Gaming machine
The gaming machine system addresses limitations in conventional gaming machines by introducing dynamic game states and transition controls, enhancing player engagement and reward mechanisms.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2022-04-06
- Publication Date
- 2026-04-27
AI Technical Summary
Conventional gaming machines lack flexibility in game states and transitions, offering limited player engagement and reward mechanisms.
A gaming machine system that includes multiple game states (first, second, and third gaming states) with transition controls between them, allowing for dynamic game mode settings and player engagement enhancements through variable winning probabilities and reward structures.
Enhances player engagement and reward variability by providing multiple game states with controlled transitions, increasing player enjoyment and potential rewards.
Smart Images

Figure 0007851570000001 
Figure 0007851570000002 
Figure 0007851570000003
Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there have been gaming machines installed in amusement arcades and the like (for example, Patent Documents 1 and 2).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
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] In order to solve the above problems, one aspect of the present invention includes a first gaming state, a second gaming state more advantageous than the first gaming state, and a third gaming state more advantageous than the first gaming state 、The system comprises: a game state control means capable of controlling to any of a plurality of game states, including; a game section control means capable of controlling to a normal section in the first game state and to an advantageous section in the second and third game states, wherein the game state control means is capable of executing a first transition control to transition from the third game state in the advantageous section to the first game state in the normal section; a second transition control to transition from the third game state in the advantageous section to the second game state in the advantageous section; a third transition control to transition from the first game state to the second game state as transitioned by the first transition control; the system is capable of setting a game mode in the advantageous section in accordance with the transition from the normal section to the advantageous section; the first transition control is capable of controlling to transition to the first game state in the normal section without continuing the game mode; and the second transition control is capable of controlling to transition to the second game state in the advantageous section while continuing the game mode. Furthermore, when transitioning from the third game state in the advantageous period, it is possible to determine whether to execute the first transition control or the second transition control based on the game mode during the advantageous period. The gaming machine is configured in a manner characterized by the following features. [Brief explanation of the drawing]
[0006] [Figure 1] This is a view of the gaming machine 10 of the embodiment from the front, showing its internal configuration. [Figure 2] This is a block diagram of the gaming machine 10 according to the embodiment. [Figure 3] This figure shows the internal lottery table 31 and the payout table 32 of the embodiment. [Figure 4] This figure shows the mode lottery table 33, mode-specific specification table 34, pseudo-bonus end section lottery table 35, and AT end section lottery table 36 of the embodiment. [Figure 5] This is a diagram illustrating the transition of the RT state in the embodiment. [Figure 6] This diagram illustrates the transitions between game sections, stages, and effects in the embodiment. [Figure 7] This diagram illustrates the various effects performed by the main display unit 20 of the embodiment. [Figure 8]This diagram illustrates the various effects performed by the main display unit 20 of the embodiment. [Figure 9] This diagram illustrates the various effects performed by the main display unit 20 of the embodiment. [Figure 10] This figure illustrates the pre-result screen 51, post-result screen 52, and combined result screen 55 at the end of AT stage #3 of the embodiment. [Modes for carrying out the invention]
[0007] (Embodiment) Preferred embodiments of the gaming machine according to the present invention will be described with reference to the drawings. Figure 1 is a perspective view of the gaming machine 10 of the embodiment, seen from the front, showing its internal configuration. Figure 2 is a block diagram of the gaming machine 10 according to the embodiment. Figure 3 shows the internal lottery table 31 and the payout table 32 of the embodiment. Figure 4 shows the mode lottery table 33, mode-specific specification table 34, pseudo-bonus end section lottery table 35, and AT end section lottery table 36 of the embodiment.
