Gaming machine

The gaming machine enhances player engagement by controlling the frequency and timing of specific effects based on player interactions, ensuring reliable additional rewards.

JP7834380B2Active Publication Date: 2026-03-24KITA DENSHI CORP
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2024-11-14
Publication Date
2026-03-24

AI Technical Summary

Technical Problem

Conventional gaming machines lack the ability to reliably control the frequency and timing of specific effects during gameplay, limiting the potential for providing additional value to players with confidence.

Method used

A gaming machine equipped with control means to adjust the appearance frequency of specific effects based on player operations, allowing for reliable control over the frequency and timing of these effects, thereby enhancing player engagement and potential rewards.

Benefits of technology

The solution enables the gaming machine to provide players with a higher likelihood of additional rewards, increasing player engagement and satisfaction through controlled effect appearances.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine that can customize the frequency of appearance of performances without changing performance rules.SOLUTION: A game machine 10 can execute control related to a performance executed in relation to the progress of a game, and includes a sub-control unit 55 that can execute control to change the frequency of appearance of at least some of the performances on the basis of an operation on a performance customization operation unit 30. When a specific performance is executed in a game, it is determined that the game may progress in a specific manner as a specific performance rule, the sub-control unit 55 can execute control regarding the specific performance rule. The sub-control unit 55 can control so that the specific performance rule does not change between a case where a game is controlled to be in a first state in which the frequency of appearance is not changed and a case where a game is controlled to be in a second state in which the frequency of appearance is changed.SELECTED DRAWING: Figure 3
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Description

Technical Field

[0001] The present invention relates to a gaming machine installed in a game arcade or the like.

Background Art

[0002] Conventionally, there has been a gaming machine that performs various effects on a display unit or the like (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] However, there has been room for improvement in conventional gaming machines.

Means for Solving the Problems

[0005] One aspect of the present invention is a gaming machine including control means capable of executing control related to an effect executed in association with the progress of a game, and appearance frequency control means capable of executing control to change the appearance frequency of a specific type of effect executed at any timing within the game based on an operation on operation means. When the specific type of effect is executed, the control means The possibility that a second-value benefit, greater than the first value, can be granted to the player with a predetermined degree of confidence. is capable of executing control related to the specific effect law when the specific effect law is set, and the specific effect law Reliability is controllable so as not to change between a case where it is controlled to a first state in which the appearance frequency is not changed by the appearance frequency control means and a case where it is controlled to a second state in which the appearance frequency is changed by the appearance frequency control means. Na is configured.

Brief Description of the Drawings

[0006] [Figure 1]This is a view of the gaming machine of the first embodiment from the front, showing its internal configuration. [Figure 2] This figure shows the configuration near the custom operation unit 30 of the first embodiment. [Figure 3] This is a block diagram of the gaming machine according to the first embodiment. [Figure 4] This figure shows the internal lottery table and payout table of the first embodiment. [Figure 5] This figure shows a table relating to the presentation of the first embodiment. [Figure 6] This figure shows a table relating to the presentation of the first embodiment. [Figure 7] This figure illustrates the transition of the RT state in the first embodiment. [Figure 8] This diagram illustrates the transitions between the normal section, the advantageous section, and the stages in the first embodiment. [Figure 9] This is a diagram illustrating the customizable display screen of the first embodiment. [Figure 10] This is a diagram illustrating the customizable display screen of the first embodiment. [Figure 11] This is a flowchart of the processing after winning the AT performance D in the first embodiment. [Figure 12] This diagram shows the characters displayed in each of the first embodiment's effects, corresponding to each effect. [Figure 13] This diagram illustrates the content of the normal performance C and AT performance D performed by the main display unit 17 and sub-display unit 18 of the first embodiment. [Figure 14] This diagram illustrates the customization of the normal presentation A in the second embodiment. [Modes for carrying out the invention]

[0007] (Embodiment) Preferred embodiments of the present invention will be described with reference to the drawings. (First Embodiment) [Configuration of Gaming Machine 10] Gaming machine 10 is a slot machine installed in amusement arcades and the like. As shown in Figure 1, the gaming machine 10 comprises a housing 10b having an opening on the front and a front door 10a that can be opened and closed to cover the opening. As shown in Figures 1 to 3, the gaming machine 10 includes a coin slot 11, a BET button 12, a start lever 13, a performance button 14, stop buttons 15 (15L, 15C, 15R) (stop operation means), a favorable section lamp 16, a main display unit 17 (output means, operation notification means), a sub-display unit 18 (output means), a lamp 19, a speaker 20 (output means), reels 21 (21L, 21C, 21R) (variation display means), a drum unit 21a, a coin dispensing device 22, a setting button 24, a performance customization operation unit 30, a main control board 40, and a sub-control board 50.

[0008] The gaming machine 10 is a device capable of various calculations and controls, comprising a storage unit and a control unit provided on the main control board 40 and a sub-control board 50, respectively. The gaming machine 10, the main control board 40, and the sub-control board 50 are included in the concept of a computer. Each storage unit is equipped with a memory device such as a semiconductor memory element that stores programs, information, etc., necessary for the operation of the gaming machine 10. Each control unit is equipped with a CPU, etc. Each control unit realizes the various functions of the embodiment by appropriately reading and executing various programs, etc., stored in each storage unit.

[0009] The medal slot 11 is the part where the player inserts medals (game currency). Inside the medal slot 11 is a medal selector 11a (medal detection means). The medal selector 11a is a sensor or the like that detects the medals inserted into the medal slot 11 and outputs a detection signal to the main control unit 42 (described later).

[0010] The BET button 12, start lever 13, effect button 14, and stop buttons 15L, 15C, and 15R are the control units that players operate to play the game. The BET button 12 is an example of an operation means capable of receiving a player's operation related to setting the bet number. When the BET button 12 is operated, the bet numbers of 1 chip, 2 chips, and 3 chips are set respectively. The games with medal bet numbers of 1 chip, 2 chips, and 3 chips are also called 1 BET game, 2 BET 1 game, and 3 BET game respectively. The start lever 13 receives a tilting operation from the player to rotate the reel 21 and start the game. The effect button 14 receives an operation related to the effect from the player. When the effect button 14 is operated, for example, an effect for suggesting and outputting various information is executed, or the effect is switched. During the period when the operation of the effect button 14 can be received, notifications such as "Please operate the effect button" are given to the display units 17, 18, etc. In this embodiment, the details of the effect related to the effect button 14 are omitted.

[0011] The stop buttons 15L, 15C, 15R are an example of operation means for performing stop operations on the reels 21L, 21C, 21R. The stop buttons 15L, 15C, 15R are provided corresponding to the respective reels 21L, 21C, 21R and are capable of receiving an operation for stopping the variably displayed symbols. The stop buttons 15L, 15C, 15R become in a state where they can be pressed, for example, when the light emitting means such as LEDs built in each button lights up.

[0012] The advantageous section lamp 16 is controlled to light up while staying in the advantageous section (described later). Note that, instead of the advantageous section lamp 16, the gaming machine 10 may control, for example, the "dot" portion of a 7-segment display (also referred to as "7-seg") that constitutes a payout number display section for displaying the number of medals paid out, etc., to light up. The main display unit 17, the sub-display unit 18, the lamp 19, the speaker 20, etc. can be used as notification means, effect means, etc. by outputting various information. The main display unit 17 and the sub-display unit 18 are liquid crystal displays, etc. Each display unit 17 and 18 displays various visual effects and various information related to the game. The main display unit 17 also guides (notifies) the operation order of the stop buttons 15L, 15C, and 15R by displaying the push order navigation 17L, 17C, and 17R. Lamp 19 and speaker 20 provide lighting and sound effects. Furthermore, the speaker 20, similar to the button press navigation 17L, 17C, 17R on the main display unit 17, provides audio guidance for the operation sequence of the stop buttons 15L, 15C, and 15R.

[0013] Reel 21 (21L, 21C, 21R) is an example of a variable display means that displays patterns (identification information) in a variable manner. Each reel, 21L, 21C, and 21R, has multiple (for example, 20) patterns displayed on its surface. Examples of the designs include "watermelon," "cherry," "bell," "blue 7 (7 in blue letters)," and "white 7 (7 in white letters)." The drum unit 21a is a device that rotates the reels 21L, 21C, and 21R. The drum unit 21a is located inside the housing 10b. In the above configuration, the patterns on the circumferential surfaces of the rotating reels 21L, 21C, and 21R are visible through the front window of the front door 10a, causing the patterns to change and be displayed. The form of the variable display means is not limited to this; for example, the number of patterns on the circumferential surface may be other than 20. Also, the form of the variable display means may not be a mechanical reel, but rather a form in which the patterns are displayed on a liquid crystal display device or the like. The medal dispensing device 22 is a device that dispenses medals stored in the hopper 22a to the medal dispensing outlet 22b.

[0014] The setting button 24 accepts selection operations from the administrator of the gaming arcade, etc., and is used to set the probability of winning each winning combination (i.e., the degree of advantage in the game) by selecting from multiple settings 1 to 6 (multiple probability values ​​(setting values)) described later.

