when any of the push order bell combinations is won. As shown in Figure 5(b), when the game ends, a normal bell image 30c, which is an image with approximately the same shape and color scheme (yellow) as the bell symbol displayed on the reel 4, and which resembles a bell, is displayed in approximately the center of the screen of the main display 8.
[0176] The image displayed after the game ends notifies or suggests the winning role that was won at that time, and the winning role in that game is notified by displaying an image that is approximately the same in shape and color as the pattern on reel 4 corresponding to each winning role. However, since the chance role is not set so that the same symbols stop in a line on the reel 4 at the end of the game, when a chance role is won, an image containing the word "chance" is displayed on the main display 8. As will be explained in more detail later, when the push order bell role is won, depending on the stopping order of reel 4, the bell symbols may stop in a straight line or in a V shape, and the notification method differs depending on the pattern combination of the bell symbols.
[0177] In this way, when the winning effect of pattern A is executed and any image is displayed, the type of winning combination at that time will be announced after the game ends. Therefore, when the winning effect of pattern A is executed when a rare combination is won, an effect that allows the player to recognize that a rare combination has been won will be executed after the game ends. In addition, the winning effect may be executed with a predetermined probability even in a game in which no winning combination is achieved. In this case, after the game ends, an image such as a white-colored item image or a "?" symbol may be displayed to notify (or suggest) that no winning combination has been achieved.
[0178] 5(b) is displayed after the game ends, but it may also be displayed at a predetermined time between the time when the first reel 4 stops spinning and the time when the next game starts. In this case, when the push order bell combination is won, it is preferable to display the effect image when the winning of the corresponding push order bell combination is confirmed, for example, after the second reel 4 stops.
[0179] [Winning effect during normal game mode (Pattern B)] Next, FIG. 6 will be used to explain the winning effects executed in the execution mode of pattern B during the normal gaming state. Figure 6 shows the image displayed on the main display 8 when a winning effect in pattern B is executed based on the result of the lottery for the winning role. For example, this is the winning effect when either a strong cherry role or a weak cherry role is won as a rare role, and shows the image displayed on the main display 8 in the winning effect of pattern B.
[0180] First, Figure 6(a) shows the presentation image at the start of the game when a winning presentation is executed in pattern B. When the game starts, a special character image 31a showing a predetermined character is displayed on the left side of the screen of the main display 8, and a special speech bubble image 31b containing an exclamation point symbol "!!" is displayed on the top right side of the screen. The special character image 31a is enlarged compared to the normal character image 30a, and the special balloon image 31b is enlarged and surrounded by a broken line different from the normal balloon image 30b.
[0181] In this way, when the winning effect of pattern B is executed, the special character image 31a and the special balloon image 31b, which are displayed only when a rare combination is won, are displayed at the start of the game. In other words, even if a rare combination is won, if the winning effect of pattern A is executed, the player will not be able to recognize that a rare combination has been won at the start of the game, but if the winning effect of pattern B is executed, a specific effect (first specific effect) is executed that allows the player to recognize that a rare combination has been won at the start of the game. The effect image shown in Figure 6(a) is displayed at the start of the game (when the start lever 3 is operated), but it may also be displayed at a predetermined time other than the start of the game between the start of the game and the first reel 4 that is spinning stops.
[0182] Next, Figure 6(b) shows the image displayed on the main display 8 after the game ends in the winning effect of pattern B when a rare role is won, for example, either a strong cherry role or a weak cherry role. As shown in Figure 6(b), when the game ends, a cherry image 31c that resembles a cherry and has approximately the same shape and color scheme (red) as the cherry symbol displayed on the reel 4 is displayed approximately in the center of the screen of the main display 8. In addition, in the winning presentation of pattern B, as with pattern A, the image displayed after the game ends notifies or suggests the winning role that was won at that time, and the winning role in that game is notified by displaying an image that is approximately the same in shape and color scheme as the pattern on reel 4 corresponding to each winning role. Therefore, if the winning effect of pattern B is executed when a rare role is won, the player will be notified at the start of the game that a rare role has been won, and the type of rare role that has been won will be announced at the end of the game.
[0183] The effect image shown in Figure 6(b) is displayed after the game ends (after all reels 4 have stopped), but it may also be displayed at a predetermined time between the time the first rotating reel 4 stops and the start of the next game, other than after the game ends. Furthermore, when a strong cherry or strong watermelon role is won, the corresponding images may be changed to be larger than when a weak cherry or weak watermelon role is won, and if the game is set to proceed more advantageously for the player when a strong cherry or strong watermelon role is won than when a weak cherry or weak watermelon role is won, it becomes possible to change the player's expectations depending on the type of role won.
[0184] As shown above in Figures 5 and 6, when the normal character image 30a and the normal speech bubble image 30b are displayed at the start of the game, the player is notified that there is a possibility that he or she has won some kind of role, including a rare role, and the player will proceed with the game with heightened expectations. On the other hand, if the special character image 31a and the special speech bubble image 31b are displayed at the start of the game, the player is notified that he or she has won one of the rare roles, and the player will proceed with the game with increased anticipation. Therefore, when a rare role is won, the time at which the player realizes that he or she has won the rare role will differ depending on the type of winning presentation, making it possible to vary the player's sense of expectation in various ways.
[0185] Furthermore, as mentioned above, the rare symbol combinations also include the cherry and watermelon symbols, which may be missed. Therefore, if a winning effect is produced in pattern B, which corresponds to a rare symbol win, at the start of the game, i.e., while all reels 4 are still spinning, the player can carefully stop reel 4 (by pressing the reels with the right eye) while being careful not to miss any more symbols.
[0186] Furthermore, after each character image and speech bubble image is displayed, images will be displayed corresponding to those images after the game ends, which allows the player to progress smoothly through the game while increasing their sense of anticipation, allowing the player to enjoy the game with peace of mind.
[0187] In addition, when a rare role is won and the game starts, a button effect as an operation effect may be executed before the special character image 31a and special bubble image 31b are displayed, and when the effect button 2d (or upper effect button 2f) is operated, the special character image 31a and special bubble image 31b may be displayed. In this way, it is possible to reliably notify the player that he or she has won a rare combination at the start of the game by executing the button effect. In addition, even if the button effect is executed, there is a possibility that the player will not operate the effect button 2d (or the upper effect button 2f). In this case, the display of the special character image 31a and the special bubble image 31b may be canceled (suspended) until the end of the game, or the special character image 31a and the special bubble image 31b may be displayed when the first stop operation is performed on the spinning reel 4.
[0188] Furthermore, by displaying the special character image 31a and the special speech bubble image 31b, the winning of any of the rare roles is notified before the reels 4 stop, but other methods may be used as long as the winning of any of the rare roles is notified before the reels 4 stop, for example, the type of character displayed may be changed, the background may be changed, or the sound effect from the speaker 9 may be changed, or the light emission pattern of the lamp 11 may be changed. Furthermore, three or more patterns of winning effects may be provided as long as there is a pattern that notifies the player that any rare combination has been won before the reels 4 come to a stop.
[0189] After the game ends, the type of winning combination is notified by displaying an image on the main display 8 that is approximately the same as the pattern on the reel 4, but any image may be displayed as long as the player can recognize the type of winning combination, and notification means other than the main display 8 (for example, lamp 11, speaker 9) may also be used to notify the player. Furthermore, the winning effect may be executed not only on the main display device 8 but also on the sub-display device 17, or may be executed on both the main display device 8 and the sub-display device 17. As described above, the winning effect is executed on the main display device 8.
[0190] [Winning notification pattern 1 for Pattern A when the push order bell role is won] Next, with reference to FIGS. 7 to 9, the notification patterns of the winning effects in pattern A displayed on the main display 8 when the push order bell combination is won will be described. As mentioned above, based on the control information from the main control unit 10, the sub-control unit 20 executes a predetermined winning effect on the main display 8 based on the result of the lottery for the role. In this embodiment, when the push order bell role is won, different types of notification are made depending on the type of pattern combination as the game result and the winning probability state of the pseudo bonus state at that time.
[0191] FIG. 7 shows an image of the effect on the main display 8 when bell symbols are lined up in a straight line on the reel 4 and stop, as notification pattern 1 of the winning effect in pattern A when the push order bell role is won. Figures 7 to 9 show an example of a type of push order bell role (5a → 5b → 5c) in which the bell pattern stops in a straight line when the stop operation (stop operation in a specific push order) is performed in the order of left stop button 5a → middle stop button 5b → right stop button 5c, and the bell pattern stops in a V shape when the stop operation is performed in any other order. As shown in Figure 7, when the push order bell role (5a → 5b → 5c) is won and the winning effect of pattern A is executed, the sub-controller 20 displays the effect image of the winning effect of pattern A on the main display 8 according to the stopping state of the reel 4 on the main controller 10.
[0192] First, Figures 7(a) and (b) show the state of the reels 4 and the main display 8 at the start of the game. As shown in the figure, when the game in which the winning effect of pattern A is executed starts, each reel 4 starts to rotate, and as explained in Figure 5(a), a normal character image 30a showing a predetermined character is displayed on the lower left side of the screen of the main display 8, and a normal speech bubble image 30b containing a question mark symbol "?" is displayed on the upper right side of the screen.
[0193] Next, Figures 7(c) and (d) show the state of the reels 4 and the main display 8 during a game when some of the reels 4 have stopped, i.e., the left reel 4a has stopped first, and then the middle reel 4b. As shown in Figure 7(d), when the stop button 5 is operated to stop the left reel 4a and then the middle reel 4b, a pattern combination pattern is formed in the so-called tenpai form, in which bell patterns 40 are lined up in a straight line on the left reel 4a and the middle reel 4b. Furthermore, even when the left reel 4a and the center reel 4b come to a halt, the normal character image 30a and the normal balloon image 30b continue to be displayed, as shown in FIG. 7(c).
[0194] Next, Figures 7(e) and (f) show the state of the reels 4 and the main display 8 after the game has ended and all reels 4 have stopped. As shown in Figure 7(f), when the stop button 5 is operated to stop the left reel 4a, center reel 4b, and right reel 4c in that order, a pattern combination is formed in which bell patterns 40 are lined up in a straight line (on a line diagonally downward to the right) on the left reel 4a, center reel 4b, and right reel 4c. Furthermore, as shown in Figure 7(e), when a pattern combination pattern in which bell patterns 40 are arranged in a straight line is formed at the end of the game, a normal bell image 30c is displayed in approximately the center of the screen of the main display 8, as described in Figure 5(b), to notify that a pattern combination pattern in which bell patterns 40 are arranged in a straight line has been formed. The normal bell image 30c that starts to be displayed after the game ends continues to be displayed until the next game starts.
[0195] In this way, when the main control unit 10 wins the push order bell role, a pattern combination pattern in which bell patterns 40 are lined up in a straight line is formed on the reel 4, and based on the control information from the main control unit 10, the sub-control unit 20 displays a normal bell image 30c indicating the role that has been formed on the main display 8, thereby providing an announcement that allows the player to recognize the role that has been formed and the number of medals won at that time. That is, the main control device 10 as a variable display control means is capable of deriving a pattern combination pattern in which bell patterns 40 are arranged in a straight line as a first pattern combination pattern to the reel 4 as a variable display means based on the winning of the push order bell role as a specific lottery result, and the sub-control device 20 as an announcement control means (first announcement control means) executes an announcement in a normal announcement mode in which a normal bell image 30c is displayed on the main display 8 when the first pattern combination pattern in which bell patterns 40 are arranged in a straight line is derived. Therefore, when the first pattern combination pattern in which the bell patterns 40 are arranged in a straight line is derived, it is possible to make the player reliably recognize that the push order bell role has been achieved by a specific push order.
[0196] In addition, if the stop operation sequence of the stop button 5 is a stop operation sequence that stops the bell pattern 40 in a straight line, it is possible to stop a similar pattern combination pattern on a line other than the pattern combination pattern in which the bell pattern 40 is lined up on the diagonally downward right line described above (for example, on the middle horizontal line), and the same notification as above is executed no matter which line the bell pattern 40 stops in a straight line on. Also, when the common bell role is won, the bell pattern 40 will stop in a straight line, so a similar notification as above may be made. As described above, the winning effect in notification pattern 1 is executed.