[0008] 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 and 2, the gaming machine 10 includes a coin slot 11, a bet button 12, a start lever 13, navigation lamps 15 (15L, 15C, 15R), a performance button 14, a stop button 16 (16L, 16C, 16R) (operating means), a favorable section lamp 17, a main display unit 20, a lamp 22, a speaker 23 (output means), reels 24 (24L, 24C, 24R) (display means), a drum unit 24a, a coin dispensing device 26, a setting button 27, a main control board 28 (game state control means, game section control means), and a sub-control board 29 (performance control means, display control means).
[0009] The gaming machine 10 is a device that includes a main control board 28, a storage unit and a control unit provided on a sub-control board 29, and is capable of various calculations and controls, and is 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.
[0010] 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 28b (described later). The bet button 12 and the start lever 13 are control units that players operate to start the game. The bet button 12 is an example of an operating means that can accept player input regarding the setting of the bet (amount wagered). The bet button 12 may also consist of multiple buttons, each with a different bet amount. The start lever 13 rotates the reels 24 and accepts a tilting motion from the player to start the game. The effect button 14 receives input from the player to execute various effects. When the effect button 14 is pressed, effects are executed, for example, to suggest or display various information.
[0011] Navigation lamps 15 (15L, 15C, 15R) guide the player through the operation sequence of stop buttons 16L, 16C, and 16R, as described later. The stop buttons 16 (16L, 16C, 16R) are an example of operating means for performing the stop operation of the reels 24L, 24C, 24R. The stop buttons 16 are provided corresponding to each of the reels 24L, 24C, 24R and are capable of receiving an operation for stopping the variably displayed symbols (identification information). The stop buttons 16L, 16C, 16R become in an operable state, for example, when a light emitting means such as an LED built in each button lights up.
[0012] The advantageous section lamp 17 is controlled to light during the stay in the advantageous section. Note that the gaming machine 10 may be controlled to light, for example, the "dot" part of a 7-segment display (also referred to as "7-seg") instead of the advantageous section lamp 17. In this case, as the 7-seg, a display device for the number of medals paid out or the like may be used. The main display unit 20 and the sub-display unit 21 are liquid crystal display devices or the like. The main display unit 20 and the sub-display unit 21 perform various effects by images, display various information in the game, and the like. The lamp 22 and the speaker 23 perform effects by light emission, sound, and the like. The main display unit 20, the sub-display unit 21, the lamp 22, the speaker 23, etc. can be used as notification means, effect means, etc. by outputting various information.
[0013] The reels 24 (24L, 24C, 24R) are an example of variable display means for variably displaying symbols. On the circumferential surfaces of each of the reels 24L, 24C, 24R, a plurality (for example, 20) of symbols are shown (see Fig. 2(A)). The types of symbols are, for example, "melon", "cherry", "bell", "RP (replay)", "7", "BAR", etc. The drum unit 24a is a device for rotationally driving the reels 24L, 24C, 24R. The drum unit 24a is provided inside the housing 10b. According to the above embodiment, a part of the symbols on the circumferential surfaces of the rotationally driven reels 24L, 24C, 24R are visually recognized through the window portion on the front surface of the front door 10a, whereby the symbols are variably 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.
[0014] The medal dispensing device 26 is a device that dispenses medals stored in the hopper 26a to the medal dispensing port 26b. The setting button 27 accepts selection operations from the administrator of the gaming arcade, etc., and is used to select and set the winning rate for each winning combination (i.e., the degree of advantage in the game) from among multiple probability values (setting values 1 to 6).
[0015] As shown in Figure 2, the main control board 28 is connected to the medal selector 11a, bet button 12, start lever 13, stop button 16, advantageous section lamp 17, drum unit 24a, medal payout device 26, and setting button 27, etc., via a communication cable, and communication is possible. The main control board 28 includes a main memory unit 28a (storage means) and a main control unit 28b. The main memory unit 28a stores various information such as game programs related to the game and tables for performing internal lotteries.
