gaming machines

The gaming machine's control system manages multiple states and dynamic reward mechanisms to enhance player engagement and satisfaction by varying rewards and notifications based on gaming state and lottery outcomes.

JP7827325B2Active Publication Date: 2026-03-10KITA DENSHI CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-05-17
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

Conventional gaming machines lack mechanisms to enhance player engagement and reward variability based on different gaming states, particularly in continuation lotteries following advantageous player states.

Method used

The gaming machine incorporates a control system that manages multiple gaming states, including a first and second state with varying levels of advantage, and uses operation modes to dynamically display identifier information and award game values based on lottery results, with distinct notification and operation information depending on state and count values.

Benefits of technology

Enhances player engagement by providing variable rewards and notifications tailored to gaming state and lottery outcomes, increasing player satisfaction and interaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine capable of enhancing interest in a game.SOLUTION: In a specific round among multiple rounds in a pseudo bonus, an addition specific value corresponding to a game result can be added. When a cumulative specific value that is the cumulative total of addition specific values reaches a prescribed value prescribed to the specific round by a time when a specific number of times of games are completed in the specific round, control can be performed to a next round following the specific round. When the cumulative specific value does not reach the prescribed value by the time when the predetermined number of times of games are completed in the specific round, a pseudo bonus can be completed. When a predetermined condition is satisfied, a predetermined number of addition specific values can be added.SELECTED DRAWING: Figure 21
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Description

[Technical Field]

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

[0002] Conventionally, a gaming machine is known that is equipped with a variable display device that can variably display multiple identification information, runs a variable display game that involves a variable display on the variable display device, and derives the result of the variable display game by stopping the variable display through a stop operation by the player, and generates a specific gaming state that is advantageous to the player depending on the derived result of the variable display game.

[0003] Among this type of gaming machine, there is known a gaming machine that executes a continuation lottery at a predetermined timing when the player is in a specific gaming state, such as an AT state, which is advantageous to the player, and if the lottery is won, the specific gaming state continues (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2017-169625 Summary of the Invention [Problem to be solved by the invention]

[0005] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]

[0006] In order to solve the above problem, the gaming machine of the present invention includes a control means capable of controlling a gaming machine to one of a plurality of gaming states including a first gaming state and a second gaming state that is more advantageous than the first gaming state; And the second lottery results, A determining means for determining one of the lottery results from a plurality of lottery results including the above, an operating means operable by a player, and Decision making methodand when the player operates the operation means in a first operation mode, a variable display means is capable of statically displaying the variable-displayed identifier in a first mode; and when the identifier is statically displayed on the variable display means in the first mode, an awarding means is capable of awarding a game value; and in the second gaming state, Decision making method and a counting means for updating a count value when a game is executed in the first gaming state, and the variable display means is Decision making method The first lottery result is determined by the above, and when the player operates the operation means in the second operation mode, the variable display of the indicator information can be stopped and displayed in the second mode, When the second lottery result is determined by the determination means and the player operates the operation means in the second operation mode, the variable display of the indicator information can be stopped and displayed in a third mode, and when the second lottery result is determined by the determination means and the player operates the operation means in the first operation mode, the variable display of the indicator information can be stopped and displayed in a fourth mode, the awarding means is capable of awarding a larger amount of game value when the identifier is statically displayed on the variable display means in the first mode than when the identifier is statically displayed on the variable display means in the second mode; a larger gaming value can be awarded when the indicator is statically displayed in the third mode on the variable display means than when the indicator is statically displayed in the fourth mode; The notification means, in the first gaming state, Decision making method The first lottery result is determined by the above, and when the count value by the counting means indicates a specific value, the first operation information can be notified, and in the first gaming state, Decision making method and when the count value by the counting means does not indicate the specific value, the first operation information is notified. and when the second lottery result is determined by the determination means in the second gaming state, second operation information regarding the second operation mode can be notified, and when the second lottery result is determined by the determination means in the first gaming state, the second operation information is not notified regardless of the count value by the counting means. . [Brief explanation of the drawings]

[0007] [Figure 1] 1 is a schematic front view showing the appearance of a medalless gaming machine. FIG. [Figure 2] FIG. 2 is a schematic perspective view showing the internal configuration of the medalless gaming machine. [Figure 3] FIG. 2 is a block diagram showing the control configuration of the medalless gaming machine. [Figure 4] 10 is a flowchart showing a playing method for the medalless gaming machine. [Figure 5] FIG. 1A is an explanatory diagram showing the reel arrangement, and FIG. 1B is an explanatory diagram showing the pay lines. [Figure 6]10 is a diagram showing an internal lottery table. [Figure 7] FIG. 10 is an explanatory diagram showing information about a symbol group. [Figure 8] FIG. 10 is an explanatory diagram showing the correspondence between hand names and group names. [Figure 9] FIG. 10 is an explanatory diagram showing the correspondence between hand names and group names. [Figure 10] FIG. 10 is an explanatory diagram showing a list of pattern combinations. [Figure 11] FIG. 10 is an explanatory diagram showing a list of pattern combinations. [Figure 12] FIG. 10 is an explanatory diagram showing a list of pattern combinations. [Figure 13] An explanatory diagram showing the stop control of the push order bell. [Figure 14] An explanatory diagram showing an example of the stop control of the push order bell during internal and non-internal play. [Figure 15] An explanatory diagram showing the number of sliding frames in the emergency brake performance. [Figure 16] FIG. 10 is an explanatory diagram showing the transition of the game state. [Figure 17] 10A is a diagram showing a ceiling lottery table, and FIG. 10B is a diagram showing a monitoring counter addition lottery table. [Figure 18] (a) is a diagram showing a normal time bonus lottery table 1, (b) is a diagram showing a normal time bonus lottery table 2, and (c) is a diagram showing a normal time bonus type lottery table. [Figure 19] (a) A diagram showing a long freeze lottery table, (b) A diagram showing a long freeze pattern lottery table, (c) A diagram showing a reel lock lottery table, and (d) A diagram showing a BB promotion lottery table. [Figure 20] (a) is a diagram showing the CZ bonus lottery table, (b) is a diagram showing the high probability counter lottery table when RB is won, and (c) is a diagram showing the high probability counter addition lottery table during RB. [Figure 21] This is an explanatory diagram of the number of games and the specified number of coins in a round during BB. [Figure 22]10 is a flowchart of a bonus transition control process executed by the main control unit 10. [Figure 23] 10 is a flowchart of a bonus control process executed by the main control unit 10. [Figure 24] 10A is a flowchart of the BC control process (start of game) executed by the main control unit 10, and FIG. 10B is a diagram showing a navigation state promotion lottery table. [Figure 25] 10(a) is a flowchart of the BC control process (end of game) executed by the main control unit 10. FIG. [Figure 26] 10 is a flowchart of a BB control process executed by the main control unit 10. [Figure 27] 10A is a flowchart of the bell chain reservation process executed by the main control unit 10, and FIG. 10B is a diagram showing a bell chain reservation lottery table. [Figure 28] 10 is a flowchart of a bell chain lottery process executed by the main control unit 10. [Figure 29] (a) A diagram showing the bell chain lottery table (1st bell on the left), (b) A diagram showing the bell chain lottery table (1st bell on the center right), and (c) A diagram showing the bell chain lottery table (rare roles). [Figure 30] 10 is a flowchart of the bell consecutive effect execution determination process executed by the main control unit 10. [Figure 31] (a) is a flowchart of the BB success process executed by the main control unit 10; (b) is a flowchart of the BEB success process executed by the main control unit 10; and (c) is a flowchart of the RR success process executed by the main control unit 10. [Figure 32] 10 is a flowchart of an R success process executed by the main control unit 10. [Figure 33] 10A is a flowchart of the BB end executed by the main control unit 10, and FIG. 10B is a diagram showing a ceiling lottery table. [Figure 34] FIG. 10 is an explanatory diagram showing an example of a performance during BB executed by the sub-control unit 20. [Figure 35] FIG. 10 is an explanatory diagram showing an example of a performance during BB executed by the sub-control unit 20. [Figure 36]FIG. 10 is an explanatory diagram showing an example of a performance during BB executed by the sub-control unit 20. [Figure 37] FIG. 10 is an explanatory diagram showing an example of a performance during BB executed by the sub-control unit 20. [Figure 38] 10 is an explanatory diagram showing an example of an emergency brake effect executed by the sub-control unit 20. FIG. DETAILED DESCRIPTION OF THE INVENTION

[0008] A preferred embodiment of a gaming machine according to the present invention will be described with reference to the drawings.

[0009] The gaming machine exemplified in this embodiment is a medal-less gaming machine that allows players to play using medals in the form of data lent as electronic information instead of actual medals. In other words, in a medal-less gaming machine, players can play without touching actual medals. Such gaming machines are generally also called Smart Pachislot (registered trademark), Smart Slot (registered trademark), etc.

[0010] Below, we will explain an example of applying the invention to a No. 6 slot machine with an AT (ART) mode as a medal-less gaming machine, but it is not limited to this and can also be applied to, for example, a normal type (so-called A type) slot machine that allows real bonus play.

[0011] Medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming parlor (management device, dedicated unit) after having been acquired in previous games are called "owned medals."

[0012] (Overall configuration of medal-less gaming machine 1) First, the overall configuration of the medal-less gaming machine 1 will be described with reference to FIGS.

[0013] As shown in Figures 1 and 2, a display window 6 that allows the rear to be seen is formed in the center of the front door 1a, and the symbols displayed on the reels 41 can be seen through this display window 6.

[0014] A step protruding forward is formed below the display window 6, and around this step are provided operation means such as the bet button 2a, MAX bet button 2b, effect button 2g, count button 2c, settlement button 2d, start lever 3, and stop button 5, as well as notification means such as a game medal number display device 7, count button lamp 2e, and bet number lamp 2f. The game medal number display device 7 may be provided on the upper or front side of the step.

[0015] Above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop buttons 5.

[0016] The upper part of the front door 1a is provided with a display 8 that acts as a notification means. The display 8 can be, for example, a single-screen liquid crystal display, but is not limited to this and may be a multi-screen configuration (for example, a main screen and a sub-screen). Note that instead of or in addition to the display 8, a liquid crystal display may be provided at the bottom of the front door 1a (lower add-on panel), and the display 8 is not necessarily provided.

[0017] On the side of the display 8, there is a speaker 9 that acts as an alarm means and produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning combinations and effects displayed on the display 8.

[0018] Inside the cabinet 1b, there is a main control unit 10 equipped with a CPU that performs overall control of the game, and also a sub-control unit 20 equipped with a CPU that controls the game presentation and other aspects under the control of the main control unit 10.

[0019] The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c (variable display means) arranged in parallel in the horizontal direction, and each of these reels 41a to 41c is configured to be rotatable by the drive of a stepping motor (not shown).

[0020] A power supply unit 15 is provided inside the housing 1b to supply power to each device including the main control unit 10 and sub-control unit 20. The main control unit 10 is configured as a one-chip microcomputer and is equipped with a CPU, ROM, and RAM. The main control unit 10 executes a control program stored in the ROM to perform processing related to the progress of the game. The sub-control unit 20 is configured as a one-chip microcomputer and is equipped with a CPU, ROM, and RAM. The sub-control unit 20 executes a control program stored in the ROM to perform processing related to the execution of presentations.

[0021] Inside the cabinet 1b, there are provided a game medal number clear button 14 and a probability setting device 16, and a dedicated unit 19, which is an inter-machine device, is adjacent to the outside of the gaming machine corresponding to each medalless gaming machine 1 (not shown).

[0022] As shown in Fig. 3, the main control unit 10 is connected to various components, such as the bet button 2a, MAX bet button 2b, settlement button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game medal count display device 7, game medal count clear button 14, probability setting device 16, and power supply device 15. The dashed line portion in Fig. 3 (dedicated unit 19) indicates an external device.

[0023] The main control unit 10 operates as a game control means, functions as a lottery means capable of executing lotteries related to games, detects and controls the operations of the above-mentioned units, transitions game states, and outputs predetermined commands (control information) at predetermined timings to the sub-control unit 20. For example, it outputs a winning target command indicating the lottery result of an internal lottery process that determines the winning combination of the current game, and a winning determination command indicating the result of the winning determination.

[0024] The sub-controller 20 is connected to various parts such as the navigation lamp 12, the counting button lamp 2e, the bet number lamp 2f, the effect button 2g, the display 8, the speaker 9, the lamp 11, and the like.

[0025] The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned units in response to commands (control information) from the main controller 10.

[0026] The operation of the main parts will be explained.

[0027] The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game.

[0028] Therefore, the player can insert game medals within the range of the number of game medals displayed on the game medal number display device 7 to play the game.

[0029] The game medal count display device 7 is equipped with a storage means (such as RAM) and a display means (such as a 7-segment LED), and when game medals are lent out or paid out, the main control unit 10 adds up the number of lent out or paid out medals, stores (records) the addition result (total) in the storage means as the "game medal count," and displays it on the display means.

[0030] Furthermore, when a gaming medal is inserted, the main control unit 10 subtracts the number of inserted medals from the "number of gaming medals" that is "stored and displayed" on the gaming medal number display device 7.

[0031] The game medals are lent out by operating the dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b.

[0032] The number of game medals (amount of game value) that can be stored and displayed in the game medal number display device 7 is set to an upper limit (for example, 16,300), and if the total number of game medals paid out due to winnings exceeds the upper limit, a "play not allowed" control is executed so that game play is not possible.

[0033] In the "unplayable" state, the start lever 3, bet button 2a, MAX bet button 2b, and settlement button 2d are not accepted.

[0034] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game.

[0035] When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in RAM), and the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in RAM). In response to the pressing of the bet button 2 a or the MAX bet button 2 b, the main control unit 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .

[0036] The start lever 3 is an operating means that is operated by the player when starting a game after inserting a game medal.

[0037] The stop button 5 is an operation means (stop operation means) that can be operated to stop a plurality of symbols (identification information) that are variably displayed according to the progress of the game, and includes a plurality of stop operation portions (5a to 5c).

[0038] The effect button 2g is an operating means that can be operated by the player to change the effect displayed on the display 8.

[0039] The count button 2c is an operation means that is operated when the player counts the number of game medals he has acquired.

[0040] Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game medals (game value) displayed on the game medal number display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is unavailable).

[0041] The counting amount of the counting button 2c varies depending on how it is pressed. For example, when the counting button 2c is "shortly pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data that indicates that "1" gaming medal has been counted, i.e., the counting amount "1", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counting amount "1" from the number of gaming medals stored and displayed in the gaming medal count display device 7.

[0042] When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control unit 10 outputs count data that indicates that a maximum of "50" game medals have been counted, i.e., that the maximum counted number "50", to the dedicated unit 19. In this case, the main control unit 10 executes a process of subtracting the counted number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7.

[0043] For example, if the count button 2c is pressed and held down when the game medal count display device 7 displays a game medal count of "50 or less," the game medal count will be up to "50," and therefore all game medals will be counted.

[0044] In this case, the main control unit 10 outputs count data that can identify the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7.

[0045] As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0."

[0046] Furthermore, if the counting button 2c is pressed and held down continuously while the game medal count display device 7 displays a game medal count of "over 50," the game medal count will be "50" in response to the first detection of a long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds).

[0047] In this case, the main control unit 10 outputs count data that can identify the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7.

[0048] In addition, the counting data output to the dedicated unit 19 based on the continued long press may be output all at once, with the counting data capable of identifying the total count amount at the end of the continued long press, or may be output individually, with the counting amount (maximum 50) capable of identifying each time a long press is detected.

[0049] The dedicated unit 19 manages the total number of medals counted until the return button is operated, for example, as the number of medals held.

[0050] In addition to the normal counting button 2c, other counting buttons may be provided, such as a button that can count 100 sheets with a short press, or a counting button that stops at 500 sheets even if pressed for a long time.

[0051] In this way, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process.

[0052] Therefore, if the number of game medals exceeds the upper limit and the game becomes "unplayable," the countermeasure is to operate the counting button 2c to reduce the number of game medals below the upper limit, thereby canceling the "unplayable" state.

[0053] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7.

[0054] When the game medal count clear button 14 is operated, the main control unit 10 updates the game medal count stored and displayed on the game medal count display device 7 to "0."

[0055] Therefore, the "unplayable" state can also be cancelled by the store clerk operating the game medal count clear button 14.

[0056] The settlement button 2d is an operation means that is operated when returning the set number of bets to the game medal number display device .

[0057] For example, when the settlement button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7.

[0058] When the settlement button 2d is pressed while the bet number is set to "2", the main control unit 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display device 7.

[0059] When the settlement button 2d is pressed with the bet number set to "3", the main control unit 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display device 7.

[0060] In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (multiplier) to the number of game medals (game value) displayed on the game medal number display device 7 (game value display means).

[0061] Therefore, when the player wishes to end the game, he or she can simply press the settlement button 2d after confirming that the number of bets has been set by checking that the number of bets lamp 2f is lit.

[0062] As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and then by pressing the counting button 2c, the bet number can be returned together with the number of game medals.

[0063] It is also possible to give the function of the settlement button 2d to other operating means such as the bet button 2a or the count button 2c.

[0064] For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the above-mentioned return operation) is performed.

[0065] Furthermore, when the counting button 2c is operated, the settlement button 2d can be operated (the above-mentioned return operation) before the counting operation. This allows the player to reliably return the bet amount of game medals to the number of game medals by simply performing the counting operation, and then output (count) the number of game medals to the dedicated unit 19.

[0066] The bet number lamp 2f is a notification means that notifies the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game.

[0067] The sub-control unit 20 controls the lighting of one lamp (for example, the "1 BET" lamp shown in Figure 1) when the bet number is set to "1", two lamps (for example, the "1 BET" and "2 BET" lamps shown in Figure 1) when the bet number is set to "2", and three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in Figure 1) when the bet number is set to "3".

[0068] That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as a bet number in a game at least before the start of a game. When the sub-controller 20 detects the start of a game (operation of the start lever 3), it controls to turn off the bet number lamp 2f.

[0069] Furthermore, when the sub-controller 20 detects that game medals corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the number of bets lamp 2f. That is, the bet number lamp 2f lights up when the bet number is set, and goes out when a gaming medal is inserted.

[0070] The probability setting device 16 can change the probability (winning probability) of transitioning to a specific gaming state (AT state) in multiple stages (for example, six stages), and can change the degree of advantage for the player in multiple stages.

[0071] The main control unit 10 stores one of the set values ​​in the memory unit based on the probability setting operation by the gaming parlor staff on the probability setting device 16, and controls the winning probability in the AT state based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability.

[0072] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the medal-less gaming machine 1, and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be able to communicate data with the medal-less gaming machine 1.

[0073] When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs to the medalless gaming machine 1 lending data that can identify the number of gaming medals to be lent.

[0074] In the medalless gaming machine 1, the main control unit 10 determines the number of gaming medals to be lent based on the inputted lending data, and adds the number of lent medals to the number of gaming medals stored and displayed in the gaming medal number display device 7.

[0075] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs count data that can identify the counted number of gaming medals to the dedicated unit 19 based on the operation of the count button 2c.

[0076] When the dedicated unit 19 receives the count data output from the medal-less gaming machine 1, it manages the counted number of gaming medals identified based on the count data as the number of possessed medals.

[0077] The dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by performing a return operation (pressing the return button).

[0078] The ejected IC card can be handed over to a prize exchange corner set up in the game center to exchange the number of medals held for a prize, or inserted into the card unit of another dedicated unit 19 to play again using the number of medals held.

[0079] The dedicated unit 19 and the game medal number display device 7 are linked together, and if the number of game medals stored and displayed in the game medal number display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0".

[0080] In other words, the player cannot obtain the IC card until all the game medals have been counted. This prevents the player from forgetting to return any remaining game medals.

[0081] The dedicated unit 19 can be connected to a computer called a hall computer or a management device via a relay device or directly, and is capable of outputting game information such as out and safe, as well as sales information, to the computer.

[0082] This allows the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and calculate error balls using this gaming information.

[0083] In addition, the dedicated unit 19 can be connected via a relay device or directly to a call device (not shown) that is equipped with a call button that a player operates to call an attendant (store clerk) and a call lamp that notifies that an attendant has been called, and is capable of outputting game information such as game execution information and AT state occurrence information received from the medalless gaming machine 1 to the call device.