[0197] [Winning notification pattern 2 for Pattern A when the push order bell role is won] Next, Figure 8 shows the presentation image on the main display 8 when a winning presentation different from the above-mentioned notification pattern 1 is executed when bell symbols stop in a straight line on the reel 4 as notification pattern 2 of the winning presentation in pattern A when the push order bell role is won. As mentioned above, the main control device 10 allows the pseudo-bonus state to be drawn in two probability states: a normal probability state in which the drawing is conducted with a normal probability, and a high probability state in which the drawing is conducted with a higher probability than the normal probability state.
[0198] In this embodiment, when the push order bell role is won and a winning effect using pattern A is executed, the notification mode at that time is changed to indicate the probability state of the pseudo bonus state. Specifically, in the normal probability state, the sub-controller 20 executes a winning display using notification pattern 1 as shown in Figure 7 above, but in the high probability state, when the push-order bell role is won and the bell pattern 40 stops in a straight line, the sub-controller 20 executes a winning display using notification pattern 2, which is different from notification pattern 1, with a predetermined probability (for example, 10%). Therefore, even if a high probability state is reached, if the bell pattern 40 stops in a straight line when the push order bell role is won, the winning presentation using notification pattern 2 will not necessarily be executed, but the notification pattern for the winning presentation will be changed to indicate a high probability state.
[0199] Figure 8 shows a case where the push order bell role (5a → 5b → 5c) is won during a high probability state and it is decided to execute a winning effect in notification pattern 2. When a winning effect in pattern A is executed due to the win of the push order bell role (5a → 5b → 5c), the image of the winning effect in pattern A is displayed on the main display 8 by the sub-controller 20 according to the stopping state of the reel 4 in the main control unit 10.
[0200] First, Figures 8(a) and (b) show the state of the reels 4 and the main display 8 at the start of the game. As shown in the figure, when the game in which the winning effect of pattern A is executed starts, each reel 4 starts to spin, and as explained in Figure 5(a), a normal character image 30a showing a predetermined character is displayed on the lower left side of the screen of the main display 8, and a normal speech bubble image 30b containing a question mark symbol "?" is displayed on the upper right side of the screen.
[0201] Next, Figures 8(c) and (d) show the state of the reels 4 and the main display 8 during a game when some of the reels 4 have stopped, i.e., the left reel 4a has stopped first, and then the middle reel 4b. As shown in Figure 8(d), when the stop button 5 is operated to stop the left reel 4a and then the middle reel 4b, a pattern combination pattern is formed in the so-called tenpai form, in which bell patterns 40 are lined up in a straight line on the left reel 4a and the middle reel 4b. Furthermore, even when the left reel 4a and the center reel 4b come to a halt, the normal character image 30a and the normal balloon image 30b continue to be displayed, as shown in FIG. 8(c).
[0202] Next, Figures 8(e) and (f) show the state of the reels 4 and the main display 8 after the game has ended and all reels 4 have stopped. As shown in Figure 8(f), when the stop button 5 is operated to stop the left reel 4a, center reel 4b, and right reel 4c in that order, a pattern combination is formed in which bell patterns 40 are lined up in a straight line (on a line diagonally downward to the right) on the left reel 4a, center reel 4b, and right reel 4c. Furthermore, as shown in Figure 8(e), when a pattern combination pattern in which bell patterns 40 are arranged in a straight line is formed at the end of the game, a specific bell image 30d is displayed in approximately the center of the screen of the main display 8 to notify that a pattern combination pattern in which bell patterns 40 are arranged in a straight line has been formed. The specific bell image 30d at this time has the same color scheme but is enlarged in shape compared to the normal bell image 30c. Furthermore, the specific bell image 30d that starts to be displayed after the game ends continues to be displayed until the next game starts.
[0203] In this way, during a part of the high probability state, when the main control unit 10 wins the push order bell role and forms a pattern combination pattern in which bell patterns 40 are lined up in a straight line on the reel 4, the sub-control unit 20, based on the control information from the main control unit 10, displays a specific bell image 30d, which is different from the normal bell image 30c and is enlarged more than the normal bell image 30c, on the main display 8, and an announcement is made that allows the player to recognize the role that has been formed and the number of prize medals at that time, etc. Therefore, during a high probability state, the normal bell image 30c may be displayed during the winning performance, and when the normal bell image 30c is displayed, it is not possible to suggest the probability state, but when the specific bell image 30d is displayed, it is possible to suggest the probability state at that time.
[0204] In other words, when the first pattern combination pattern in which bell patterns 40 are arranged in a straight line is derived, the sub-control device 20, which serves as an alarm control means (first alarm control means), executes a winning display in either a normal alarm mode in which a normal bell image 30c that cannot suggest the probability state is displayed on the main display 8 as information related to the awarding of a specified benefit, or a specific alarm mode in which a specific bell image 30d that can suggest the probability state is displayed on the main display 8. In this way, when the specific bell image 30d is displayed during the winning performance when the push order bell role is won, it suggests that the probability is high, which can increase the player's sense of anticipation. In addition, when the push order bell role is won, a specific bell image 30d is displayed with a predetermined probability when the bell patterns 40 are lined up in a straight line, which makes it possible to suppress the suggestion of a high probability state and also prevents a decrease in the operating rate of the slot machine 1 in a normal probability state.
[0205] In addition, if the stop operation sequence of the stop button 5 is a stop operation sequence that stops the bell pattern 40 in a straight line, the same notification as above will be executed even if the bell pattern 40 stops in a straight line on a line other than the above-mentioned diagonally downward right line. Furthermore, the probability state may be suggested by other means than enlarging the image, and the shape of the image itself or the color scheme of the image may be changed to suggest the probability state. Furthermore, the probability state may be suggested by displaying an alert image on a device other than the main display 8, or by using an alerting means other than a display (such as a lamp 11 or a speaker 9). Also, when the common bell role is won, the bell pattern 40 will stop in a straight line, so a similar notification as above may be made. As described above, the winning effect in notification pattern 2 is executed.
[0206] [Winning notification pattern 3 for Pattern A when the push order bell role is won] Next, Figure 9 shows the presentation image on the main display 8 when a winning presentation different from the above-mentioned notification pattern 1 and notification pattern 2 is executed when bell symbols stop in a V-shape on the reel 4 as notification pattern 3 of the winning presentation in pattern A when the push order bell role is won. As described above, when one of the push order bell roles is won, the main control device 10 controls the reels so that if the stop button 5 is operated in the stop operation sequence set in accordance with the type of push order bell role that has been won, the bell symbols will stop in a straight line on the reel 4, and if the stop button 5 is operated in any other stop operation sequence, the bell symbols will stop in a V-shape on the reel 4.
[0207] In this embodiment, when the push order bell role is won and a winning effect is executed in pattern A, the notification mode is changed depending on the stop operation order of the stop button 5 at that time, i.e., whether the bell patterns are arranged in a straight line or a V shape on the reel 4. Specifically, when the push order bell role is won and bell symbols are lined up in a straight line on reel 4, the sub-controller 20 executes the winning presentation in the above-mentioned notification pattern 1 or notification pattern 2, but when the bell symbols are lined up in a V shape on reel 4, the sub-controller 20 executes the winning presentation in the above-mentioned notification pattern 3, which is different from the above-mentioned notification pattern 1 or notification pattern 2. In addition, if the bell symbols are arranged in a V shape on reel 4 when the push order bell role is won, no indication of the probability state is given.
[0208] Figure 9 shows notification pattern 3 during a winning effect when the push order bell role (5a → 5b → 5c) is won, but the stopping operation is performed in the order of left reel 4a → right reel 4c → middle reel 4b.When a winning effect in pattern A is executed due to the win of the push order bell role (5a → 5b → 5c), the display image during a winning effect in pattern A is shown on the main display 8 by the sub-controller 20 in accordance with the stopping mode of reel 4 in the main control unit 10.
[0209] First, Figures 9(a) and (b) show the state of the reels 4 and the main display 8 at the start of the game. As shown in the figure, when the game in which the winning effect of pattern A is executed starts, each reel 4 starts to rotate, and as explained in Figure 5(a), a normal character image 30a showing a predetermined character is displayed on the lower left side of the screen of the main display 8, and a normal speech bubble image 30b containing a question mark symbol "?" is displayed on the upper right side of the screen.
[0210] Next, Figures 9(c) and (d) show the state of the reels 4 and the main display 8 during the game when some of the reels 4 have stopped, i.e., the left reel 4a has stopped first, and then the right reel 4c. As shown in Figure 9(d), when the stop button 5 is operated to stop the left reel 4a and then the right reel 4c, bell symbols 40 stop on the top row of the left reel 4a and the top row of the right reel 4c, and an intermediate symbol combination pattern is formed in which the bell symbols 40 can stop in either a straight line or a V-shape. Furthermore, even when the left reel 4a and the center reel 4b come to a halt, the normal character image 30a and the normal balloon image 30b continue to be displayed, as shown in FIG. 9(c).
[0211] Next, Figures 9(e) and (f) show the state of the reels 4 and the main display 8 after the game has ended and all reels 4 have stopped. As shown in Figure 9(f), when the push order bell role (5a → 5b → 5c) is won, if the stop button 5 is operated to stop the left reel 4a → right reel 4c → middle reel 4b in that order, that is, if a stop operation is performed that does not stop the bell pattern 40 in a straight line, a pattern combination pattern is formed in which the bell patterns 40 are lined up in a V shape from the top row of the left reel 4a to the middle row of the middle reel 4b and the top row of the right reel 4c.
[0212] Also, as shown in Figure 9(e), when a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is formed at the end of the game, a special bell image 30e is displayed in approximately the center of the screen of the main display 8 to notify that a pattern combination pattern in which the bell patterns 40 are arranged in a V shape has been formed. The special bell image 30e at this time has a different internal pattern from the normal bell image 30c and the specific bell image 30d, for example, a pattern with diagonal lines. Also, as will be described in detail later, the color scheme is also different from the normal bell image 30c and the specific bell image 30d, and while the normal bell image 30c and the specific bell image 30d have a fixed color scheme (yellow), the special bell image 30e can change to a color scheme according to the setting value in the probability setting device 14 at that time. Therefore, when the special bell image 30e is displayed, by checking the color scheme of the image, it is possible to predict to some extent the setting value in the probability setting device 14 at that time. Furthermore, the special bell image 30e that starts to be displayed after the game ends continues to be displayed until the next game starts.
[0213] As described above, when the main control unit 10 wins the push order bell role, a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is formed on the reel 4, and based on the control information from the main control unit 10, the sub-control unit 20 displays a special bell image 30e, which is different from the normal bell image 30c and the specific bell image 30d, on the main display 8, and an announcement is made that allows the player to recognize the role that has been formed and the number of prize medals at that time, etc.
[0214] In other words, when a second pattern combination pattern in which bell patterns 40 are arranged in a V shape is derived, the sub-control device 20, which serves as an alarm control means (second alarm control means), executes a winning effect in a special alarm pattern in which a special bell image 30e, which is different from the normal alarm pattern (normal bell image 30c) and the specific alarm pattern (specific bell image 30d), is displayed on the main display 8.
[0215] In this way, when the push order bell role is won, if the bell symbol stops in a V shape, the special bell image 30e is displayed, so that the player can be sure to recognize that the bell symbol has stopped in a V shape. This is because when the bell symbols stop in a V-shape, it is more difficult for the player to recognize the combination of symbols that form the prize pattern than when they stop in a straight line, so the notification pattern is changed to compensate for this low recognition of the prize pattern.In other words, by executing a notification pattern that is different from the notification pattern that the player is familiar with, it is possible to make the player reliably recognize that the bell symbols have stopped in a V-shape.
[0216] In addition, if the stop operation sequence of the stop button 5 is not a stop operation sequence (specific press sequence) that stops the bell pattern 40 in a straight line, the bell pattern 40 may be made to stop in a V-shape at a location other than the V-shape that spans the top of the left reel 4a, the middle of the middle reel 4b, and the top of the right reel 4c as described above, and in this case, the same notification as above may be executed. Furthermore, if the stop button 5 is not pressed in a specific order, the bell symbol 40 may be stopped in an L-shape instead of a V-shape on the reel 4, or other symbols may be included to form a symbol combination when the push order bell role is won. In this case, it is preferable to provide the same notification as above.
[0217] Furthermore, the notification when the bell symbol 40 does not stop in a straight line may be made by other means than changing the image in the manner described above, such as by changing the shape of the image itself or the color scheme of the image. Furthermore, the notification may be made by displaying a notification image on a device other than the main display 8, or may be realized by using notification means other than a display (such as the lamp 11 or the speaker 9). In addition, when a winning effect is executed, an announcement regarding the push order bell role is made, but an announcement regarding the formation of the push order bell role may also be made after the end of a game in which the push order bell role is won and the winning effect is not executed. As described above, the winning effect in notification pattern 3 is executed.