[0015] As shown in Figure 2, the performance customization control unit 30 is an operation unit that allows players to customize the performance settings before or during gameplay. The performance customization control unit 30 is located on the control panel on the front of the gaming machine 10. The performance customization operation unit 30 includes an occurrence rate reliability operation unit 31 (first operation means) and a performance rule operation unit 32 (second operation means). The occurrence rate reliability control unit 31 and the performance rule control unit 32 are push-type mechanical buttons. The occurrence rate reliability operation unit 31 is equipped with a directional pad 31a and a confirmation button 31b. The performance rule control unit 32 includes an initial rule button 32a and a custom rule button 32b. The occurrence rate reliability control unit 31 is operated when changing the appearance rate and reliability of the effects. The effect rule control unit 32 is operated when changing the effect rules. Details of the operation of the occurrence rate reliability control unit 31 and the performance rule control unit 32 will be described later.

[0016] As shown in Figure 3, the main control board 40, the medal selector 11a, the BET button 12, the start lever 13, the stop button 15, the advantageous section lamp 16, the drum unit 21a, the medal payout device 22, and the setting button 24 are connected by a communication cable and can communicate with each other. The main control board 40 includes a main memory unit 41 (storage means) and a main control unit 42 (game state control means). The main memory unit 41 stores various information such as game programs related to the game, tables for performing various lotteries, and setting values ​​(selected setting values) selected by the setting button 24.

[0017] The main control unit 42 operates according to the program in the main memory unit 41. As a result, the main control unit 42 performs processing related to the progress of the game on the gaming machine 10. Furthermore, the main control unit 42 enables gameplay of the gaming machine 10 by performing game progression processing, including internal lottery processing, managing various information stored in the main memory unit 41, and controlling devices such as the medal dispensing device 22, in response to the operation of the operation unit such as the start lever 13. The detailed processing of the main control unit 42 will be described later.

[0018] The sub-control board 50 is connected to the performance buttons 14, main display unit 17, sub-display unit 18, lamp 19, speaker 20, and performance custom operation unit 30 by a communication cable, and communication is possible between them. The sub-control board 50 includes a sub-storage unit 51 and a sub-control unit 55 (control means, occurrence frequency control means). The sub-memory unit 51 stores various information such as game programs related to the game and tables for conducting various lotteries. The sub-control unit 55 processes and controls the effects and other elements of the gaming machine 10 in synchronization with the gameplay, based on information transmitted unidirectionally from the main control unit 42 of the main control board 40. The sub-control unit 55 controls the main display unit 17, sub-display unit 18, lamps 19, speaker 20, etc., to produce effects such as video output, lamp illumination, and fanfare sound output. These outputs and effects are, for example, used to notify the transition of the game state or to correspond to each game state. The sub-control unit 55 also controls various effects according to the settings of the effect customization operation unit 30. The detailed processing of the sub-control unit 55 will be described later.

[0019] (Various Tables) Figures 3 to 6 illustrate the various tables of the first embodiment. Tables 41a and 41b are stored in the main memory unit 41 of the main control board 40, and tables 51a to 53a, 51b, and 53b are stored in the sub-memory unit 51 of the sub-control board 50. However, the storage locations of these tables may be changed as appropriate. The internal lottery table 41a and payout table 41b in Figure 3 are referenced when each game is executed. Note that the internal lottery table 41a pertains to 3BET games. Although not explained here, the main memory unit 41 also stores internal lottery tables and payout tables for 1BET and 2BET games.

[0020] The internal lottery table 41a defines the probability of winning each winning combination in each game. The internal lottery table 41a stores the relationship between each winning combination and its probability of winning. The internal lottery table 41a contains information corresponding to settings 1 to 6. As shown in the internal lottery table 41a, the settings range from setting 1 (lowest setting) to setting 6 (highest setting). The higher the setting, the more advantageous it is for the player. In this way, the main control unit 42 can control the degree of advantage in the game by performing a lottery process based on the setting values ​​stored in the main memory unit 41 and the internal lottery table 41a. Furthermore, the settings may be 5 levels or less, or 7 levels or more, and the distribution rates for each winning combination may be the same for some or all of them, or they may be different. The payout table 41b stores the combination of stopping symbols in each game and the number of medals paid out in association with each combination.

[0021] As shown in Figures 5 and 6, the sub-memory unit 51 stores the normal performance table 51a, the normal notification D table 51b, the CZ performance table 52a, the AT performance table 53a, and the BB transition notification E table 53b. The normal performance table 51a stores information relating each normal performance A to C to their respective initial appearance rates, initial CZ reliability rates, appearance rates after customization, and CZ reliability rates after customization. Similarly, the CZ performance table 52a stores information relating each CZ performance A to C to its initial appearance rate, initial AT reliability, appearance rate after customization, and AT reliability after customization. The AT performance table 53a stores information relating each AT performance A to D to its initial appearance rate, initial BB reliability, appearance rate after customization, and BB reliability after customization.

[0022] The normal mode notification table D 51b stores information regarding the appearance rate of the CZ transition notification D. Table 53b of the BB transition notification E stores information regarding the appearance rate of BB transition notification E. Details of each table, and details of the games played using each table (51a-53a, 51b, 53b), will be described later.

[0023] [Basic operation of the gaming machine 10] The main control unit 42 of the main control board 40 and the sub-control unit 55 of the sub-control board 50 perform the basic operations of the game as follows. At the start of each game (also referred to as the current game in this embodiment), the bet amount is set using medals (including credit medals). The bet amount can be set by inserting tokens directly into the token slot 11, or by pressing the BET button 12.

[0024] When inserting medals through the medal slot 11, a predetermined multiplier is set corresponding to the number of medals inserted (however, the maximum multiplier is "3" corresponding to 3 medals). In the method using the BET button 12, each time the BET button 12 is operated, 1, 2, or 3 medals are deducted from the credit medals, and the deducted amount is set as the bet. Credit medals are added by inserting medals from the medal slot 11 or by winning prizes, and up to 50 medals can be credited (stored) as internal data.

[0025] The multiplier set in this way is stored in the main memory unit 41. When the multiplier reaches a predetermined number, the game enters a state where it is possible to start a game and has the right to play one round.

[0026] In the above-mentioned state where the game can be started, the operation of the start lever 13 becomes active. When the start lever 13 is tilted (game start operation) in this active state, the game starts. In this embodiment, the operation of the start lever 13 in this active state is also called "lever operation". In response to the lever operation, the reels 21L, 21C, and 21R start to move, and an internal lottery process is executed to determine the result of the current game from among multiple winning roles (including losing roles) such as replay roles and minor roles, before the reels 21L, 21C, and 21R stop. As a result, the main control unit 42 makes a determination by internal lottery regarding whether or not to provide a game medium. In the internal lottery process, the winning combination for the current game is determined by drawing lots from among multiple winning combinations based on predetermined winning probabilities. In this embodiment, the internal lottery process is completed before the reels 21L, 21C, and 21R reach steady rotation, but it may also be completed before the reels 21L, 21C, and 21R start rotating.

[0027] Each reel 21L, 21C, and 21R gradually increases its rotational speed from a stationary state and then reaches a steady rotation at a constant speed. Once this steady rotation is reached, the stop buttons 15L, 15C, and 15R, which are provided for each reel 21L, 21C, and 21R, become pressable (the stop button operation is activated). In this state, when each stop button 15L, 15C, and 15R is pressed, each reel 21L, 21C, and 21R is controlled to stop in a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.

[0028] In this embodiment, when the three stop buttons 15 are operated once each for a total of three times to stop the three reels 21, the operated buttons are referred to as the first stop button, the second stop button, and the third stop button in order of operation, and the reels 21 stopped by the first stop button, the second stop button, and the third stop button are referred to as the first reel, the second reel, and the third reel, respectively. Furthermore, the act of the player operating each stop button to stop the first reel, the second reel, and the third reel is also referred to as the first reel stop operation, the second reel stop operation, and the third reel stop operation. In addition, the time after it is detected that the player's finger or the like has been removed from the stop button that was operated to stop the first reel, the second reel stop operation, and the third reel stop operation is also referred to as after the first reel stop operation, after the second reel stop operation, and after the third reel stop operation, respectively.

[0029] Then, after the third reel is stopped, the combination of symbols that stopped on the winning line is determined. If the combination matches a predetermined set of symbols, it is determined to be a win, and a game value corresponding to the symbol combination is awarded.

[0030] As an example of the value of the game, when a combination of symbols corresponding to a minor win stops, a minor win is determined, and the medal payout device 22 is driven and controlled so that a predetermined number of medals are dispensed into the medal payout port 22b (see payout table 41b in Figure 4). Furthermore, while it is possible to configure the system so that only medals exceeding the maximum number of credit medals are dispensed, it is also possible to configure the system so that medals corresponding to the winning combination are dispensed each time a winning combination occurs, by operating a designated button or similar device in advance.

[0031] In the stopped state, the three consecutive symbols displayed on reels 21L, 21C, and 21R, respectively, stop in a way that makes them visible from outside the machine (also called "stop display"). As a result, the main control unit 42 controls the symbols that are currently being displayed to stop in a manner based on the determination result of the internal lottery described above. The main control unit 42 then determines whether or not a prize has been awarded based on the stop display pattern at that time. The main control unit 42 determines whether a win has occurred based on the combination of symbols that have stopped on the winning line in the middle row (the center of three symbols that are consecutive in the vertical direction). However, the winning line is not limited to this; for example, there may be a total of five lines consisting of the upper, middle, and lower rows and two diagonal lines, or one or more of these five lines may be used.