[0084] (Game flow in medal-less gaming machine 1) A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG.

[0085] The game start process is executed (S1). In the game start process, first, the medalless gaming machine 1 inputs the lending data output from the dedicated unit 19.

[0086] Specifically, when a player performs a game medal lending operation on the dedicated unit 19, lending data that can identify the number of medals to be lent is output from the dedicated unit 19, and the medalless gaming machine 1 inputs this lending data.

[0087] When the lending data is input into the medalless gaming machine 1, the main control unit 10 determines the number of lending medals based on the lending data, and stores and displays the number of gaming medals corresponding to the number of lending medals in the gaming medal number display device 7.

[0088] When the "number of loaned medals" is "100", the initial number of medals displayed on the medal number display device 7 is "0", so it is updated from "0" to "100" (=0+100).

[0089] In the game start process, next, game medals are inserted in response to an operation by the player.

[0090] Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b.

[0091] For example, when the number of game medals displayed on the game medal count display device 7 is "100" and the number of bets is set to "3", the main control unit 10 updates the number of game medals stored and displayed on the game medal count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet number lamp 2f.

[0092] When the number of bets (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and operation of the start lever 3 is enabled.

[0093] A lottery process is executed (S2). When the start lever 3 is tilted in the game start state, the game starts, and the main control unit 10 executes an internal lottery process to determine a winning combination for the current game from among a plurality of winning combinations.

[0094] In response to the tilting operation of the start lever 3, the sub-controller 20 controls to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (betted) has been used.

[0095] A reel spinning process is executed (S3). Specifically, the main control unit 10 starts the movement of the reels 41a to 41c, which display a plurality of symbols. The reels 41a to 41c gradually increase their rotation speed from a stopped state, and when they reach a steady rotation speed at which they rotate at a constant speed, the stop buttons 5a to 5c provided corresponding to the reels 41a to 41c become pressable.

[0096] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols allowed by the operation timing and the lottery result of the internal lottery process is displayed.

[0097] The winning process is executed (S5). The main control unit 10 controls the stopping of the reel 41 so that it stops with a combination of symbols corresponding to the lottery result (winning role) of the internal lottery process based on the timing of operation of the stop button 5, and after the third stop operation, it determines that a winning combination has been achieved if the combination of symbols that has stopped on the valid line (winning line) is a predetermined combination of symbols.

[0098] Note that "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was operated to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for the three reels 41a to 41c are performed once for each reel, a total of three times.

[0099] In addition, in this embodiment, the winning decision is made based on the combination of symbols that stop on the middle valid line, with only the middle line being considered as the valid line out of the total of five lines: the top, middle, and bottom lines, the line that slopes downward to the right, and the line that slopes upward to the right. The number of winning lines used to determine winning is not limited to one line, but can be changed as appropriate depending on the arrangement of symbols, the type of symbols, and the combination of symbols corresponding to the winning combination.

[0100] A payout process is executed (S6). When it is determined that a specific small winning combination has been won, a process of paying out a corresponding number of game medals (hereinafter, simply referred to as paying out medals) is executed.

[0101] For example, when the main control unit 10 determines that a 10-coin payout role has been won, it adds the payout number "10" to the number of game medals stored and displayed in the game medal number display device 7.

[0102] The game end process is executed (S7). In the game end process, a counting process of game medals is executed.

[0103] Specifically, when the player operates the count button 2c, the main control unit 10 counts the number of game medals stored and displayed in the game medal number display device 7.

[0104] More specifically, when the count button 2c is pressed for a short time, the counted amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7.

[0105] When the count button 2c is pressed and held, the maximum count number "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7.

[0106] If the count button 2c is pressed and held down continuously, the maximum count number "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7. As a result, count data that can identify the counted number is output to the dedicated unit 19.

[0107] The dedicated unit 19 stores the total number of counted medals based on the input count data as the number of medals held.

[0108] In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit.

[0109] The IC card can be dispensed only when the number of game medals stored and displayed on the game medal number display device 7 is "0." Therefore, the player must operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0."

[0110] The player can play again or exchange the prize based on the dispensed IC card. To play again, instead of inserting cash at S1, an IC card is inserted into the card unit. As a result, the game start process (S1) can be executed in response to the lending operation or the like in the dedicated unit 19, and then the lottery process (S2) to the payout process (S6) can be executed.

[0111] In addition to the above-mentioned configuration, the medal-less gaming machine 1 according to the present invention has the following characteristic configuration. Each of the configuration items may be installed independently or in combination.

[0112] (The symbols arranged on the reels) As shown in FIG. 5(a), 20 of each of a plurality of types of mutually distinguishable symbols are depicted in a predetermined order on the outer periphery of each of the reels 41a to 41c. When the reel 41 is stopped, a predetermined number of consecutive symbols (e.g., three) are visible through the display window 6 on each of the reels 41a to 41c. That is, three symbols are displayed vertically on each reel through the display window 6, and a total of nine symbols (3 x 3) are displayed on the three reels through the display window 6. Note that the arrangement of the symbols on the reels 41a to 41c is an example, and the same symbols as in this embodiment may be arranged in a different arrangement, or different symbols may be arranged in a different arrangement.

[0113] (Valid line) As shown in FIG. 5(b), a single line connecting the upper reel 41a, the lower reel 41b, and the middle reel 41c is set as an active line used to determine whether a winning combination has been achieved. Note that the active line is not limited to one, and multiple lines may be used. The active line may also be in a different form. For example, it is possible to set a single line connecting the middle reel 41a, the middle reel 41b, and the middle reel 41c.

[0114] (Winning combination and corresponding symbols) Next, each winning combination and the corresponding symbol combination will be described.

[0115] As shown in Figure 6, winning roles are divided into groups. Specifically, they are divided into groups of replay roles, left 1st bell, center 1st bell, right 1st bell, rare roles, single-piece roles, and bonus roles. And, winning roles belong to each of these groups.

[0116] Specifically, the winning combinations that belong to the replay combination are Replay 1 and Replay 2. The winning combinations that belong to the left 1st bell are 123 Bell 1, 123 Bell 2, 132 Bell 1, and 132 Bell 2. The winning combinations that belong to the middle 1st bell are 213 Bell 1, 213 Bell 2, 231 Bell 1, and 231 Bell 2. The winning combinations that belong to the right 1st bell are 312 Bell 1, 312 Bell 2, 321 Bell 1, and 321 Bell 2. The winning combinations that belong to the rare combination are Cherry, Watermelon, Common Bell, and Reach Eyes 1-4. The winning combinations that belong to the single bell combination are AT 1-1-4. The winning combination that belongs to the bonus combination is BB (Big Bonus). The bells that belong to the left 1st bell, middle 1st bell, and right 1st bell are sometimes collectively referred to as the Push Order Bells.

[0117] When Replay 1 or Replay 2 is won, the corresponding symbol combination will stop on the active line regardless of the order in which the stop button 5 is operated (called the push order) or the timing of the operation. When Replay 1 or Replay 2 is won, the player can play again in the next play without inserting a game medal. Note that Replay 1 is a winning combination that can be won either during the internal reel (RT1) or the non-internal reel (RT0), but Replay 2 is a winning combination that can only be won during the internal reel (RT1) and will not be won during the non-internal reel (RT0).

[0118] When one of the bells belonging to the left 1st bell, center 1st bell, or right 1st bell is won, if the stop buttons 5a to 5c are pressed in one of six different sequences (correct sequence), the corresponding symbol combination will stop on the active line. On the other hand, if the stop button 5 is pressed in one of the other five different sequences (incorrect sequence), the symbol combination corresponding to the bell drop sign, which indicates that the bell has been dropped, will stop on the active line.

[0119] Among the left first bells, 123 Bell 1 and 123 Bell 2 have the correct press order set to "5a → 5b → 5c" (left → center → right: first left press). Also, among the left first bells, 132 Bell 1 and 132 Bell 2 have the correct press order set to "5a → 5c → 5b" (left → right → center: first left press).

[0120] Of the first bells in the middle, the correct press order for 213 Bell 1 and 213 Bell 2 is set to "5b → 5a → 5c" (middle → left → right: first press of middle). Also, of the first bells in the middle, the correct press order for 231 Bell 1 and 231 Bell 2 is set to "5b → 5c → 5a" (middle → right → left: first press of middle).

[0121] Of the right 1st bells, 312 Bell 1 and 312 Bell 2 have the correct press order set to "5c → 5a → 5b" (right → left → center: press right 1st). Also, of the right 1st bells, 321 Bell 1 and 321 Bell 2 have the correct press order set to "5c → 5b → 5a" (right → center → left: press right 1st).

[0122] When a combination of symbols corresponding to the bell belonging to the first bell on the left is stopped by a stop operation in the correct button press sequence, four game medals are awarded. Similarly, when a combination of symbols corresponding to the bell belonging to the first bell in the middle or first bell on the right is stopped by a stop operation in the correct button press sequence, 15 game medals are awarded. Furthermore, when a combination of symbols corresponding to a bell spill is stopped by a stop operation in the incorrect button press sequence, one game medal may be awarded or no game medal may be awarded (as shown in Figure 13, when the acquisition rate is 1, one game medal is always awarded, but when the acquisition rate is 0.25, one game medal may be awarded or no game medal may be awarded). Note that the number of game medals awarded when a stop operation in the incorrect button press sequence is performed may be a number other than one, or may be configured to always allocate either one or zero medals.

[0123] When a rare combination such as cherry, watermelon, or reach symbol 1 to 4 is won, the corresponding symbol combination will stop on the active line if the operation timing of the stop button 5 is specific, regardless of the order in which the stop button 5 is pressed. On the other hand, even if it is the same rare combination, when a common bell is won, the corresponding symbol combination will stop on the active line regardless of the order in which the stop button 5 is pressed or the operation timing.

[0124] When a symbol combination corresponding to cherries is stopped, three game medals are awarded. When a symbol combination corresponding to watermelon is stopped, five game medals are awarded. When a symbol combination corresponding to reach numbers 1 to 4 is stopped, one game medal is awarded. When a symbol combination corresponding to common bells is stopped, fifteen game medals are awarded.

[0125] When you win AT1111 to AT14, which belongs to the one-piece role, the corresponding symbol combination will stop on the active line regardless of the order in which you press the stop button 5 or the timing of your operation. When the symbol combination corresponding to AT1111 to AT14 stops, one game medal will be awarded.

[0126] When BB, which belongs to the bonus role, is won, if the operation timing of the stop button 5 is a specific timing, the corresponding combination of symbols will stop on the active line regardless of the order in which the stop button 5 is pressed.

[0127] The right to win the BB can be carried over as long as the symbol combination corresponding to the BB does not stop in the game in which the BB was won or in subsequent games. In other words, the right to win the BB is carried over in a carry-over state (hereinafter, this state may be referred to as a "bonus winning state," "inside," or "bonus carry-over state") until the BB is won.

[0128] On the other hand, if the BB is won and the symbol combination corresponding to the BB is stopped and displayed, the state shifts to the bonus state. After the bonus state ends, the state shifts to the non-carry-over state in which the right to win the BB is not carried over (hereinafter, this state may be referred to as the "non-bonus winning state" or "non-internal state").

[0129] In Fig. 6, the combination of "1" for "BB win" is a combination in which BB is won alone or in combination. That is, BB can be won in combination with reach symbols 1 to 4 or AT 1 coins 1 to 4, or can be won alone. When BB is won in combination with reach symbols 1 to 4 or AT 1 coins 1 to 4, the main control unit 10 controls the reels to stop preferentially the combination of symbols corresponding to reach symbols 1 to 4 or AT 1 coins 1 to 4 over the combination of symbols corresponding to BB.

[0130] Therefore, in a game where BB is won in combination with reach symbols 1 to 4 or AT1 symbols 1 to 4, the symbol combination corresponding to BB cannot be stopped. As a result, if BB is won twice, BB is carried over. In addition, in this embodiment, a miss is not set, and the main control unit 10 controls the reels to stop by giving priority to symbol combinations corresponding to other winning combinations over the symbol combination corresponding to BB. As a result, the carryover state of the BB that has been won twice continues. Furthermore, it is statistically rare for BB to be won alone. Therefore, the majority of games are played in the BB carryover state.

[0131] The medal-less gaming machine 1 according to this embodiment can execute an AT (assist time) as a gaming state related to the push order bell.

[0132] AT is a state in which, in a game in which the push order bell is won through internal lottery processing, the sub-control unit 20 controls the display 8, etc. to notify the player of the correct push order for the stop buttons 5a to 5c and patterns that serve as a guide for pressing the buttons at the correct time.

[0133] That is, the main control unit 10 and the sub-control unit 20 execute control to notify information regarding the stop operation for deriving the combination of symbols in a game in which the push order bell is the result of the internal lottery process.

[0134] Therefore, when the AT occurs, the player can easily acquire game medals, and during the AT, the balls are dispensed faster than during non-AT. The AT state, which will be described later, is a game state in which the AT is continuously executed.

[0135] For example, when 123 Bell 1 and 123 Bell 2 are won, the order in which to press the buttons is announced by displaying the text information "1," "2," and "3" in order from left to right on the display 8, outputting the sounds "left," "center," and "right" from the speaker 9, and lighting up the navigation lamps 12 in the order 12a (left), 12b (center), and 12c (right).

[0136] In addition, the navigation of the push order using output means and notification means such as the display 8, lamp 11, navigation lamp 12, speaker 9, etc. is also called "push order navigation." In this embodiment, a command that can identify the result of the internal lottery is sent from the main control unit 10 to the sub-control unit 20. Then, based on the command, the sub-control unit 20 executes display control of the display 8, lamp 11, navigation lamp 12 and output control of the sound output from the speaker 9, thereby executing push order navigation. In addition, control related to the display of the push order navigation may be executed by lamps controlled by the main control unit 10.

[0137] In non-AT, even if the winning result of the internal lottery process is a push order bell, the order in which to press the stop buttons 5 is not announced. Therefore, unless the order in which the player operates the stop buttons 5 coincides with the order in which the player presses the push order bell that has been won, the player basically cannot stop and display the combination of symbols that corresponds to the winning push order bell.

[0138] Therefore, the playability of the medal-less gaming machine 1 is such that the player increases the number of balls dispensed by playing in a manner that allows the player to be controlled by the AT for a long period of time.

[0139] In this embodiment, an example is given in which push order navigation is performed for all push order bells in the AT, but the frequency of occurrence of push order navigation may be changed depending on the game state. For example, it is possible to change the frequency of occurrence of push order navigation by a method such as performing push order navigation with a predetermined probability (other than 100%) or performing push order navigation only for some bells.

[0140] In addition, in this embodiment, an example will be given in which rare roles are not differentiated in strength, but it is also possible to provide a "weak rare role" and a "strong rare role" as rare roles, and vary the degree of advantage in the game depending on which one is won.

[0141] Based on the combination of symbols as described above, it is determined whether or not a small win or a bonus win has been won. If it is determined that a win has been won, a game value is awarded (game medals are paid out). That is, the main control unit 10 is provided with a game value awarding means for awarding a game value (game medals) according to the stopping mode of the symbols.

[0142] The number of game medals paid out when a combination of symbols corresponding to each winning role is stopped and displayed may be other than the numbers described above. Also, the combination of symbols corresponding to each winning role may be other than the numbers described above, and may be composed of symbols that require a button press operation, or may be composed of symbols that do not require a button press operation. Also, in this embodiment, the number of game medals paid out is assumed to be the same regardless of the number of bets, but the number of game medals paid out may be varied depending on the number of bets.

[0143] In this embodiment, the reel that stops first among the three reels 41a, 41b, and 41c that have started spinning is referred to as the first stopped reel, and the stop of the reel is referred to as the first stop. The operation for stopping the reel is also referred to as the first stop operation.

[0144] Similarly, the reel that stops second is called the second stop reel, and its stop is called the second stop. Also, its stop operation is called the second stop operation.

[0145] The reel that stops third is called the third stop reel, and its stop is called the third stop or the final stop. The stop operation is called the third stop operation.

[0146] Furthermore, the first stop operation that stops reel 41a first is called the left first stop operation (operation of stop button 5a), the first stop operation that stops reel 41b first is called the middle first stop operation (operation of stop button 5b), and the first stop operation that stops reel 41c first is called the right first stop operation (operation of stop button 5c).

[0147] Similarly, the second stop operation that stops reel 41a second is called the left second stop operation (operation of stop button 5a), the second stop operation that stops reel 41b second is called the middle second stop operation (operation of stop button 5b), and the second stop operation that stops reel 41c second is called the right second stop operation (operation of stop button 5c).

[0148] Similarly, the third stop operation that stops reel 41a in third place is called the left third stop operation (operation of stop button 5a), the third stop operation that stops reel 41b in third place is called the middle third stop operation (operation of stop button 5b), and the third stop operation that stops reel 41c in third place is called the right third stop operation (operation of stop button 5c).

[0149] (Recommended order of pressing) The medal-less gaming machine 1 in this embodiment recommends a "first left press" order in which the stop button 5a is the first stop operation. Therefore, if the player performs a press order other than the left 1ST press, such as pressing the middle 1ST with the stop button 5b as the first stop operation, or pressing the right 1ST with the stop button 5c as the first stop operation (hereinafter these will be collectively referred to as irregular presses), specific information can be output.

[0150] "Output of specific information" refers to, for example, a display such as "Push left recommended" on the display 8, output of a prohibition sound from the speaker 9, or a change in the lighting state of the lamp 11.

[0151] Furthermore, in a game in which such push order navigation is not implemented, if a player actively presses buttons in an irregular sequence, the frequency of accidentally winning the winning combination corresponding to the irregular button presses will increase, and eight gaming medals will be paid out, which will affect the gaming performance such as the payout rate expected by the medal-less gaming machine 1.

[0152] Therefore, in the medal-less gaming machine 1 of this embodiment, in the case of a game in which the push order navigation is not being performed, a warning such as "pushing left is recommended" is displayed on the display 8, thereby preventing active irregular pressing and preventing the unexpected payout of 15 gaming medals.

[0153] Furthermore, when irregular button presses are made, a penalty is imposed, such as not executing the bonus lottery or not awarding game points for the game. In addition, if irregular button presses are performed during the AT state, no penalty may be imposed.

[0154] (Winning probability for each role) Next, the winning probability of each winning combination will be explained with reference to FIG.

[0155] As shown in FIG. 6, the main control unit 10 executes the lottery for each of the above-mentioned roles by executing an internal lottery based on the extraction of a predetermined random number during game execution in each game state. In this embodiment, the number of judgment values ​​that result in a win for each role is assigned to 65,536 random numbers from 0 to 65,535 as shown in the figure. The number of judgment values ​​assigned to roles during the BB internal state (RT1) and the non-BB internal state (RT0) differs, and the number of judgment values ​​assigned to roles also differs depending on the setting value. Note that FIG. 6 shows an internal lottery table used in the internal lottery during the BB internal state and non-BB internal state, but the number of judgment values ​​during the bonus state (RT2) to which a transition occurs due to a BB winning is omitted from the illustration.

[0156] The relationship between the types of roles and the allocation rates of each role may be other than that shown in FIG. 6. For example, the higher the setting of some rare roles, the higher the winning probability may be set, or the lower the setting, the higher the winning probability of rare roles. Also, for winning roles other than rare roles, the higher the setting, the higher the winning probability may be set, or the lower the winning probability may be set. Also, for example, the winning probability may be common to all setting values.

[0157] In this embodiment, the winning probability of each role in a 3-bet game (betting 3 game medals) is assumed, but the winning probability of each role in cases other than a 3-bet game may also be used. Also, although no losing role is provided for the winning role, a losing role may be provided.

[0158] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a zone control means that can control the game zone to either a normal zone (non-advantageous zone) or an advantageous zone, separately from the game state described later. The normal zone is a game zone in which push order navigation related to the push order bell is not executed, and it starts when the next game starts after the advantageous zone ends, and ends when the conditions for transitioning to the advantageous zone are met. In addition, in the initial state (when reset) of the main control unit 10, control is performed in the normal section.