[0218] [Selection rate of special bell image color scheme] Next, the selection rate of the color scheme of the special bell image will be described with reference to FIG. As mentioned above, when the push order bell role is won and the winning effect of pattern A is executed, if the bell symbols stop in a V-shape on the reel 4, a special bell image 30e (see Figure 9(e)) is displayed on the main display 8 after the game ends, and the sub-control device 20 determines the color scheme of the special bell image 30e at this time according to the setting value of the probability setting device 14. There are four color schemes set for the special bell image 30e: blue, green, red, and rainbow, and the sub-control device 20 determines one of the color schemes based on the selection rates set in accordance with the setting values of the probability setting device 14. Therefore, by checking the color scheme when the special bell image 30e is displayed, it is possible to predict to some extent the setting value of the probability setting device 14 at that time.
[0219] FIG. 10 shows the selection rates according to the respective setting values in the probability setting device 14 when the sub-control device 20 determines the color scheme of the special bell image 30e. First, as shown in Figure 10, when the setting value of the probability setting device 14 is "Setting 1," selection control is performed so that the probability of selecting "blue" is 99%, the probability of selecting "green" is 1%, the probability of selecting "red" is 0%, and the probability of selecting "rainbow" is 0%.
[0220] Furthermore, when the setting value of the probability setting device 14 is "setting 2," selection control is performed so that the probability of selecting "blue" is 98%, the probability of selecting "green" is 2%, the probability of selecting "red" is 0%, and the probability of selecting "rainbow" is 0%. Furthermore, when the setting value of the probability setting device 14 is "setting 3," selection control is performed so that the probability of selecting "blue" is 97%, the probability of selecting "green" is 3%, the probability of selecting "red" is 0%, and the probability of selecting "rainbow" is 0%.
[0221] Furthermore, when the setting value of the probability setting device 14 is "setting 4," selection control is performed so that the probability of selecting "blue" is 95%, the probability of selecting "green" is 4%, the probability of selecting "red" is 1%, and the probability of selecting "rainbow" is 0%. Furthermore, when the setting value of the probability setting device 14 is "setting 5," selection control is performed so that the probability of selecting "blue" is 93%, the probability of selecting "green," the probability of selecting "red," and the probability of selecting "rainbow" are 5%, 2%, and 0%, respectively. Furthermore, when the setting value of the probability setting device 14 is "setting 6," selection control is performed so that the probability of selecting "blue" is 90%, the probability of selecting "green" is 6%, the probability of selecting "red" is 3%, and the probability of selecting "rainbow" is 1%.
[0222] Since the color scheme of the special bell image 30e is determined by each selection rate as described above, differences in the color scheme of the special bell image 30e can suggest the setting value of the probability setting device 14, and the likelihood that the setting value of the probability setting device 14 is set higher increases in the order of blue → green → red → rainbow. That is, the sub-control device 20 as the second notification control means can suggest the setting stage in the probability setting device 14 as the setting means by the type of the special notification mode (special bell image 30e).
[0223] Therefore, by checking the color scheme of the displayed special bell image 30e, the player can predict to some extent the setting value of the probability setting device 14 at that time, and it is possible to provide the player with information that satisfies them, such as reference information when selecting a slot machine 1 to play. Furthermore, as mentioned above, the special bell image 30e is displayed only when the bell pattern stops in a V shape, so it is possible to impose some restrictions on the display of setting suggestion information, which also makes it possible to adjust the balance of profits between the player and the gaming parlor.
[0224] Furthermore, if the color of the special bell image 30e is red, there is no possibility of selecting settings 1 to 3, which are relatively low settings, so it is determined that the setting will be one of settings 4 to 6, which are relatively high settings, which can increase the player's expectations and motivation to play. Furthermore, if the color scheme of the special bell image 30e is rainbow-colored, no selection between settings 1 to 5 is made, and the highest setting value, setting 6, is confirmed, which can greatly increase the player's expectations and motivation to play.
[0225] In addition, the selection rate of the color scheme of the special bell image 30e may be other than those described above. For example, it may be a selection rate that allows prediction that it will be either a group of odd setting values or a group of even setting values, or it may be a selection rate that eliminates the possibility of a specific setting value (for example, setting 1 or setting 2).
[0226] In addition to suggesting the setting value of the probability setting device 14 by using different color schemes for the special bell image 30e, it is also possible to control the selection of color schemes that can suggest normal probability states and high probability states. In addition, the different color schemes of the special bell image 30e may suggest the setting value of the probability setting device 14, and may also suggest useful information to the player, such as the number of games until the pseudo-bonus state is entered, for example, when the pseudo-bonus state is entered according to the number of games played (so-called game number management). The color scheme of the special bell image is selected as described above.
[0227] [Winning animation variation 1] Next, referring to FIG. 11, a winning effect in which bell symbols are lined up in a V shape on reel 4 and stop will be described as a first modified example of the winning effect in pattern A when the push order bell role is won. As mentioned above, when the push order bell role is won and the winning effect of pattern A is executed, if the bell symbols stop in a V-shape on the reel 4, the special bell image 30e is displayed on the main display 8 after the game ends, but in the embodiment mentioned above, the display of the special bell image 30e continues until the next game starts.
[0228] However, since the special bell image 30e contains information suggesting the setting value of the probability setting device 14, there is a risk that useful information that should only be given to the player playing on that slot machine 1 may be disclosed to other players by being displayed for a relatively long period of time, such as until the start of the next game, which could cause dissatisfaction among the player in question. In addition, many players temporarily stop playing on the slot machine 1 after the game ends, and if the special bell image 30e continues to be displayed at that time, the special bell image 30e will be revealed to an unspecified number of players on the slot machine 1 that is currently paused, which will not only cause dissatisfaction among the players in question, but may also have an impact on the business of the gaming establishment. Therefore, as a first variation of the winning effect, a winning effect as shown in FIG. 11 may be executed.
[0229] First, Figure 11(a) shows the image displayed on the main display 8 when a pattern combination pattern in which bell symbols 40 are arranged in a V shape is formed at the end of the game, similar to Figure 9(e) described above. As mentioned above, when the game ends, a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is formed, and a special bell image 30e is displayed in approximately the center of the screen of the main display 8 to notify that a pattern combination pattern in which the bell patterns 40 are arranged in a V shape has been formed.
[0230] Then, at the end of the game, i.e., when a predetermined time (e.g., 5 seconds) has elapsed from the time when the display of the special bell image 30e began, the sub-control unit 20 executes control to switch from displaying the special bell image 30e to displaying the normal bell image 30c, as shown in Figure 11(b). Furthermore, the switched normal bell image 30c continues to be displayed until the next game starts.
[0231] Although not shown in the figure, when bell symbols stop in a straight line on reel 4, as in the above-mentioned embodiment, the bell image will not be switched after a predetermined time has passed, and either the normal bell image 30c or the specific bell image 30d will continue to be displayed from the end of the game until the start of the next game. Therefore, when the special bell image 30e is displayed, the display time is shorter than when the normal bell image 30c or the specific bell image 30d is displayed, since the display is switched.
[0232] In other words, the sub-control unit 20, which serves as the second notification control means, sets the notification execution time in the special notification mode (special bell image 30e) to be shorter than the notification execution time in the normal notification mode (normal bell image 30c) and the specific notification mode (specific bell image 30d). Furthermore, the sub-controller 20 as the second notification control means can terminate the notification in the special notification mode and switch to another notification mode based on the lapse of a predetermined time after the notification in the special notification mode is executed.
[0233] In this way, even if the special bell image 30e is displayed, after a predetermined time has elapsed, the display is switched to the normal bell image 30c, and the special bell image 30e is displayed for only a shorter time than when the normal bell image 30c or the specific bell image 30d is displayed, thereby reducing the possibility that the display of the special bell image 30e, which contains information that can suggest the setting value in the probability setting device 14, will be disclosed to players other than the player to whom it should originally be disclosed. In addition, it is possible to prevent confidential information, such as suggestion information about the setting values in the probability setting device 14, from being disclosed to an unspecified number of players, thereby reducing the possibility of problems arising in the business of gaming establishments.
[0234] It should be noted that after the display has been switched from the special bell image 30e to the normal bell image 30c, a means may be provided to restore the initial display by performing a predetermined operation, such as operating the effect button 2d, to display the special bell image 30e that was initially displayed again. Even in this case, it is preferable to switch to displaying the normal bell image 30c if a predetermined time has passed since the special bell image 30e was displayed again. This makes it possible to reconfirm the special bell image 30e, which is very convenient when researching the special bell image 30e using online information, or when asking a friend who comes to the store with you to check the image. As described above, the winning effect according to the first modified example is executed.
[0235] [Winning animation variation 2] Next, referring to FIG. 12, a winning effect in which bell symbols stop in a straight line on the reel 4 will be described as a modified example 2 of the winning effect in pattern A when the push order bell role is won. As mentioned above, when the push order bell role is won and the winning effect of pattern A is executed, if the bell symbols stop in a straight line on the reel 4, either the normal bell image 30c or the specific bell image 30d is displayed on the main display 8, but in the above-mentioned embodiment, the display of the normal bell image 30c or the specific bell image 30d is performed after the game ends. In contrast to this, in the second variation of the winning effect, as shown in FIG. 12, the display of the normal bell image 30c or the specific bell image 30d is executed before the end of the game. Therefore, in the winning effect variant 2, the notification timing of the normal bell image 30c or the specific bell image 30d is earlier than in the above-described embodiment.
[0236] First, Figures 12(a) and (b) show the state of reels 4 and main display 8 during the game when some of the reels 4 have stopped, i.e., when the push order bell role (5a → 5b → 5c) is won, the left reel 4a stops first, and then the middle reel 4b stops. Although not shown, in the winning effect variation 2, the above-described normal character image 30a and normal balloon image 30b are also displayed on the main display 8 at the start of the game. Then, when the stop button 5 is operated to stop the left reel 4a and then the center reel 4b, as shown in Figure 12(b), a pattern combination pattern in the so-called tenpai form is formed in which bell patterns 40 are lined up in a straight line on the left reel 4a and the center reel 4b.
[0237] Also, as shown in Figure 12(a), when the stop button 5 is operated to stop the left reel 4a → center reel 4b in that order, the normal character image 30a and normal speech bubble image 30b displayed on the main display 8 are erased, and instead a normal bell image 30c is displayed in approximately the center of the screen. In other words, in the above-mentioned embodiment, the bell image (normal bell image 30c or specific bell image 30d) that was displayed after the game ended is displayed when the left reel 4a and the center reel 4b stop in variant example 2, and the formation of a pattern combination pattern in which bell patterns 40 are lined up in a straight line is displayed in advance before the game ends. When the push order bell role (5a → 5b → 5c) is won, it is confirmed that a pattern combination pattern in which bell patterns 40 are lined up in a straight line will be formed when the stop button 5 is operated in the order of left reel 4a → center reel 4b, so even if the normal bell image 30c is displayed in advance, there will be no contradiction in notifying the winning role.
[0238] Next, FIGS. 12(c) to (e) show the states of the reels 4 and the main display unit 8 after the end of the game when all the reels 4 have stopped. First, as shown in Figure 12(e), when the stop button 5 is operated to stop the left reel 4a, center reel 4b, and right reel 4c in that order, a pattern combination pattern is formed in which bell patterns 40 are lined up in a straight line (on a line diagonally downward to the right) on the left reel 4a, center reel 4b, and right reel 4c. Furthermore, when a pattern combination pattern in which bell symbols 40 are arranged in a straight line is formed at the end of the game, either the normal bell image 30c shown in Figure 12(c) or the specific bell image 30d shown in Figure 12(d) is displayed in approximately the center of the screen of the main display 8 as an image to notify that a pattern combination pattern in which bell symbols 40 are arranged in a straight line has been formed, and a notification is made that allows the player to recognize the winning combination and the number of medals won at that time, etc. Furthermore, the normal bell image 30c or the specific bell image 30d continues to be displayed until the next game starts.