[0032] (Winning role) Winning combinations include, for example, "minor wins," "replay wins," and "bonus wins." The combinations of symbols that correspond to "minor wins" include, for example, the bell symbol, rare symbol, chance symbol, and losing symbol. The combination of symbols corresponding to the "bell role" is "bell, bell, bell" in the order of "reel 21L (left), reel 21C (middle), reel 21R (right)" on the winning line. Furthermore, the "bell role" includes the "common bell role" and the "ordered bell roles 1-6". When you win the "common bell" combination, the symbols will line up regardless of the order in which you press the buttons. When you win any of the "ordered bell combinations 1-6 (described below)", the symbols will line up according to the order in which you press the buttons.

[0033] The rare symbols include the cherry symbol and the watermelon symbol. The combination of symbols for the cherry symbol is "cherry-any-any" (where any symbol is any), and the combination of symbols for the watermelon symbol is "watermelon-watermelon-watermelon". When a rare role is won, the sub-control unit 55 displays an image of the corresponding symbol, or an image suggesting that symbol, on the main display unit 17. The player should then perform an operation involving precise timing according to this display, that is, stop each reel 21L, 21C, and 21R at the timing when the same symbol as the one displayed on the main display unit 17 stops on the winning line. The main control unit 42 then displays the combination of symbols corresponding to the winning role in response to this stop operation. The symbol combinations that result in a "chance combination" include "bell, watermelon, watermelon," etc.

[0034] When the symbols stop in a combination corresponding to the "replay" role, a replay win is determined, and the player can continue playing in the next game without inserting any more tokens, i.e., without spending any tokens. The symbol combinations that correspond to the "replay" symbol include "replay-replay-replay" (normal replay), etc. The symbol combinations corresponding to "bonus roles" (replay roles and bonus roles overlapping) include "white 7, cherry, blank," etc. Based on the stopping of these symbol combinations, the game state transitions to a bonus state.

[0035] (Pressing order) The button press order refers to the sequence in which the stop buttons 15L, 15C, and 15R are operated. In this embodiment, the winning combinations that involve pressing buttons in a specific order include button-press sequence bell combinations 1 to 6. As described below, the main control unit 42 executes control to stop and display the symbols in the combination of symbols corresponding to the bell symbol, "bell, bell, bell," when the result of the internal lottery is one of the push-order bell symbols 1 to 6, and the operation of the stop buttons 15L, 15C, and 15R follows the push-order sequence.

[0036] In AT mode (described later), if the "Push Order Bell Role 1-6" is won, the sub-control unit 55 controls the main display unit 17 and speaker 20 to notify the button press order. For example, if the winning role is "Push Order Bell Role 1", the button press order navigations 17L, 17C, and 17R for "1", "2", and "3" are displayed on the main display unit 17 in order from left to right (see Figure 1(A)), and the voices "Left", "Middle", and "Right" are output from the speaker 20 to notify the operation order of the stop button 15, "15L→15C→15R". In this manner, the main display unit 17 and the speaker 20 output information regarding the operation order of the stop buttons 15L, 15C, and 15R. In addition to the main display unit 17 and speaker 20, or in their place, lamps or the like that light up in the order of operation of the stop buttons 15L, 15C, and 15R may be provided.

[0037] When the player operates the stop button 15 in accordance with this navigation, the combination of symbols corresponding to "Push Order Bell Symbol 1" is displayed, and the player is granted game value (such as the payout of a specified number of medals or a change in the game state). On the other hand, if the player wins one of the "ordered bell combinations 1-6" and operates the stop button 15 without following the order, the combination of symbols corresponding to the "ordered bell combinations 1-6" will not be stopped. Although a detailed explanation is omitted, in this embodiment, if such a bell miss operation occurs, a predetermined combination of symbols will be displayed, and the machine will be controlled to dispense one medal.

[0038] [Gameplay flow of Gaming Machine 10] Figure 7 illustrates the transition of the RT state in the first embodiment. An example of the gameplay flow of the gaming machine 10 of the first embodiment will be explained. The main control unit 42 of the main control board 40 and the sub-control unit 55 of the sub-control board 50 are capable of controlling the gaming machine 10 to multiple game states, and perform various processes in each game state, control of transitions between game states (also simply called "transitions"), etc., as follows. Unless otherwise specified, the transition from one game state to another generally occurs after the third reel is stopped in the game in which the transition conditions are met. However, this is not the only possible transition; the transition may also occur from the next game after the transition conditions are met.

[0039] (RT state, Bonus state) As shown in Figure 7, the game state is controlled to transition between RT0 state, RT1 state (bonus transition waiting state), and bonus state. Although there are two RT states in this embodiment, there may be one or three or more. RT state and bonus state are the basic game states of the gaming machine 10. RT is an abbreviation for Replay Time. The RT state in this embodiment has an RT0 state and an RT1 state in which the probability of winning a replay role is determined. As shown in the internal lottery table 41a in Figure 3, the RT0 state is a state in which a bonus role can be won. The bonus state is a game state in which, for example, only the common bell role can be won. RT0 is controlled after a settings reset, RAM clear, etc. The transition from RT0 state to RT1 state occurs based on winning a bonus role. Therefore, the RT1 state is a state in which a bonus role has been internally won. In RT1 mode, when a bonus role has been internally won, if you play 3BET and the combination of symbols corresponding to the bonus role, "White 7, Cherry, Blank," stops (bonus role win), you will transition to the bonus state based on this.

[0040] The transition from Bonus State to RT0 State occurs when the Bonus State termination condition is met while in Bonus State. The Bonus State termination condition is when the number of medals paid out exceeds 40. While in Bonus State, only the common bell symbol is won in 3BET play. Therefore, after 6 3BET plays, 48 ​​medals (8 medals paid out x 6 times) will be paid out, and the game will transition to RT0 State.

[0041] Through the above process, the gaming machine 10 is basically designed so that the game is played in a state where a bonus role has been internally won while in RT1 mode. In other words, even if a bonus combination is won, the player is not notified, making it difficult for the player to stop and display the symbols corresponding to the bonus combination. Furthermore, even if the game enters bonus mode, the expectation of an increase in acquired medals is low, so players usually do not play with the aim of entering bonus mode. Furthermore, the game machine 10 is designed to be prepared before the store opens, for example, while the staff are in RT0 state and have internally won a bonus role. Even in this state, players do not aim to win bonus roles, which have a low expectation of increasing the number of medals won. Also, as will be described later, the game machine 10 is designed so that by playing 3BET while in RT1 state and having internally won a bonus role, the game progresses through each stage and transitions between stages. Therefore, the gaming machine 10 basically has a gameplay feature that allows the player to play while in the RT1 state, with an internal bonus win confirmed, but without actually winning the bonus.

[0042] (Normal section, advantageous section) Figure 8 is a diagram illustrating the transitions between the normal section, the advantageous section, and the game state in the first embodiment. As shown in Figure 8, the gaming section of the gaming machine 10 consists of a normal section and a favorable section. A detailed explanation of each stage shown in Figure 8 will be provided later. The "normal section" refers to the gameplay period while in the normal stage. In this case, the normal stage includes gameplay after a setting change, after resetting to the same settings, after a RAM clear, and gameplay after the end of the AT stage.

[0043] The advantageous period is the period of play while in the normal stage after transitioning from the normal period (that is, the game state remains in the normal stage, and it is possible to transition from the normal period to the advantageous period), and the period of play while in the stage after transitioning from the normal stage (CZ stage, AT stage). The condition for transitioning from the normal section to the advantageous section is winning a role other than a losing role while in the RT1 state during the normal section. If a role other than a losing role is won, the player will transition from the normal section to the advantageous section after the third reel stops in the winning game. The condition for transitioning from the advantageous period to the normal period is the transition from the AT stage to the normal stage. Furthermore, the main control unit 42 forcibly terminates the advantageous section when the advantageous section limiter is reached, regardless of the game state, that is, when the difference in the number of coins in the advantageous section reaches 2400 coins, or when the number of games played in the advantageous section reaches 1500G.

[0044] (AT state, non-AT state) AT is an abbreviation for Assist Time. The AT state is a state controlled by AT, and the non-AT state is a state controlled by non-AT. In the AT state, when a push-order bell combination 1-6 is won, the operation order of stop buttons 15L, 15C, and 15R is announced, assisting in the winning of the push-order bell combination. In non-AT mode, even if the lottery result for each game is a push-order bell combination 1-6, the order in which to press the stop buttons 15L, 15C, and 15R is not announced. Therefore, it is basically difficult for the player to stop and display the combination of symbols corresponding to the push-order bell combination. Therefore, the rate at which balls are dispensed is faster during AT mode compared to non-AT mode. As a result, the gameplay of gaming machine 10 is basically designed to increase the number of balls dispensed by encouraging players to stay in AT mode for extended periods.

[0045] (Game flow) The details of the game flow will be explained with reference to Figure 8. In this embodiment, the number of games played, the execution of the game, etc., are also referred to as "G" as appropriate. The main control unit 42 can independently control the transition between the normal section and the advantageous section, the transition between the RT0 state, RT1 state and bonus state as described above, and the transition between each stage shown in Figure 8. However, as mentioned above, the game in this embodiment is basically played in the RT1 state, so the game in each stage is basically played while remaining in the RT1 state.