[0016] The main control unit 28b operates according to the program in the main memory unit 28a. As a result, the main control unit 28b performs processing related to the progress of the game on the gaming machine 10. Furthermore, the main control unit 28b 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 28a, and controlling devices such as the medal dispensing device 26, in response to the operation of the operation unit such as the start lever 13. The detailed processing of the main control unit 28b will be described later.
[0017] The sub-control board 29 is connected to the performance buttons 14, navigation lamps 15, main display unit 20, sub-display unit 21, lamps 22, and speaker 23, etc., via a communication cable, enabling communication between them. The sub-control board 29 controls these devices in response to receiving various signals from the main control board 28.
[0018] The sub-control board 29 includes a sub-storage unit 29a and a sub-control unit 29b. The sub-memory unit 29a stores various information related to the game, such as game programs. The sub-control unit 29b performs processing and control of notifications, effects, etc., synchronized with the gameplay of the gaming machine 10, in response to commands (instructions) from the main control unit 28b of the main control board 28. The sub-control unit 29b controls the main display unit 20, sub-display unit 21, lamps 22, speaker 23, etc., to produce effects such as video output, light emission, and fanfare sound output. These outputs and effects include, for example, notifications of transitions in game states and effects corresponding to each game state.
[0019] (Various tables 31-36) As shown in Figures 3 and 4, the main memory unit 28a includes an internal lottery table 31, a payout table 32, a mode lottery table 33, a mode-specific specification table 34, a pseudo-bonus end section lottery table 35, and an AT end section lottery table 36. As shown in Figure 3, the internal lottery table 31 defines the winning probability for each winning combination in each game. The internal lottery table 31 stores the relationship between each RT and the winning probability of the winning combination. Note that the internal lottery table 31 in Figure 4 shows an example table for setting 1 and 3 bets. Although not shown in the illustration, the main memory unit 28a also stores internal lottery tables 31 corresponding to settings 2 to 6, and 1 bet and 2 bets. In other words, the internal lottery table 31 contains information corresponding to settings 1 to 6. Furthermore, the internal lottery table 31 stores information that the winning probability of the winning combination differs for each RT. The probability of winning each winning combination is expressed by the range (number) of random values obtained (65,536) and the number of winning values (wins) within that range.
[0020] Each winning combination includes winning combinations whose winning rate changes according to the setting value set by the setting button 27, and winning combinations whose winning rate does not change according to the setting value. The settings range from setting 1 (lowest) to setting 6 (highest). Higher settings are more advantageous to the player. The settings may also be limited to 5 levels or less, or 7 levels or more, and the distribution rates for various winning combinations may be the same for some or all of them, or they may differ.
[0021] Winning combinations whose winning rate varies depending on the setting include, for example, "Chance Eye," "Watermelon," "Weak Cherry," "Strong Cherry," and "Normal RP (Replay)." Of these, "Normal RP" is set so that the higher the setting, the lower the winning rate, while the winning combinations other than "Normal RP" are set so that the higher the setting, the higher the winning rate. Other winning combinations are designed so that their winning rate does not change according to the settings, and they are set to have the same winning rate for all settings. Furthermore, if a random number other than the winning number for each role is drawn, the lottery result will be "Loss," and the winning rate will change according to the set value.
[0022] Each of the "ordered bell symbols 1-6" has a winning probability of 7280 / 65536, both in the non-bonus state and the bonus-winning state. The "common bell symbol" has a winning rate of 1760 / 65536 in both the non-bonus-winning and bonus-winning states. The "Chance Symbol" has a winning rate of 256 / 65536 in both the non-bonus state and the bonus state. Furthermore, the winning rate is set to 65536 / 65536 during the bonus state. In other words, during the bonus, only the "Chance Symbol" can be won. The "Watermelon" symbol has a winning rate of 900 / 65536 in both the non-bonus-winning and bonus-winning states. The "Weak Cherry" symbol has a winning rate of 1000 / 65536 in both the non-bonus-winning and bonus-winning states. The "Strong Cherry" symbol has a winning rate of 80 / 65536 in both the non-bonus-winning and bonus-winning states.