[0239] Therefore, when the normal bell image 30c is finally displayed, the normal bell image 30c is displayed before the end of the game, and the normal bell image 30c continues to be displayed even after the end of the game. On the other hand, when the specific bell image 30d is finally displayed, the normal bell image 30c is displayed before the end of the game, and when the game ends, the normal bell image 30c is switched to the specific bell image 30d. In addition, the choice of whether to ultimately display the normal bell image 30c or the specific bell image 30d is made by the sub-control unit 20, as in the above-mentioned embodiment, and in the case of a normal probability state, the normal bell image 30c is ultimately displayed, and in the case of a high probability state, the specific bell image 30d is ultimately displayed with a predetermined probability.
[0240] In this way, in the modified example 2 of the winning effect, it is notified that a symbol combination pattern in which the bell symbols 40 are lined up in a straight line on the reel 4 will be formed before the end of the game. That is, the sub-controller 20 as the notification control means can execute notification corresponding to the symbol combination pattern even before the symbol combination pattern is derived on the reels 4.
[0241] Furthermore, when the specific bell image 30d is finally displayed, the normal bell image 30c is displayed before a pattern combination pattern in which the bell patterns 40 are arranged in a straight line is formed on the reel 4, and the specific bell image 30d is displayed after a pattern combination pattern in which the bell patterns 40 are arranged in a straight line is formed. In other words, when the sub-controller 20 as the first notification control means executes a notification in a specific notification mode (specific bell image 30d), it is capable of executing a notification in a normal notification mode (normal bell image 30c) before the first pattern combination mode in which the bell patterns 40 are arranged in a straight line is derived, and is also capable of executing a notification in a specific notification mode after the first pattern combination mode is derived.
[0242] Therefore, when an announcement is made regarding the winning of the push order bell role, the announcement is made for a relatively long time before the end of the game, making it possible to make the announcement reliably and efficiently. Furthermore, when the specific bell image 30d is finally displayed, the bell image will change along the way, so the change in the image will make it more noticeable that the specific bell image 30d has been displayed, allowing the player to reliably recognize that the specific bell image 30d has been displayed.
[0243] Next, referring to FIG. 13, a winning effect in which bell symbols stop in a V-shape on reel 4 will be described as a second modified example of the winning effect in pattern A when the push order bell role is won. As mentioned above, when the push order bell role is won and the winning effect of pattern A is executed, if the bell symbols stop in a V-shape on the reel 4, the special bell image 30e is displayed on the main display 8. However, in this variant example 2, as shown in Figure 13, even when the special bell image 30e is displayed, it is executed before the end of the game, just like when the normal bell image 30c or the specific bell image 30d is displayed. Therefore, even when the special bell image 30e is displayed, the timing of announcing the special bell image 30e is earlier than in the above-described embodiment.
[0244] First, Figures 13(a) and (b) show the state of reels 4 and main display 8 during the game when some of the reels 4 have stopped, i.e., when the push order bell role (5a → 5b → 5c) is won, the left reel 4a stops first, and then the right reel 4c stops. Although not shown in the drawings, the normal character image 30a and the normal balloon image 30b are displayed on the main display 8 at the start of the game. Then, when the stop button 5 is operated to stop the left reel 4a and then the right reel 4c, as shown in Figure 13(b), the bell pattern 40 stops on the top row of the left reel 4a and the top row of the right reel 4c, and the bell patterns line up in a V shape to form an intermediate pattern combination that can be stopped.
[0245] Also, as shown in Figure 13(a), when the stop button 5 is operated to stop the left reel 4a and then the right reel 4c, the normal character image 30a and normal speech bubble image 30b displayed on the main display 8 are erased, and instead a special bell image 30e is displayed approximately in the center of the screen. That is, in the above-described embodiment, the special bell image 30e was displayed after the game ended, but in variant example 2, it is displayed when the left reel 4a and the right reel 4c stop, and the formation of a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is displayed in advance before the game ends. When the push order bell role (5a → 5b → 5c) is won, it is confirmed that a pattern combination pattern in which the bell patterns 40 are arranged in a V shape will be formed when the stop button 5 is operated in the order of left reel 4a → right reel 4c, so even if the special bell image 30e is displayed in advance, there will be no contradiction in notifying the winning role.
[0246] Next, FIGS. 13(c) and (d) show the state of the reels 4 and the main display unit 8 after the game ends and all the reels 4 have stopped. First, as shown in Figure 13(d), when the stop button 5 is operated to stop the left reel 4a, right reel 4c, and center reel 4b in that order, a pattern combination pattern is formed in which bell patterns 40 are arranged in a V shape across the left reel 4a, center reel 4b, and right reel 4c. Furthermore, even after the pattern combination pattern in which the bell patterns 40 are arranged in a V shape is formed at the end of the game, the special bell image 30e displayed in approximately the center of the screen of the main display 8 is maintained as is, as shown in Figure 13(c), and continues to be displayed until the next game starts, and an announcement is made that allows the player to recognize the winning combination, the number of medals won at that time, etc.
[0247] In this way, even when a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is formed, the display of the special bell image 30e is executed before the end of the game and continues to be executed even after the end of the game, and it is announced that a pattern combination pattern in which the bell patterns 40 are arranged in a V shape on the reel 4 will be formed, and that this has been formed. In other words, when the sub-controller 20 as the second notification control means executes a notification in a special notification mode (special bell image 30e), it is capable of continuously executing the notification in the special notification mode from before the second pattern combination mode in which the bell patterns 40 are arranged in a V shape is derived to after the second pattern combination mode is derived.
[0248] Therefore, the notification regarding the formation of a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is carried out over a relatively long period of time before the end of the game, making it possible to carry out the notification reliably and efficiently. Furthermore, as mentioned above, when the specific bell image 30d is finally displayed, the bell image changes along the way depending on the end of the game, whereas when the special bell image 30e is displayed, the bell image does not change along the way. Therefore, by displaying different notification modes in this way, it becomes clear that the arrangement of the pattern combination modes is different, and it becomes possible for the player to reliably recognize the differences in the winning combinations and the number of medals awarded at that time. As described above, the winning effect according to the second modification example is executed.
[0249] [Game state transition and main display contents when winning the pseudo bonus state during the fake premonition effect] Next, referring to the timing chart of Figure 14, we will explain the transition of the game state realized by the control of the main control unit 10 and the sub-control unit 20, and the display content on the main display unit 8, particularly the transition of the game state when a pseudo-bonus state is won during a fake premonition performance, and the display content on the main display unit.
[0250] 14, like FIG. 4, shows the progress of the game and the corresponding relationship between the changes in the display content on the main display device 8 during that time. However, unlike Figure 4, Figure 14 shows the effect content (effect image) displayed on the main display 8 when a predetermined role (e.g., a chance role) is won in the normal game state, causing a fake premonition effect to be executed, and when the predetermined role (e.g., a chance role) is won during the execution of the fake premonition effect, a transition to a pseudo bonus state is determined with a predetermined probability (e.g., 20%). Therefore, when the first predetermined role (for example, a chance role) is won, the transition to the pseudo-bonus state is not won and only the fake premonition effect is executed, and then, during the fake premonition effect, the predetermined role (for example, a chance role) is won again and the transition to the pseudo-bonus state is determined. This shows the effect content (effect image).
[0251] In this embodiment, under the control of the main control unit 10 and the sub-control unit 20, if a lottery trigger role (e.g., a chance role) in a pseudo-bonus state is won while a fake premonition effect is already being executed, the premonition effect can be executed again after the currently executed fake premonition effect has ended. Therefore, even if the end of the fake premonition effect indicates that the game will not transition to a pseudo bonus state, the premonition effect may resume and the actual premonition effect may begin, thereby continuing to heighten the player's expectations.
[0252] Furthermore, in this embodiment, if a transition to the pseudo bonus state is determined by winning a lottery trigger role (e.g., a chance role) in the pseudo bonus state during the fake premonition performance, the premonition performance is resumed by starting the actual premonition performance after the end of the fake premonition performance with a predetermined probability (e.g., 80%). Therefore, even if the pseudo bonus state is entered during the fake premonition effect, the premonition effect will not necessarily resume after the end of the fake premonition effect; it may also be the case that the premonition effect does not resume after the end of the fake premonition effect and the player transitions to the pseudo bonus state. In this case, for example, the continuous effect will be executed a predetermined number of games (e.g., 3 games) before the predetermined number of games required to transition to the pseudo bonus state is reached.
[0253] On the other hand, even if a lottery trigger role (for example, a chance role) in the pseudo bonus state is won during the fake premonition effect, and the transition to the pseudo bonus state is not decided, the premonition effect is resumed by starting the fake premonition effect again after the end of the fake premonition effect with a predetermined probability (for example, 10%). Therefore, even if the premonition effect is resumed after the first fake premonition effect has ended, the resumption of the premonition effect does not confirm that the actual premonition effect has been achieved, thereby providing variety to the content of the effect.
[0254] Furthermore, as mentioned above, when a lottery trigger role (for example, a chance role) in a pseudo bonus state is won and a premonition effect is executed, the number of games from the winning of the lottery trigger role to the end of the premonition effect is determined in advance, and the sub-controller 20 manages the progress of the effect based on this specified number of games, but even when the premonition effect is resumed after the fake premonition effect has ended, the content of the effect is controlled based on the specified number of games determined in advance for the resumed premonition effect.
[0255] Therefore, depending on the timing of the winning of the lottery trigger role in the pseudo bonus state during the fake premonition effect, the premonition effect may or may not be resumed immediately after the end of the first fake premonition effect depending on the setting of the waiting period, and if the first fake premonition effect ends after the waiting period for the premonition effect scheduled to resume has elapsed, the premonition effect will be resumed immediately after the end of the first fake premonition effect, and the resumed premonition effect will be executed for the remaining number of games out of the specified number of games. On the other hand, if the first fake premonition effect ends before the waiting period for the premonition effect to be resumed has elapsed, the premonition effect will not resume immediately after the first fake premonition effect ends, but will return to normal performance and then resume from the beginning once the waiting period has elapsed.
[0256] In addition, when executing a premonition effect again after the end of the first fake premonition effect, the waiting period may be ignored and the premonition effect may be resumed immediately after the end of the first fake premonition effect. In this case, if the fake premonition effect ends before the waiting period for the premonition effect scheduled to resume has elapsed, the resuming premonition effect will be executed for a longer period than usual.
[0257] In addition, if a lottery trigger role in the pseudo bonus state is won during the fake premonition effect and a transition to the pseudo bonus state is determined, the actual premonition effect may be restarted after the end of the fake premonition effect, or if a lottery trigger role in the pseudo bonus state is won during the fake premonition effect and a transition to the pseudo bonus state is not determined, the fake premonition effect may not be restarted after the end of the fake premonition effect. Also, both of the above conditions may be implemented at the same time. If the fake premonition effect is not resumed after it has ended, the resumed premonition effect is confirmed to be the real premonition effect when the premonition effect is resumed, which can further increase the player's expectations.
[0258] First, as shown in FIG. 14, during the normal game state (1st to 3rd games) when the transition to the pseudo bonus state has not been decided, the effects during the normal game state with the normal effect frequency are performed in the same manner as described above.
[0259] Next, if a chance role is won when the third game is played during the normal game state (timing t5), and the winning role results in a non-winning pseudo-bonus state due to a lottery, then a fake premonition effect will be executed as described above, but a waiting period is set between the execution of the fourth game and the fourteenth game (timing t6 to t7) before the fake premonition effect is executed, and during this time, the effects of the normal game state will be executed in a high effect frequency state, as described above. Although not shown in the figure, when the third game is played, a chance combination is won, and therefore a winning effect corresponding to the winning of the chance combination is displayed on the main display device 8.
[0260] Next, when the 15th game starts (timing t7), the waiting period ends and a fake premonition effect is executed on the main display 8, and an effect image such as a specified character progressing through a cave is displayed. Furthermore, while the fake premonition effect is being performed, the generation of the winning effect is controlled in a state where the effect frequency is relatively high (high effect frequency state), as in the standby period.
[0261] Next, when the 17th game is executed (timing t8) during the normal game state in which the fake premonition effect is being executed, if a chance role is won and a pseudo bonus state is won by a lottery triggered by the winning, a notice effect will be executed on the main display 8 in parallel with the fake premonition effect that is already being executed. The preview effect, which will be described in detail later, is an effect that suggests that the premonition effect will resume after the fake premonition effect has ended, and continues to be executed from the middle of the fake premonition effect until the end of the consecutive effects that are executed afterwards (timing t8 to t10). Although not shown in the figure, when the 17th game is played, a chance combination is won, and therefore a winning effect corresponding to the winning of the chance combination is displayed on the main display device 8.