[0159] In this embodiment, the establishment of the advantageous zone transition condition is when a beneficial zone transition role is won in the internal lottery process. In addition, in FIG. 6, a role with "Advantageous Zone" set to "1" is a beneficial zone transition role. In other words, a role other than Replay 2 is set as a beneficial zone transition role.

[0160] In addition, the conditions for transitioning to the advantageous zone may be met when a predetermined winning role is won, or the transition may be caused by, for example, the stopped display of a combination of symbols corresponding to the predetermined winning role or the stopped display of a combination of symbols not corresponding to the predetermined winning role (for example, a losing number or a push order bell being dropped). In addition, the player may be transitioned to an advantageous zone on the condition that the player has transitioned to a gaming state (for example, an AT state) that is advantageous to the player as the number of gaming medals increases, and the advantageous zone may be continued if the advantageous gaming state continues.

[0161] The advantageous zone is a game zone in which push order navigation related to the push order bell can be executed, and is a game zone that is more advantageous to the player than the normal zone because push order navigation is executed. In addition, the advantageous zone ends when the advantageous zone termination condition is met after the advantageous zone transition condition is met in the normal zone. The condition for ending the advantageous zone may be, for example, when the medal-less gaming machine 1 (main control unit 10) is reset (including when the settings are changed). In addition, if a predetermined number of games are played in the normal game state, the advantageous zone may end and the game may transition to the normal zone.

[0162] In addition, a favorable zone lamp may be provided that can light up to indicate that the vehicle is in a favorable zone, and the main control unit 10 may control the lighting. Furthermore, if a favorable zone lamp is provided, it may be set to light up during the favorable zone and during a game state in which the number of game medals increases (for example, an AT state).

[0163] In addition, the medal-less gaming machine 1 is provided with a limiter function (hereinafter also referred to as the advantageous zone limiter) for limiting the number of gaming medals that a player can acquire, and the conditions for ending the advantageous zone are met even when the advantageous zone limiter is activated. For example, the advantageous zone limiter satisfies the condition that "the number of coins won during one advantageous zone (the difference in the number of coins (number of game medals inserted - number of game medals paid out)) reaches the upper limit (for example, +2400 coins)." Therefore, the advantageous zone limiter will be activated when the difference in the number of coins in one advantageous zone reaches the upper limit number. The condition for the upper limit number of coins may be that "the number of coins acquired during one advantageous period (net increase in number of coins (so-called MY)) reaches the upper limit number of coins (for example, 2,400 coins)."

[0164] In addition, the conditions for ending the advantageous zone are not limited to the above, and may include, for example, "at least one push order bell has been announced" or "a combination of symbols corresponding to a bonus role has stopped and been displayed," etc. In addition, when a predetermined winning role (a role that transitions to the normal zone) is won during the advantageous zone, the advantageous zone may end and transition to the normal zone may occur.

[0165] When the advantageous period ends, the right to win a bonus among the information related to the game is carried over, but other information is initialized. For example, the values ​​of each counter described below and various information managed during each game state are initialized when the advantageous period ends. However, without being limited to this, some or all of the information that is initialized at the end of the advantageous period may not be initialized.

[0166] In addition, the medal-less gaming machine 1 of this embodiment is provided with a so-called complete function (also simply called complete) that limits the number of gaming medals (net increase in number) that the player actually acquires from the time the medal-less gaming machine 1 is turned on until it is turned off, as a function for limiting the number of gaming medals that the player acquires. Specifically, when the net increase in the number of coins (MY) from when the medal-less gaming machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 coins), the machine enters a state where the game cannot be played, and the machine enters a game stop state where the game cannot be played thereafter. Therefore, the number of game medals that a player can acquire while the game parlor is open is limited. Furthermore, even if the difference in the number of coins during one advantageous zone during operation of the amusement facility is an extremely small value and the player is able to win an extremely large number of game medals before the advantageous zone limiter function is activated, the complete function will be activated before the advantageous zone limiter function is activated, so that even if the difference in the number of coins is an extremely small value, it is possible to prevent the amusement facility from suffering an extremely large disadvantage.

[0167] (Game-related counters) During the advantageous period, the main control unit 10 operates as a counting means, and stores the counting results of the counter shown below in the memory unit. Counter for the number of games played during the advantageous period (hereinafter referred to as Counter A) - Counts the number of games played during the advantageous period Advantageous Zone Difference Counter (hereinafter referred to as Counter B)...Counter value of the number of winnings (difference) during the advantageous zone

[0168] Counter B is a counter related to the advantageous zone limiter. When the game transitions from the normal zone to the advantageous zone, the main control unit 10 starts counting the number of games played during the advantageous zone (counter A) and the number of game medals won during the advantageous zone (counter B), and when the value indicated by counter B reaches a specific value (+2400 medals), the advantageous zone is forcibly ended. The values ​​of counter A and counter B are initialized (cleared to zero) when the advantageous period ends.

[0169] Counter B is a counter that allows the main control unit 10 to monitor the difference between the number of game medals consumed (entered as the number of bets) by the player in one advantageous period and the number of game medals paid out (awarded), and is capable of counting the difference (difference in game value) between the number of game medals consumed and the number of game medals paid out. Furthermore, unless counter B is initialized, it will continue to count even if the total number of game medals consumed in playing the game becomes greater than the total number of game medals paid out as a result of the game.

[0170] This makes it possible to count the number of game medals consumed (the number of game medals lost by the player) even if the player has not actually won any game medals during the advantageous zone and has only consumed game medals. That is, the main control unit 10 can count the value of the counter B even when the number of game values ​​(game medals) consumed in the advantageous zone is greater than the number of game values ​​(game medals) awarded in the advantageous zone.

[0171] In addition to the configuration described above, the medal-less gaming machine 1 according to this embodiment has the following gaming states and characteristic game features based on these gaming states.

[0172] (Pattern Group) FIG. 7 is an explanatory diagram showing group numbers for grouping symbol combinations, group names corresponding to the group numbers, the number of symbol combinations corresponding to the group names, and the payout when the symbol combination corresponding to the group name stops. For example, for BB, the group number is "0", the group name is "BB_1", the number of symbol combinations is "1", and the payout is "transition to bonus state". The bonus state here is a so-called real bonus, a type BB. Other group numbers are as shown. Note that the number of symbol combinations and payouts are merely examples and may be different from those in this embodiment.

[0173] (Correspondence between role names and group names) 8 and 9 are explanatory diagrams showing the correspondence between the winning combinations (winning combinations) and the group names shown in Fig. 7. For example, if the winning combination is "Replay 1", the symbol combination (number of combinations: 2) corresponding to the group name "RP_1" and the symbol combination (number of combinations: 2) corresponding to the group name "RP_3" can be stopped and displayed. Other winning combinations are as shown in the figures.

[0174] (List of design combinations) 10 to 12 are explanatory diagrams showing the symbol combinations corresponding to the group numbers (group names) shown in Fig. 7 and Fig. 8. When the symbol combinations shown in Fig. 10 to 12 are stopped and displayed, a benefit (the benefit shown as "payout" in Fig. 8 and Fig. 9) defined for the corresponding group number (group name) is awarded. On the other hand, when the symbol combinations shown in Fig. 10 to 12 are not stopped and displayed, no benefit is awarded (because if a miss occurs, a losing combination will stop and no game medals will be awarded).

[0175] For example, when the winning combination "Replay 1" is won, the symbol combinations corresponding to the group names "RP_1" and "RP_3" can be stopped (see also FIG. 8).

[0176] The group name "RP_1" corresponds to "group number 1," and therefore can stop "Replay A / Blank B / Bell A" and "Replay A / Cherry A / Bell A," and the group name "RP_3" corresponds to "group number 3," and therefore can stop "Purple 7A / Blank B / Replay A" and "Purple 7A / Cherry A / Replay A" (see also Figures 7 and 8).

[0177] Therefore, if the winning role name "Replay 1" is won, "Replay A / Blank B / Bell A" and "Replay A / Cherry A / Bell A" as well as "Purple 7A / Blank B / Replay A" and "Purple 7A / Cherry A / Replay A" can be stopped. The other group numbers are as shown in the figure.

[0178] (Push order bell stop control) Figure 13 is an explanatory diagram showing the stop control of the push order bell.

[0179] The "combination" shown in FIG. 13 indicates the execution of "combination priority control." This control is a control that "prioritizes the drawing of symbols that have a large number of combinations." The "number of coins" shown in FIG. 13 indicates the execution of "number of coins priority control." This control is a control that "prioritizes the drawing of symbols that have the potential to be drawn in large numbers."

[0180] In this embodiment, if the push order bell is won inside and the stop operation is performed in the correct push order corresponding to that push order bell, ``number priority control'' is executed for all stop control, so the maximum number of game values ​​corresponding to that push order bell can be obtained.

[0181] On the other hand, if the stop operation is performed in the correct push order corresponding to the push order bell while not inside the machine, the "combination priority control" is always executed by operating the stop button 5b (2nd shown in Figure 13), so that the maximum number of game values ​​corresponding to the push order bell cannot be acquired (either one game medal is awarded or no game medals are awarded (0 medals)).

[0182] In this embodiment, by executing such control, it is possible to limit the acquisition of gaming value outside the internal area.

[0183] (Stop control of push order bells during internal and non-internal periods) When you win the push order bell (1st bell in left, middle, right), the reason why the maximum number of game medals awarded differs between non-internal and internal bells will be explained using Figure 14, using the role name "213 bell" (1st bell in middle) as an example.

[0184] As shown in Figures 14(a) and (b), "213 Bell" is a winning role (role name) in which, when the stopping operations are performed in the order of center → left → right inside the reel, the pattern combination corresponding to "pattern combination number 141" or "pattern combination number 142" that make up "group number 48" stops.

[0185] As shown in Figures 14(c) and (d), if "213 Bell" is won inside and the stopping operation is performed in the order of center → left → right, the following control is executed. (1) When the first stop operation is performed, "Replay A" is drawn in with priority given to the number of coins. Among the group numbers corresponding to the role names, "Group Number 48" has the highest payout, and the middle symbol that makes up "Group Number 48" is "Replay A." (2) When the second left stop operation is performed, either "Purple 7A" or "Cherry A" will be drawn in, depending on the number of coins, whichever is closest to the active line. This is because the left pattern of "Pattern Combination Number 141" which makes up "Group Number 48" is "Purple 7A", and the left pattern of "Pattern Combination Number 142" which makes up "Group Number 48" is "Cherry A". (3) When the right third stop operation is performed, "Replay A" is drawn in with priority given to the number of coins. This is because the right pattern of "Pattern Combination Number 141" and "Pattern Combination Number 142" that make up "Group Number 48" is "Replay A." (4) As a result of (1) to (3) above, “Purple 7A / Replay A / Replay A” (symbol combination number 141) or “Cherry A / Replay A / Replay A” (symbol combination number 142) stops and 15 coins are awarded.

[0186] On the other hand, as shown in Figures 14(c) and (d), if "213 Bell" is won during a non-internal period and the stopping operations are performed in the order of center → left → right, the following control is executed. (1) When the first stop operation is performed, "Replay A" is drawn in with priority given to the number of coins. Among the group numbers corresponding to the role names, "Group Number 48" has the highest payout, and the middle symbol that makes up "Group Number 48" is "Replay A." (2) When the second left stop operation is performed, the combination that is closest to the valid line will be drawn in, either "Watermelon A" or "Gold 7A." The pattern combinations that include "Replay A" in the center pattern are "Pattern combination number 66,67" (2 combinations) with "Watermelon A" in the left pattern, "Pattern combination number 68,69" (2 combinations) with "Gold 7A" in the left pattern, "Pattern combination number 141" (1 combination) with "Purple 7A" in the left pattern, and "Pattern combination number 142" (1 combination) with "Cherry A" in the left pattern, but "Pattern combination number 66,67" and "Pattern combination number 68,69" (pattern combinations that make up "Group number 28") have more pattern combinations than "Pattern combination number 141" and "Pattern combination number 142" (pattern combinations that make up "Group number 48"). (3) When the right third stop operation is performed, either "Bar A" or "Cherry B" will be drawn in, whichever is closest to the active line, with priority given to the number of coins. This is because the right pattern of the "pattern combination numbers 66 to 69" that make up "group number 28" is "Bar A" or "Cherry B". (4) As a result of (1) to (3) above, one of the following pattern combinations will stop and one coin will be awarded. "Watermelon A / Replay A / Cherry B" (Pattern combination number 66) "Watermelon A / Replay A / Bar A" (Pattern combination number 67) "Gold 7A / Replay A / Cherry B" (Pattern combination number 68) "Gold 7A / Replay A / Bar A" (Pattern combination number 69)

[0187] (Emergency braking effect) In this embodiment, the sub-controller 20 can execute an effect called an emergency brake effect when the start lever 3 is operated, with a predetermined probability (e.g., 1 / 256) when AT111114 wins and a predetermined probability (256 / 256) when Reach Eye 4 wins. When the emergency brake effect is executed, for example, the display 8 displays an effect image indicating that the emergency brake effect has occurred. Furthermore, when the left first stop operation is performed when AT111114 wins, the symbols always slide for one or more frames, whereas when the left first stop operation is performed when Reach Eye 4 wins, the symbols always stop exactly (slide for 0 frames). Reach Eye 4 is a combination that, when it is won, confirms a transition to a pseudo bonus, as described below. Therefore, when an emergency brake effect is triggered, a player who performs the left first stop operation and realizes that the symbols do not slide can sense that they have won a bonus. This significantly increases the likelihood of a situation in which the player's excitement cannot be contained, thereby enhancing the enjoyment of the game.

[0188] Figure 15 illustrates a comparison between the symbols arranged on the reels and two types of sliding frame number tables defined for each symbol. The sliding frame number table shown in Figure 15 is for the first left stop operation. The sliding frame number table numbered "9" is the sliding frame number table used when AT1 chips 1 to 4 are won. The sliding frame number table numbered "15" is the sliding frame number table used when reach symbol 4 is won. The numbers shown in the sliding frame number table indicate the number of sliding frames when the first left stop operation is performed when the corresponding symbol is located on an active line.

[0189] As shown in Figure 15, in the sliding frame number table number "9", all frames are assigned a sliding frame number in the range of "1" to "4" so that when AT1 chips 1 to 4 are won, the symbols will always slide. On the other hand, in the sliding frame number table number "15", all frames are assigned a sliding frame number of "0" so that when Reach4 is won, the symbols will always stop exactly. As a result, when the emergency brake effect is executed, when AT1 chips 1 to 4 are won, the symbols will always slide by one frame or more, whereas when Reach4 is won, the symbols will always stop exactly.

[0190] (Game state transition) Next, with reference to FIG. 16, each gaming state of the medal-less gaming machine 1 according to this embodiment and transitions between each gaming state will be described. The main control unit 10 can independently control the lottery state (RT state) of the internal lottery process, the transition control between the normal zone and the advantageous zone, and the transition control between the game states. Unless otherwise specified below, the timing of transition from each game state to another game state is basically after the third reel is stopped in the game in which the transition condition is met (or after the game medals are paid out). However, this is not limited to this, and the transition may occur from the next game after the transition condition is met.

[0191] As shown in Figure 16, games on the medal-less gaming machine 1 according to this embodiment are played in a non-advantageous zone and an advantageous zone. In the advantageous zone, games are played in multiple game states, such as a normal game state, a CZ (chance zone), a pseudo bonus, and an ED (ending). The pseudo bonus and ED are AT states in which push order navigation is performed.

[0192] As shown in Figure 16, when the medal-less gaming machine 1 is shipped, when the settings are changed, when it is reset, or after the ending bonus has finished, play begins in a non-advantageous zone. This game is during a non-internal win of a bonus role. If a role that transitions to an advantageous zone is won during a non-internal win of a bonus role in a non-advantageous zone, the game will transition to an advantageous zone and the game will also transition to normal play state (arrow (1) in Figure 16). Roles that transition to an advantageous zone are all roles except Replay 2.

[0193] On the other hand, if you are in a non-advantageous zone and are inside a bonus role (BB), and you win a role that transitions to an advantageous zone, you will transition to an advantageous zone and also to the CZ (arrow (2) in Figure 16).

[0194] If you win the lottery to transition to a pseudo bonus (hereinafter referred to as the pseudo bonus lottery) during normal gaming, you will transition to the pseudo bonus (arrow (3) in Figure 16). There are three types of pseudo bonuses (BB, RB, SBB).

[0195] When the pseudo bonus ends, the game transitions to normal play mode (arrow (4) in Figure 16).

[0196] When the difference in the number of coins in the advantageous zone reaches a predetermined state of 2200 coins, the game transitions to ED (arrow (5) in FIG. 16). The predetermined state can be any game state other than the non-advantageous zone.

[0197] When the difference in number of coins in the advantageous zone reaches the limit of 2,400 coins in ED, it moves to the non-advantageous zone (arrow (6) in Figure 16).

[0198] If you win the lottery to transition to a pseudo bonus in the CZ, you will transition to the pseudo bonus (arrow (7) in Figure 16).

[0199] If 30 games are played without winning the lottery to transition to the pseudo bonus in the CZ, the game will transition to the normal game state (arrow (8) in Figure 16). At this time, the game will transition to the SBB of the three bonus types (BB, RB, SBB).

[0200] If the BB ends after clearing the BC (bonus challenge) twice during the pseudo bonus, the game will move to the CZ (arrow (9) in Figure 16).

[0201] (Bonus type in pseudo bonus) Here, the three types of bonuses (BB, RB, SBB) in the pseudo bonus will be explained.

[0202] First, the BB in the pseudo bonus will be explained. In this embodiment, it is possible to play multiple rounds in the BB of the pseudo bonus. The multiple rounds are made up of five types of rounds. The five types of rounds are made up of SR (Short Round), MR (Middle Round), LR (Long Round), BC (Bonus Challenge), and RR (Revenge Round).

[0203] The rounds can be played in the following order: MR (1st round) → SR (2nd round) → SR (3rd round) → SR (4th round) → SR (5th round) → BC (6th round) → MR (7th round) → MR (8th round) → BC (9th round) → LR (10th round). In addition to these orders, it is also possible to switch between BC and RR.

[0204] For SR and MR, if the cumulative payout points reach a certain number of points before the specified number of games are played, the game will move to the next round.For LR, if the cumulative payout points reach a certain number of points before the specified number of games are played, the game will loop.

[0205] Payout points are values ​​that are added based on the results of an internal lottery and the execution of a bell sequence effect during a freeze effect known as a bell sequence freeze. The number of game medals paid out (maximum payout number) corresponding to a winning combination obtained in the internal lottery can be added as payout points based on the results of the internal lottery. The bell sequence effect is a reel effect that temporarily stops a symbol combination corresponding to a center 1st bell or a right 1st bell in the display window 6. The number of game medals paid out (maximum payout number) corresponding to a symbol combination corresponding to a center 1st bell or a right 1st bell that is stopped and displayed by the execution of the bell sequence effect can be added as payout points based on the execution of the bell sequence effect (15 points in this embodiment).

[0206] In any round of SR, MR, or LR, if the payout points do not reach the specified number of points by the time the specified number of games is played, the pseudo bonus (BB) will end. In BB, the average TY (number of coins won) is about 500 coins.

[0207] The main control unit 10 determines the number of times the bell chain effects will be executed by lottery. The determined number is set in the bell chain counter. If it is decided to move to the next round before the bell chain effects determined by lottery have been executed the number of times in the current round, the bell chain effects not yet executed in the current round are not executed, and the right to execute the bell chain effects not yet executed is carried over to the next round. Then, based on the carried-over right, it is possible to execute the bell chain effects in the next round of play. The carry-over of the right to execute the bell chain effects is executed by adding the value indicated by the bell chain counter to the bell chain reservation counter. Then, by adding the value indicated by the bell chain reservation counter to the bell chain counter in the next round of play, the bell chain effects are executed based on the carried-over right.

[0208] Next, we will explain the RB in the pseudo bonus. The RB in the pseudo bonus ends when the number of game medals paid out reaches 50. In the RB, the average TY (number of medals won) is about 60. In addition, when a rare combination is won, it is preferable to hold a lottery to determine whether or not to transition to the CZ after the pseudo bonus (RB) ends.