[0023] The "bonus role" has a winning probability of 6553 / 65536 when a bonus has not been won. The "Normal RP Role" has a winning rate of 8870 / 65536 when a bonus is not won, and a winning rate of 17860 / 65536 when a bonus is won. Furthermore, the probability of winning a "losing role" is set at 2437 / 65536 when a bonus has not been won, and 0 / 65536 when a bonus has been won.
[0024] Furthermore, the internal lottery table 31 can be arbitrarily configured to include types of winning combinations whose winning probabilities change according to the set value, and types of winning combinations whose winning probabilities do not change according to the set value. Alternatively, the winning probabilities of each winning combination may be set so that they do not change according to the set value. Furthermore, while the setting is designed so that the probability of winning rare roles increases with higher settings, this is not the only limitation. For example, the setting could be such that the probability of winning only certain rare roles increases with higher settings, or conversely, the probability of winning rare roles increases with lower settings. In addition, the setting could also be such that the probability of winning roles other than rare roles, such as "ordered bells" and "common bells," increases or decreases with higher settings.
[0025] The payout table 32 stores a correspondence between each winning combination and the number of medals paid out when each winning combination is achieved. These internal lottery tables 31 and payout tables 32 are set so that the net increase in coins per game in AT stage #3 (see Figure 6) is, for example, about 3 coins.
[0026] As shown in Figure 4, the outlines of the mode lottery table 33, mode-specific specification table 34, pseudo-bonus end section lottery table 35, and AT end section lottery table 36 are as follows. Details of the control using these tables will be described later. The mode lottery table 33 stores the winning probabilities for each mode 1 to 3 (game modes) and associates them with each setting value 1 to 6. The mode-specific specification table 34 stores the game conditions for the advantageous period for each mode from 1 to 3. The mode-specific specification table 34 stores the winning probabilities of the following lottery processes during the advantageous period in association with modes from 1 to 3. • The probability of winning a pseudo-bonus during the pseudo-bonus lottery process while in a game state where normal sequences #13 and #22 (see Figure 6) are being executed. • CZ transition right winning rate during the CZ transition right lottery process (transition right lottery process) while staying in Pseudo-B #4 (see Figure 6) • AT winning rate during the AT transition lottery process while in CZ Stage #2 (see Figure 6) • Set winning rate during the set lottery process while staying in AT Stage #3 (see Figure 6) In this embodiment, the pseudo-bonus may also be referred to as pseudo-bo.
[0027] The pseudo-bonus end-of-section lottery table 35 stores the section winning rate in the section lottery process executed at the end of pseudo-bonus #4, and associates it with the setting values 1 to 6. The section winning rate is the winning rate for the normal section and the winning rate for the advantageous section in the section lottery process. The AT end-of-period section lottery table 36, like the pseudo-bonus end-of-period section lottery table 35, stores the section winning rate in the section lottery process executed at the end of AT stage #3 and associates it with setting values 1 to 6.
[0028] [Basic operation of the 10th gaming machine] The main control unit 28b of the main control board 28 and the sub-control unit 29b of the sub-control board 29 perform the basic operations of the game as follows. At the start of each game (also referred to as the current game or the game in question), the number of bets is set using tokens (including credit tokens). The number of bets can be set by directly inserting tokens into the token slot 11, by operating the bet button 12, etc.
[0029] When inserting medals through the medal slot 11, a predetermined number of bets corresponding to the number of medals inserted is set (however, the maximum bet is "3" corresponding to 3 medals). In the method using the bet button 12, when the bet button 12 is operated, a predetermined number of medals are deducted from the credit medals, and the deducted amount is set as the bet amount. 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.
[0030] The number of bets set by inserting medals or operating the bet button 12 is stored in the main memory unit 28a of the main control board 28. When the number of bets reaches a predetermined number, the game enters a state where the player has the right to play one game. The maximum number of bets can be "4" or more.