[0262] Next, when the 31st game, which is the final stage of the fake premonition effect, starts (timing t9), a continuous effect is executed on the main display 8 for a predetermined number of games (for example, three games), and for example, a battle effect is executed in which the main character and the enemy character battle each other. The continuous presentation continues until the 33rd game, and after the end of the 33rd game, which is the final game of the premonition presentation, a presentation is executed in which one of the characters wins, thereby informing the player of whether or not they have won the pseudo-bonus state. However, the example shown in Figure 14 shows a fake premonition presentation when the pseudo-bonus state is not won, so from the time a predetermined time (for example, 2 seconds) has passed since the end of the final game until the start of the next game, the result image of the continuous presentation is displayed on the main display 8 along with an image of the main character being defeated, along with text information such as "Defeat". Furthermore, even while the continuous performance is being executed, the preview performance is executed on the main display device 8 in parallel with the continuous performance.
[0263] Then, from the start of the 34th game (timing t10), the main display device 8 executes the main premonition effect, which is executed based on the winning of the chance role at the time of execution of the 17th game (timing t8). In the 34th game, the waiting period before the execution of the main premonition effect has already elapsed, so the main premonition effect begins immediately after the end of the fake premonition effect, and once started, the main premonition effect will continue to be executed for the remaining number of games of the specified number. As described above, when the pseudo bonus state is won during the fake premonition effect, the transition of the game state and the effect display on the main display 8 are carried out.
[0264] [Example of a display when a preview effect is executed during a fake premonition effect] Next, with reference to FIG. 15, the preview effect during the fake premonition effect displayed on the main display device 8 will be described. As mentioned above, based on the control information from the main control unit 10, if a chance role is won and then the lottery triggered by that win results in a non-win in the pseudo-bonus state, the sub-control unit 20 executes a fake premonition effect on the main display 8, and further, if a chance role is won again during that fake premonition effect, a preview effect is executed with a predetermined probability.
[0265] FIG. 15 shows an effect image on the main display 8 when a chance combination is won in a game executed during the fake premonition effect. First, as shown in Figure 15(a), when a fake premonition effect is executed, a premonition effect image A40a corresponding to the fake premonition effect is displayed in the main part of the screen of the main display 8, which shows a performance image (video) of a specified character progressing through a cave.
[0266] Next, FIG. 15(b) shows an effect image on the main display 8 during execution of a predetermined game after a chance combination is won during the fake premonition effect. As shown in Figure 15(b), if a chance role is won during the fake premonition effect, during the subsequent execution of the game, a preview image A50a indicating that the premonition effect will resume after the fake premonition effect ends will appear on the lower right side of the main display 8 in parallel with the fake premonition effect currently being executed. The preview image A50a is designed to appear at the start of the next game following a game in which a chance role is won, but since a winning effect is executed when a chance role is won, the preview image A50a may be made to appear in association with the content of the winning effect in a game in which a chance role is won.
[0267] The preview image A50a is configured to have an area that does not obstruct the visibility of the fake premonition effect that is currently being performed, and includes text information such as "Preview" that suggests that the premonition effect will resume, and numerical information such as "30%" that indicates the degree of expectation for the premonition effect to resume. Furthermore, the preview image A50a that has appeared will continue to be displayed until the currently running fake premonition effect ends. Details regarding the display of the expectation level for the resumption of the premonition effects will be described later.
[0268] Next, FIG. 15(c) shows an effect image on the main display device 8 after the end of the final game of the consecutive effects executed at the end of the fake premonition effect. As shown in Figure 15(c), the fake premonition effect is executed when there is no winning in the pseudo bonus state, so after the final game of the consecutive effects ends, a result image A40b consisting of an image indicating that the main character has been defeated in the battle effect and text information such as "defeat" is displayed in the main part of the screen of the main display 8. Furthermore, even after the final game of the consecutive effects has ended, the preview image A50a continues to be displayed.
[0269] Next, FIG. 15(d) shows an effect image on the main display device 8 at the start of the first game executed after the fake premonition effect ends. As shown in Figure 15(d), when the first game begins after the end of the fake premonition effect, the preview image A50a that was already displayed changes to an enlarged preview image 50b, and an exciting effect is executed to increase anticipation for the resumption of the premonition effect. The enlarged preview image 50b is configured, for example, by a moving image in which the preview image A50a gradually expands, and is displayed for a predetermined time (for example, 2 seconds) from the start of the game. Moreover, in the background of the enlarged notice image 50b, since the game is after a loss in the continuous effects, the normal gaming state image 42 (see FIG. 15(e)), which is an image during the normal gaming state, is displayed.
[0270] If the premonition effect does not resume after the fake premonition effect has ended, the enlarged preview image 50b will suddenly shrink and finally disappear after a predetermined time has passed since the start of the game, and the normal game state image 42 that was displayed on the background will be displayed on the entire screen, as shown in Figure 15(e), and the normal game state effect will then be executed on the main display 8.
[0271] On the other hand, if the premonition effect resumes immediately after the end of the fake premonition effect, the enlarged preview image 50b continues to expand even after a predetermined time has passed since the start of the game, until it finally covers the entire screen, and then an effect is performed in which it explodes to obliterate the normal game state image 42 in the background, and as shown in Figure 15(f), a premonition effect image B43a is displayed on the entire screen as a new image, and from then on the effect during the premonition effect is executed on the main display 8. Therefore, the premonition effect will resume in the game immediately after the end of the fake premonition effect, and in subsequent games, a premonition effect will be executed across multiple games in the same manner as the fake premonition effect that has ended. Note that, since FIG. 15(f) shows the premonition effect when the pseudo bonus state is won, the premonition effect image B43a is an effect image corresponding to this premonition effect.
[0272] In this way, the sub-control device 20, for example, can execute premonition effects across multiple games that can suggest whether or not a transition to a pseudo-bonus state will occur by displaying the premonition effect image A40a on the main display 8 when a chance role is won, and further, in a game during which the premonition effect has been executed, it can resume the premonition effect after the current premonition effect has ended when another chance role is won. In other words, the sub-control device 20 is configured to include a specific effect control means that can execute a premonition effect as a specific effect that can indicate whether or not to transition to a pseudo-bonus state as a special benefit across multiple games, and an effect resumption control means that can execute a premonition effect again as a predetermined effect after the premonition effect has ended, based on the establishment of a specific condition during the execution of the premonition effect, for example, the winning of a chance role.
[0273] In addition, the sub-control device 20 also functions as a performance preview control means that can execute a preview performance that warns that a premonition performance will be executed by displaying preview image A50a or enlarged preview image 50b on the main display device 8 during the execution of the premonition performance, for example, if a chance role is won, and when the preview performance is executed, the preview performance can be executed in parallel on the main display device 8 with the premonition performance as a specific performance. In addition, the sub-control device 20 makes it possible to execute the premonition effect again as a predetermined effect after the fake premonition effect as the second specific effect when no bonus is granted has ended, and makes it possible to execute the notice effect while the fake premonition effect is being executed.
[0274] Therefore, if the player wins the lottery trigger role in the pseudo-bonus state again during the premonition effect, the player will have an added expectation of winning the lottery trigger role again in addition to the expectation for the premonition effect currently being performed, which makes it possible to effectively increase the player's expectations. Furthermore, if the player wins the lottery trigger role in the pseudo-bonus state again during the premonition effect, a notice effect will be executed, making it possible to inform the player in a more easily understandable way that their expectations have increased. Furthermore, since the preview performance is performed in parallel with the premonition performance, one performance does not interfere with the other, and it is possible to perform a performance that allows you to fully enjoy both performances.
[0275] In the above embodiment, the preview image A50a is displayed during the preview performance, but any image that suggests (predicts) the resumption of the premonition performance can be used. For example, the resumption of the premonition performance can be suggested (predicted) by displaying an image of a specified character or item, or the degree of expectation can be indicated by using different colors in addition to numerical information. In addition, by displaying the enlarged preview image 50b, a hype effect is executed for the resumption of the premonition effect, but anything that increases the sense of anticipation as to whether or not the premonition effect will resume is acceptable, and for example, an effect may be executed in which a predetermined character displays an action to indicate a decision as to whether or not the premonition effect will resume. In addition, by displaying the enlarged preview image 50b at the start of the game immediately after the end of the first premonition effect, the hype effect is executed during the game immediately after the end of the premonition effect, but the hype effect may also be executed during the final game of the premonition effect or after the end of the final game.
[0276] Furthermore, after the fake premonition effect has ended, the premonition effect is resumed as a predetermined effect, but after the fake premonition effect has ended, an effect of a different type from the premonition effect may be executed, or the predetermined effect may be executed in a game period different from the game period in which the premonition effect is executed. For example, after the fake premonition effect has ended, an effect that is completed in a short period of time, such as one game or three games, may be executed as the predetermined effect.
[0277] Furthermore, during a premonition effect, for example, the screen background of the main display 8 can be changed from blue to green to red, etc. when a predetermined condition is met, and the sub-controller 20 is provided with a function capable of executing mode-up control that increases the probability of the screen background changing when a pseudo-bonus state has been won compared to when a pseudo-bonus state has not been won, so that when a premonition effect is executed again during a fake premonition effect, the screen background that has already changed during the first fake premonition effect can be controlled to be carried over to the resumed premonition effect. In other words, when the premonition effect as a specific effect is resumed as a predetermined effect after the premonition effect as a specific effect has ended, the effect resumption control means may perform handover control to pass on the performance pattern of the first premonition effect to the premonition effect being resumed. In this way, when the premonition effect is resumed, the player can recognize at a glance that a highly anticipated premonition effect has been executed.
[0278] Furthermore, in the above embodiment, the actual premonition effect is executed after the fake premonition effect has ended, but if a fake premonition effect is executed again after the fake premonition effect has ended, the premonition effect image A40a corresponding to the fake premonition effect can be displayed again after the first fake premonition effect has ended. Furthermore, as mentioned above, if the premonition effect does not resume immediately after the end of the fake premonition effect due to the existence of a waiting period, the effect image during normal game mode will be displayed once after the end of the fake premonition effect.At this time, the preview image A50a will be displayed in parallel with the normal game mode image 42, and when the game in which the premonition effect is scheduled to be executed again starts, the enlarged preview image 50b will be displayed as described above, followed by the premonition effect image B43a. As described above, the preview effect is executed during the fake premonition effect.
[0279] [Appearance rate of preview images during fake premonition effects] Next, the appearance rate of the preview image during the fake premonition effect will be described with reference to FIG. As mentioned above, in the sub-controller 20, if a player wins a lottery trigger role (e.g., a chance role) for the pseudo-bonus state during the fake premonition performance and wins the lottery for transitioning to the pseudo-bonus state, the main premonition performance will be started after the end of the fake premonition performance with a predetermined probability (e.g., 80%). On the other hand, if the player wins the lottery trigger role for the pseudo bonus state during the fake premonition performance and does not win the lottery for transitioning to the pseudo bonus state, the fake premonition performance will start again after the end of the fake premonition performance with a predetermined probability (for example, 10%).
[0280] In addition, the sub-controller 20 controls whether or not to display a preview image and the type of expectation level depending on the result of the lottery to transition to the pseudo-bonus state when the lottery trigger role for the pseudo-bonus state during the fake premonition effect is won, and the result of whether or not to resume the premonition effect.
[0281] FIG. 16 shows the appearance rate of a preview image (probability of executing a preview effect) for each type of preview image (type of expectation level) when a chance role is won during a fake premonition effect in the sub-control device 20. First, as shown in Figure 16, if the winning result is a "chance role" and the pseudo bonus state is not won and it is determined that the premonition effect will not resume, the appearance of the preview image, i.e., the execution of the preview effect, is controlled so that the probability of "no appearance", i.e., the preview image will not appear, is 87%, the probability of a preview image containing numerical information of "30%" will appear is 10%, the probability of a preview image containing numerical information of "50%" will appear is 3%, and the probability of a preview image containing numerical information of "100%" will appear is 0%.
[0282] Similarly, if the winning result is a "chance role" and the pseudo-bonus state is not won and it is determined that the premonition effect will resume, the appearance of the preview image is controlled so that the probability of "no appearance" is 50%, the probability of a preview image containing numerical information of "30%" appears is 35%, the probability of a preview image containing numerical information of "50%" appears is 15%, and the probability of a preview image containing numerical information of "100%" appears is 0%.