[0209] Next, we will explain about SBB in the pseudo bonus. In the pseudo bonus, a round called BR (specified number of games: 25 games, specified points: 150 points) is looped (loop rate is about 95%). In SBB, the average TY (number of coins won) is about 4000 coins.

[0210] With the above configuration, SBB and BB are more advantageous than RB, and SBB is more advantageous than BB.

[0211] The transition of the game state does not have to be limited to the example shown in FIG. 16. For example, there may be cases where the game state transitions to CZ (for example, transitioning from the normal game state to CZ in some cases where the reel lock effect described below is executed and the transition lottery to the pseudo bonus is not won). Also, the game state may transition to CZ when the SBB ends, causing a loop of SBB and CZ. Also, a promotion lottery may be held when a rare combination is won during RB, and if the promotion lottery is won, the game state may transition to BB or SBB.

[0212] (Freeze effects and simulated games) Next, the freeze effect and simulated game executed by the main control unit 10 in this embodiment will be described. The main control unit 10 can execute delay control to delay the progress of the game. Then, during the execution period of the delay control, the freeze effect can be executed. For example, the freeze effect can be executed by delaying the start of reel rotation triggered by operation of the start lever 3, or by starting reel rotation triggered by operation of the start lever 3 but delaying the activation of the operation of the stop button 5. During the execution period of the freeze effect, the operation of the stop button 5 is not activated. Therefore, even if the stop button 5 is operated during the execution period of the freeze effect, the operation will not be accepted.

[0213] In addition to the freeze effect described above, the main control unit 10 can also execute a pseudo game during the execution period of the delay control. A pseudo game is a game in which a symbol combination is temporarily stopped without determining whether a winning combination has been won, and is different from a normal game. In other words, a pseudo game is a game that does not involve the payout of game medals. In a pseudo game, during the execution period of the delay control, the reels are rotated and the operation of the stop button 5 is validly accepted, and the symbols are temporarily stopped when the operation of the stop button 5 is accepted. When the pseudo game ends, a normal game begins with the operation of the start lever 3 again or the passage of a predetermined time. In other words, in this embodiment, during the execution period of the delay control, it is possible to execute a freeze effect that does not accept a stop operation and a pseudo game that does accept a stop operation.

[0214] In this embodiment, when BB and SBB continue (when a round starts from the second round onwards), the corresponding symbols stop temporarily during the pseudo game, thereby informing the player that the bonus will continue. Note that the symbols do not stop temporarily at the start of BC and RR during BB in the pseudo bonus. However, the symbols corresponding to BB may be stopped temporarily at the start of BC or RR.

[0215] In this embodiment, the freeze effects that can be executed include a long freeze effect, a reel lock effect, and a bell chain freeze. The long freeze effect is a freeze effect in which the freeze period lasts for a long period of time. The long freeze effect includes two types of effect patterns. The reel lock effect is a freeze effect with the same pattern as one of the long freeze effect patterns. The bell chain freeze is a freeze effect in which, when the start lever 3 is operated, the reels 41 spin and a bell chain effect is executed.

[0216] In this embodiment, when the long freeze effect occurs, five sets (five rounds) of SBB are confirmed. Then, although the long freeze effect occurs in a game in which the pseudo bonus lottery is won, the pseudo game does not occur in a game in which the pseudo bonus lottery is won. Instead, the pseudo game occurs in a game following the game in which the pseudo bonus lottery is won, and the symbols corresponding to the SBB are temporarily stopped. Note that when the reel lock effect occurs when the pseudo bonus lottery is won, the symbols corresponding to the BB are temporarily stopped in the same manner.

[0217] In addition, only with regard to the long freeze effect, a pseudo game may occur in the game in which the long freeze effect occurs, and the pattern corresponding to the SBB may temporarily stop (in other words, in the next game, the SBB may start without the pseudo game occurring).

[0218] (Production Stage) In this embodiment, the sub-controller 20 can execute effects in a plurality of different effect stages. That is, the sub-controller 20 displays an image corresponding to the effect stage on the display 8 and outputs a sound corresponding to the effect stage from the speaker 9. The sub-controller 20 transitions the effect stage in response to the transition of the game state by the main controller 10.

[0219] The multiple types of presentation stages include a normal stage, a BB stage, an RB stage, an SBB stage, and an ED stage. When the gaming state transitions to a non-advantageous section, a normal gaming state, or a CZ, the presentation stage transitions to the normal stage. Therefore, in the normal stage, it is difficult to visually recognize whether the gaming state is a non-advantageous section, a normal gaming state, or a CZ.

[0220] When the game state transitions to BB, the presentation stage transitions to the BB stage. When the game state transitions to RB, the presentation stage transitions to the RB stage. When the game state transitions to SBB, the presentation stage transitions to the SBB stage. When the game state transitions to ED, the presentation stage transitions to the ED stage.

[0221] It should be noted that each game state in the normal stage may be clearly distinguished by the screen of the display 8, the light emission state of the lamp, or the sound output state. Also, in the normal game state, in the case of a high probability state (high probability counter is 1 or more) described later, a predetermined lamp may be illuminated to notify that the state is high probability (if the transition lottery to the pseudo bonus is won, the game will transition to SBB).

[0222] (Non-advantageous section) Next, we will explain the non-advantageous section. The non-advantageous section is a state where you are waiting for the transition to the advantageous section, and is in a non-AT state. Since roles other than Replay 2 are advantageous section transition roles, the non-advantageous section is a period that ends immediately.

[0223] The non-advantageous zone is the game state that is transitioned to mainly after the setting is changed (including replaying the same setting) and after the ED ends. As mentioned above, in the non-advantageous zone, if a transition role to an advantageous zone is won during the non-internal period (RT0), the game state transitions to the normal game state, and if a transition role to an advantageous zone is won during the internal period (RT1), the game state transitions to the CZ.

[0224] When the game moves to the advantageous zone, a ceiling game number lottery is executed to determine the ceiling game number in the normal game state. Also, when the game moves to the advantageous zone, a monitoring counter addition lottery is executed. The monitoring counter addition lottery determines whether or not to add a predetermined value to the monitoring counter that is referenced when determining whether or not to execute push order navigation for the left 1st bell (123 bells 1 and 2, 132 bells 1 and 2) in the normal game state. The left 1st bell is the bell whose left 1st stop operation is included in the correct push order. Similarly, the middle 1st bell is the bell whose middle 1st stop operation is included in the correct push order, and the right 1st bell is the bell whose right 1st stop operation is included in the correct push order. Note that a configuration may be adopted in which no monitoring counter is provided and push order navigation does not occur in the normal game state.

[0225] <Ceiling Game Lottery> The main control unit 10 executes a ceiling game number lottery when a beneficial zone transition role is won in a non-beneficial zone. The main control unit 10 transitions to a pseudo bonus after the number of games determined by the ceiling game number lottery has been played.

[0226] 17(a) shows a ceiling lottery table used in the ceiling game number lottery. Hereinafter, in this embodiment, "G" is an abbreviation for game.

[0227] The ceiling number of games is determined based on a random number (with a range of 256) selected when the game is played and a set value. The ceiling number of games can be selected from "111," "222," "333," "444," "555," "666," and "999."

[0228] As shown in FIG. 17(a), for example, in the case of setting 1, the selection is controlled so that "111" is selected with a probability of 27 / 256, "222" is selected with a probability of 27 / 256, "333" is selected with a probability of 27 / 256, "444" is selected with a probability of 27 / 256, "555" is selected with a probability of 27 / 256, "666" is selected with a probability of 121 / 256, and "999" is selected with a probability of 0 / 256.

[0229] Although explanations for settings 2 to 6 are omitted, the lottery is controlled so that the lottery is held with the probabilities shown in the figures.

[0230] In this embodiment, when the advantageous zone is entered, the game may be switched to the CZ (see FIG. 16), but the number of games is counted during the CZ, and this value (number of games) is carried over even when the game transitions to the normal game state via the CZ. After the CZ ends, the ceiling number of games may be determined by referring to the ceiling lottery table at the end of the pseudo bonus shown in FIG. 33(b).

[0231] Furthermore, in this embodiment, the maximum ceiling number of games (999 games) is not selected when transitioning to the advantageous zone, and numbers of games of 555 games or less, which are unlikely to be selected when the pseudo-bonus ends (see Figure 33(b)), are also likely to be selected, making it difficult to stop playing when transitioning to the normal game state via the CZ, which is transitioned to when the amusement facility opens and after the ED ends.

[0232] In addition, for only a specific setting value (for example, setting 1), in the table shown in Figure 17(a) and the table shown in Figure 33(b), only "111" games may be selected, or only values ​​less than "111" games (for example, "77" games) may be selected.

[0233] <Monitoring counter addition lottery> The main control unit 10 executes a monitoring counter addition lottery when a winning combination for transitioning to an advantageous zone is won in a non-advantageous zone. The main control unit 10 sets the value determined by the monitoring counter addition lottery as the initial value of the monitoring counter.

[0234] The monitoring counter is a counter that is incremented by one per game during normal gameplay. The value of the monitoring counter is reset when the advantageous zone or pseudo-bonus ends. When the monitoring counter indicates a specific value (350-400 or 750-800) during normal gameplay, the push order navigation will always be executed if the left 1st bell (123 bells 1, 2, 132 bells 1, 2) is won.

[0235] Therefore, even if the game period in the normal game state is long, it is possible to provide a period in which the consumption speed of the game value (game medals) slows down. This prevents excessive consumption of game medals, allowing the player to play with peace of mind.

[0236] In addition, push order navigation may be performed during normal gameplay for other bells (right 1st bell or middle 1st bell) as well as the left 1st bell.

[0237] Furthermore, even if the value of the monitoring counter is a specific value, the push order navigation may not necessarily be executed, and a lottery may be held to determine whether or not to execute the push order navigation when the value of the monitoring counter is a specific value. In this case, the lottery may be held with a probability according to the value of the monitoring counter. Also, there may be cases where the push order navigation is executed even when the value of the monitoring counter is 801 or higher. Furthermore, by providing a case where the monitoring counter is increased to a value of 801 or higher when moving to an advantageous zone, a situation may arise where the push order navigation is not executed until the monitoring counter is reset.

[0238] FIG. 17(b) shows a monitoring counter addition lottery table used in the monitoring counter addition lottery.

[0239] The monitoring counter increment lottery is performed based on a random number (with a sampling range of 256) that is sampled when the game is played. The value to be added to the monitoring counter can be selected from "0", "128", "256", "384", and "512".

[0240] As shown in FIG. 17(b), for example, the control is performed so that "0" is selected with a probability of 52 / 256, "128" is selected with a probability of 51 / 256, "256" is selected with a probability of 51 / 256, "384" is selected with a probability of 51 / 256, and "512" is selected with a probability of 51 / 256.

[0241] In this embodiment, the monitoring counter is often set to a value of 128 or more when the game transitions to a favorable zone, making it difficult for players playing at the opening of the amusement arcade to determine whether the settings have been changed.

[0242] (Normal gameplay state) <Non-internal> First, the normal gaming state when not inside the game will be described. Hereinafter, the normal gaming state when not inside the game will be referred to as the normal gaming state (non-inside the game), and the normal gaming state when inside the game will be referred to as the normal gaming state (inside the game).

[0243] The normal game state (not in the internal state) is a state that can only be entered immediately after a setting change. The normal game state (not in the internal state) and the normal game state (in the internal state) have the same presentation stage, and the presentation does not change, so the appearance is the same as the normal game state (in the internal state).

[0244] However, in the normal game state (not inside the machine), even if the correct button presses are performed for the first bell on the left, the bell spill stops and only one game medal is awarded (see Figure 13). Therefore, unlike the normal game state (inside the machine), the push order navigation is not executed when the first bell on the left is won in the normal game state (not inside the machine). This prevents the bell spill from stopping even if the stop operation is performed in the correct button press order according to the push order navigation.

[0245] In the normal game mode (non-internal), the player aims to win a pseudo-bonus. In the normal game mode (non-internal), a pseudo-bonus lottery is held twice, and if both lotteries are won, the type of pseudo-bonus is determined by a bonus type lottery.

[0246] Then, in the normal game state (not in the internal state), only RB is won. After the RB is won, the normal game state (not in the internal state) is maintained until the game transitions to the internal state of the bonus role, and the game transitions to the pseudo bonus in the game following the game that transitioned to the internal state of the bonus role. In the non-internal state, even if any push order bell is won, only one coin is awarded at most, so even if the push order navigation is executed in the pseudo bonus, the number of game medals cannot be increased (see Figure 13).

[0247] After winning RB, a BB promotion lottery is held, and if you are promoted from RB to BB as a result, you will move to BB when you transition to the pseudo bonus after transitioning from non-internal to internal bonus roles.On the other hand, if you are not promoted here, you will move to RB when you transition to the pseudo bonus after transitioning from non-internal to internal bonus roles.

[0248] <Internal> Next, the normal game state during the internal game will be explained. The normal game state (during the internal game) is a game state in which a game is played with the aim of obtaining a pseudo bonus. The normal game state (during the internal game) differs from the normal game state (not during the internal game) in that when a pseudo bonus lottery is won, the game transitions to the pseudo bonus at the end of the game.

[0249] In the normal game mode (inside), the push order navigation may be executed when the left 1st bell is won based on the value of the monitoring counter. If you perform the stop operation according to the push order navigation, four game medals will be awarded (see Figure 13).

[0250] In the normal game state (inside), the pseudo-bonus lottery is executed twice, and if both lotteries are won, the type of pseudo-bonus is determined by the bonus type lottery. The bonus type lottery determines either RB or BB.

[0251] Also, in the normal game state (inside), when the pseudo bonus transition lottery is won, a long freeze lottery is executed to determine whether or not a long freeze effect will be executed. If the long freeze lottery is won, a long freeze pattern lottery is executed to determine the presentation pattern of the reel presentation when the long freeze effect is executed. If the long freeze lottery is won, the transition to SBB is confirmed.

[0252] When the pseudo bonus lottery is not won, or when the pseudo bonus lottery is won but the long freeze lottery is not won, a reel lock lottery is executed to determine whether or not to execute the reel lock effect.

[0253] In addition, as will be described in more detail later, after the RB ends, there is a possibility of transitioning to a high probability state managed by game number management, and if you win the lottery to transition to a pseudo bonus while in this high probability state, transition to SBB will be confirmed.

[0254] <Lottery order in normal game mode> The order of the lottery executed when the start lever 3 is operated during non-internal and internal play in the normal gaming state can be summarized as follows (1) to (5).

[0255] Note that pseudo bonus lottery 1 refers to the first stage lottery using normal bonus lottery table 1 shown in Figure 18(a). Pseudo bonus lottery 2 refers to the second stage lottery using normal bonus lottery table 2 shown in Figure 18(b). The bonus type lottery is a lottery that determines either BB or RB. The promotion lottery is a lottery that determines whether or not RB will be promoted to BB using the BB promotion lottery table shown in Figure 19(d). The long freeze effect lottery is a lottery that determines whether or not to execute a long freeze effect using the long freeze lottery table shown in Figure 19(a). The reel lock lottery is a lottery that determines whether or not to execute a reel lock effect using the reel lock lottery table shown in Figure 19(c).

[0256] In this embodiment, pseudo bonus lottery 1 and pseudo bonus lottery 2 may be collectively referred to as pseudo bonus lotteries, and either one may be simply referred to as pseudo bonus lottery.

[0257] (1) Non-internal (RB non-winning state): Pseudo bonus lottery 1 → Pseudo bonus lottery 2 → Bonus type lottery (2) Non-internal (RB elected): Promotion lottery (3) Inside (not winning the pseudo bonus lottery): Pseudo bonus lottery 1 → Pseudo bonus lottery 2 → Reel lock lottery (4) Inside (Winning the pseudo bonus lottery + winning the long freeze effect lottery): Pseudo bonus lottery 1 → Pseudo bonus lottery 2 → Bonus type lottery → Long freeze effect lottery (5) Inside (Winning the pseudo bonus lottery + Not winning the long freeze effect lottery): Pseudo bonus lottery 1 → Pseudo bonus lottery 2 → Bonus type lottery → Long freeze effect lottery → Reel lock lottery

[0258] Each of the above lotteries will be explained in detail below.

[0259] <Pseudo Bonus Lottery 1 (1st Stage)> The main control unit 10 executes a pseudo bonus lottery in a normal gaming state. In the pseudo bonus lottery, first, a first-stage lottery is executed using a normal bonus lottery table 1 shown in Fig. 18(a), and if the first-stage lottery is won, a second-stage lottery is executed using a normal bonus lottery table 2 shown in Fig. 18(b), and if the second-stage lottery is won, the player wins.

[0260] As shown in FIG. 18(a), the first stage pseudo bonus lottery 1 is executed based on a random number value (with a range of 256 types) extracted when the game is played, a set value, and the result of an internal lottery. The result of the internal lottery, "Other," is a result other than "Common Bell," "Watermelon," "Cherry," or "Reach Eye" (i.e., a rare combination). In this embodiment, this does not include misses, but it may include misses.

[0261] For example, if the result of the internal lottery is "Other" and the setting is 1, the system is controlled so that "Miss" is selected with a probability of 1 / 256, and "Win" is selected with a probability of 255 / 256.

[0262] Note that, although explanation is omitted for settings 2 to 6 when the result of the internal lottery is "Other," the lottery is controlled to be held with the probabilities shown in the figures. Also, explanation is omitted for the results of the internal lottery of "Common Bell," "Watermelon," "Cherry," and "Reach Eye," but the lottery is controlled to be held with the probabilities shown in the figures.

[0263] It should be noted that for a specific setting value (for example, setting 1), any winning combination may result in a "lose".

[0264] <Pseudo Bonus Lottery 2 (Second Stage)> As shown in Figure 18(b), the second stage pseudo bonus lottery 2 is executed based on a random number value (with a range of 256 types) extracted when the game is played, a set value, and the result of the internal lottery. The "other" result of the internal lottery is a result other than a rare combination, and includes misses. Since rare combinations are "common bell," "watermelon," "cherry," and "reach mark," combinations other than "other" shown in the normal time bonus lottery table 1 shown in Figure 18(a) apply.

[0265] For example, if the result of the internal lottery is "other," the system is controlled so that "miss" is selected with a probability of 249 / 256 and "win" is selected with a probability of 7 / 256. If the result of the internal lottery is a "rare combination," the system is controlled so that "miss" is selected with a probability of 0 / 256 and "win" is selected with a probability of 256 / 256.

[0266] In addition, although an example is given in which a rare combination is always won in the second stage lottery, there may be cases in which a rare combination does not win the pseudo bonus lottery depending on its type. Also, instead of a two-stage lottery, there may be a one-stage or three-stage lottery or more.

[0267] <Bonus type lottery> When the second stage pseudo bonus lottery 2 is won or when the number of games in the normal game state reaches the ceiling number of games, the main control unit 10 executes a bonus type lottery to determine whether the bonus type is BB or RB. Figure 18(c) shows a normal time bonus type lottery table used in the bonus type lottery in the normal game state.

[0268] As shown in FIG. 18(c), the bonus type lottery is executed based on a random number value (with a range of 256 types of random number values) sampled when the game is executed and whether the game is in a non-internal state or an internal state.

[0269] For example, in the case of a non-internal result, "RB" is selected with a probability of 256 / 256, and "BB" is selected with a probability of 0 / 256. In the case of an internal result, "miss" is selected with a probability of 0 / 256, "RB" is selected with a probability of 128 / 256, and "BB" is selected with a probability of 128 / 256.

[0270] In addition, the judgment value number may be allocated so that BB is won during non-internal periods.

[0271] <Long Freeze Lottery> When the main control unit 10 executes the bonus type lottery during the bonus combination, it executes the long freeze effect lottery and determines whether or not to execute the long freeze effect.

[0272] If the long freeze effect lottery is won, the long freeze effect will occur in that game, and a transition to SBB will be confirmed regardless of the type of bonus determined before the long freeze effect is executed. Also, if the long freeze effect lottery is won, a transition to SBB for 5 sets (i.e., 5 rounds) is guaranteed, so a large amount of balls can be won. However, by not executing the long freeze effect lottery when a pseudo bonus based on reaching the ceiling is won, the ceiling is not favored. Figure 19(a) shows the long freeze effect lottery table used in the long freeze effect lottery.