[0031] 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 in this active state, the game starts. In this embodiment, the operation of the start lever 13 in the active state is also called the "game start operation". In response to the acceptance of the game start operation, the reels 24L, 24C, and 24R 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 RP roles and minor roles, before the reels 24L, 24C, and 24R stop. As a result, the main control unit 28b 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 a predetermined winning probability. In this embodiment, the internal lottery process is completed before reels 24L, 24C, and 24R reach steady rotation; however, it may be completed before reels 24L, 24C, and 24R begin to rotate.
[0032] Each reel, 24L, 24C, and 24R, gradually increases its rotational speed from a stationary state until it reaches a steady rotation at a constant speed. Once this steady rotation is reached, the stop buttons 16L, 16C, and 16R, which are provided for each reel, become operable (the stop button operation is activated). In this state, when each stop button 16 is operated, each reel 24L, 24C, and 24R 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.
[0033] 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. The third reel refers to the reel that was stopped last, when each of the three reels 24L, 24C, and 24R has been stopped once, for a total of three times. Furthermore, "after the third reel stop operation" refers to the moment after the player releases their finger or other object from the stop button 16 used to stop the third reel.
[0034] 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 26 is driven and controlled so that a predetermined number of medals are dispensed into the medal payout port 26b. 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.
[0035] In the stopped state, the three consecutive symbols displayed on reels 24L, 24C, and 24R, which are arranged vertically, stop in a way that makes them visible from outside the machine (also called "stop display"). As a result, the main control unit 28b 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 28b then determines whether or not a prize has been awarded based on the stop display pattern at that time. The main control unit 28b 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.
[0036] (Winning role) Winning combinations include, for example, minor roles, RP roles, and bonus roles. The combinations of symbols that correspond to "minor wins" include, for example, the bell symbol, rare symbols (cherry symbol, watermelon symbol, chance symbol), chance symbol, and losing symbols.
[0037] The combination of symbols corresponding to the "bell role" is "bell, bell, bell" (a specific pattern) in the order of "reel 24L (left), reel 24C (middle), reel 24R (right)" on the winning line. When reels 24L, 24C, and 24R stop in this "bell, bell, bell" pattern, it is also called a "bell alignment" or "bells line up." Furthermore, the "bell role" includes both the "common bell role" and the "ordered bell role." When you win the "common bell role," the bells will line up regardless of the order in which you press the stop buttons 16L to 16R. When you win the "Ordered Bell" combination, the bells will line up by performing the stop operation corresponding to the order in which you press the buttons. The "Ordered Bell" combination has six different "Ordered Bells 1-6" with different button press orders.
[0038] (Pressing order) The button press order refers to the sequence of operations for the stop buttons 16L, 16C, and 16R. When a winning combination that requires a specific button press order is achieved, performing the operation in the corresponding order is called a correct button press, or simply correct operation. Conversely, not performing the operation in the correct order is called an incorrect button press, or simply incorrect operation. The main control unit 28b controls the machine so that the bells line up when the result of the internal lottery is a push-order bell combination (specific result) and the operation of the stop buttons 16L, 16C, and 16R follows the push order (specific operation pattern).
[0039] (Pressing order guide) If a winning combination that requires a specific button press sequence is achieved, the sub-control unit 29b will provide the button press sequence (specific information). This process of providing the button press sequence (specific information) is also called button press sequence navigation. As an example of the execution of the button-pressing order navigation, for instance, if the "button-pressing order bell role 1" is selected from "button-pressing order bell role 1 to 6", the sub-control unit 29b will sequentially light up the navigation lamps 15L, 15C, and 15R from left to right, display navigation indicators 30L, 30C, and 30R on the main display unit 20 (see Figures 9(A) and 9(C)), and output the corresponding sounds from the speaker 23 in the order of "left", "middle", and "right".