[0046] As shown in Figure 8, the stages (game states) can be broadly divided into the normal stage (normal game state), the CZ stage, the AT stage (special game state), and the pseudo-bonus stage. In this embodiment, detailed explanations are omitted, but when transitioning from one stage to another, a preliminary stage may be used as a prelude. In addition, such a preliminary stage may provide advance information about the gameplay of the stage to which the player will transition. For example, in a preliminary stage when transitioning from a normal stage to a CZ stage, information regarding the advantage of the CZ stage (the degree to which it is easy to transition from the CZ stage to the AT stage) may be provided. The basic gameplay flow involves transitioning from the normal stage to the CZ stage, then to the AT stage, and finally returning from the AT stage to the normal stage. From the CZ stage, you can either transition to the AT stage or from the CZ stage back to the normal stage.

[0047] The normal stage and the CZ stage are non-AT states. Therefore, it is difficult to increase the number of medals you acquire while in these game states. The AT stage and pseudo-bonus are considered AT states. Therefore, players can acquire a large number of medals by staying in the AT stage for a long time after transitioning to the AT stage, and by transitioning to the pseudo-bonus many times. Therefore, players start playing from the normal stage and first aim to transition to the CZ stage. After that, players aim to transition to the AT stage without transitioning back to the normal stage in the CZ stage, and further aim to stay in the AT stage for as long as possible.

[0048] Furthermore, the control of transitions between game states is not limited to the configuration shown in Figure 8 and may be modified as appropriate. For example, while in the normal stage, the probability of transitioning to the AT stage may be lower than the probability of transitioning to the pre-announcement stage. Alternatively, while in the normal stage, the game may be able to transition to a pseudo-bonus.

[0049] (Details of each stage) The details of each stage are explained below. (Normal Stage) During normal gameplay, after transitioning to the advantageous zone, a lottery is held to determine whether to transition to the CZ stage when, for example, a bell or rare role is won. The probability of winning the lottery to transition to the CZ stage is, for example, 32 / 256 when a bell or rare role is won. The condition for transitioning from the normal stage to the CZ stage is winning the lottery mentioned above, but additional conditions such as reaching 700 games in the advantageous section may also be added. The probability of transitioning to the CZ stage is controlled so that the higher the setting, the higher the probability. Therefore, the higher the setting, the more advantageous it is for the player.

[0050] As will be described later, the sub-control unit 55 performs normal performance control while the player is on the normal stage.

[0051] (CZ Stage) The CZ stage is a stage where players compete to transition to the AT stage. The conditions for transitioning from the CZ stage to the AT stage are, for example, one of the following conditions. Note that the probability of transitioning to the AT stage is controlled to be higher the higher the setting. Therefore, higher settings are more advantageous for the player. - Fight and defeat enemy characters In other words, the CZ stage features a sequence of events where the player battles an enemy character. For example, each time the player wins a bell symbol, the enemy character's health may be gradually reduced. By defeating the enemy character, the player transitions to the AT stage. On the other hand, if the player is defeated, the player transitions to the normal stage.

[0052] • Winning the lottery for a direct transition to the AT stage. In addition to the transition process related to the battle with the enemy character, the main control unit 42 performs a lottery process for a direct transition to the AT stage. The main control unit 42 may also perform a lottery for acquiring an item for this direct transition lottery process in the aforementioned pre-stage, etc., and if such an item is acquired, it will perform the lottery process for this direct transition.

[0053] In the CZ stage, if the above AT transition conditions are met, the player will transition to the AT stage at the end of the final game of the CZ stage. On the other hand, if the above transition conditions are not met, the player will transition to the normal stage at the end of the final game of the CZ stage.

[0054] As will be described later, the sub-control unit 55 performs control related to the CZ (Chance Zone) performance while the player is in the CZ stage.

[0055] (AT Stage) The AT stage is a game mode that can continue for multiple sets, with each set consisting of a predetermined number of games (e.g., 20 games) and a predetermined payout of a certain number of tokens. Up to 10 sets can be played. Because the AT stage is controlled by the AT state, the longer you stay in the AT stage, that is, the more sets you continue, the more tokens you will receive. Furthermore, the specification for continuing a set is not limited to continuing for 10 sets, but can be changed as appropriate. For example, the set may continue until the advantageous period ends.

[0056] The transition from the AT stage is to either a pseudo-bonus stage or a normal stage. During each set, a lottery is held to determine whether the player will continue to the next set, and a lottery is held to determine whether they will receive a pseudo-bonus. If the player wins the lottery to continue to the next set, the game for the next set will begin after the final game of the current set has finished.

[0057] As will be described later, the sub-control unit 55 performs control related to AT effects, etc., while the player is in the AT stage.

[0058] (Pseudo bonus) The pseudo-bonus is controlled to trigger an AT (Attack Time) state, making it advantageous for the player. Furthermore, the pseudo-bonus has two types: the RB (Regular Bonus) stage and the BB (Big Bonus) stage, which is more advantageous for the player than the RB stage. In other words, the BB stage is designed to offer a larger number of winning tokens or more games than the RB stage. Furthermore, for example, the BB stage may be made more advantageous by increasing the chance of winning the lottery for increasing the number of sets in the AT stage while in the BB stage compared to while in each set of the AT stage.

[0059] During the AT stage, the probability of winning the BB stage is, for example, 5% when a rare role is won, and the probability of winning the RB stage is, for example, 20% when a rare role is won. If the main control unit 42 is selected to transition to a pseudo-bonus, it will transition the game state to a pseudo-bonus after the third stop operation of this game. In addition, in response to the transition to a pseudo-bonus, the main control unit 42 will stop the various counters of the AT stage (counter for the difference in the number of tokens in one set, counter for the number of games in one set) until it returns to the set in which it transitioned to a pseudo-bonus, that is, until it returns to the AT stage.

[0060] (Transition to normal stage) The main control unit 42 will transition from the AT stage to the normal stage if any of the following conditions are met. • In each set, the draw for the next set was unsuccessful, and the game for that set ended. • The 10th set of gameplay has been completed (i.e., the AT stage has been completed). When transitioning to the normal stage, the player may also pass through a results stage, which is a stage that displays the results of the AT stage (such as the difference in the number of tokens won). Furthermore, if the above termination conditions for the advantageous period are met while in the AT stage, the main control unit 42 will forcibly terminate the advantageous period and transition to the normal stage.

[0061] [Custom settings for effects] Figures 9 and 10 illustrate the customizable display screen 60 of the first embodiment. The sub-control unit 55 receives an operation (also called a custom operation in this embodiment) from the player on the performance customization operation unit 30 and customizes the settings related to the performances that take place in the normal stage, CZ stage, and AT stage. In this embodiment, the term "custom" is primarily used to mean modifying and configuring the specifications (i.e., customization). While a detailed explanation is omitted, the sub-control unit 55 displays the performance customization screen 60 on the main display unit 17 if no game is being played on the gaming machine 10 for a predetermined period of time (for example, several minutes). Furthermore, the sub-control unit 55 displays the performance customization screen 60 if any button on the performance customization operation unit 30 is operated, even while a demonstration screen is being displayed during periods when no game is being played. Therefore, the sub-control unit 55 can accept custom operations at any time. The performance customization screen 60 may be made scrollable vertically and horizontally as appropriate.

[0062] For the regular stages and CZ stages, you can customize the appearance rate (frequency) and reliability of the regular effects A-C (first effects) and CZ effects A-C (first effects) that are performed in each of these stages. Regarding the AT stage, in addition to the appearance rate and reliability of AT effects A-C (first effects) performed in the AT stage, the rules for AT effect D (second effects) can be customized. The customization of this embodiment is merely an example, and other effects (for example, effects related to the bonus lottery in the AT stage) may also be customizable.

[0063] (Normal animation customization screen 61a) The standard custom animation screen 61a displays a table consisting of rows and columns. The rows contain the normal animations A through C. The columns contain the initial appearance rate, initial CZ appearance rate, appearance rate after customization, and reliability after customization. The initial appearance rate and initial CZ appearance rate of the normal performance custom screen 61a are read from the normal performance table 51a by the sub-control unit 55. In other words, the sub-control unit 55 reads the initial appearance rate and initial CZ reliability information from the normal performance table 51a and displays the initial appearance rate and initial reliability information for normal performances A to C on the normal performance custom screen 61a. The appearance rate and reliability after customization are set by the player (the setting operation will be described later). As a result, the normal performance custom screen 61a displays information that correlates normal performances A to C with their initial appearance rate, initial CZ appearance rate, appearance rate after customization, and reliability after customization.

[0064] The appearance rate indicates the probability that each effect may be executed in response to lever operation in each stage. For example, the initial appearance rate of normal effect C is 5% during normal stage stay, so it will be executed with a 5% probability in response to lever operation. In other words, normal effect A will be executed with a probability of 5 times out of 100 games played during normal stage stay. The initial appearance rate is the default appearance rate. The customized appearance rate is the appearance rate customized by the player.

[0065] The reliability is the reliability that when each effect is executed, it can transition to a stage (game state) advantageous to the player. In the embodiment, the reliability represents the transition probability of transitioning to a game state advantageous to the player. The reliabilities of the normal effects A to C in the normal stage indicate the transition probabilities to the CZ stage when each of the normal effects A to C is executed (that is, the probability of being internally selected in the transition lottery to the CZ stage). For example, since the reliability of the normal effect A is 5%, the transition probability to the CZ stage when the normal effect A is executed is 5%. The initial reliability is the reliability of the initial setting (default). The reliability after customization is the reliability customized by the player as described later.