[0273] As shown in Figure 19(a), the bonus type lottery is executed based on a random number value (with a range of 256 types) extracted during the game. Note that the main control unit 10 executes a long freeze effect when a "win" is obtained.

[0274] For example, the probability of "losing" being selected is 250 / 256, and the probability of "winning" being selected is 6 / 256.

[0275] Note that a specific setting value (for example, setting 1) may be set to always result in a "miss." Also, the probability of the long freeze effect occurring may be changed depending on the type of bonus won (for example, RB occurs at 6 / 256, BB occurs at 12 / 256). Also, the long freeze effect may be made possible to occur even when not inside the bonus zone, and may be made more likely to occur when not inside the bonus zone than when inside the bonus zone (for example, when not inside the bonus zone, it occurs at 128 / 256, and when inside the bonus zone, it occurs at 6 / 256).

[0276] <Drawing the performance pattern> If the long freeze effect lottery is won, the main control unit 10 executes an effect pattern lottery to determine the effect pattern for the long freeze effect. Fig. 19(b) shows a long freeze pattern lottery table used in the effect pattern lottery.

[0277] As shown in Figure 19(b), the effect pattern lottery is performed based on a random number value (with a selection range of 256 types) that is sampled when the game is played. Note that "Pattern 1" is a reel effect that includes the same rotation pattern as the reel lock effect. Therefore, when "Pattern 1" is executed, it becomes difficult to distinguish between the reel lock effect and the long freeze effect. For this reason, "Pattern 1" can be said to be an effect pattern that plays a role in creating anticipation of the occurrence of the long freeze effect when the reel lock effect is executed.

[0278] Furthermore, "Pattern 2" is a presentation pattern specific to the long freeze presentation. Therefore, the occurrence of the long freeze presentation can be recognized immediately after the start of the reel presentation based on "Pattern 2." As a specific example of "Pattern 1" and "Pattern 2," "Pattern 1" can be a presentation pattern in which the reels 41 rotate in reverse in stages, and "Pattern 2" can be a presentation pattern in which the display 8 goes black and the reels 41 freeze for a predetermined number of seconds without rotating.

[0279] For example, control is performed so that "Pattern 1" is selected with a probability of 128 / 256, and "Pattern 2" is selected with a probability of 128 / 256.

[0280] <Reel Lock Lottery> The main control unit 10 executes a reel lock lottery to determine whether or not to generate a reel lock effect when the pseudo bonus lottery is not won, or when the pseudo bonus lottery is won but the long freeze effect lottery is not won. Figure 19(c) shows a reel lock lottery table used in the reel lock lottery.

[0281] As shown in Figure 19(c), the reel lock lottery is performed based on a random number value (with a range of 256 options) extracted when the game is played, the result of the pseudo bonus lottery, the result of the bonus type lottery, and the result of the internal lottery. If a "win" is obtained, a reel lock occurs. "Other," which is a result of the internal lottery, is a result other than "bell," "watermelon," "cherry," or "reach mark," and includes a miss.

[0282] For example, if the pseudo bonus lottery results in a "lose" and the result of the internal lottery is "other," the system is controlled so that there is a 256 / 256 probability that "lose" will be selected, and there is a 0 / 256 probability that "win" will be selected.

[0283] Note that, although explanation is omitted for the case where the pseudo bonus lottery is a "miss" and the result of the internal lottery is a "bell," "watermelon," "cherry," or "reach mark," the lottery is controlled to be held with the probabilities shown in the figures. Also, explanation is omitted for the case where the pseudo bonus lottery is won and the bonus type lottery is "BB," and for the case where the pseudo bonus lottery is won and the bonus type lottery is "RB," but explanation is omitted for the case where the pseudo bonus lottery is won and the bonus type lottery is "RB," the lottery is controlled to be held with the probabilities shown in the figures.

[0284] As is clear from Figure 19(c), the reel lock effect occurs when the pseudo bonus lottery is a loss only when "watermelon" or "cherry" is won, and the reel lock effect is more likely to occur when the pseudo bonus lottery is won than when it is a loss, so when the reel lock effect occurs, it can create a sense of anticipation in the player. Therefore, it is possible for the player to pay close attention to the effects on the display 8 and the behavior of the reels 41 when pressing the lever for the next game in a game in which the reel lock effect has occurred.

[0285] <Promotion Lottery> If the pseudo bonus lottery is won while the bonus role is not in the internal state, the bonus type will be RB. Then, if the pseudo bonus lottery is won while the bonus role is not in the internal state, the main control unit 10 executes a promotion lottery to determine whether or not to promote the RB in the pseudo bonus to BB. If the promotion lottery is won, the main control unit 10 promotes the RB to BB when the bonus role transitions from not in the internal state to the internal state. Specifically, the main control unit 10 rewrites the RB flag set in RAM to the BB flag when the bonus type lottery is executed. Figure 19(d) shows a BB promotion lottery table used in the promotion lottery.

[0286] As shown in Figure 19(d), the promotion lottery is executed based on the random number value (with a range of 256) extracted during game execution and the result of the internal lottery. If the promotion lottery is "won," RB will be promoted to BB.

[0287] And, for example, when the result of the internal lottery is " watermelon", it is controlled so that " losing" is selected with a probability of 243 / 256 and " winning" is selected with a probability of 13 / 256.

[0288] Note that the cases where the results of the internal lottery are " cherry" and " reach target" are omitted from the description, but the lottery is controlled to be performed with the illustrated probabilities.

[0289] Note that it may be possible to upgrade to SBB in the upgrade lottery. Also, when winning the pseudo - bonus lottery during the non - internal period of the bonus combination, instead of the upgrade lottery, a lottery may be executed to determine whether to end an advantageous period. In this case, it is possible to shift from the internal period of the bonus combination, pass through a non - advantageous period, and then shift to an advantageous period. Since it shifts to CZ when shifting to an advantageous period, it can put the player in an advantageous state (see Fig. 16).

[0290] (CZ) Next, CZ will be described. CZ is a game state that shifts when the conditions shown in the following (1) or (2) are satisfied, and it is a non - AT state. (1) The BB that has broken through BC twice ends (2) Shifting from a non - advantageous period to an advantageous period during the internal period (substantially shifting to SBB)

[0291] Different from the normal game state, CZ is a game state in which a pseudo - bonus lottery (first - stage lottery) is executed by referring only to the pseudo - bonus lottery table during CZ, and it is a game state that is more likely to shift to a pseudo - bonus state than the normal game state.

[0292] <Lottery Order in CZ> The order of the lotteries executed when the start lever 3 is operated in the normal gaming state (not inside) and normal gaming state (inside) can be summarized as follows (1) to (3). This differs from the normal gaming state in that the second stage pseudo-bonus lottery and bonus type lottery are not executed. When the pseudo-bonus lottery is won, the type is not determined and the game transitions to SBB. On the other hand, if 30 games have passed without the pseudo-bonus lottery being won, the game transitions to the normal gaming state.

[0293] (1) Inside (not winning the pseudo bonus lottery): Pseudo bonus lottery → Reel lock lottery (2) Inside (Winning the pseudo bonus lottery + winning the long freeze effect lottery): Pseudo bonus lottery → Long freeze effect lottery (3) Inside (Winning the pseudo bonus lottery + Not winning the long freeze effect lottery): Pseudo bonus lottery → Long freeze effect lottery → Reel lock lottery

[0294] <Pseudo Bonus Lottery> The main control unit 10 executes a pseudo-bonus lottery in the CZ. Unlike in the normal game state, the pseudo-bonus lottery in the CZ is executed only in the first stage. If the first stage lottery is won, the player wins. Figure 20(a) shows a CZ bonus lottery table used in the pseudo-bonus lottery in the CZ.

[0295] As shown in Figure 20(a), the pseudo bonus lottery is performed based on a random number value (with a range of 256) extracted during game execution, a set value, and the result of an internal lottery. The "other" result of the internal lottery is a result other than "common bell," "watermelon," "cherry," or "reach combination" (i.e., rare combination), and includes misses.

[0296] For example, if the result of the internal lottery is "Other" and the setting is 1, the system is controlled so that "Miss" is selected with a probability of 255 / 256, and "Win" is selected with a probability of 1 / 256.

[0297] Note that, although explanation is omitted for settings 2 to 6 when the result of the internal lottery is "Other," the lottery is controlled to be held with the probabilities shown in the figures. Also, explanation is omitted for the results of the internal lottery of "Common Bell," "Watermelon," "Cherry," and "Reach Eye," but the lottery is controlled to be held with the probabilities shown in the figures.

[0298] It should be noted that for a specific setting value (for example, setting 1), any winning combination may result in a "lose".

[0299] (Pseudo Bonus (RB)) Among the pseudo bonuses, RB is an AT state that ends when the number of game medals paid out reaches 50. Note that RB may also be managed by the difference in number of medals or the number of games.

[0300] When RB is won in the bonus type lottery, a lottery for adding the high probability counter is executed, and a lottery for adding the high probability counter is executed for each game during RB. The value of the high probability counter added here decreases by 1 for each game after RB ends, but if the value moves to the pseudo bonus before it reaches 0, the move to SBB is confirmed.

[0301] In addition, if the player wins the additional lottery when winning RB, the fact is not notified, but if the player wins the additional lottery during RB, the fact is notified, thereby increasing the expectation for winning the additional lottery even if the winning of the additional lottery is not notified.

[0302] <Additional lottery (when RB is won)> The main control unit 10 executes a lottery for adding the high probability counter when the RB is won. Figure 20 (b) shows a high probability counter addition lottery table when the RB is won, which is used in the lottery for adding the high probability counter when the RB is won. The lottery for adding the high probability counter when the RB is won is referred to as an addition lottery (when the RB is won).

[0303] The addition lottery (when RB is won) is carried out based on a random number value (with a range of 256 options) that is extracted when the game is played. In the addition lottery (when RB is won), the number of games (number of plays) to be added to the high probability counter is selected from "0", "10", "20", and "30". If "10" or more is selected by referring to the table, that value is added to the high probability counter.

[0304] For example, the probability of selecting "0" is 220 / 256, the probability of selecting "10" is 26 / 256, the probability of selecting "20" is 8 / 256, and the probability of selecting "30" is 2 / 256.

[0305] <Additional lottery (RB)> The main control unit 10 executes a lottery for adding the high probability counter for each play (each game) during the RB. Figure 20(c) shows a RB high probability counter addition lottery table used in the addition lottery during the RB. The addition lottery during the RB is referred to as an addition lottery (during the RB).

[0306] The addition lottery (during RB) is performed based on the random number value (with a selection range of 256 types) extracted when the game is executed and the result of the internal lottery. In the addition lottery (during RB), the number of games to be added to the high probability counter is selected from "0", "10", "20", and "30". If "10" or higher is selected by referring to the table, that value is added to the high probability counter. Furthermore, "other", which is the result of the internal lottery, is a result other than "bell", "watermelon", "cherry", and "reach". In this embodiment, misses are not included, but they may be included.

[0307] For example, if the result of the internal lottery is "Other," the number "0" is selected with a probability of 255 / 256, the number "10" is selected with a probability of 1 / 256, the number "20" is selected with a probability of 0 / 256, and the number "30" is selected with a probability of 0 / 256.

[0308] Although explanations of the internal lottery results of "bell," "watermelon," "cherry," and "reach mark" will be omitted, the lottery is controlled so that it is performed with the probabilities shown in the figure.

[0309] (BB) Next, we will explain about BB in pseudo bonus. BB in pseudo bonus can be played in multiple rounds (playing area). The state of each round is predetermined. BB in pseudo bonus is an AT state that continues as long as the conditions corresponding to the state of each round are met.

[0310] As shown in FIG. 21, the multiple rounds executed in the BB in the pseudo bonus are composed of the following five types of rounds. (1) SR (Short Round): (2) to (5) in the figure (2) MR (Middle Round): (1), (6), and (7) in the figure (3) LR (Long Round): (8) in the figure (4) BC (Bonus Challenge): (BC) *The first time you have 4 choices, the second time you have 2 choices (promotion available) (5) RR (Revenge Round): (RR)

[0311] In the pseudo-bonus BB, the rounds can be played in the following order: MR → SR → SR → SR → SR → BC → MR → MR → BC → LR. It is also possible to switch between BC and RR.

[0312] For SR and MR, if the payout points reach the specified points before the number of games shown in the figure is played, the game will move to the next round, and for LR, if the payout points reach the specified points before the number of games shown in the figure is played, the game will loop (repeatedly moving to LR). Note that if the payout points reach the specified points before the number of games is played, the game will move to the next round after the number of games is played.

[0313] SR is set to 20 games and the required points are 150 points. SR is set to 20 games and the required points are 150 points. MR is set to 40 games and the required points are 300 points. LR is set to 60 games and the required points are 500 points.

[0314] Payout points are a value that is added by the number of medals paid out corresponding to the winning combination (maximum payout number) and by the execution of a bell streak freeze (bell streak effect). The number of medals paid out is directly linked to the number of payout points awarded. For example, if 15 medals are awarded, 15 points are awarded. Also, 15 points are awarded for one bell streak effect. Note that instead of payout points, they may be managed as difference points, where the difference in the number of medals awarded is the number of points awarded.

[0315] BC is a round in which, when the first bell in the middle or the first bell on the right is won, a push order challenge is carried out, relying on intuition to guess the correct push order. If the push order challenge is successful by successfully selecting the correct push order, the player moves on to the next round. On the other hand, if the push order challenge is unsuccessful, the player moves on to RR. Note that BC may be maintained with a certain probability (e.g., 1%).

[0316] If the payout points in RR reach the specified points, you can return to the failed BC and try the BC button sequence challenge again. In other words, BC and RR will loop unless you succeed in the button sequence challenge in BC. RR has 10 games and the specified points are set to 100 points. If the payout points in RR do not reach the specified points, the pseudo bonus ends.

[0317] The game mode (number of games or number of specified points) may be different for each round. For example, the game mode may be determined by lottery each time a transition to a round occurs, or the mode corresponding to the number of transitions to a round may be managed by a table. Also, a transition to BC may occur when the total number of specified points reaches a specified value, rather than the number of times the round has been advanced. Also, a BC-eliminated lottery (e.g., a lottery with a 10% chance of winning and a 90% chance of not winning) may be held in the fifth or seventh round, or when entering BC, and if the lottery is successful, it may be considered that the BC has been advanced and the game may proceed to the next set (next round).

[0318] In addition, in SR, MR, and LR, the number of remaining games may be added to the next round without waiting for the number of games to be consumed. Furthermore, in SR, MR, and LR, if the next round is BC, a lottery may be held to determine whether or not to add 1 to the value of the navigation state counter for that BC based on the number of remaining games. In this case, for example, if 10 or more games remain, it may be determined that 1 will be added to the navigation state counter. The navigation state counter will be described later.

[0319] In addition, if the payout number points reach a specified point in RR, control may be given to the round after BC is broken rather than returning to BC. Also, if the payout number points reach a specified point in RR and return to BC, the return may be made with the navigation state counter set to +1 before the return. The navigation state counter will be described later.

[0320] (SBB) Next, we will explain SBB in pseudo bonus. SBB is an AT state like BB, but it is an AT state in which only BR (number of games: 25, specified points: 150) is repeatedly executed as a round. BR has the same specified points as SR, but it has more games than SR and it is easier to accumulate payout points than SR. Therefore, SBB can be said to be a more advantageous gaming state than BB.

[0321] The number of games and the specified points may be different from those in this embodiment (for example, the number of games may be 55 games and the specified points may be 550 points).

[0322] In addition, multiple types of rounds may be set for SBB as well as BB. In this case, for example, the number of games and the specified points for BR may be determined for each BR. Also, the net increase per game for SBB may be higher than that for BB. In this case, for example, it can be implemented by reducing the execution rate of the push order navigation in BB.

[0323] (ED) ED is an AT state that continues until the advantageous period ends.

[0324] (Regarding control in BB and SBB) Next, the control of "BB" and "SBB" will be explained in detail using flowcharts. Of each flowchart, only "bonus transition control process" and "BC control process_end of game" are processes at the end of game (after the third stop operation detection is turned OFF), and the others are processes at the start of game (after the start lever is accepted). Note that the execution timing of each process may be at other times.

[0325] First, definitions of terms used in explaining the control of "BB" and "SBB" are listed below.

[0326] "A row" AT counter = A counter that stores the number of rounds executed during BB

[0327] "Ka row" High probability counter = A counter that remembers the number of high probability games Reference counter = A counter that records the specified points for each round of BB and SBB. The points required for each round are as follows: SR and BR=150 MR=300 LR=500 RR=100

[0328] "Sa row" Stock counter = A counter that stores the number of stocks of BR (SBB). Next play pseudo play counter = A counter that stores the number of times the bell freeze has been executed

[0329] "Ta row" Stay counter = A counter that records the remaining number of plays (remaining games) in the BB and SBB rounds. The initial number of games in each round is as follows: SR=20 MR=40 LR=60 RR=10 BR=25 CZ=30

[0330] "Na row" Navigation status counter = A counter that stores the navigation status during BC The correspondence between the value of the navigation state counter and the number of choices in the push order navigation is as follows. The numbers in parentheses indicate the push order or selection for the left, middle, and right stop buttons 5. In other words, the numbers indicate the push order of the corresponding stop buttons 5, and "?" indicates that the selection is made by operating the corresponding stop button 5. Navigation status counter 1 = 4 choices (×??) Navigation status counter 2 = 2 choices ("?1?" or "??1") Navigation status counter 3 = 1 choice ("213" or "312" or "231" or "321")

[0331] "Ha" 0 = Flag that manages the status of BC and RR The correspondence between the value of 0 and the BC and RR states is as follows: Judgment flag 1 = BC 1st time Judgment flag 2 = BC 2nd time Judgment flag 3 = RR after 1st BC failure Judgment flag 4 = RR after 2nd BC failure Left 1st Bell Counter = A counter that records the number of times the left 1st bell has been won BC Breakthrough Counter = A counter that records the number of times BC has been broken through Bonus flag = Flag that manages the bonus state The correspondence between the bonus flag value and the bonus state is as follows: Bonus Flag 1 = RB Bonus Flag 2 = BB Bonus Flag 3 = SBB Bonus Flag 4 = ED Bell counter = A counter that records the number of times a bell has been performed (used when continuation is not confirmed) Bell reservation counter = A counter that stores the number of Bell reservations (used when confirming continuation)

[0332] "Ma row" Number counter = A counter that stores the number of payout points for the current round

[0333] <Bonus transition control process> 22 is a flowchart of the bonus transition control process executed by the main control unit 10. The bonus transition control process is a process related to the transition of the pseudo bonus.

[0334] As shown in Fig. 22, the main control unit 10 determines whether or not the pseudo bonus lottery has been won (S1). If the pseudo bonus lottery has not been won (S1: No), the main control unit 10 ends the processing. On the other hand, if the pseudo bonus lottery has been won (S1: Yes), the main control unit 10 determines whether or not the high probability counter = 0 (S2). If the high probability counter = 0 is not, the transition to SBB is confirmed.

[0335] If the high probability counter is not 0 (S2: No), the main control unit 10 proceeds to step S13. If the high probability counter is 0 (S2: Yes), the main control unit 10 determines whether a long freeze effect occurs (S3).

[0336] If the long freeze effect occurs (S3: Yes), the main control unit 10 sets the stock counter to "5" and proceeds to step S13 (S4). If the long freeze effect does not occur (S3: No), the main control unit 10 determines whether or not the RB has been won in the bonus type lottery (S5).

[0337] If the main control unit 10 does not win the RB (S5: No), the main control unit 10 proceeds to step S8. If the main control unit 10 wins the RB (S5: Yes), the main control unit 10 sets the bonus flag to "1" indicating the RB and executes the RB transition control process to transition to the RB (S6, S7). In step S8, the main control unit 10 sets the bonus flag to "2" indicating the BB (S8).