[0040] In a game where a player wins one of the "Push Order Bell Symbols 1-6," they can correctly guess the order of the buttons if they operate the stop button 16 according to the push order navigation. Accordingly, the game is controlled so that the bells line up, and the player is granted game value (such as a payout of a predetermined number of tokens or a change in the game state). On the other hand, if a player wins one of the "ordered bell combinations 1-6" in a game and operates the stop button 16 without following the order navigation (so-called bell spill or bell missed), the order of pressing the buttons will be incorrect. In this case, the bells will not line up, and a predetermined combination of symbols (bell spill combination) will be displayed as the stop, and one medal may be dispensed.
[0041] The "Watermelon" symbol is displayed when the combination of "Watermelon, Watermelon, Watermelon" symbols stops on the winning line. There are two types of cherry symbols: "weak cherry" and "strong cherry". A "weak cherry" is a combination of symbols such as "cherry-cherry-bell" that can stop on the winning line, while a "strong cherry" is a combination of symbols such as "cherry-cherry-cherry" that can stop on the winning line. A "chance combination" (or "chance symbol") is indicated when the combination of "RP-Bell-Bell" symbols stops and displays on the winning line.
[0042] The RP role ("Normal RP") is achieved when the combination of symbols aligns regardless of the order in which the buttons are pressed, and the combination of symbols "RP·RP·RP" stops and is displayed on the winning line.
[0043] The bonus features include a "bonus" where the corresponding symbol combination is "7-7-7". "Bonus" refers to a winning combination that is drawn during the RT0 state (described later). It can only be won in the game in which it is drawn, and when won, the game transitions to the bonus state (RT2). Furthermore, the "bonus" can only be won in games where 3 bets are set (3-bet games), and it is won independently without overlapping with other winning combinations. However, it is not limited to this, and in some cases, it may be possible to allow overlapping wins when other winning combinations (for example, chance combinations or cherry combinations) are won.
[0044] Furthermore, bonus symbols are subject to carryover control by the main control unit 28b, which allows the right to win a "bonus" to be carried over for the period until the corresponding combination of symbols stops appearing in the game in which the bonus was won and in subsequent games. Therefore, during the period until the combination of symbols corresponding to "Bonus" is displayed, the right to win a "Bonus" is carried over. On the other hand, once the combination of symbols corresponding to "Bonus" is displayed ("Bonus" is won), the right to win a "Bonus" is no longer carried over and the game returns to a non-carry-over state. In other words, the "carryover" state indicates that a bonus role has been won, but the combination of symbols corresponding to the bonus role has not yet stopped (also called the "bonus winning state"), while the "non-carryover" state indicates that a bonus role has not been won (also called the "non-bonus winning state").
[0045] Furthermore, when a bonus is won, the main control unit 28b operates to perform priority stop control, which prioritizes stopping the combination of symbols corresponding to one of the winning combinations on the reels 24 if different winning combinations occur. The combination of symbols corresponding to the bonus winning combination is set to the lowest priority. Therefore, in a game where a bonus has been won, even if a bonus role has been won, if an RP role is won in that game, the combination of symbols corresponding to the bonus role cannot be stopped on reel 24. Instead, the combination of symbols corresponding to the RP role will stop on reel 24, and the state of having won a bonus role will be carried over to subsequent games.
[0046] Based on the combinations of symbols described above, the winning of minor roles, RP roles, and bonus roles is determined. If the combination of symbols matches the winning role, the corresponding game value is awarded (medals are paid out).
[0047] Additionally, if a combination of symbols corresponding to a "chance symbol" stops and is displayed, three medals will be dispensed. If a combination of symbols corresponding to a "watermelon" stops and is displayed, three medals will be dispensed. When the symbols stop displaying combinations corresponding to "Normal RP" and "Cherry Role," the game becomes playable again in the next game without needing to insert any more tokens. In this embodiment, the number of medals dispensed is the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets. Furthermore, the number of medals dispensed when a combination of symbols corresponding to each role is displayed may be other than the number specified above.