[0283] Similarly, if the winning result is a "chance role" and the pseudo-bonus state is won and it is determined that the premonition effect will not resume, the appearance of the preview image is controlled so that the probability of "no appearance" is 80%, the probability of a preview image containing numerical information of "30%" appears is 15%, the probability of a preview image containing numerical information of "50%" appears is 5%, and the probability of a preview image containing numerical information of "100%" appears is 0%.
[0284] Similarly, if the winning result is a "chance role" and the pseudo-bonus state is won and it is determined that the premonition effect will resume, the appearance of the preview image is controlled so that the probability of "no appearance" is 30%, the probability of a preview image containing numerical information of "30%" appears is 40%, the probability of a preview image containing numerical information of "50%" appears is 25%, and the probability of a preview image containing numerical information of "100%" appears is 5%. Once the appearance of the preview image has been determined, even if a player wins a lottery trigger role in a pseudo-bonus state in a subsequent game, the lottery for the appearance of the preview image will be invalid.
[0285] The appearance of the preview image, i.e., the execution of the preview effect, is controlled so as to achieve the above-mentioned appearance rate, so if a preview effect is executed when a chance role is won during a fake premonition effect, there is a higher possibility that the premonition effect will be executed again after the fake premonition effect ends, making it possible to increase the player's sense of anticipation when the preview effect is executed.
[0286] In addition, the sub-controller 20 can change the numerical information indicating the degree of expectation in the preview image as the execution mode of the preview performance, depending on the result of a lottery on whether or not to transition to a pseudo-bonus state as a special benefit when a chance role is won during the fake premonition performance. Therefore, when a preview effect is executed, the larger the numerical information indicating the degree of expectation, the higher the possibility of the preview effect resuming, as well as the probability of transitioning to a pseudo-bonus state if the preview effect resumes, and when a preview image with large numerical information appears, it is possible to further increase the player's sense of expectation. Furthermore, if a preview image containing "100%" appears, it is confirmed that the game will transition to a pseudo-bonus state, which can greatly increase the player's sense of anticipation.
[0287] In addition, the sub-controller 20 is configured to cause the preview image to appear even when the premonition effect is not resumed or when the pseudo bonus state is not won during the fake premonition effect. In other words, during the execution of the fake premonition effect, the sub-controller 20 is able to execute the notice effect even if no bonus is awarded, based on the establishment of a winning lottery trigger role in a pseudo-bonus state as a specific condition. Therefore, it is possible to increase the probability of the entire preview performance being executed, and it is possible to increase the excitement of the game and the player's sense of anticipation. Furthermore, even if the preview effect is not executed, the game may transition to a pseudo-bonus state, which makes it possible to prevent players from feeling disappointed if the preview effect is not executed.
[0288] Also, Figure 16 illustrates the appearance rate of the preview image when a chance role is won as a lottery trigger role in a pseudo bonus state during the fake premonition performance, but the appearance of the preview image is similarly controlled when other roles (for example, a strong cherry role) are won. In addition, the preview image may appear at different appearance rates depending on whether a chance role or a strong cherry role is won. Furthermore, if the possibility of the premonition effect resuming when the preview image appears is higher than when the preview image does not appear, the appearance rate may be other than the above-mentioned rate, and further, if the possibility of the premonition effect resuming and the possibility of winning the pseudo-bonus state increases as the numerical information becomes larger, the appearance rate may be other than the above-mentioned rate.
[0289] Furthermore, in order to control the occurrence of the pseudo bonus state, in addition to generating the pseudo bonus state based on the winning of the lottery trigger role for the pseudo bonus state, the pseudo bonus state may also be generated when a predetermined number of games have been played. In this case (in the case of so-called game number management), during the fake precursor performance, a preview image may be made to appear and the preview performance may be executed at the time when a predetermined number of games (for example, 30 games) before the predetermined number of games has been reached. Therefore, in this case, after the fake premonition effect ends, the actual premonition effect for the pseudo bonus state, which is entered when the number of executed games is consumed, will resume. As described above, the appearance rate of the preview image during the fake premonition effect is determined.
[0290] [Example of display when a preview effect is performed during a real premonition effect] Next, with reference to FIG. 17, the preview effect during the main premonition effect displayed on the main display device 8 will be described. As mentioned above, the sub-controller 20 is configured to execute a preview performance with a predetermined probability if a chance role is won again during the fake premonition performance, but even during the actual premonition performance that is executed when it is decided to transition to the pseudo bonus state, the sub-controller 20 is configured to execute a preview performance with a predetermined probability based on the chance role being won again.
[0291] However, since this premonition effect is executed when the transition to the pseudo-bonus state has already been decided, no lottery for transition to the pseudo-bonus state is held during the game during this premonition effect, and therefore the preview effect executed during this premonition effect does not suggest (predict) the resumption of the premonition effect, but rather suggests the benefits that will be added to the pseudo-bonus state that will occur after the end of this premonition effect. In other words, if a chance role is won during this premonition effect, a decision is made as to whether or not to add a special bonus to the pseudo-bonus state that occurs thereafter, and the preview effect is executed based on the result of that decision.
[0292] In this embodiment, if a chance role is won during this premonition effect, a lottery is held to add the number of games, and there is a predetermined probability (for example, 10%) of winning 10 additional games, and there is a predetermined probability (for example, 5%) of winning 20 additional games, and the number of added games won is added (added) to the initial number of games in the pseudo-bonus state, and the premonition effect is executed based on the results of these additional lotteries.
[0293] FIG. 17 shows an effect image on the main display device 8 when a chance combination is won in a game executed during this premonition effect. First, as shown in FIG. 17(a), when the main premonition effect is executed, a premonition effect image B43a corresponding to the main premonition effect is displayed in the main part of the screen of the main display device 8. Furthermore, since this premonition effect is visually indistinguishable from the fake premonition effect, the premonition effect image B43a will be an effect image (video) of a specified character progressing through a cave, similar to premonition effect image A40a (see Figure 15).
[0294] Next, FIG. 17(b) shows an effect image on the main display device 8 during execution of a game after a chance combination is won during the main premonition effect. As shown in Figure 17(b), if a chance role is won during the main premonition performance, the preview image A50a will appear and be displayed on the lower right side of the main display 8 in parallel with the main premonition performance currently being performed, just as if a chance role was won during a fake premonition performance in a subsequent game. If a chance role is won during the actual premonition effect, a lottery is held to add to the number of games, and a preview image A50a is displayed based on this additional lottery. However, since it is not clear from appearance whether the premonition effect currently being performed is an actual premonition effect, a preview image A50a similar to that displayed during the fake premonition effect, which indicates the resumption of the premonition effect, is displayed.
[0295] The preview image A50a includes the text information "preview" and numerical information such as "30%", just like during the fake premonition performance. Furthermore, the preview image A50a that has appeared will continue to be displayed until the currently running main premonition effect ends. The display of the expectation level will be described in detail later.
[0296] Next, FIG. 17(c) shows an effect image on the main display device 8 after the end of the final game of the consecutive effects executed at the end of this premonition effect. As shown in Figure 17(c), this premonition effect is executed when a win occurs in the pseudo-bonus state, so after the final game of the consecutive effects ends, an image indicating that the main character has won the battle effect and a result image B43b including text information such as "victory" are displayed in the main part of the screen of the main display 8. Furthermore, even after the final game of the consecutive effects has ended, the preview image A50a continues to be displayed.
[0297] Next, FIG. 17(d) shows an effect image on the main display device 8 at the start of the first game executed after the end of this premonition effect. As shown in Figure 17(d), when the first game begins after the end of this premonition effect, the preview image A50a that was already displayed changes to an enlarged preview image 50b, and a provocative effect similar to that described above is executed to increase anticipation for the resumption of the premonition effect. The enlarged preview image 50b is configured, for example, by a moving image in which the preview image A50a gradually expands, and is displayed for a predetermined time (for example, 2 seconds) from the start of the game. Moreover, in the background of the enlarged preview image 50b, since the game is after the consecutive effects have been won, the pseudo bonus state image 44 (see FIG. 17(e)), which is an image during the pseudo bonus state, is displayed.
[0298] If the player does not win the additional lottery when winning a chance role during this premonition effect, the enlarged preview image 50b will suddenly shrink and finally disappear after a predetermined time has passed since the start of the game, and the pseudo-bonus state image 44 that was displayed on the background will be displayed on the entire screen, as shown in Figure 17(e), and the pseudo-bonus state effect will then be executed on the main display 8.
[0299] On the other hand, if the player wins the additional lottery when a chance role is won during this premonition effect, the enlarged preview image 50b will continue to expand even after a predetermined time has passed since the start of the game, and will eventually cover the entire screen before exploding, and as shown in Figure 17(f), an additional image 60 will be displayed as a new image in front of the pseudo-bonus state image 44, thereby notifying the player that the number of games has been added to the remaining number of games in the pseudo-bonus state. In addition, in FIG. 17(f), an example is shown in which an additional 10 games is won through an additional lottery, so information "+10G" is displayed as the additional image 60.
[0300] In this way, if a preview effect is executed while this premonition effect is being executed, an additional effect will be executed at the end of the preview effect, which will announce the number of additional games. That is, even during the execution of the main premonition effect as the first specific effect, the sub-controller 20 can execute a premonition effect by displaying the premonition image A50a or the enlarged premonition image 50b, for example, when a chance combination is won. In addition, in relation to the premonition effect, an additional effect can be executed that can notify the number of games that will be added to the number of games in the pseudo bonus state as a benefit-related effect related to the benefit to be awarded.
[0301] Therefore, even if the player wins the lottery trigger role in the pseudo bonus state again during the actual premonition effect, the preview effect will be executed, and whether or not the preview effect is executed during the premonition effect will prevent the player from knowing in advance whether the premonition effect being executed is an actual premonition effect or a fake premonition effect, making it possible to maintain the player's interest in the premonition effect until the end.
[0302] This is because the preview effect during a fake premonition effect suggests that the premonition effect will resume, and so when the preview effect is executed, it is confirmed that the premonition effect being executed is a fake premonition effect, and so the execution of the preview effect has the side of lowering the player's expectations.However, in this embodiment, a preview effect is also executed during the real premonition effect, and this preview effect is used to execute an additional effect, so it is possible to increase the player's expectations for an additional number of games, and to prevent the first premonition effect being confirmed to be a fake premonition effect, and to prevent the player's expectations for the premonition effect from lowering. As described above, the preview effect is executed during this premonition effect.
[0303] [Appearance rate of preview images during this premonition] Next, the appearance rate of the preview image during the main premonition effect will be described with reference to FIG. As mentioned above, in the main control device 10, if a pseudo-bonus state lottery trigger role (e.g., chance role) is won during this premonition performance, a lottery for adding the number of games is held so that there is a predetermined probability (e.g., 10%) of winning an additional 10 games, and there is a predetermined probability (e.g., 5%) of winning an additional 20 games. Furthermore, the sub-control device 20 controls whether or not to display a preview image on the main display device 8 based on the result of the lottery for adding the number of games.
[0304] FIG. 18 shows the appearance rate of a preview image (probability of executing a preview effect) for each type of preview image (type of expectation level) when a chance role is won during the main premonition effect in the sub-control device 20. First, as shown in Figure 18, if the winning result is a "chance role" and the additional lottery at that time determines that no additional bonus will be added, the appearance of the preview image, i.e., the execution of the preview performance, is controlled so that the probability of "no appearance", i.e., the preview image will not appear, is 75%, the probability of a preview image containing numerical information of "30%" will appear is 20%, the probability of a preview image containing numerical information of "50%" will appear is 5%, the probability of a preview image containing numerical information of "100%" will appear is 0%, and the probability of a preview image containing numerical information of "additional 100%" will appear is 0%. The "100% Bonus" preview image does not appear during the fake premonition effect, and not only notifies the user that the lottery result is 100% and they have won, but also that the lottery result is an additional bonus, meaning that the premonition effect currently being performed is the real premonition effect.
[0305] Similarly, if the winning result is a "chance role" and the additional 10 games are won in the additional lottery, the appearance of the preview image, i.e., the execution of the preview performance, is controlled so that the probability of "no appearance", i.e., the preview image not appearing, is 60%, the probability of a preview image containing numerical information of "30%" appears is 25%, the probability of a preview image containing numerical information of "50%" appears is 12%, the probability of a preview image containing numerical information of "100%" appears is 3%, and the probability of a preview image containing numerical information of "additional 100%" appears is 0%.