[0066] (Normal-time notice D) The appearance rate of the normal-time notice D cannot be directly customized by the player, but as described below, it is customized in relation to the customization of the normal effect C. The normal-time notice D is an effect in which an explanation such as "This is a chance if the normal effect C appears" is displayed at the time before the execution of the normal effect C (see Fig. 13(A)). That is, the normal effect C and the normal-time notice D are associated effects. When the normal effect C is selected, the sub-control unit 55 further conducts a lottery on whether to execute the normal-time notice D.

[0067] As shown in the normal-time notice D table 51b in Fig. 5, the probability that the normal-time notice D is selected when the normal effect C is selected is 10%. Here, since the initial appearance rate when the normal effect C is executed is 5% when a rare combination is selected, the final probability that the normal-time notice D is executed is 0.5% when a rare combination is selected in the initial setting. On the other hand, Figure 9 shows an example where the appearance rate of normal animation C after customization is increased to 20% (i.e., four times) through custom operation. In this case, the sub-control unit 55, in conjunction with this custom setting, increases the probability of normal animation D being executed to 2% (i.e., four times) when a rare role is won, as shown in the appearance rate after customization when a rare role is won in the normal animation D table 51b. This is because the probability of normal animation D being won is 10% when normal animation C is won, both in the initial setting and the custom setting. In this way, the gaming machine 10 can change the control of the normal mode notification D in conjunction with the custom settings of the normal mode effect C. Furthermore, regular animations A and B may also have corresponding preview animations, similar to regular animation C and regular preview D.

[0068] (CZ performance customization screen 62a, AT performance customization screen 63a) The CZ (Chance Zone) performance customization screen 62a and the AT (Attack Time) performance customization screen 63a are created in the same way as the normal performance customization screen 61a. However, the reliability of the CZ performance custom screen 62a indicates the probability of transitioning to the AT stage when each CZ performance A to C is executed (i.e., the probability of internally winning the lottery for transitioning to the AT stage). Also, the AT performance custom screen 63a indicates the probability of transitioning to the BB stage when each AT performance A to C is executed (i.e., the probability of internally winning the lottery for transitioning to the BB stage).

[0069] Furthermore, CZ (Challenge Zone) sequences A-C and AT (Attack Time) sequences A-C may also have corresponding pre-announcement sequences, similar to normal sequence C and normal pre-announcement D.

[0070] (Operations for each effect customization screen 61a~63a) The player can customize settings by operating the directional pad 31a on the performance customization control unit 30, selecting the increase / decrease button (displayed as two triangles) using the pointer 60a displayed on the main display unit 17, and then operating the confirm button 31b. For example, when the determination button 31b is operated while the increase button for the appearance rate of the normal performance A is selected by the pointer 60a, the sub-control unit 55 increases the display of the appearance rate of the normal performance A. Further, when the CZ reliability of the normal performance A is similarly operated, the sub-control unit 55 increases the CZ reliability of the normal performance A.

[0071] (Performance law custom screen 63b of the AT performance D) The sub-control unit 55 accepts custom operations of the performance law for the AT performance D. The performance law is the law of the progress of the game after the execution of each performance. The performance law of the AT performance D has two types: an initial law and a custom law. The contents of these laws are as follows.

[0072] (Initial law) The initial law is such that after the execution of the AT performance D, in the next game, it transitions to the BB stage with a 100% probability. That is, when the AT performance D is executed, it is in a state where it is certain to transition to the BB stage from the next game after the game in which the AT performance D was executed (a state where it has internally won the lottery for transitioning to the BB stage in the game in which the AT performance D was executed).

[0073] (Custom law) The custom law is such that after the execution of the AT performance D, in the next game, it transitions to the pseudo-bonus stage with a 100% probability. That is, when the AT performance D is executed, it is in a state where it transitions to either one of the BB stage and the RB stage from the next game after the game in which the AT performance D was executed (a state where it has internally won the lottery for transitioning to the BB stage or the RB stage in the game in which the AT performance D was executed).

[0074] The player can set the performance law of the AT performance D by operating the performance law operation unit 32. As shown in FIG. 2, the sub-control unit 55 blinks the button of the currently set rule, and on the effect rule custom screen 63b, it is displayed with a thick border for the row of the currently set rule. In the example of FIG. 10, since a custom rule is set, the custom rule button 32b blinks, and the row of the custom rule on the effect rule custom screen 63b is displayed with a thick border. When a desired effect rule has already been set, the player does not need to operate the effect rule operation unit 32. On the other hand, when a desired effect rule is not set, the player can change to the desired effect rule by operating the rule selection button of the desired effect rule. For example, in the scene of FIG. 2, when the player changes from the custom rule to the initial rule, the player may operate the initial rule button 32a. When the sub-control unit 55 receives this operation, it changes the blinking button to the initial rule button 32a, and also changes the thick border on the effect rule custom screen 63b to the row of the initial rule.

[0075] Here, in the initial rule, AT effect D is executed only when BB transfer winning (when the transfer lottery to the BB stage is a win), so the sub-control unit 55 controls not to execute AT effect D when RB transfer winning (when the transfer lottery to the RB stage is a win). This is because if the game transfers to the RB stage after executing AT effect D, it will conflict with the effect rule of AT effect D (transferring to the BB stage with a 100% probability). On the other hand, in the custom rule, AT effect D is executed not only when BB transfer winning but also when RB transfer winning, so the sub-control unit 55 has no such conflict even if it transfers to the RB stage after executing AT effect D. Therefore, the appearance rate of AT effect D is improved compared to the initial rule by setting it in the custom rule. That is, the sub-control unit 55 changes the appearance rate of AT effect D by changing from the initial setting to the custom rule. In the example of the AT effect table 53a in FIG. 6 and the effect rule custom screen 63b in FIG. 10, the appearance rate of AT effect D is improved from 10% (initial appearance rate) to 20% (appearance rate after customization).

[0076] The control for improving the appearance rate of AT performance D can use various methods. As an example, the following two methods can be used. (Method 1) In the initial rule, when winning the AT performance D, the AT performance D is executed when any one of the following conditions (a) and (b) is satisfied. (a) When the lottery for shifting to the BB stage wins (b) When the lottery for shifting to the pseudo bonus (BB stage, RB stage) loses That is, (c) Even when winning the AT performance D, when the lottery for shifting to the RB stage wins the AT performance D is not executed.

[0077] On the other hand, in the custom rule, when winning the AT performance D, the AT performance D is executed when any one of the above conditions (a), (b), and (c) is satisfied. Therefore, the appearance rate of the AT performance D increases only in the part related to the above (c) in the custom rule compared to the initial rule.

[0078] (Method 2) In the initial rule, only when winning the BB shift, a lottery is conducted on whether to execute the AT performance D. On the other hand, in the custom rule, in addition to when winning the BB shift, when winning the RB shift, a lottery is also conducted on whether to execute the AT performance D. Therefore, the appearance rate of the AT performance D increases only in the part where "winning the lottery on whether to execute the AT performance D when winning the RB shift" in the custom rule compared to the initial rule.

[0079] (BB shift notice E) The appearance rate of the BB shift notice E cannot be directly customized by the player, but as described below, it is customized in relation to the customization of the AT performance D. BB Transition Notice E is an effect in which a notice explanation such as "If AT effect D appears, the BB transition is confirmed" is displayed (see Fig. 13(B)). That is, like the normal effect C and the normal notice D, the AT effect D and the BB transition notice E are associated effects. Here, when the AT effect D is set to the custom rule, after the AT effect D is executed, there is a case where not only the transition to the BB stage but also the transition to the RB stage may occur. For this reason, when the AT effect D is set to the custom rule, the sub-control unit 55 does not execute the BB transition notice E. This is because if the transition to the RB stage occurs after both the BB transition notice E and the AT effect D are executed, the notice explanation of the BB transition notice E and the flow of the game after the execution of the AT effect D may be contradictory.

[0080] Although details will be described later, when the AT effect D is a winning, the sub-control unit 55 further conducts a lottery on whether to execute the BB transition notice E. The probability that the BB transition notice E wins when the AT effect D wins is 10% (see the BB transition notice E table 53b). Here, since the initial appearance rate of the AT effect D is 10% (see the AT effect table 53a), the final probability that the BB transition notice E is executed is 0.5% at the time of winning a rare combination in the initial setting (see the BB transition notice E table 53b). On the other hand, when custom settings are made in the custom rule, as described above, the BB transition notice E is not executed, so the custom-appearance rate of the BB transition notice E is 0%. In this way, the gaming machine 10 can change the control of the BB transition notice E in relation to the custom setting of the AT effect D.

[0081] (Custom Confirmation Operation) When the player wants to confirm the content of the above-described custom operation and start the game, the player may select the confirmation button 60b on the effect custom screen 60 by operating the cross key 31a and operate the determination button 31b. Although illustration is omitted, in this case, when the production rule is the initial rule, the sub-control unit 55 displays an explanation "There is no change in the production rule" on the main display unit 17 or the like, and then displays the game screen (the screen for game execution). Thereby, the gaming machine 10 can clearly notify the player that the game rules have not changed from the initial rules after the custom setting, and can give the player a sense of security.