[0338] Then, the main control unit 10 sets the reference counter to "300" indicating the set points for MR (S9), sets the stay counter to "40" indicating the remaining number of times MR is played (S10), sets the AT consecutive counter to "1" indicating the number of rounds executed during BB (S11), sets the BC breakthrough counter to "0" as the number of times BC has been broken through (S12), and sets the judgment flag to "0" (S16).

[0339] In step S13, the main control unit 10 sets the bonus flag to "3" indicating SBB (S13). Then, the main control unit 10 sets the reference counter to "150" which is the specified point of BR (S14), and sets the stay counter to "25" which is the remaining number of times of play of BR (S15).

[0340] In addition, the long freeze effect may be configured to occur when the high probability counter is not 0.

[0341] <Bonus control process> 23 is a flowchart of the bonus control process executed by the main control unit 10. The bonus control process is a process related to the control of the pseudo bonus. Note that the "bonus control process" also includes a process related to the SBB.

[0342] As shown in Figure 23, the main control unit 10 determines whether the bonus flag exceeds "0" (S101). If the bonus flag exceeds "0", it is a pseudo bonus, and if the bonus flag is "0", it is not a pseudo bonus.

[0343] If the bonus flag does not exceed "0" (S101: No), the main control unit 10 ends the process. On the other hand, if the bonus flag exceeds "0" (S101: Yes), the main control unit 10 determines whether the bonus flag is "4" indicating ED (S102).

[0344] If the bonus flag is not "4" indicating ED (S102: No), the main control unit 10 proceeds to step S104. On the other hand, if the bonus flag is "4" indicating ED (S102: Yes), the main control unit 10 executes ED control processing to transition to ED (S103).

[0345] In step S104, the main control unit 10 determines whether the bonus flag is "1" indicating RB (S104). If the bonus flag is not "1" indicating RB (S104: No), the main control unit 10 proceeds to step S106. On the other hand, if the bonus flag is "1" indicating RB (S104: Yes), the main control unit 10 executes RB control processing to transition to RB (S105).

[0346] In step S106, the main control unit 10 determines whether the determination flag is greater than "0" and less than "3" (S106). That is, it determines whether the determination flag is "1" indicating the first BC or "2" indicating the second BC. Note that if the determination flag is "0", it indicates that the round is in the BB in a pseudo bonus that is neither BC nor RR.

[0347] When the determination flag exceeds "0" and is not less than "3" (S106: No), the main control unit 10 proceeds to step S108. That is, when the determination flag is "0" indicating neither BC nor RR, or "3" indicating RR after the first BC failure, or "4" indicating RR after the second BC failure, the process proceeds to step S108.

[0348] On the other hand, when the determination flag exceeds "0" and is less than "3" (S106: Yes), the main control unit 10 executes BC control processing for shifting to BC (S107). That is, when the determination flag is "1" indicating the first BC or "2" indicating the second BC, the BC control processing is executed.

[0349] In step S108, the main control unit 10 subtracts "1" from the stay counter (S108). As a result, the remaining number of game rounds in each round is decreased by 1. Then, the main control unit 10 executes BB control processing for shifting to BB (S109).

[0350] <BC control processing_game start> FIG. 24(a) is a flowchart of the BC control processing_game start executed by the main control unit 10. The BC control processing_game start is processing related to the start of a BC game.

[0351] As shown in FIG. 24(a), the main control unit 10 determines whether it has won the middle 1st bell or the right 1st bell (S201). When the main control unit 10 has not won either bell (S201: No), the process proceeds to step S203. On the other hand, when the main control unit 10 has won either bell (S202: Yes), it executes navigation control processing for executing push order navigation with the number of selections according to the value of the navigation state counter (S202).

[0352] In step S203, the main control unit 10 determines whether or not a rare combination has been won (S203). If the rare combination has not been won (S203: No), the main control unit 10 ends the processing. On the other hand, if the rare combination has been won (S203: Yes), the main control unit 10 executes a navigation state promotion lottery process to determine whether or not to promote the navigation state (S204).

[0353] In step S205, the main control unit 10 determines whether or not the navigation state promotion lottery has been won (S205). If the navigation state promotion lottery has not been won (S205: No), the main control unit 10 terminates the processing. If the navigation state promotion lottery has been won (S205: Yes), the main control unit 10 determines whether or not the value of the navigation state counter is "2" or less (S206). If the value of the navigation state counter is not "2" or less (S206: No), that is, if it has reached the upper limit of "3" (all navigation states (one choice)), the main control unit 10 terminates the processing. If the value of the navigation state counter is "2" or less (S206: Yes), the main control unit 10 adds "1" to the value of the navigation state counter (S207).

[0354] <Navi Status Promotion Lottery> The main control unit 10 can execute the process of step S204 in Figure 24 to execute a navigation state promotion lottery to determine whether or not to promote the navigation state. Figure 24(b) shows a navigation state promotion lottery table used in the navigation state promotion lottery. If the result is "winning," the navigation state is promoted.

[0355] As shown in FIG. 24(b), the navigation state promotion lottery is executed based on a random number value (with a range of 256 types of random number value) sampled when the game is executed and the result of an internal lottery.

[0356] For example, if the result of the internal lottery is "watermelon," the probability of "losing" being selected is 252 / 256, and the probability of "winning" being selected is 4 / 256.

[0357] Note that, regarding the results of the internal lottery for "Cherry" and "Reaching the target", the explanations are omitted, but the lottery is controlled to be performed with the illustrated probabilities.

[0358] Note that the navigation state may be increased by two levels (+2) or more. Also, when winning in the state where all navigation states are reached (navigation state counter + 3) in the first BC, all navigation states may be set in the next BC. Also, when winning in the state where all navigation states are reached (navigation state counter + 3) in the first BC, LR stock may be acquired. And when LR stock is acquired, it may transition to the 8th round after the end of the first BC.

[0359] <BC Control Process_Game End> FIG. 25 is a flowchart of the BC control process_game end executed by the main control unit 10. The BC control process_game end is a process executed at the end of the BC game.

[0360] As shown in FIG. 25, the main control unit 10 determines whether it has won the middle 1st bell (S301). When the main control unit 10 has not won the middle 1st bell (S301: No), the process ends. On the other hand, when the main control unit 10 has won the middle 1st bell (S301: Yes), it determines whether it has answered correctly in the pressing order (S302).

[0361] When the main control unit 10 has not answered correctly in the pressing order (S302: No), it proceeds to step S311. On the other hand, when the main control unit 10 has answered correctly in the pressing order (S302: Yes), it determines whether the determination flag is "1" indicating the first BC (S303).

[0362] When the determination flag is not "1" indicating the first BC (S303: No), the main control unit 10 proceeds to step S308. Since BC is executed twice in BB, when the determination flag is not "1" indicating the first BC, the determination flag is "2" indicating the second BC.

[0363] On the other hand, when the determination flag is "1" indicating the first BC (S303: Yes), the main control unit 10 sets "1" indicating that the number of BC breakthroughs is 1 in the BC breakthrough counter (S304). Then, the main control unit 10 sets "1" as the number of execution rounds during BB in the AT consecutive counter, sets "300" indicating the specified point of MR in the reference counter, and sets "40" indicating the remaining number of games for MR in the stay counter, and ends the process (S305, S306, S307).

[0364] In step S308, the main control unit 10 adds "1" to the BC breakthrough counter to make the value of the BC breakthrough counter 2, sets "500" indicating the specified point of LR in the reference counter, and sets "60" indicating the remaining number of games for LR in the stay counter, and ends the process (S308, S309, S310).

[0365] In step S311, the main control unit 10 determines whether the determination flag is "1" indicating the first BC (S311). When the determination flag is not "1" indicating the first BC (S311: No), the main control unit 10 proceeds to step S313. On the other hand, when the determination flag is "1" indicating the first BC (S311: Yes), the main control unit 10 sets "3" indicating RR after the end of the first BC in the determination flag (S312).

[0366] In step S313, the main control unit 10 sets "4" indicating RR after the end of the second BC in the determination flag (S313). In step S314, the main control unit 10 sets "100" indicating the specified point of RR in the reference counter. Then, the main control unit 10 sets "10" indicating the remaining number of games for RR in the stay counter and ends the process (S315).

[0367] <BB Control Process> FIG. 26 is a flowchart of the BB control process executed by the main control unit 10. The BB control process is a control process related to BB and SBB.

[0368] As shown in FIG. 26, the main control unit 10 determines whether the value of the stock counter is "0" or not (S401). That is, it determines whether the stock number of SBB is 0 or not. If the value of the stock counter is not "0" (S401: No), the main control unit 10 proceeds to step S403. On the other hand, if the value of the stock counter is "0" (S401: Yes), the main control unit 10 determines whether the value of the number counter is equal to or greater than the value of the reference counter (S402). It determines whether the payout number points of the current round are equal to or greater than the specified points.

[0369] If the value of the number counter is not equal to or greater than the reference counter value (S402: No), the main control unit 10 proceeds to step S404. That is, if the payout number points of the current round are not equal to or greater than the specified points, the main control unit 10 proceeds to step S404.

[0370] On the other hand, if the value of the number counter is equal to or greater than the value of the reference counter (S402: Yes), the main control unit 10 executes the bell chain reservation process and proceeds to step S406 (S403). If the payout number points of the current round are equal to or greater than the specified points, the main control unit 10 executes the bell chain reservation process and proceeds to step S406.

[0371] In step S404, the main control unit 10 executes a coin counter update process (S404). The coin counter update process is a process of adding the maximum payout number (the payout number if no misses occur) corresponding to the winning combination in the current game to the coin counter.

[0372] Then, the main control unit 10 executes a bell chain lottery process to determine whether or not to execute a bell chain effect in the next game (S405). In step S406, the main control unit 10 determines whether or not the stay counter is "0" (S406). That is, it determines whether or not the number of remaining games in the current round is 0 (final game).

[0373] If the stay counter is not 0 (S406: No), the main control unit 10 ends the process. That is, if the number of remaining games in the current round is not 0 (if it is not the final game), the process ends. On the other hand, if the stay counter is 0 (S406: Yes), the main control unit 10 determines whether the value of the number counter is equal to or greater than the value of the reference counter (S407). That is, if the number of remaining games in the current round is 0 (if it is the final game), the main control unit 10 determines whether the payout number points in the current round are equal to or greater than the specified points.

[0374] If the value of the number counter is equal to or greater than the value of the reference counter (S407: Yes), the main control unit 10 executes the BB success process and ends the process (S408). That is, if the payout number points of the current round are equal to or greater than the specified points, the main control unit 10 executes the BB success process and ends the process.

[0375] On the other hand, if the value of the number counter is not equal to or greater than the value of the reference counter (S4077: No), the main control unit 10 executes the BB end process and ends the process (S409). That is, if the payout number points of the current round are not equal to or greater than the specified points, the main control unit 10 executes the BB end process and ends the process.

[0376] <Bell Connection Reservation Processing> 27(a) is a flowchart of the bell consecutive reservation process executed by the main control unit 10. The bell consecutive reservation process is a process for determining whether to make a bell consecutive reservation.

[0377] As shown in Fig. 27(a), the main control unit 10 executes a bell chain reservation lottery process (S501). The bell chain reservation lottery process is a process for determining whether or not to make a bell chain reservation for the next round onward. Next, the main control unit 10 determines whether or not the sum of the value of the bell chain reservation counter and the value of the lottery result of the bell chain reservation lottery process exceeds "5" (S502).

[0378] If the added value exceeds "5" (S502: Yes), the bell consecutive reservation counter is set to "5" and the process ends (S503). If the added value does not exceed "5" (S502: No), the bell consecutive reservation counter is incremented by the value indicated by the lottery result and the process ends (S504).

[0379] <Bell Ren Reservation Lottery> The main control unit 10 can execute the process of step S501 in Fig. 27(a) to execute a bell consecutive reservation lottery to determine whether or not to make a bell consecutive reservation for the next round onwards. Fig. 27(b) shows a bell consecutive reservation lottery table used in the bell consecutive reservation lottery. In the bell consecutive reservation lottery, the value that can be added to the bell consecutive reservation counter is selected from "0" to "5".

[0380] As shown in FIG. 27(b), the lottery for bell chain reservations is executed based on the random number value (with a range of 256 types of random number value) sampled when the game is executed and the result of the internal lottery.

[0381] For example, if the result of the internal lottery is "watermelon," then "0" is selected with a probability of 251 / 256, "1" with a probability of 4 / 256, "2" with a probability of 0 / 256, "3" with a probability of 0 / 256, "4" with a probability of 0 / 256, and "5" with a probability of 1 / 256.

[0382] Although explanations of the results of the internal lottery, "Cherry" and "Reach mark", are omitted, the lottery is controlled so that it is performed with the probabilities shown in the figure.

[0383] The upper limit of the number of reservations that can be made in the bell chain reservation lottery is not limited to this example, and may be 4 or less, or 6 or more. Also, it may be easier to win than when the specified points in the round have not been reached. Also, it may be possible to make it so that more numbers are won than when the specified points in the round have not been reached. In this case, for example, a predetermined number (for example, 3 or more) may be fixed.

[0384] <Bell lottery processing> 28 is a flowchart of the bell chain lottery process executed by the main control unit 10. The bell chain lottery process is a process for determining whether to execute a bell chain. Note that if the bell chain reservation counter is 1 or more, it may be made easier to win the bell chain lottery.

[0385] 28, the main control unit 10 determines whether or not the left first bell has been won (S601). If the left first bell has not been won (S601: No), the main control unit 10 proceeds to step S607. On the other hand, if the left first bell has been won (S601: Yes), the main control unit 10 determines whether or not the value of the left first bell counter, which counts the number of times the left first bell has been won, is less than "5" (S602).

[0386] If the value of the left first bell counter is not less than "5" (S602: No), the process proceeds to step S607. On the other hand, if the value of the left first bell counter is less than "5" (S602: Yes), the main control unit 10 adds "1" to the value of the left first bell counter (S603).

[0387] The main control unit 10 executes the bell consecutive lottery process_left 1st bell in step S604 and determines whether or not the lottery process has been won (S604, S605). If the main control unit 10 has not won the bell consecutive lottery process_left 1st bell (S605: No), the main control unit 10 proceeds to step S611. If the main control unit 10 has won the bell consecutive lottery process_left 1st bell (S605: Yes), the main control unit 10 sets the left 1st bell counter to "0" and proceeds to step S611 (S606).

[0388] The main control unit 10 determines whether or not the middle 1st bell or the right 1st bell has been won in step S607 (S607). If the middle 1st bell or the right 1st bell has not been won (S607: No), the main control unit 10 proceeds to step S609. On the other hand, if the middle 1st bell or the right 1st bell has been won (S607: Yes), the main control unit 10 executes the bell consecutive lottery process_left 1st bell and proceeds to S611 (S608).

[0389] The main control unit 10 determines whether or not a rare combination has been won in step S609 (S609). If the main control unit 10 has not won a rare combination (S609: No), the process proceeds to step S611. If the main control unit 10 has won a rare combination (S609: Yes), the main control unit 10 executes a bell consecutive lottery process_rare combination (S610).

[0390] Then, the main control unit 10 sets the value of the lottery result of the bell consecutive lottery process in the bell consecutive counter, and executes the bell consecutive effect execution determination process (S611, S612).

[0391] <Bell sequence lottery process_left 1st bell> The main control unit 10 can execute the Bell Consecutive Lottery_Left 1st Bell, which determines whether or not a bell concatenation freeze will occur, by executing the processing of step S604 in Fig. 28. Fig. 29(a) shows the Bell Consecutive Lottery Table_Left 1st Bell used in the Bell Consecutive Lottery_Left 1st Bell. In the Bell Consecutive Lottery_Left 1st Bell, the value that can be added to the bell concatenation counter is selected from "0" to "5".

[0392] As shown in Figure 29(a), the Bell Chain Lottery_Left 1st Bell is executed based on the random number value (with a range of 256) extracted when the game is played, the value of the Left 1st Bell Counter, and whether or not the BC breakthrough number or RR is reached. Note that SBB always refers to the "BC Breakthrough Number 0" table.

[0393] For example, if the number of BC breakthroughs is 0 and the value of the left 1st bell counter is "1", the probability of selecting "0" is 252 / 256, the probability of selecting "1" is 4 / 256, the probability of selecting "2" is 0 / 256, the probability of selecting "3" is 0 / 256, the probability of selecting "4" is 0 / 256, and the probability of selecting "5" is 0 / 256.

[0394] In addition, when the BC breakthrough number is 0 and the value of the left 1st bell counter is "2" to "5", the explanation will be omitted for when the BC breakthrough number is 1 to 2 and when it is RR, but the lottery is controlled to be held with the probability shown in the figure.

[0395] Even if the lottery is won, the value of the "Left 1st Bell Counter" may be maintained (for example, the higher the setting, the easier it is to maintain).

[0396] Also, the table corresponding to RR may have the content (allocation) that is easiest to win. Also, the upper limit of the lottery result is not limited to this example, and may be 4 or less, or 6 or more. Also, the larger the value of the left 1st bell counter, the easier it is to win the bell chain. It may also be that the smaller the value of the left 1st bell counter, the easier it is to win the bell chain lottery.

[0397] <Bell Consecutive Lottery Processing_Center Right 1st Bell> The main control unit 10 can execute the Bell Consecutive Lottery_Middle Right 1st Bell, which determines whether or not a bell concatenation freeze will occur, by executing the processing of step S608 in Fig. 28. Fig. 29(b) shows the Bell Consecutive Lottery Table_Middle Right 1st Bell used in the Bell Consecutive Lottery_Middle Right 1st Bell. In the Bell Consecutive Lottery_Middle Right 1st Bell, the value that can be added to the bell concatenation counter is selected from "0" to "5".

[0398] As shown in Figure 29(b), the Bell Chain Lottery - Center Right 1st Bell is executed based on the random number value (with a range of 256 types) extracted during game execution, the value of the AT chain counter, and whether or not the BC breakthrough number is RR or SBB. Note that in SBB, the "BC breakthrough number 0" table is always referenced.

[0399] For example, if the number of BC breakthroughs is 0 and the value of the AT consecutive counter is "1", then "0" will be selected with a probability of 223 / 256, "1" with a probability of 26 / 256, "2" with a probability of 4 / 256, "3" with a probability of 2 / 256, "4" with a probability of 1 / 256, and "5" with a probability of 0 / 256.

[0400] Although explanations will be omitted for the cases where the AT consecutive counter value is "2 to 4" when the BC breakthrough number is 0 and the AT consecutive counter value is "5", the lottery is controlled to be held with the probability shown in the figure. Furthermore, explanations will be omitted for the cases where the BC breakthrough number is 1 and 2, RR, and SBB, but the lottery is controlled to be held with the probability shown in the figure.

[0401] <Bell chain lottery process_Rare role> The main control unit 10 can execute the process of step S610 in Fig. 28 to execute the bell chain lottery_rare combination that determines whether or not to generate a bell chain freeze. Fig. 29(c) shows the bell chain lottery table_rare combination used in the bell chain lottery_rare combination. In the bell chain lottery_rare combination, the value that can be added to the bell chain counter is selected from "0" to "5".

[0402] As shown in Figure 29(c), the Bell Chain Lottery_Rare combination is executed based on the random number value (with a range of 256) extracted during game execution, the result of the internal lottery, and whether or not it is RR. Note that SBB always refers to the "non-RR" table.

[0403] For example, if you win a "Bell" when it is not a RR, the probability of selecting "0" is 254 / 256, the probability of selecting "1" is 2 / 256, the probability of selecting "2" is 0 / 256, the probability of selecting "3" is 0 / 256, the probability of selecting "4" is 0 / 256, and the probability of selecting "5" is 0 / 256.

[0404] In addition, although explanation is omitted for the case where "Watermelon", "Cherry" or "Reach mark" is won when it is not RR, the lottery is controlled to be held with the probability shown in the figure. In addition, explanation is omitted for the case of RR, but the lottery is controlled to be held with the probability shown in the figure.

[0405] Regardless of whether it is an RR or not, the same table (either one in the figure) may be referenced.

[0406] <Bell sequence effect execution determination process> 30 is a flowchart of the bell chain effect execution determination process executed by the main control unit 10. The bell chain effect execution determination process is a process for determining whether or not to execute the bell chain effect at the start of the next game.