[0306] Similarly, if the winning result is a "chance role" and the additional 20 games are won in the additional lottery, the appearance of the preview image, i.e., the execution of the preview performance, is controlled so that there is a 50% probability of "no appearance", i.e., no preview image appearing, a 30% probability of a preview image containing numerical information of "30%,", a 15% probability of a preview image containing numerical information of "50%,", a 4% probability of a preview image containing numerical information of "100%,", and a 1% probability of a preview image containing numerical information of "additional 100%".
[0307] The appearance of the preview image is controlled (the execution of the preview effect is controlled) so that the appearance rate is as described above. Therefore, if a preview image appears when a chance role is won during this preview effect, there is a higher possibility that the number of games will be added to the continuing games in the pseudo-bonus state that are executed after the end of this preview effect, thereby increasing the player's sense of anticipation.
[0308] Furthermore, when a preview image appears during this premonition effect, the more numerical information indicating the degree of expectation there is, the higher the possibility of an additional number of games being played, as well as the probability that a larger number of games will be added, and so when a preview image with a lot of numerical information appears, it is possible to further increase the player's sense of expectation. Furthermore, if a preview image containing "100%" appears, it is confirmed that the number of games will be increased, which can further heighten the player's expectations. Furthermore, if a preview image including "100% extra" appears, not only is it confirmed that the number of games will be extra, but it is also confirmed that the premonition effect currently being performed is the real premonition effect, making it possible to greatly heighten the player's expectations.
[0309] Furthermore, even if the number of games is not added, the appearance control is performed so that the preview image appears, which makes it possible to increase the overall appearance rate of preview images during the actual preview performance, making it possible to increase the excitement of the game and efficiently prevent the appearance of a preview image from confirming that the preview performance currently being performed is a fake preview performance. Furthermore, even if the preview image does not appear, the number of games may be increased, which can prevent the player from feeling disappointed when the preview image does not appear.
[0310] Also, Figure 18 illustrates the appearance rate of the preview image when a chance role is won as a lottery trigger role in a pseudo-bonus state during this premonition performance, but the appearance of the preview image is similarly controlled when other roles (for example, a strong cherry role) are won. In addition, the preview image may appear at different appearance rates depending on whether a chance role or a strong cherry role is won. Furthermore, if the possibility of the number of games being added is higher when the preview image appears than when it does not appear, the appearance rate may be other than the above-mentioned rate, and further, if the possibility of the number of games being added and the possibility of a larger number of games being added increases as the numerical information increases, the appearance rate may be other than the above-mentioned rate. As described above, the appearance rate of the preview image during this premonition effect is determined.
[0311] [Variation 1 of the preview performance] Next, referring to FIG. 19, a preview effect in which the preview image displayed during the fake precursor effect is changed will be described as a first variation of the preview effect. As mentioned above, if a chance role, for example, is won as a lottery trigger role in a pseudo bonus state during a fake premonition performance, a preview image is displayed on the main display 8 with a predetermined probability to execute the preview performance, and the numerical information representing the type of preview image at that time is determined with the probability shown in Figure 15 when determining whether the preview image will appear. In the above-described embodiment, the preview image that first appears is displayed continuously until the preview performance ends, but in preview performance variant 1, the preview image that first appears can be changed when a lottery trigger role in a pseudo-bonus state is won in a subsequent game.
[0312] The sub-controller 20 controls the change of the preview image so that when the preview image is changed, the expectation of the premonition effect resuming or the actual premonition effect resuming is higher than when the preview image is not changed. For example, in a game that is executed while a preview image containing numerical information of "30%" has already appeared, when a lottery trigger role in a pseudo-bonus state is won, if it has already been decided that the premonition effect will be resumed, the preview image will be changed to one containing numerical information of "50%" with a 20% probability, and if it has not been decided that the premonition effect will be resumed, the preview image will be changed to one containing numerical information of "50%" with a 10% probability.
[0313] Similarly, in a game that is executed while a preview image containing numerical information of "50%" is already appearing, when a lottery trigger role in a pseudo-bonus state is won, the change control is set up so that the preview image is changed to one containing numerical information of "100%" with a probability of 3% only if it has already been decided to resume this premonition performance. Therefore, when the preview image is changed, the expectation that the premonition effect will be resumed and that the resumed premonition effect will be the actual premonition effect increases. In addition, in a game that is played while a preview image containing the numerical information "100%" is already appearing, if a lottery trigger role in a pseudo-bonus state is won, the preview image will not be changed.
[0314] First, FIG. 19(a) shows an effect image on the main display device 8 when a preview effect is executed during a fake premonition effect and it is decided to display a preview image A50a including numerical information of "30%". As shown in FIG. 19(a), when a chance role is won during the fake premonition effect and it is determined that a premonition effect will be executed, a premonition effect image A40a and a premonition image A50a are displayed on the main display 8 in the same manner as described above.
[0315] Next, FIG. 19(b) shows an effect image on the main display 8 when, while the preview effect is already being executed, for example, a chance combination is won and it is decided to change the preview image. As shown in Figure 19(b), if it is decided to change the preview image while the preview performance is already being performed, the preview image A50a displayed on the main display 8 is changed to preview image B50c containing the numerical information "50%". Even if the preview image is changed, the premonition effect image A40a is not affected and is displayed as is. After that, although not shown in the figure, as described above, after the promotional effect is executed, the image will either return to the image in the normal game state, or the premonition effect will resume.
[0316] As described above, in variant 1 of the preview performance, the preview image can be changed to a preview image with a high expectation based on the winning of a lottery trigger role in a pseudo-bonus state during a fake premonition performance in which the preview performance has already been executed. In other words, during the execution of a premonition effect as a specific effect, each time a lottery trigger role in a pseudo-bonus state is won, the sub-controller 20 draws a lottery to determine whether or not to change the execution mode of the preview effect, and if it decides to change the execution mode of the preview effect, it changes the execution mode of the preview effect that is already being executed. Therefore, every time a pseudo-bonus state lottery trigger role is won during the fake premonition performance, it is possible to increase the player's anticipation for the premonition performance to resume or for the actual premonition performance to resume, and it is possible to notify the player of the increased anticipation in an easier-to-understand way, such as by a change in the execution mode of the preview performance, making it possible to efficiently increase the player's anticipation.
[0317] It should be noted that whether or not to change the preview image is determined depending on whether or not it has already been decided that the premonition effect will be resumed. However, for example, if the premonition effect is not to be resumed and a preview image is displayed, a new lottery is held during the premonition effect to resume the premonition effect based on the winning of a lottery trigger role in the pseudo-bonus state, and a decision is made to resume the premonition effect based on the results of this lottery, or if the lottery to transition to the pseudo-bonus state is won due to the winning of a lottery trigger role in the pseudo-bonus state, the preview image may be changed. In addition, the preview image during this premonition effect may be changed so as to increase the probability of the number of games being added when a lottery trigger role in the pseudo bonus state is won. As described above, the first variation of the preview performance is realized.
[0318] [Variation 2 of the preview performance] Next, referring to FIG. 20, a preview effect in which a preview image that is displayed during a fake precursor effect is additionally displayed will be described as a second variation of the preview effect. In the above-mentioned preview effect variation 1, the preview image that first appears is changed midway through the game, but in the preview effect variation 2, in addition to the preview image that first appears, a new preview image can be additionally displayed when a lottery trigger role in a pseudo-bonus state is won in a subsequent game.
[0319] The sub-controller 20 controls the appearance of the preview image so that the appearance rate is as shown in Figure 16 above, but once it has been decided that the preview image will appear, even if a pseudo-bonus state lottery trigger role is won in a subsequent game, the lottery for the appearance of the preview image is invalidated.
[0320] In contrast to this, in variant example 2 of the preview performance, whether or not a preview image is to appear is determined each time a lottery trigger role in the pseudo bonus state is won, regardless of whether or not a preview image has appeared. Therefore, even if a preview image has already appeared, if a pseudo-bonus state lottery trigger role is won in a subsequent game, control is performed to make a new preview image appear based on that lottery, and if the lottery for the appearance of multiple preview images is won, multiple preview images can be displayed on the main display 8.
[0321] In addition, even if a lottery trigger role in a pseudo bonus state is won in a game after a preview image has already appeared, the appearance of the preview image is controlled so that the appearance rate is as shown in FIG. However, due to the screen area of the main display 8, it is preferable to set a predetermined upper limit (for example, three) on the number of preview images.
[0322] First, FIG. 20(a) shows an effect image on the main display device 8 when a preview effect is executed during a fake premonition effect and it is decided to display a preview image A50a including numerical information of "30%". As shown in FIG. 20(a), when a chance role is won and it is determined that a notice effect will be executed during the fake premonition effect, a notice image A50a is displayed on the main display 8 together with a premonition effect image A40a in the same manner as described above.
[0323] Next, Figure 20(b) shows a presentation image on the main display 8 when it is decided to display an additional preview image while a preview presentation is already being performed, for example, based on winning a chance role. As shown in Figure 20(b), if it is decided that a preview image containing numerical information of "50%" will appear while a preview performance is already being executed, for example, based on winning a chance role, a new preview image B50c containing numerical information of "50%" will be displayed in addition to the preview image A50a that was already displayed on the main display 8. Even if a preview image is additionally displayed, the premonition effect image A40a is not affected and is displayed as is.
[0324] After that, although not shown in the illustration, as described above, after the teasing effect is executed, the images in the normal game state or the premonition effect will resume, but the teasing effect is executed in the order in which the preview images appear and for each preview image, and if the premonition effect is resumed after the teasing effect for the first preview image, the teasing effects for the remaining preview images will be invalid, and if the premonition effect is not resumed after the teasing effect for the first preview image, then the teasing effect for the next preview image will be executed in the same way as the teasing effect for the first preview image. It should be noted that the provocative effect may be cancelled, for example, when the first stop operation is performed on reel 4 during any of the provocative effects.
[0325] As described above, in variant example 2 of the preview performance, a preview image is made to appear each time a lottery trigger role in the pseudo bonus state is won during the fake premonition performance, making it possible for multiple preview images to appear. In other words, during the execution of a premonition effect as a specific effect, the sub-controller 20 draws a lottery to determine whether or not to execute a preview effect each time a lottery trigger role in a pseudo-bonus state is won, and if it decides to execute a preview effect, it executes a new preview effect in addition to the preview effect that has already been executed. Therefore, each time a lottery trigger role in the pseudo-bonus state is won during the premonition effect, it is possible to increase the player's anticipation for the premonition effect to resume or for the main premonition effect to resume.
[0326] It is also possible to control the appearance of preview images so that the appearance rate of preview images differs depending on whether a preview image has already appeared or not. In addition, with regard to the preview image during this premonition performance, a lottery may be held to make a preview image appear each time a lottery trigger role in the pseudo bonus state is won, thereby making it possible for multiple preview images to appear. As described above, the second variation of the preview performance is realized.
[0327] [Variation 3 of the preview performance] Next, referring to FIG. 21, a third variation of the preview effect will be described, in which different types of preview images are displayed in parallel for the benefits to be awarded during the fake premonition effect. In the above-mentioned variant 2 of the preview effect, multiple preview images can appear, but all of the preview images that appear are previews (suggestions) regarding the pseudo-bonus state, such as the resumption of the premonition effect or the transition to the pseudo-bonus state. In contrast, in variant 3 of the preview performance, in addition to previews (suggestions) regarding the pseudo-bonus state, previews (suggestions) regarding the CZ state are also possible. Therefore, in the sub-controller 20 in variant example 3 of the preview performance, it is possible to give a preview (suggestion) regarding the transition to the CZ state based on the winning of a lottery trigger role in the CZ state (for example, a strong watermelon role) during a game during which a fake premonition performance is being performed.
[0328] In addition, in the sub-control device 20, for example, if a player wins the lottery trigger role for the CZ state in a game during a fake premonition performance and wins the lottery for transitioning to the CZ state, a preview image for the transition to the CZ state will be displayed with a 50% probability, and if the lottery for transitioning to the CZ state is not won, a preview image for the transition to the CZ state will be displayed with a 10% probability, thereby increasing anticipation for the transition to the CZ state when a preview image for the transition to the CZ state is displayed.
[0329] Furthermore, even if a preview image has already appeared, if a CZ state lottery trigger role is won in a subsequent game, control is exercised to make a new preview image appear based on that lottery, and if the lottery for the appearance of multiple preview images is won, multiple preview images can be displayed on the main display 8. However, due to the screen area of the main display 8, it is preferable to set a predetermined upper limit (for example, three) on the number of preview images.