[0082] On the other hand, when the production rule is a custom rule, the sub-control unit 55 displays an explanation "The production rule of AT production D is a custom rule" on the main display unit 17 or the like, and then displays the game screen. Thereby, the gaming machine 10 can clearly notify the player that AT production D is controlled by custom setting.

[0083] Note that the sub-control unit 55 does not necessarily display such an explicit explanation of the rule setting. That is, for example, regardless of the presence or absence of customization of the normal production C, when the normal preview D is executed, an explanation of the production rule such as "If the normal production C appears, it's a chance" is displayed. For this reason, even if an explicit explanation of the rule setting is not displayed, the player can recognize that the production rule of the normal production C is common whether it is in the initial setting or in the custom setting.

[0084] In addition, the sub-control unit 55 updates the information of the respective tables 51a to 53a, 51b, and 53b in FIGS. 5 and 6 in accordance with the determination operation of the confirmation button 60b, reflecting the operation after customization. For example, the appearance rate of the normal production C after customization in the normal production table 51a has increased from 5% to 20% of the initial appearance rate by the customization operation. The appearance rates after customization and the CZ winning rates after customization of the other normal productions A to C are the same as the initial appearance rates and the initial winning rates. When a rare combination is won after customization in the normal preview D table 51b, as described above, it has increased from the initial appearance rate of 0.5% to 2% in accordance with the customization operation of the normal production C.

[0085] [Execution Process of Each Production] Figure 11 is a flowchart of the process after winning the AT performance D in the first embodiment. Figure 12 shows the characters displayed in each of the first embodiment and corresponding to each of the effects. Figure 13 is a diagram illustrating the content of the normal performance C and AT performance D performed by the main display unit 17 and sub-display unit 18 of the first embodiment. (Control during gameplay for normal sequences A-C) The sub-control unit 55 performs a performance lottery process when a rare role is won while the player is in the normal stage. In this lottery process, the normal performance to be executed is determined by lottery from normal performances A to C. If none of normal performances A to C are won, none of normal performances A to C are executed.

[0086] The performance selection process is normally performed based on the customized information in performance table 51a. As shown in Figures 5 and 9, if no custom settings are made for the appearance rate and reliability, the customized appearance rate and initial appearance rate of the normal performance table 51a are the same value, and the customized reliability and initial reliability are also the same value (see normal performances A and B). Therefore, the sub-control unit 55 performs the performance lottery process based on the same information as the initial appearance rate and initial reliability (first state). On the other hand, if the appearance rate is set to a custom value, as in the case of normal performance C, the customized appearance rate of normal performance C in the normal performance table 51a is stored as 20%. In this case, the sub-control unit 55 sets the winning probability of normal performance C to 20% and executes the performance lottery process (second state).

[0087] In other words, the normal animation C is a rare animation by default, so it is less likely to occur compared to other animations. By customizing the appearance rate of normal animation C to 20%, players can make the rare normal animation C appear more frequently. This allows players to easily trigger normal animation C and enjoy its effects. In the example above, the appearance rate is set to a custom value, but similarly, if the reliability is set to a custom value, the sub-control unit 55 will execute the performance lottery process based on the customized reliability.

[0088] This lottery process randomly selects one integer from a certain range (in this embodiment, for example, a number from 1 to 100) and makes a decision based on that selected number. In other words, the sub-control unit 55 generates a random number in the range of 1 to 100. Note that, among the performance tables 51a to 53a shown in Figures 5 and 6, the random numbers corresponding to the normal performance table 51a are also listed. In the example of the normal performance table 51a, the initial settings are as follows: Normal performance A (initial appearance rate 30%) is won when the generated random number is between 1 and 30; Normal performance B (initial appearance rate 10%) is won when the generated random number is between 31 and 40; and Normal performance C (initial appearance rate 5%) is won when the generated random number is between 41 and 45. On the other hand, after custom settings are applied, the normal animations A and B (appearance rates after customization: 30% and 10%, respectively) are the same as the initial settings, while the normal animation C (appearance rate after customization: 20%) is triggered when the generated random number is between 41 and 60. Then, the sub-control unit 55 executes the normal performance determined by the lottery.

[0089] The following explains the processing of normal sequences A through C, using normal sequence C as an example. The normal animation C depends on the specifications of the gaming machine 10, but for example, it may be executed in the same game after the lever operation, or it may be executed over several games. Here, we will explain an example where it is executed in the same game after the lever operation.

[0090] (Control during gameplay with normal notification D) If the normal performance C is selected through the lottery process described above, the sub-control unit 55 performs a lottery to determine whether or not to execute the normal announcement D. As shown in the normal announcement D table 51b, the probability of winning the normal announcement D is 10% when the normal performance C is selected. As shown in Figure 13(A), if the execution of the normal notification D is successful, the sub-control unit 55 executes the normal notification D by displaying the explanation "If the normal notification C is executed, it's a chance" on the main display unit 17 after the lever operation. On the other hand, if the execution of the normal notification D is unsuccessful, the sub-control unit 55 does not execute the normal notification D.

[0091] Then, as shown in Figure 13(B), the sub-control unit 55, upon receiving the first stop operation, displays the character C1 on the main display unit 17, thereby executing the normal performance C. Furthermore, the execution of normal animation C is not limited to after the first stop operation, but may also occur after the second or third stop operation.

[0092] In the above lottery process, if the normal animation C is won in the custom-configured state (second state), if the generated random number is between 41 and 45, it is due to the initial appearance rate, while if the generated random number is between 46 and 60, it is due to the appearance rate after customization. In other words, even if these two animations are the same normal animation C, the normal animation C caused by the appearance rate after customization appeared as a result of the custom setting change. As shown in Figure 13(A), when the sub-control unit 55 executes the normal performance C, it displays the star illustration 4 on the sub-display unit 18 if the result is due to the customized appearance rate (specific notification). However, the sub-control unit 55 does not display the star illustration 4 if the execution of the normal performance C is due to the initial appearance rate (or if the normal performance A has not been customized). This allows players, when they customize the normal animation C, to check whether the star illustration 4 on the sub-display unit 18 is displayed when the normal animation C is executed, thereby determining whether the executed normal animation C is due to the initial appearance rate or the appearance rate after customization.

[0093] Here, as in the example above, the normal animation C is rare in its initial settings (initial appearance rate of 5%), but its rarity decreases after custom settings are applied (appearance rate after customization of 20%). On the other hand, players may not only enjoy the animation of normal animation C itself, but also the sense of accomplishment they feel from seeing a less rare normal animation C appear. However, after custom settings are applied, while normal animation C may appear more frequently, the enjoyment of seeing a less rare normal animation C may decrease. In this embodiment, if the star illustration 4 on the sub-display unit 18 is not displayed when the normal performance C is executed, the player can recognize that this normal performance C is due to the initial appearance rate, that is, that they have hit a part of the normal performance C that has a low winning rate and high rarity. As a result, the player can enjoy the sense of accomplishment mentioned above.

[0094] The basic processing for normal sequences A and B is the same as that for normal sequence C. However, since normal sequences A and B do not involve a pre-announcement sequence, the sequence may be executed after the lever is operated.

[0095] (Control during gameplay of CZ (Chance Zone) sequences A-C) CZ (Chance Zone) sequences A-C are controlled in the same way as AT (Attack Time) sequences A-C. In other words, while in the CZ stage, if a rare role is won in response to lever operation, the sub-control unit 55 performs a performance lottery by referring to the CZ performance table 52a. The sub-control unit 55 executes the CZ performance determined by the performance lottery, or does not execute the CZ performance if the performance lottery is unsuccessful. The sub-control unit 55 then displays characters corresponding to CZ effects A to C on the main display unit 17, and displays star illustrations 4 on the sub-display unit 18.

[0096] (Control during gameplay for AT effects A-D) Similarly, while in the AT stage, if a rare role is won in response to lever operation, the sub-control unit 55 performs a performance lottery by referring to the AT performance table 53a. The sub-control unit 55 executes the AT performance determined by the performance lottery, or does not execute the AT performance if the performance lottery is unsuccessful. The processing for AT sequences A through C is the same as that for the normal sequences described above, so a detailed explanation will be omitted.

[0097] (Control during the game of AT Performance D) As shown in the flowchart of FIG. 11, in the lottery process of AT Performances A to D, when AT Performance D is selected, the subsequent processing differs depending on whether AT Performance D is an initial rule or a custom rule. (When AT Performance D is an initial rule) When AT Performance D is an initial rule (S1: NO), as described above, the reliability regarding the BB stage transition during the execution of AT Performance D is 100%. Therefore, even when AT Performance D is selected, the sub-control unit 55 executes AT Performance D (S4) only when the BB stage transition is determined (when the lottery for the transition to the BB stage is selected) (S2: YES) through the process S3 of the BB transition notice E (described later), and does not execute AT Performance D when the BB stage transition is not determined (when the lottery for the transition to the BB stage is not selected) (S2: NO).

[0098] (When AT Performance D is a custom rule) When AT Performance D is a custom rule (S1: YES), as described above, the reliability regarding the pseudo-bonus (RB stage or BB stage) transition during the execution of AT Performance D is 100%. Therefore, even when AT Performance D is selected, the sub-control unit 55 executes AT Performance D (S4) only when the pseudo-bonus transition is determined (when the lottery for the transition to the RB stage or BB stage is selected) (S5: YES), and does not execute AT Performance D when the pseudo-bonus transition is not determined (when the lotteries for the transitions to the RB stage and BB stage are both not selected) (S5: NO).