[0407] 30, the main control unit 10 determines whether the value of the bell run counter is "0" (S701). That is, it determines whether the value was set in step S611 of FIG.

[0408] If the value of the bell run counter is not "0" (S701: No), the main control unit 10 proceeds to step S704. That is, if a value was set in step S611 of Fig. 28, the main control unit 10 proceeds to step S704. On the other hand, if the value of the bell run counter is "0" (S701: Yes), the main control unit 10 determines whether the value of the bell run reservation counter exceeds "0" (S702). That is, it determines whether a value was set in step S504 of Fig. 27.

[0409] If the value of the bell consecutive reservation counter does not exceed "0" (S702: No), the main control unit 10 ends the process. That is, if the value has not been set in step S504 of FIG. 27, the process ends.

[0410] On the other hand, if the value of the bell consecutive reservation counter exceeds "0" (S702: Yes), the main control unit 10 sets the bell consecutive counter to the value indicated by the bell consecutive reservation counter (S703). That is, if a value was set in step S504 of Fig. 27, the bell consecutive counter is set to the value indicated by the bell consecutive reservation counter.

[0411] The main control unit 10 determines whether the value of the coin counter exceeds the value of the reference counter (S704), that is, whether the payout number points of the current round exceed the specified points.

[0412] If the value of the number counter does not exceed the value of the reference counter (S704: No), the main control unit 10 ends the process. If the payout number points of the current round do not exceed the specified points, the main control unit 10 ends the process.

[0413] In this example, if the bell run counter is 1 or more (No in S701) and the process in S704 returns "No", the value of the bell run counter is not reflected, but in this case the value of the bell run counter may be reflected in the bell run reservation counter. In this case, the upper limit of the value reflected in the bell run reservation counter may be set to "5" or "6" or more.

[0414] If the value of the number counter exceeds the value of the reference counter (S704: Yes), the main control unit 10 adds "15" indicating the payout number points to the number counter, subtracts "1" from the consecutive bell counter, and adds "1" to the consecutive bell effect execution counter as the number of consecutive bell effects (S705, S706, S707). In other words, if the payout number points for the current round exceed the specified points, the main control unit 10 adds "15" indicating the payout number points to the number counter, subtracts "1" from the consecutive bell counter, and adds "1" to the next game pseudo game counter as the number of consecutive bell effects. The main control unit 10 executes the consecutive bell effects for the next game a number of times corresponding to the value of the next game pseudo game counter.

[0415] Then, the main control unit 10 determines whether the value of the consecutive bells counter exceeds 0 (S708). If the value of the consecutive bells counter does not exceed 0 (S708: No), the main control unit 10 ends the processing. On the other hand, if the value of the consecutive bells counter exceeds 0 (S708: Yes), the main control unit 10 determines whether the value of the payout counter is equal to or greater than the value of the reference counter (S709). In other words, it determines whether the specified points are equal to or greater than the payout number points of the current round.

[0416] If the payout counter value is not equal to or greater than the reference counter value (S709: No), the process returns to step S705. That is, if the payout number points of the current round are not equal to or greater than the specified points, the process returns to step S705.

[0417] If the payout counter value is equal to or greater than the reference counter value (S709: Yes), the main control unit 10 determines whether the sum of the bell chain counter value and the bell chain reservation counter value exceeds "5" (S710). In other words, if the payout number points for the current round are equal to or greater than the specified points, it determines whether the sum of the bell chain counter value and the bell chain reservation counter value exceeds "5".

[0418] If the sum of the value of the consecutive bell counter and the value of the consecutive bell reservation counter does not exceed "5" (S710: No), the main control unit 10 proceeds to step S712. If the sum of the value of the consecutive bell counter and the value of the consecutive bell reservation counter exceeds "5" (S710: Yes), the main control unit 10 sets the consecutive bell reservation counter to "5" (S711). In step S712, the main control unit 10 adds the value indicated by the consecutive bell counter to the consecutive bell reservation counter (S712).

[0419] In addition, the number of consecutive bell effects corresponding to the value of the "next game pseudo game counter" that can be added in this process will be executed in the next game.

[0420] By performing the above processing, if the payout points for the current round are equal to or greater than the specified points and the continuation of the round is confirmed, the bell chain reservation processing can be performed to reserve the execution of the bell chain effect for the next round (step S504 in Figure 27(a)). On the other hand, if the payout points for the current round are not equal to or greater than the specified points and the continuation of the round is not confirmed, the bell chain processing is performed to make it possible to execute the bell chain effect for the current round (step S611 in Figure 28). Then, if the bell chain effect is not executed the number of times set in the bell chain counter in the current round, the right to execute the bell chain effect is carried over, and based on that right, it is possible to execute the bell chain effect in the next round, which is the play after the current round (step S712 in Figure 30).

[0421] As a result of the above processing, if the "next play pseudo play counter" becomes 1 or more in the final play of the round, the BB or SBB will continue or end without executing the bell chain freeze. For example, if BB continues, it will be in the following sequence (1) → (2). (1) LR59th Game: 30 points remaining and the round can continue (2) LR60th G: If you win the first bell and win the bell chain lottery once, 30 points will be added, so the round will continue but the bell chain freeze will not be executed.

[0422] For example, when BB ends, it is in the following sequence (3) → (4). (3) LR59th G: 60 points remaining, allowing the round to continue (4) LR 60th G: If you win the first bell in the middle + win the bell chain lottery once, the round will not continue even if 30 points are added, so BB will end and the bell chain freeze will not be executed.

[0423] In addition, only when BB continues, a bell chain freeze may be executed in the final game of the round to notify the continuation.

[0424] In this embodiment, the bell consecutive effect can also be executed based on the value of the "bell consecutive reservation counter," but the value of the "bell consecutive reservation counter" can be referenced (the value is reflected in the bell consecutive counter) during the first play of each round.

[0425] Then, the bell chain freeze is executed based on the value of the bell chain reservation counter referenced in the first game at the start of the next game after the first game, that is, the second game after the start of the round.

[0426] In this way, the earliest timing for executing the bell chain freeze in rounds from the second set onwards is the second game after the start of the round, so the execution of the pseudo game in the first game of the round is controlled so that the bell chain freeze does not overlap.

[0427] This can prevent the overlapping execution of the consecutive bell effects reserved in the previous round and the pseudo-game (seven symbols aligned during continuation) at the start of the round, thus preventing the time before the start of this game from becoming redundant.

[0428] In this embodiment, the consecutive bell effect is executed at most five times, but it may be possible to execute other numbers of times (for example, execute according to the total value of the bell consecutive counter + the bell consecutive reservation counter, etc.).

[0429] Also, it may be defined as "Watermelon is the symbol counter + 30", "Cherry is the symbol counter + 45", etc., and in the reel rotation effect, consume two bell consecutive counters to derive a watermelon, or consume three bell consecutive counters to derive a cherry. In this case, even when executing a reel rotation effect that adds a large value to the symbol counter, the execution period of the reel rotation effect can be shortened to prevent the game from being prolonged.

[0430] Also, it may be defined as "Replay is the symbol counter + 3", etc., and in the reel rotation effect, consume one bell consecutive counter to derive five replays. In this case, even if the value of the bell consecutive counter is small, it becomes possible to perform the reel rotation effect multiple times, enhancing the effect of the effect.

[0431] Also, depending on the remaining number of the bell consecutive counter, non-bell winning outcomes may be derived (for example, the remaining number of the bell consecutive counter "4" = cherry, the remaining number of the bell consecutive counter "3" or more = watermelon, etc.). In this case, it is possible to suggest the continuation of the bell consecutive freeze.

[0432] Also, it may not be necessary to add the remaining value of the bell consecutive counter to the bell consecutive reservation counter. In this case, the remaining value of the bell consecutive counter at the time of reaching the specified point may be erased.

[0433] <BB Success Process> Figure 31(a) is a flowchart of the BB success process executed by the main control unit 10. The BB success process is a process related to the continuation of BB and SBB.

[0434] As shown in Figure 31(a), the main control unit 10 determines whether the bonus flag is "3" indicating SBB (S801). If the bonus flag is not "3" indicating SBB (S801: No), the main control unit 10 proceeds to step S803. On the other hand, if the bonus flag is "3" indicating SBB (S801: Yes), the main control unit 10 executes the SBB success process and ends the process (S802).

[0435] In step S803, the main control unit 10 determines whether the value of the determination flag exceeds "2" indicating the second BC (S803). If the value of the determination flag does not exceed "2" indicating the second BC (S803: No), the main control unit 10 proceeds to step S805. That is, when the value of the determination flag is "1" indicating the first BC or "2" indicating the second BC, the main control unit 10 proceeds to step S805.

[0436] On the other hand, if the value of the determination flag exceeds "2" indicating the second BC (S803: Yes), the main control unit 10 executes the RR success process and ends the process (S804). That is, when the value of the determination flag is "3" indicating RR after the first BC failure or "4" indicating RR after the second BC failure, the main control unit 10 executes the RR success process and ends the process.

[0437] In step S805, the main control unit 10 executes the R (round) success process (S805). That is, when the value of the determination flag is "0" indicating the first to fifth rounds, "1" indicating the first BC, or "2" indicating the second BC, the main control unit 10 executes the R (round) success process.

[0438] <SBB success process> Figure 31(b) is a flowchart of the SBB success process executed by the main control unit 10. The BB success process is a process related to the continuation of SBB.

[0439] As shown in FIG. 31(b), the main control unit 10 sets "150", which indicates the specified point of BR, in the reference counter, and sets "25", which indicates the remaining number of games of BR, in the stay counter (S901, S902). The main control unit 10 determines whether the stock counter, which indicates the stock number of SBB, exceeds "0" (S903). When the stock counter does not exceed "0" (S903: No), the main control unit 10 ends the process. That is, when the stock number of SBB is 0, the process ends.

[0440] On the other hand, when the stock counter exceeds "0" (S903: Yes), the main control unit 10 subtracts "1" from the value of the stock counter and ends the process (S904). That is, when there is a stock number of SBB, the value of the stock counter is subtracted by "1" and the process ends.

[0441] <RR Success Process> FIG. 31(c) is a flowchart of the RR success process executed by the main control unit 10. The RR success process is a process related to the success (BC return) of RR (Revenge Round).

[0442] As shown in FIG. 31(c), the main control unit 10 determines whether the determination flag is "3", which indicates the RR after the first failure of BC (S1001). When the determination flag is not "3", which indicates the RR after the first failure of BC (S1001: No), the process proceeds to step S1004. That is, when the determination flag is "4", which indicates the RR after the second failure of BC, the main control unit 10 proceeds to step S1004.

[0443] On the other hand, when the determination flag is "3", which indicates the RR after the first failure of BC (S1001: Yes), the main control unit 10 sets "1", which indicates the first time of BC, in the determination flag, and sets "1", which indicates the four-choice, in the navigation state counter, and ends the process (S1002, S1003). Thereby, it returns from RR to the first BC.

[0444] In step S1004, the main control unit 10 sets the determination flag to "2" indicating the second BC, sets the "1" indicating the four-way selection in the navigation state counter, and ends the process (S1004, S1005). Thereby, it returns from RR to the second BC.

[0445] <R successful processing> FIG. 32 is a flowchart of the R successful processing executed by the main control unit 10. The R successful processing is a process related to the continuation of the round of BB.

[0446] As shown in FIG. 32, the main control unit 10 determines whether the value of the BC breakthrough counter is "0" indicating that the number of BC breakthroughs is 0 times (S1101). When the value of the BC breakthrough counter is not "0" indicating that the number of BC breakthroughs is 0 times (S1101: No), the main control unit 10 proceeds to step S1009. That is, when the number of BC breakthroughs is 1 or 2 times, it proceeds to step S1009.

[0447] On the other hand, when the value of the BC breakthrough counter is "0" indicating that the number of BC breakthroughs is 0 times (S1101: Yes), the main control unit 10 determines whether the AT consecutive counter is "5" (S1103). That is, when the number of BC breakthroughs is 0 times, it determines whether the number of execution rounds in BB is 5 times (whether it is the SR indicated by "5" in FIG. 21).

[0448] When the AT consecutive counter is not "5" (S1102: No), it proceeds to step S1106. That is, when the number of execution rounds in BB is any one of 1 to 4 times (when it is any one of the SRs of "1" to "4" in FIG. 21), it proceeds to step S1106.

[0449] On the other hand, when the AT consecutive counter is "5" (S1102: Yes), the main control unit 10 sets the AT consecutive counter to "0", sets the determination flag to "1" indicating the first BC, sets the "1" indicating the four-way selection in the navigation state counter, and ends the process (S1103, S1104, S1105).

[0450] That is, if the number of execution rounds in BB is 5 (in the case of SR shown by "5" in Fig. 21), the AT consecutive counter is set to "0" indicating that the number of execution rounds is 0, the judgment flag is set to "1" indicating the first BC, and the navigation state counter is set to "1" indicating four options, and the processing ends. In other words, if the number of execution rounds in BB is 5 (in the case of SR shown by "5" in Fig. 21), processing is executed to execute the first BC.

[0451] In steps S1106-08, the main control unit 10 adds "1" to the AT consecutive counter, sets the reference counter to "150" which indicates the specified points of SR, sets the stay counter to "20" which indicates the remaining number of times of play of SR, and ends the processing (S1106, S1107, S1108). That is, if the number of rounds executed during BB is one to four (if it is any of SRs "1" to "4" in FIG. 21), adds "1" to the AT consecutive counter, sets the reference counter to "150" which indicates the specified points of SR, and sets the stay counter to "20" which indicates the remaining number of times of play of SR, and ends the processing. In other words, the processing for executing the SRs shown in "2" to "5" in FIG. 21 is executed.

[0452] In step S1109, the main control unit 10 determines whether the value of the BC breakthrough counter is "1", indicating that the number of times BC has been broken through is 1 (S1109). If the value of the BC breakthrough counter is not "1", indicating that the number of times BC has been broken through is 1 (S1109: No), the main control unit 10 proceeds to step S1117.

[0453] On the other hand, if the value of the BC breakthrough counter is "1" indicating that the number of BC breakthroughs is 1 (S1109: Yes), the main control unit 10 determines whether the AT consecutive counter is "2" (S1110). In other words, if the number of BC breakthroughs is 1, it determines whether the number of executed rounds in BB is 7 (whether it is MR indicated by "7" in FIG. 21).

[0454] If the AT consecutive counter is not "2" (S1110: No), the main control unit 10 proceeds to step S1114. That is, if the number of execution rounds in BB is 6 (if it is MR shown as "6" in FIG. 21), proceed to step S1114.

[0455] If the AT concatenation counter is "2" (S1110: Yes), in steps S1111-13, the main control unit 10 sets the AT concatenation counter to "0" indicating that the number of rounds executed is 0, sets the navigation state counter to "2" indicating two choices, sets the judgment flag to "2" indicating the second BC, and ends the processing (S1111, S1112, S1113).

[0456] That is, if the number of execution rounds in BB is 7 (in the case of MR shown by "7" in FIG. 21), the AT consecutive counter is set to "0" indicating that the number of execution rounds is 0, the navigation state counter is set to "2" indicating two choices, the judgment flag is set to "2" indicating the second BC, and the processing ends. In other words, if the number of execution rounds in BB is 7 (in the case of MR shown by "7" in FIG. 21), processing is executed to execute the second BC.

[0457] In addition, in steps S1114 to S16, the main control unit 10 adds "1" to the AT consecutive counter, sets the reference counter to "300" which indicates the specified points for LR, and sets the stay state counter to "40" which indicates the remaining number of plays for LR, and ends the processing (S1114, S1115, S1116).

[0458] That is, if the number of breakthroughs in BC is 1 but the number of execution rounds in the AT consecutive counter is 1, add "1" to the AT consecutive counter, set "300" indicating the specified points of MR to the reference counter, set "40" indicating the remaining number of times of play of MR to the stay state counter, and end the processing. In other words, if the number of breakthroughs in BC is 1 but the number of execution rounds in BB is 6 (in the case of MR shown as "6" in Figure 21), execute the processing to execute MR shown as "7" in Figure 21.

[0459] Also, in steps S1117 to 18, the main control unit 10 sets "500", which indicates the specified point of LR, in the reference counter, sets "60", which indicates the remaining number of games of LR, in the stay state counter, and ends the process (S1117, S1118).

[0460] That is, when the number of BC breakthroughs is 2, "500", which indicates the specified point of LR, is set in the reference counter, "60", which indicates the remaining number of games of LR, is set in the stay state counter, and the process ends. In other words, when the number of BC breakthroughs is 2, the process for executing LR indicated by "8" in FIG. 21 is executed.

[0461] <BB end process> FIG. 33(a) is a flowchart of the BB end process executed by the main control unit 10. The BB end process is a process related to the end of BB and SBB.

[0462] As shown in FIG. 33(a), the main control unit 10 determines whether the BC breakthrough counter is "2", which indicates that the number of BC breakthroughs is 2 (S1201). When the BC breakthrough counter is not "2", which indicates that the number of BC breakthroughs is 2 (S1201: No), the main control unit 10 proceeds to step S1204.

[0463] On the other hand, when the BC breakthrough counter is "2", which indicates that the number of BC breakthroughs is 2 (S1201: Yes), the main control unit 10 sets "30", which indicates the remaining number of games of CZ, in the stay counter, executes the CZ transition control process, and ends the process (S1202, S1203). Thereby, when the pseudo bonus ends when the number of BC breakthroughs is 2, it transitions to CZ.

[0464] In step S1204, the main control unit 10 executes the normal transition control process and ends the process (S1204). That is, when the number of BC breakthroughs is 0 or 1, the normal transition control process is executed and the process ends. Thereby, when the pseudo bonus ends when the number of BC breakthroughs is 0 or 1, it transitions to the normal game state.

[0465] <Ceiling game number lottery> The main control unit 10 executes a ceiling game number lottery when the pseudo bonus ends. That is, in the "normal transition control process" and "CZ transition control process" shown in FIG. 33(a), a ceiling game number lottery is executed.

[0466] FIG. 33(b) shows a ceiling lottery table used in the ceiling game number lottery.

[0467] The ceiling game number lottery is executed based on a random number value (a random number value with an extraction range of 256 types) extracted during the execution of the game and a set value. The ceiling game number can be selected from among "111", "222", "333", "444", "555", "666", and "999".

[0468] As shown in FIG. 33(b), for example, in the case of setting 1, "111" is selected with a probability of 1 / 256, "222" is selected with a probability of 1 / 256, "333" is selected with a probability of 0 / 256, "444" is selected with a probability of 0 / 256, "555" is selected with a probability of 0 / 256, "666" is selected with a probability of 0 / 256, and "999" is selected with a probability of 254 / 256.

[0469] Although the cases of settings 2 to 6 are not described, the lottery is controlled to be performed with the illustrated probabilities.

[0470] (Specific example of the effect) Next, a specific example of the effect executed by the sub-control unit 20 when the game described in the above embodiment is performed will be described. The effects shown below are examples, and effects different from those of the present embodiment may be executed.

[0471] <Specific example of the effect during BB FIGS. 34 to 37 show specific examples of the effect during BB.

[0472] As shown in FIG. 34(a), for example, assume that the first game of the SR in the fourth round during BB has started. At this time, the payout points ("Payout pt" in the figure) displayed on the presentation screen of the display device 8 indicates 0 points. The arrow in the figure indicates the rotation direction (from top to bottom) of the reels 4a to 4c. The number of rounds is also displayed in the upper right corner of the screen. In the example shown in the figure, "4R" is displayed, indicating that this is the fourth round. The number of rounds does not have to be displayed. Instead of or in addition to displaying the number of rounds, the number of remaining games in the currently running round may also be displayed.

[0473] As shown in Figure 34(b), for example, suppose that the push order bell is won in the first game of the SR in the fourth round. At this time, if the stop operation is performed with the correct push order, the winning push order bell will be won and 15 game medals will be paid out. At this time, 15 points will be added to the payout number point display displayed on the performance screen of the display device 8.

[0474] As shown in Figure 34(c), for example, suppose that a bell sequence freeze occurs in the second game of the SR in the fourth round, at which point the reels 4a to 4c start spinning in the reverse direction (from bottom to top).