[0330] First, Figure 21(a) shows the presentation image on the main display 8 when a preview presentation is executed during a fake premonition presentation and it is decided to display a preview image A50a containing numerical information of "30%", which is a preview image related to a pseudo bonus state. As shown in FIG. 21(a), when a chance role is won during the fake premonition effect and it is determined that a premonition effect will be executed, a premonition effect image A40a and a premonition image A50a are displayed on the main display 8 in the same manner as described above.
[0331] Next, Figure 21(b) shows the effect image on the main display 8 when it is decided to display an additional preview image while a preview effect is already being executed, for example, based on winning a strong watermelon role. As shown in Figure 21(b), if it is decided that a preview image will appear while a preview performance is already being executed, for example, based on winning a strong watermelon role, a new preview image regarding the CZ state, CZ preview image 50e, is displayed in addition to preview image A50a that was already displayed on the main display 8. Even if a preview image is additionally displayed, the premonition effect image A40a is not affected and is displayed as is.
[0332] In addition, Figure 21(b) includes the expectation level in the CZ preview image 50e as "50%". In this case, the expectation level can be controlled by selecting an image such that the higher the expectation level, the higher the probability of transitioning to the CZ state, just like in the preview images related to the pseudo-bonus state. Furthermore, it is preferable that the CZ preview image 50e, which is a preview image relating to the CZ state, has a different color scheme, pattern, size, and characters appearing therefrom from the preview image A50a.
[0333] After that, although not shown in the figure, as described above, after the teasing effect is executed, the image of the normal game state or the premonition effect will resume, but the teasing effect is executed from preview image A50a, which is a preview image related to the pseudo-bonus state, and if the premonition effect is resumed after the teasing effect for preview image A50a, the teasing effects for the remaining preview images will be invalid, and if the premonition effect is not resumed after the teasing effect for preview image A50a, then the teasing effect for CZ preview image 50e, which is a preview image related to the CZ state, will be executed in the same way as the teasing effect for preview image A50a.
[0334] It should be noted that the provocative effect may be cancelled, for example, when the first stop operation is performed on reel 4 during any of the provocative effects. It is also possible that the CZ preview image 50e will appear before the preview image A50a, but even in this case, it is preferable to present the hype in the order of preview image A50a → CZ preview image 50e so as not to lower the player's sense of anticipation.
[0335] In addition, in variant 3 of the preview performance, even when transitioning to the CZ state, a CZ premonition performance spanning multiple games is executed, so if the CZ state transition lottery is won during the fake premonition performance and a preview image is displayed, the CZ premonition performance will resume after the fake premonition performance ends. In addition, if the period (delay period) between winning the CZ state lottery trigger role and actually generating the CZ state is short, the time to transition to the CZ state may be reached before the fake premonition effect ends.In that case, a teasing effect can be executed for the CZ preview image 50e at that time, and if the CZ state has been won, the image can then be changed to that of the CZ state, causing a transition to the CZ state.In such cases, the delay period can be extended so that the CZ state is generated after the fake premonition effect ends.
[0336] As described above, in variant 3 of the preview performance, in addition to the preview image regarding the pseudo-bonus state during the fake premonition performance, a preview image regarding the CZ state also appears, and there is a possibility that multiple preview images will appear, so it is possible to increase the player's sense of anticipation each time the lottery trigger role for awarding a bonus is won. Furthermore, preview images for benefits with different degrees of advantage to the player are displayed individually, which increases the probability of all preview images appearing and makes it possible to heighten the player's expectations, and more diverse presentations become possible, making it possible to increase the enjoyment of the game.
[0337] In addition, with regard to the preview images during this premonition performance, it is also possible to make it possible for multiple preview images to appear by holding a lottery to make a preview image appear each time a lottery trigger role in the pseudo bonus state is won, and each time a lottery trigger role in the CZ state is won. In this case, it is preferable to use the preview effect as an additional effect by holding a lottery to add more games when the lottery trigger role in the CZ state is won. In addition, even if the AT state is directly won during the fake premonition performance (during normal game play), a preview image may be displayed to notify (suggest) that the AT state has been directly won.
[0338] Also, multiple preview images for the pseudo bonus state and multiple preview images for the CZ state may be allowed to appear, but in order to prevent the presentation from becoming complicated, it is preferable to set a predetermined upper limit (for example, 3) on the number of preview images. Furthermore, if a predetermined upper limit is set, when a preview image for the pseudo bonus state is added when the predetermined upper limit has been reached, the preview image for the CZ state that has already been displayed may be erased, and the preview image for the pseudo bonus state with a higher advantage may be preferentially displayed. As described above, the third variant of the preview performance is realized.
[0339] As explained above, in the present invention, a gaming machine (slot machine 1) that executes a game based on operation by a player and executes effects related to the game is provided with bonus granting means (main control device 10) that can grant a bonus based on the establishment of specific conditions, specific effect control means (sub-control device 20) that can execute specific effects (omen effects) that can indicate whether a bonus will be granted by the bonus granting means across multiple games, effect resumption control means (sub-control device 20) that can execute a predetermined effect (for example, an omen effect) after the specific effect has ended based on the establishment of the specific condition while the specific effect is being executed, and effect preview control means (sub-control device 20) that can execute a preview effect that warns that the predetermined effect will be executed based on the establishment of the specific condition while the specific effect is being executed, and the effect preview control means is configured to be able to execute the preview effect in parallel with the specific effect.
[0340] Here, the bonus granting means, specific performance control means, performance restart control means, and performance notice control means may be provided in the main control device 10 or in the sub-control device 20. Also, they may be configured by the main control device 10 and the sub-control device 20 working together. In addition, the performance may be performed using a display means that displays multiple pieces of information, such as an LCD display, an LED display, or an EL display, or may be performed using a light-emitting means such as a speaker or a lamp.
[0341] Therefore, if a specific condition is met during the execution of a specific presentation, in addition to the expectation for the specific presentation that is currently being executed, the expectation for the specific condition being met during the execution of the specific presentation is also added, making it possible to effectively increase the player's expectations. Furthermore, if a specific condition is met during the execution of a specific effect, a preview effect is executed, making it possible to inform the player in a more easily understandable manner that expectations have increased. Furthermore, since the preview performance is executed in parallel with the specific performance, one performance does not interfere with the other, and it is possible to execute a performance that allows both performances to be enjoyed to the fullest.
[0342] The effect restart control means is configured to be able to execute the predetermined effect across multiple games in a manner related to the specific effect. Therefore, it is possible to enhance the player's sense of anticipation for a long time with a more easily understandable presentation.
[0343] In addition, the specific effect control means is capable of executing a first specific effect (main premonition effect) when a bonus is granted by the bonus granting means, and a second specific effect (fake premonition effect) when a bonus is not granted by the bonus granting means, the effect resumption control means is capable of executing the predetermined effect after the second specific effect has ended, and the effect preview control means is configured to be able to execute the preview effect while the second specific effect is being executed. Therefore, even if the second specific effect is executed when no bonus is awarded, there is a possibility that the specified effect will be executed after the second specific effect ends, so it is possible to prevent the player's expectations for the entire specific effect from decreasing.
[0344] In addition, the performance preview control means is configured to be able to execute the preview performance even while the first specific performance is being executed, and to be able to execute a bonus-related performance related to the bonus to be granted in relation to the preview performance based on the end of the first specific performance. Therefore, even if a specific condition is met while the first specific effect is being executed, the advance notice effect will be executed, and whether or not the advance notice effect is executed while the specific effect is being executed can prevent the player from realizing whether the specific effect being executed is the first specific effect or the second specific effect, making it possible to maintain the player's interest in the specific effect until the end.
[0345] In addition, the performance preview control means is configured to be able to execute the preview performance even if the bonus is not granted by the bonus granting means based on the fulfillment of the specific condition during the execution of the specific performance. Therefore, it is possible to increase the probability of the entire preview performance being executed, and to increase the interest in the game and the player's sense of anticipation.
[0346] In addition, the performance preview control means is configured to be able to change the execution mode of the preview performance depending on whether or not a bonus is granted by the bonus granting means based on the fulfillment of the specific condition during the execution of the specific performance. Therefore, the expectation of receiving a bonus changes depending on the execution mode of the preview performance, making it possible to play a highly entertaining game in which the player's sense of expectation changes in various ways.
[0347] The performance preview control means is configured to be able to execute the preview performance each time the specific condition is met during execution of the specific performance. Therefore, it is possible to increase the player's sense of anticipation each time a specific condition is met during a specific presentation.
[0348] The performance preview control means is configured to be able to change the execution mode of a preview performance that is already being executed based on the establishment of the specific condition during the execution of the specific performance. Therefore, it is possible to notify the player that the expectation level has increased in a more easily understandable way, such as by a change in the execution mode of the preview performance, and it is possible to efficiently increase the player's sense of expectation.
[0349] On the other hand, Patent Document 1 discloses a gaming machine that is provided with a display device (image display device) in addition to reels, and that displays various information on the display device. However, the information displayed on the display device of conventional gaming machines was not sufficient to increase interest, and it was not possible to provide accurate notifications according to the current situation, so it was insufficient to increase the player's expectations. In this way, the slot machine 1 of the present invention can solve all or part of the problems that need to be improved in conventional gaming machines.
[0350] The above describes a preferred embodiment of the gaming machine of the present invention, but it goes without saying that the gaming machine of the present invention is not limited to the above-mentioned embodiment, and various modifications can be made within the scope of the present invention. For example, in this embodiment, the AT state (AT) is granted as a benefit, but ART or RT may be granted. Also, a bonus state may be generated in addition to the pseudo bonus state.
[0351] In addition, in this embodiment, the type of AT state is a type that can continue the AT state multiple times in units of a specified number of games, but it may also be a type that ends when there are no more games remaining in the AT state.
[0352] In addition, in this embodiment, the effect button 2d and the upper effect button 2f are given as examples of operating means, but other means that output an input signal when operated by the player may be used, such as the bet button 2a, stop button 5, start lever 3, etc.
[0353] In addition, a vibration means may be provided on the front door 1a to vibrate the front door 1a by activating a motor, speaker, etc., and the vibration means may be activated at a predetermined time during the winning effect, premonition effect, and notice effect to increase the player's sense of anticipation, or the vibration means may be activated when the winning effect, premonition effect, or notice effect is executed. In addition, a ventilation means for blowing air toward the player may be provided on the front door 1a, and the ventilation means may be activated at a predetermined time during the winning performance, the premonition performance, and the notice performance, thereby increasing the player's sense of anticipation.
[0354] Furthermore, a main display 8 and a sub-display 17 are provided as display means, but the winning effects, premonition effects and notice effects may be performed on either one of the display means or on both of the two display means.
[0355] In addition, the notification pattern of the winning effect is changed by changing the display mode on the main display 8, but the notification pattern of the winning effect may also be changed by changing the display mode of the main display 8 or sub-display 17 or the notification mode of other notification means (lamp 11 or speaker 9).
[0356] In addition, in the above-described embodiment, the main control unit 10 performed operations as various means such as lottery means, but the sub-control unit 20 can also perform some or all of these operations and operate as various means. Conversely, the main control device 10 can perform some or all of the operations executed by the sub-control device 20, and the main control device 10 can operate as various means.
[0357] Furthermore, although the present invention is applied to a slot machine, it can also be applied to other gaming machines such as pachinko (for example, ball slot). The present invention can also be applied to so-called enclosed gaming machines that can play games using pseudo gaming media in data format, without using actual gaming media such as medals or gaming balls. [Explanation of symbols]
[0358] 1: Slot machine 2: Bet button 4: Reel 5: Stop button 8: Main display 10: Main control unit 17: Sub display 20: Sub-controller
Claims
[Claim 1] A determination means capable of determining whether to grant a benefit when a specific condition is met; a special effect execution means for executing a special effect across a plurality of games when the determination means determines that the bonus should be awarded; a preview performance execution means for executing a preview performance when the specific condition is met during the execution of the specific performance; Equipped with The preview performance execution means When the specific condition is met during the execution of the specific performance, a first preview performance and a second preview performance can be executed as the preview performance with a predetermined probability, After the first preview performance is executed during the execution of the specific performance, if the specific condition is met before the end of the specific performance, the second preview performance can be executed as a new preview performance, When the first preview performance has already been performed, the second preview performance can be performed with a different probability than when the first preview performance has not yet been performed. A gaming machine characterized by:
Citation Information
Patent Citations
Slot machine
JP2013059503A
Game machine
JP2020121003A