[0099] (Process S3 of the BB transition notice E) The process of the BB transition notice E differs depending on whether AT Performance D is an initial rule or a custom rule, similar to AT Performance D. As shown in FIG. 13(B), the sub-control unit 55 executes the process regarding the BB transition notice E only when AT Performance D is an initial rule and the BB stage transition is determined. In the process S3 of the BB transition notice E, the sub-control unit 55 performs a lottery process to determine whether to execute the BB transition notice E by referring to the BB transition notice E table 53b (S31). The winning probability is 10% when the AT production D is executed (that is, when the BB stage transition is determined and the execution lottery of the AT production is won). If the sub-control unit 55 wins this lottery process (S31: YES), after executing the BB transition notice E (S32), it executes the AT production D (S4). On the other hand, if the sub-control unit 55 does not win this lottery process (S31: NO), it executes the AT production D without executing the BB transition notice E (S4). If the AT production D is a custom rule (S1: YES), the process of the BB transition notice E is not performed. Therefore, when the AT production D is a custom rule, the appearance rate of the BB transition notice E is zero.

[0100] By the above process, when the AT production D is an initial rule, the AT production D is executed after the BB transition notice E is executed, and the game transitions to the BB stage from the next game. On the other hand, when the AT production D is a custom rule, the BB transition notice E is not executed, and in the game where the AT production D is executed, the game transitions to the BB stage from the next game. Thereby, the sub-control unit 55 can control the AT production D and the BB transition notice E without contradicting the progress of the game, whether the AT production D is an initial rule or a custom rule.

[0101] As described above, the gaming machine 10 of the embodiment notifies the player whether the production rule has changed in response to the custom setting of the production. Therefore, the player can understand the change in the production rule according to the custom of the production and can play the game with confidence. On the other hand, the conventional gaming machine has not notified whether the production rule has changed in response to the custom setting of the production. Therefore, the player could not confirm the change in the production rule according to the custom of the production and may have played the game while feeling uneasy.

[0102] (Second Embodiment) Next, a second embodiment of the present invention will be described. In the following description and drawings, parts that perform the same functions as those in the first embodiment described above will be given the same names as appropriate, and the same reference numerals or the same reference numerals at the end (last two digits) will be used as appropriate, and redundant explanations will be omitted as appropriate. Figure 14 is a diagram illustrating the customization of the normal presentation A in the second embodiment. Figure 14(A) shows the normal performance tables 251c and 251d. Figure 14(B) shows the normal custom animation screen 261a of the custom animation screen 260. In this embodiment, the processes such as updating the normal performance tables 251c and 251d in connection with custom operations will be described in detail. In this embodiment, we will describe the customization of the normal presentation, but the CZ presentation and AT presentation can be customized in the same way.

[0103] (Normal presentation tables 251c, 251d) The normal performance table 251c is referenced when a performance is drawn in the normal stage after a rare role has been won and the CZ transition lottery has not been won. The normal performance table 251d is referenced when a performance is drawn in the normal stage after a rare role has been won and the CZ transition lottery has been won. In other words, the sub-control unit refers to different tables depending on whether the CZ transition lottery is unsuccessful or successful.

[0104] The normal performance table 251c stores the normal performances A to C and misses, along with their initial occurrence rates and occurrence rates after customization. In this embodiment, the frequency at which an effect is performed is indicated by its occurrence rate. The occurrence rate indicates the proportion of times each effect (including misses) is performed, that is, the number of times each effect is performed relative to the total number of times each effect is performed. For example, the initial occurrence rate of normal effect A in normal effect table 251c is 30%, so if all effects (including misses) are performed 100 times, normal effect A will be performed 30 times. The initial incidence rate and the customized incidence rate are shown as in the first embodiment, representing the initial incidence rate and the customized incidence rate.

[0105] Similarly, the normal performance table 251d stores the normal performances A-C and misses, as well as their initial occurrence rates and occurrence rates after customization.

[0106] (Normal animation customization screen 261a) As shown in Figure 14(B), the configuration of the normal presentation custom screen 261a is the same as in the first embodiment. However, the sub-control unit calculates the initial occurrence rate and initial reliability (i.e., the probability of transitioning to the CZ stage when each normal performance A to C is executed) based on the normal performance tables 251c and 251d, and displays these on the normal performance custom screen 261a.

[0107] For example, the initial occurrence rate of normal performance A in normal performance table 251c is 40%, and the initial occurrence rate of normal performance A in normal performance table 251d is 30%. Furthermore, under the condition that the probability of winning the lottery for transitioning to the CZ stage when a rare role is won is, for example, 10%, the probability that the normal performance table 251c is referenced when a rare role is won is 90%. In addition, the probability that normal performance A of normal performance table 251c is selected is 40% (initial occurrence rate), so it is 36%. On the other hand, when a rare role is won, the probability that the normal performance table 251d is referenced is 10%. Furthermore, the probability that normal performance A from normal performance table 251d is selected is 30% (initial occurrence rate), so it is 3%. Therefore, the initial occurrence rate of normal animation A can be calculated as 39% (=36% + 3%).

[0108] Furthermore, the normal performance table 251c is referred to when the lottery for transition to the CZ stage fails. Therefore, when the normal performance is executed based on the normal performance table 251c, the reliability is 0%. On the other hand, the normal performance table 251d is referred to when the lottery for transition to the CZ stage is successful. Therefore, when the normal performance is executed based on the normal performance table 251d, the reliability is 100%. Therefore, in the initial setting, the initial reliability when the normal performance A is executed can be calculated as 8% (= 3% / (36% + 3%) × 100).

[0109] Similarly, the sub-control unit calculates the initial occurrence rates and initial reliabilities of the normal performances B and C, and displays them on the normal performance custom screen 261a. Note that the occurrence rate on the normal performance custom screen 261a may be displayed after converting from the rate including misses to the rate not including misses. In this case, for example, the initial occurrence rate of the normal performance A can be converted by calculating it as 52% (= (38% / (38% + 28% + 7%) × 100)) from the rate including misses of 38%. In this case, the initial occurrence rates of the normal performances A to C can be displayed such that their total value becomes 100%.

[0110] (Custom operation of the normal performance custom screen 261a) Similar to the first embodiment, the normal performance custom screen 261a accepts the custom operation of the custom operation unit 30. In the example of FIG. 14(B), the initial occurrence rate of 7% of the normal performance C is custom-operated to increase to the post-custom occurrence rate of 30%. The post-custom occurrence rate of 30% displayed on the normal performance custom screen 261 is a numerical value not related to the transition to the CZ stage, that is, the occurrence rate of the normal performance C including both the case of transitioning to the CZ stage and the case of not transitioning to the CZ stage. In response to this operation, the sub-control unit updates the information in the normal performance tables 251c and 251d so that the occurrence rate after customization becomes 30%. In this case, since the initial reliability of normal performance C is high (31%), the sub-control unit updates the information in these tables so that the initial reliability of normal performance C remains as high as possible after customization. In other words, the sub-control unit increases the initial occurrence rate of normal performance C in the normal performance table 251d, which corresponds to a 100% confidence level, from 20% to the maximum possible rate of 60% after customization. Subsequently, the sub-control unit calculates the occurrence rate after customization for the normal performance table 251c, which corresponds to a 0% confidence level, so that the occurrence rate of normal performance C, including both cases where the game transitions to the CZ stage and cases where it does not, becomes 30%. In this example, the initial occurrence rate of normal performance C in normal performance table 251c is increased from 5% to 27% after customization.

[0111] The sub-control unit updates the following information in accordance with the above update process for the occurrence rate of normal effect C. • Reliability after customization of the normal presentation custom screen 261a The reliability displayed on the normal performance custom screen 261 changes according to the update process of the occurrence rate of normal performance C. For this reason, the sub-control unit calculates the post-custom reliability based on the post-custom occurrence rates of the normal performance tables 251c and 251d and displays this on the normal performance custom screen 261a.

[0112] • Occurrence rate after customization of normal presentation tables 251c and 251d In the update process for the occurrence rate of normal animation C described above, the occurrence rate of normal animation C is improved by reducing the occurrence rate of misses. For this reason, the sub-control unit stores the reduced occurrence rate of misses as the customized occurrence rate in the normal animation tables 251c and 251d.

[0113] The subsequent processing (custom confirmation operation, execution of each effect, etc.) is the same as in the first embodiment, so a detailed explanation will be omitted.

[0114] Incidentally, the processing related to the custom operation on the normal performance custom screen 261a may be changed as follows. (1) Although an example has been shown in which the occurrence rate of a loss is increased or decreased (decreased in the above example) according to the custom of the occurrence rate of the normal performance A, the present invention is not limited to this. For example, according to the custom of the occurrence rate of the normal performance A, the occurrence rates of other normal performances B and C may be increased or decreased without increasing or decreasing the occurrence rate of a loss. In this case, the performance can be customized so that the appearance frequency as a whole of the normal performances A to C (for example, the ratio at which any performance is executed per 100 games) is the same before and after the custom. Also, according to the custom of the occurrence rate of the normal performance A, both the occurrence rates of other normal performances B and C and the occurrence rate of a loss may be increased or decreased.