[0475] As shown in Figures 35(d) and (e), when a bell sequence freeze occurs and a bell sequence effect occurs, 15 points are added to the payout point display each time the bell sequence effect occurs. In other words, points equivalent to the number of game medals paid out when the push order bell wins are added. In addition, during the bell sequence effect, the bell pattern moves slightly at the stopping position.

[0476] As shown in FIG. 35(f), let us assume that the payout points reach the specified number of 150 points and the player wins the bell chain reservation lottery. At this time, the effect screen of the display 8 displays "bell chain reservation" and notifies the player of the result of the bell chain reservation lottery. The fourth round of the game ends, and the next game moves on to the fifth round. It is not necessary to display that the bell chain reservation has been executed. In this case, the player can be surprised when the bell chain effect based on the bell chain reservation is executed, which can increase the player's interest in the game.

[0477] As shown in Figures 36(g) and (h), when the first game of the SR in the fifth round is started, a pseudo game is first played. When the stop buttons 5a-5 are operated in the pseudo game, the reels 4a-4c stop and the purple 7A is aligned in the middle row. This notifies the start of the fifth round (i.e., the continuation of the round). Note that since this is a pseudo game, the purple 7A moves slightly in its stopped position. Also, the "Bell Chain Reservation" display is maintained on the presentation screen of the display device 8. When the purple 7A is aligned in the middle row, the pseudo game ends and one game of real game is played.

[0478] As shown in FIG. 36(i), in the second game of the SR in the fifth round, a bell chain freeze occurs due to a win in the bell chain reservation lottery in the fourth round. At this time, the reels 4a to 4c spin in the reverse direction (from bottom to top). In addition, the display on the effect screen of the display device 8 changes to show "bell chain release." Note that it is not necessary to display the bell chain release. In this case, since the timing of the bell chain effect based on the bell chain reservation cannot be predicted, it is possible to surprise the player and increase the enjoyment of the game.

[0479] As shown in Figure 37(j), when a bell sequence effect occurs due to a bell sequence freeze occurring based on winning the bell sequence reservation lottery, 15 points are added to the payout point display each time the bell sequence effect occurs.

[0480] As shown in Figure 37(k), for example, suppose that the payout points reach a specified point in the 5th round and the game moves to BC in the 6th round. Then, if the center 1st bell or the right 1st bell is won in BC, and if the navigation state counter is 1, a display screen ("x??" in the figure) showing the selection of 4 options will be displayed.

[0481] <Example of emergency braking> FIG. 38 shows a specific example of an emergency brake effect that can occur during normal gameplay.

[0482] As shown in FIG. 38(a), for example, when an emergency brake effect occurs, the display 8 displays "Emergency brake effect occurred."

[0483] As shown in Figure 38(b), for example, if you win AT1 and an emergency brake effect occurs, operating the stop button 5a will cause the symbols to slide and stop. In this case, the winning of the pseudo bonus lottery is not confirmed. Therefore, the display 8 will show "Sorry..."

[0484] As shown in FIG. 38(c), for example, if the reach symbol 4 is hit and an emergency brake effect occurs, operating the stop button 5a causes the symbols to stop without sliding. In this case, the win of the pseudo bonus lottery is confirmed. Therefore, the display 8 displays "Success!". Note that, although the present embodiment has given an example in which "Sorry!" or "Success!" is displayed when an emergency brake effect occurs, it is not necessary to display these.

[0485] (Variation) The bonus awarded in connection with the execution of the bell sequence effect may be something other than payout points. For example, the number of games in the next round may be added (e.g., one bell sequence effect = +5 games or more), or the number of points in the next round may be subtracted (e.g., one bell sequence effect = -10 points or more).

[0486] In addition, when the control is made to enable both adding the number of games for the next round and subtracting from the specified points for the next round, the addition of the number of games for the next round may be made to a watermelon consecutive effect, and subtracting the specified points for the next round may be made to a replay consecutive effect, etc., so that the benefits granted depending on the type of freeze effect can be intuitively understood. Note that the watermelon consecutive effect and the replay consecutive effect are reel effects during the freeze effect.

[0487] Furthermore, in an AT that can add the number of games, the difference in the number of coins, etc., the "bell consecutive effect" of this embodiment can be applied, and the granting of the right to add the right = the execution of the bell consecutive effect, so that the number of games, the difference in the number of coins, etc. can be added when the bell consecutive effect is executed.

[0488] Furthermore, when the "bell chain effect" of this embodiment is applied to a CZ, if the breakthrough lottery is won multiple times in the CZ, the breakthrough right is stored when the breakthrough lottery is won the second or subsequent times. The stored breakthrough right may then be consumed in the next CZ, and the bell chain effect may be executed.

[0489] (Effects of the present invention) (A1) A game state control means (in this example, the execution of the process shown in FIG. 22 by the main control unit 10) that can control to a specific game state (in this example, BB, SBB in the pseudo bonus) that can be played in a plurality of game sections (in this example, the round shown in FIG. 21), In a specific game section (SR, MR in this example) among a plurality of game sections, a specific value addition means (in this example, the main control unit 10 executes the process shown in S404 of FIG. 26, and the main control unit 10 executes the process shown in S705 of FIG. 30) that can add a specific value (in this example, the number of payout points) according to the game result; When the cumulative specific value, which is the cumulative total of the added specific values, reaches a specified value (in this example, the specified point of SR or MR shown in FIG. 21) specified for the specific game section (in this example, SR, MR) before a predetermined number of games (in this example, the specified number of games of SR or MR shown in FIG. 21) are completed in the specific game section (in this example, SR, MR), a game section transition control means that can be controlled to the game section (in this example, SR, MR, BC) following the specific game section (execution of the process shown in S408 of FIG. 26 and the process shown in FIG. 32 by the main control unit 10), A game state ending means (in this example, the main control unit 10 executes the process shown in S409 of FIG. 26 and the process shown in FIG. 33(a)) that can end the specific game state if the cumulative specific value does not reach the specified value before a predetermined number of games are completed in the specific game section, The specific value adding means When a predetermined condition (in this example, a winning role is won, or a consecutive bell effect is executed) is met, a predetermined number of the specific addition values ​​can be added (in this example, the main control unit 10 executes the process shown in S404 of Figure 26, and the main control unit 10 executes the process shown in S705 of Figure 30). Therefore, the player can always be interested in the continuation of the game section, and the enjoyment of the game can be improved.

[0490] In the above embodiment, the BB and SBB in the pseudo bonus are given as examples of specific gaming states, but the specific gaming state may be a gaming state different from the above embodiment, such as an AT state or a CZ state.

[0491] In addition, in the above embodiment, the additional specific value is given as an example of the payout number points based on the result of the internal lottery and the consecutive bell performance, but the additional specific value may also be points based on values ​​different from those in the above embodiment, such as the difference in number of coins or the number of wins.

[0492] In addition, in the above embodiment, an example is given in which the specific gaming state is terminated when a predetermined number of games are played in the specific gaming section, but a condition may be set in which the specific gaming state is not terminated even if the number of games in the specific gaming section exceeds the predetermined number. For example, after the number of games in the specific gaming section exceeds the predetermined number, if the player wins a continuation lottery that is held in response to winning a predetermined winning combination, the game can be continued.

[0493] In addition, in the above embodiment, the predetermined conditions are given as examples of winning a winning role and executing a series of bells, but the predetermined conditions may also be conditions different from those in the above embodiment, such as winning a rare role or winning a predetermined role (such as a bell) a predetermined number of times (such as winning 20 times).

[0494] In addition, in the above embodiment, the predetermined number is determined based on the number of coins paid out for a winning role, but the predetermined number may also be determined based on a value different from that in the above embodiment, such as the difference in number of coins or the number of wins.

[0495] (A2) The specific value adding means In this example, the main control unit 10 executes the process shown in S404 of Figure 26) that can add the number of game values ​​corresponding to the game result (in this example, the maximum payout number for the winning role won in the internal lottery) as the specific addition value (in this example, points equivalent to the maximum payout number). Therefore, by playing each game hoping for a game result with a large added specific value, it is possible to make the player interested in the game result of each game, and to increase the enjoyment of the game.

[0496] (A3) The predetermined condition is the execution of a reel performance (in this example, the execution of the process shown in S705 of FIG. 30 by the main control unit 10). Therefore, it is possible to make the player interested in the reel presentation and increase the enjoyment of the game.

[0497] (A4) The specific value adding means The number of game values ​​(in this example, 15 coins) corresponding to the specific identification information (in this example, the pattern combination corresponding to the middle 1st bell or the right 1st bell) stopped and displayed by the execution of the reel performance can be added as the specific additional value (in this example, 15 points) (in this example, the main control unit 10 executes the process shown in S705 of Figure 30). Therefore, by adding the specific additional value in a natural way, it is possible to prevent players from feeling distrustful of the content of the game, thereby increasing the interest in the game.

[0498] (A5) The execution of the reel performance can be suspended until the game zone following the specific game zone (in this example, the main control unit 10 executes the processes shown in S709 to S712 of FIG. 30). Therefore, it is possible to execute the reel effect at an unexpected timing, thereby increasing the interest in the game.

[0499] (A6) The plurality of gaming zones are: A first game section (MR in this example) in which a first number of games (40 in this example) and a first specific value (300 in this example) are defined; A second game section (in this example, SR) in which a second number of games (in this example, 20) and a second specific value (in this example, 150) are defined, The first number of games is: The number of games is greater than the second number of games (in this example, FIG. 21), The first specific value is This value is greater than the second specific value (in this example, FIG. 21). Therefore, by providing game sections with various continuation conditions, it is possible to prevent a specific game state from becoming monotonous, thereby increasing the interest in the game.

[0500] (Regarding the prior art related to (A1) to (A6) above) A conventional patent document (JP Patent Publication No. 2017-169625) discloses a gaming machine that executes a continuation lottery at a predetermined timing in a specific gaming state, such as an AT state, which is advantageous to the player, and if the lottery is won, the specific gaming state continues.

[0501] However, in the gaming machine, the continuation lottery is only executed at a predetermined timing, so it is difficult to make the player interested in the continuation of the specific game state at times other than the predetermined timing. Therefore, there is room for improvement in terms of increasing the interest in the game.

[0502] Therefore, an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game.

[0503] The gaming machine of the present invention can solve such problems that need to be improved in conventional gaming machines.

[0504] As a result, the game results of each game are reflected in the continuation judgment of the specific game state, so it is possible to always be interested in the continuation of the specific game state. Also, even if a combination with a small payout number continues to be won, there is a possibility that the specified points can be reached by the occurrence of a reel effect, so you can play with hope that the specific game state will continue until the end.

[0505] (B1) A determination means (in this example, the main control unit 10 executes the processes shown in S701 and S702 of FIG. 30) that can determine whether to execute a reel effect (in this example, a bell sequence effect) in a specific game (in this example, a game in one of the SR, MR, and LR rounds shown in FIG. 21); When it is determined that the reel performance is to be performed (in this example, if the main control unit 10 determines that S704 in FIG. 30 is Yes), a special benefit (in this example, payout points) can be awarded by a special benefit awarding means (in this example, the main control unit 10 executes the process shown in S705 in FIG. 30); When it is determined that the reel effect will not be executed in the specific game (in this example, if the main control unit 10 determines Yes at S709 in Figure 30), the right to execute the reel effect is carried over, and based on that right, the reel effect can be executed in a special game (in this example, a game in the round following the first round) which is a game that follows the specific game (a game in one round of SR, MR, or LR shown in Figure 21) (in this example, the main control unit 10 executes the process of S703 at the start of the next round after executing the process of S712 in Figure 30). Therefore, it is possible to execute the reel effect at an unexpected timing, thereby increasing the interest in the game.

[0506] In the above embodiment, an example is given in which payout points can be awarded as a bonus, but it is also possible to award bonuses different from those in the above embodiment, such as stocking rounds, adding a specified number of games in a round, subtracting specified points in a round, stocking pseudo bonuses, the number of high probability games that can win an SBB, stocking CZs, stocking RBs, etc.

[0507] In the above embodiment, an example is given in which the consecutive bell effect is carried over when the continuation of the round is confirmed, but the consecutive bell effect may also be carried over when the continuation of the round is not confirmed.

[0508] (B2) The determination means It is possible to determine whether to execute the reel performance in a predetermined game (in this example, the next game in one round) which is a game after the specific game (in this example, a game in one round of SR, MR, or LR shown in FIG. 21) and before the special game (in this example, a game in the round following the one round) (in this example, the main control unit 10 executes the process shown in S709 of FIG. 30), The performance execution means If it is determined that the reel effect will not be executed in the specified game (in this example, if the main control unit 10 selects Yes at S709 in Figure 30), the reel effect can be executed multiple times in the special game (in this example, the main control unit 10 executes the processing shown in S711 and S712 in Figure 30). Therefore, it is possible to prevent unnecessary benefits from being given in a predetermined game, thereby improving the enjoyment of the game.

[0509] (B3) Equipped with an effect limiting means (in this example, the main control unit 10 executes the processing shown in S710 to S712 in Figure 30) that sets a limit on the number of times the reel effect is performed in one game (in this example, 5 times). Therefore, the length of the reel presentation can be suppressed, thereby increasing the interest in the game.

[0510] (B4) A number of times determination means for determining the number of times the reel performance is performed (in this example, the main control unit 10 executes the processes shown in S604, S608, and S610 of FIG. 28), The performance execution means When the number of times determination means determines that the reel performance is to be executed multiple times, the reel performance can be executed for the specific game and the special game (in this example, the main control unit 10 executes the processing shown in S707 and S712 in Figure 30). Therefore, it becomes possible to have a sense of expectation for the execution of the reel performance even in a game after the specific game, thereby increasing the interest in the game.

[0511] (Regarding the prior art related to (B1) to (B4) above) Conventionally, a patent document (JP 2023-002377 A) discloses a gaming machine that executes a reel effect at the start of a pseudo bonus.

[0512] However, the above-mentioned reel presentation only has the function of announcing the start of a pseudo-bonus, and has not been able to sufficiently increase the excitement of playing the game.

[0513] Therefore, an object of the present invention is to provide a gaming machine that can increase the enjoyment of the game.

[0514] The gaming machine of the present invention can solve such problems that need to be improved in conventional gaming machines.

[0515] As a result, the right to execute the reel effect can be carried over, so the reel effect can be executed at unexpected times, which can increase the interest of the game. Also, since the reel effect is executed in conjunction with the awarding of a bonus, it is possible to give the player the impression that a bonus has been awarded by the execution of the reel effect. Also, since it is possible to avoid situations in which a bonus can be awarded in a useless situation, it is possible to award the bonus efficiently.

[0516] 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.

[0517] For example, in the above embodiment, the AT state was described as being controlled by a game number management type AT, but this is not limited to this, and it may be managed by at least one of, for example, the difference in number of coins, the number of times push order navigation occurs, the number of times small prizes are won, the number of game medals won, the number of game medals paid out, etc. Also, the objects to be managed may be different in each stage during the AT state.

[0518] Furthermore, in the above embodiment, the case of an AT machine has been described, but the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines).

[0519] In addition, in the above-mentioned embodiment, a game number subtraction method is applied during the AT, but this is not limited to this, and a game number addition method may also be used in which the AT ends when the number of games added for each game reaches an upper limit number.

[0520] Furthermore, in the above-described embodiment, it is assumed that the normal game state is controlled to a normal zone or an advantageous zone, and the AT state is controlled to an advantageous zone, but this is not limited to this, and each game state may be controlled to either or both of the normal zone and the advantageous zone.

[0521] In the above-described embodiment, the tables referenced in the various processes are merely examples and are not limited to the above-described tables. Furthermore, the winning probabilities related to the various tables are not limited to the values ​​described above and can be changed as appropriate.

[0522] In addition, in various tables, there are some in which the winning probability is the same for all setting values, and some in which the winning probability differs for each setting value, but this is not limited to this, and the winning probability may be the same for all setting values ​​in all tables, or may be different. Also, the winning probability or the reference table may be different for only some setting values ​​(only even setting, only odd setting, only high setting).

[0523] Furthermore, in the above-described embodiments, when expressions such as "one is more likely than the other" or "one is less likely than the other" are used, the probability of one is deemed to include 0% and the probability of the other is deemed to include 100%. Furthermore, in the above-described embodiment, the numerical values ​​defined for control are merely examples, and may be numerical values ​​with a range (2 or more) or numerical values ​​without a range (1).

[0524] Furthermore, in the above embodiment, the advantageous zone limiter is explained as being activated when the difference in number of coins in one advantageous zone reaches the upper limit number, but this is not limited thereto, and the advantageous zone limiter may be configured to be activated when the number of games in one advantageous zone reaches the upper limit number of games. For example, the advantageous zone end condition may be established when the condition "the number of games in one advantageous zone (advantageous zone game number) reaches the upper limit number of games (for example, 4000 games)" is met.

[0525] 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., so that when a relatively highly anticipated performance is performed, the vibration means may be activated to increase the player's sense of anticipation.

[0526] In addition, a ventilation means may be provided on the front door 1a to blow air towards the player, and when a relatively highly anticipated effect is performed, the ventilation means may be activated to increase the player's sense of anticipation.

[0527] Furthermore, in the above-described embodiment, the main control unit 10 performed operations as various means such as game state control means, but the sub-control unit 20 may perform some or all of these operations, and the sub-control unit 20 may also operate as various means.

[0528] Conversely, while the sub-controller 20 operates as a means for executing effects on the display 8, etc., the main controller 10 may perform some or all of these functions, and the main controller 10 may operate as various means.

[0529] In the above embodiment, the gaming machine is a slot machine, but the gaming machine is not limited to this and may be, for example, a pachinko machine, a ball slot machine, or other gaming machines. The gaming machine may also be a gaming machine (slot machine) that uses actual gaming media such as actual medals.

[0530] Furthermore, in the above-described embodiment, the reels 41 driven and controlled by a motor are used as the variable display means, but instead of or in addition to this, the display 8 such as a liquid crystal display can be used as a variable display means for identifying information by displaying an image of a reel or the like with a changing pattern. [Explanation of symbols]

[0531] 1. Medalless gaming machines 8 Display 10 Main control unit 20 Sub-controller

Claims

[Claim 1] a control means capable of controlling a game to one of a plurality of game states including a first game state and a second game state that is more advantageous than the first game state; a determination means capable of determining one of a plurality of lottery results including a first lottery result and a second lottery result; an operating means operable by a player; a variable display means for statically displaying the variable-displayed identification information in a first mode when the first lottery result is determined by the determination means and the player operates the operation means in a first operation mode; an awarding means for awarding a game value when the symbol information is displayed in a stopped state on the variable display means in the first mode; a notification means for notifying first operation information relating to the first operation mode when the first lottery result is determined by the determination means in the second gaming state; a counting means capable of updating a count value when a game is played in the first gaming state; Equipped with The variable display means is When the first lottery result is determined by the determination means and the player operates the operation means in a second operation mode, the variable display of the symbol information can be stopped and displayed in a second mode; When the second lottery result is determined by the determination means and the player operates the operation means in the second operation mode, the variable display of the symbol information can be stopped and displayed in a third mode, When the second lottery result is determined by the determination means and the player operates the operation means in the first operation mode, the variable display of the symbol information can be stopped and displayed in a fourth mode, The applying means is a larger gaming value can be awarded when the symbol information is statically displayed on the variable display means in the first mode than when the symbol information is statically displayed on the variable display means in the second mode; a larger gaming value can be awarded when the symbol information is statically displayed on the variable display means in the third mode than when the symbol information is statically displayed on the variable display means in the fourth mode; The notification means In the first gaming state, when the first lottery result is determined by the determination means and a count value by the counting means indicates a specific value, the first operation information can be notified; In the first gaming state, the first lottery result is determined by the determination means, and if the counted value by the counting means does not indicate the specific value, the first operation information is not notified; In the second gaming state, when the second lottery result is determined by the determination means, second operation information regarding the second operation mode can be notified; In the first gaming state, when the second lottery result is determined by the determination means, the second operation information is not notified regardless of the count value by the counting means. A gaming machine characterized by:

Citation Information

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