[0115] (2) In the above example, an example has been shown in which the reliability is changed according to the custom operation of the occurrence rate of the normal performance A, but the present invention is not limited to this. For example, depending on the increase or decrease range of the occurrence rate of the normal performance A, there may be cases where it is not necessary to change the reliability. In such cases, the initial reliability and the reliability after the custom may be the same. That is, only the occurrence rate may be increased without changing the reliability. Also, when increasing the occurrence rate of the normal performance A, by only increasing the occurrence rate in the normal performance table 251d, as a result, the reliability of the normal performance A may also be increased.

[0116] Furthermore, when increasing the occurrence rate of the normal performance A, by only increasing the occurrence rate in the normal performance table 251c, as a result, the reliability of the normal performance A may be decreased. In this case, similar to the first embodiment, when the star illustration 4 is displayed on the sub-display unit 18 (see FIG. 13(A) etc.), it is when the performance resulting from the increased occurrence rate in the normal performance table 251c is executed. Therefore, when the star illustration 4 is displayed on the sub-display unit 18, the player can predict that they have lost the lottery for stage transition and that the expectation of stage transition is low.

[0117] (3) In the above example, an example was shown in which the occurrence rate of the normal effect is accepted, but the system is not limited to this, and custom operations on the reliability level may also be accepted. In this case as well, the sub-control unit may increase or decrease the occurrence rate as necessary in accordance with the increase or decrease in the reliability level. For example, when the sub-control unit receives an operation to increase the reliability of normal performance A, it may not increase the overall occurrence rate of normal performance A, but only increase the reliability of normal performance A. In this case, it is sufficient to increase the occurrence rate of normal performance A in normal performance table 251d while decreasing the occurrence rate of normal performance A in normal performance table 251a. Furthermore, similar to the example above, the sub-control unit may increase both the overall occurrence rate and reliability of normal performance A when it receives an operation to increase the reliability of normal performance A. In this case, the occurrence rate of normal performance A in normal performance table 251d may be increased, while the occurrence rate of normal performance A in normal performance table 251a may not be increased (or the amount of increase may be reduced). Furthermore, the sub-control unit may accept custom operations for both the occurrence rate and the reliability.

[0118] As described above, the gaming machine of this embodiment allows players to customize the effects they desire by individually updating the normal effect tables 251c and 251d in accordance with the custom operation of the occurrence rate and reliability of the effects.

[0119] Although preferred embodiments of the present invention have been described above, it goes without saying that the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. The configurations of the embodiments described above and the configurations of the modified forms described later can be used in combination as appropriate, but a detailed explanation will be omitted.

[0120] (Transformed form) (1) In the embodiment, the frequency of appearance of the effects is shown as an appearance rate (the probability that each effect will be executed in response to lever operation), an occurrence rate (the probability that each effect will be selected when an effect is executed), etc., but is not limited to these. The frequency of appearance of the effects can be defined as appropriate according to the specifications of the gaming machine, etc., and may be, for example, the probability until one win occurs (for example, the probability until the first normal effect A is executed). Furthermore, the frequency of the special effects may be customizable, for example, by allowing them to appear once every three times when a transition lottery for a pseudo-bonus is won.

[0121] (2) In the embodiment, an example was shown in which the appearance rate of the effects, etc., can be customized, but the embodiment is not limited to this. For example, the sub-control unit (execution mode control means) may be able to customize the appearance timing (execution mode) in which the effects can appear without changing the appearance frequency. For example, if the one-shot notification is initially set to appear only when the lever is operated, it could be customized to appear at multiple timings (such as when the first stop is performed, when the third stop is performed, and when the lever is operated in the next game). Conversely, it could also be customized to limit its appearance to one of multiple timings.

[0122] (3) In the embodiments, an example of customization of the performance rules was shown that relates to the transition to a pseudo-bonus, but is not limited to this. For example, regarding the customization of button operation animations during the AT stage (animations that require the operation of an animation button), the initial rule could be "Button operation animations during the AT stage add 30 or more games," and the custom rule could be "Button operation animations during the AT stage guarantee an increase in the number of games." In this case, players who enjoy button animations can enjoy them even if the number of added games is small. Also, for example, regarding the customization of the single announcement preview, the initial rule may be that "the single announcement preview is the confirmation of the winning of the least likely winning combination such as the middle cherry", and the custom rule may be that "the single announcement preview is simply the confirmation of a relatively low-probability strong rare winning combination". Furthermore, the gaming machine may be configured to be able to customize the effects using a mechanical device (game component) from the initial rule to the custom rule.

[0123] (4) In the embodiment, an example where the setting is continued when customized is shown, but it is not limited to this. The customized setting may be controlled only for a certain period. For example, after specifying the number of times of the effect, such as "until a specific preview effect appears once", it may be possible to customize the appearance rate and the like. Also, after specifying the game time, such as "until 30 minutes after the start of the game or after 30 minutes", it may be possible to customize the appearance rate and the like. Furthermore, after specifying the game time, such as "until 30 minutes after the start of the game or after 30 minutes", it may be possible to customize the appearance rate and the like. In these examples, since a game in which the setting of the effect is switched without notice is possible, the interest can be improved.

[0124] (5) The customizable effects are not limited to those described in the embodiment. The customizable effects may include, for example, a cut-in preview during the normal stage, a dialogue preview during the前兆 stage, a single announcement preview, a button operation effect during the AT stage, and a preview of winning a lottery with an advantageous privilege (so-called premium preview). This may also be a notice of winning (so-called premium preview).

[0125] (6) The stages that the game transitions to during the game are not limited to those described in the embodiment. For example, the AT stage may include an ART state that navigates the pressing order not only when the bell winning combination is selected but also when the replay winning combination is selected.

[0126] (7) In the embodiments, examples were shown in which each effect can be customized within the range of when a rare role is won, but the invention is not limited to this. For example, in the initial settings, an effect may be executed when a rare role is won, while in the custom settings, it may be executed when a rare role is won and when other winning roles are won (for example, when a chance eye role is won, when a bell role is won, etc.). In this case, the frequency in which the effect lottery process is executed will be higher in the custom settings than in the initial settings. For this reason, in the custom settings, it is possible to control the appearance rate of the effects to be higher.

[0127] (8) In one embodiment, an example was shown in which an illustration is displayed on the sub-display to indicate that an effect caused by the initial settings has been performed, but the embodiment is not limited to this. For example, after the performance has been executed, when the stage transition lottery results in either a loss or a win, an explicit explanation such as "This performance was actually influenced by this custom setting" may be displayed on a sub-display or similar.

[0128] (9) In the embodiments, examples have been shown in which the occurrence rate and other parameters can be customized, and the rules for the effects can be customized, but the embodiment is not limited thereto. The customizable elements may differ depending on the type of presentation. For example, a presentation may have different customizable elements, such as the occurrence rate, a presentation that allows customization of only the presentation rules, or a presentation that allows customization of both the occurrence rate and the presentation rules.

[0129] (10) In this embodiment, an example was shown where a star illustration was displayed on the sub-display to notify the effect resulting from the appearance rate after customization, but this is not limited to this. This notification may also be sound output from a speaker, illumination of a lamp, etc.

[0130] (11) In the embodiment, an example was shown in which individual customization of each effect is accepted, but the embodiment is not limited thereto. For example, a mode with a high frequency of lively effects and a mode with a low frequency of quiet effects may be provided, and the player may be able to select from these modes.

[0131] (12) In the embodiment, an example was shown in which a game machine's performance custom operation unit receives custom operation of the performance, but the embodiment is not limited thereto. For example, the game machine may receive custom operation of the performance from a portable communication terminal that can communicate with the game machine (for example, Japanese Patent Application Publication No. 2018-122159).

[0132] (13) In the embodiments, the gaming machine is shown as an example of a slot machine, but is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamasuro. Furthermore, the gaming machine may be a so-called "medalless" gaming machine, which can execute games using a data-based pseudo-gaming medium without using physical gaming media such as tokens. In addition, the gaming machine may be a so-called "sealed" gaming machine, which can execute games by circulating gaming media such as game balls internally without dispensing them externally. Furthermore, the rules governing the performance of the mechanical devices (features) in pachinko machines could be, for example, an initial rule such as "If the device operates, a probability change is guaranteed," and a custom rule such as "If the device operates, a regular jackpot is guaranteed." [Explanation of Symbols]

[0133] 10: Gaming machines 14: Performance button 17: Main display 18: Sub display section 30: Performance Customization Control Unit 31: Occurrence Rate Confidence Control Unit 32: Direction law operation section 41: Main memory 42: Main Control Unit 51: Sub-memory 55: Sub-control unit

Claims

[Claim 1] In a gaming machine equipped with control means capable of performing control related to the effects that are executed in connection with the progress of the game, The system includes an appearance frequency control means capable of performing control to change the appearance frequency of a specific type of effect that is executed at any timing within the game based on an operation on the operating means, The control means is When the aforementioned specific type of performance is performed, a special performance rule is established that a bonus of a second value greater than the first value may be granted to the player with a predetermined degree of confidence, and it is possible to execute control related to said special performance rule. The specific performance rule can be controlled so that it does not change whether the appearance frequency is controlled to a first state in which the appearance frequency is not changed by the appearance frequency control means, or to a second state in which the appearance frequency is changed by the appearance frequency control means. A gaming machine characterized by the following features.

Citation Information

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