[0048] [Game status of gaming machine 10] The game state of the gaming machine 10 will now be described. In this embodiment, the game state refers to the state of the game controlled by the main control unit 28b and the sub-control unit 29b, and is a concept that includes game intervals, RT states, stages, and states in which various effects are executed. Figure 5 illustrates the transition of the RT state in the embodiment. Figure 6 is a diagram illustrating the transitions between game sections, stages, and effects in the embodiment. The main control unit 28b of the main control board 28 can control the RT state, game section, stage, and effects to multiple states, and controls various processes in each game state, transitions between game states, etc. (hereinafter also simply referred to as "transitions") as follows. The state in which each game state is controlled is also referred to as staying in each game state, etc. The sub-control unit 29b of the sub-control board 29 controls effects, button press navigation, etc., by receiving control information from the main control unit 28b as needed while staying in each game state, etc. 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. In the embodiments, the number of games played, the execution of the game, etc., are also referred to as "G" as appropriate.
[0049] (RT control, bonus control) As shown in Figure 5, the RT state is controlled to allow transitions between the RT0-RT2 states. In this embodiment, the RT state and the RT0-RT2 states are also simply referred to as RT, RT0-RT2, etc. Note that there may be two or more RT states.
[0050] RT0 is triggered by events such as a system reset of the gaming machine 10, a change in settings (also called a setting change), resetting the same settings (setting value reset), or the end of RT2. Furthermore, RT0 ends when a bonus is won during a 3-bet game, and the game transitions to RT1 (arrow a in Figure 5). Thus, RT0 is not a finite game state with a predetermined duration, but rather an infinite game state (infinite RT) that does not transition to any other game state unless a bonus is won.
[0051] RT1 ends when a combination of symbols corresponding to a bonus stops and is displayed (i.e., a bonus is won), and the game transitions to RT2 (arrow b in Figure 5). In other words, RT1 continues from the moment a bonus is won until the bonus is awarded, and in RT1, the game proceeds with the bonus already won. Thus, RT1 is not a finite game state with a predetermined duration, but rather an infinite game state (infinite RT) that does not transition to any other game state unless a bonus role is won. RT2 is a bonus state where the game is played with 3 bets and only "chance symbols" can be won. In other words, in RT2 (bonus state), the actual net increase in medals is "0," and players cannot expect to increase their medal count. Then, RT2 ends when the number of medals dispensed reaches a predetermined number (for example, 60 medals), and the game transitions to RT0.
[0052] Furthermore, in the RT state of this embodiment, the transition from RT1 to RT2 is basically prevented. This is for the following reasons. In RT0, if a "bonus" is won, the bonus can only be awarded in the game in which the bonus was won. However, since the fact that a "bonus" has been won is not announced, it is generally difficult for the player to stop and display the combination of symbols that corresponds to the bonus. Therefore, from the game following the bonus-winning game, the player will transition to RT1 (bonus-winning state) while retaining the right to win a bonus. Furthermore, during RT1, you will not win a "miss" which would normally result in a bonus, so you will not win a bonus. For these reasons, the gaming machine 10 will not, in principle, transition from RT1 to RT2. After transitioning from RT0 to RT1, the game will continue under the control of RT1 until the gaming machine 10's system is reset. Furthermore, the system is not limited to this; during RT1, it may be possible to win a "miss" at a predetermined probability (for example, a probability of 1 / 200), and if a "miss" is won, it may be possible to win a bonus during RT1.
[0053] (Normal section, advantageous section) As shown in Figure 6, the gameplay of the gaming machine 10 consists of a normal section (non-advantageous section) and an advantage section. Basically, normal stage #1 is controlled to allow the player to stay in the normal section, while normal stage #1, CZ stage #2, AT stage #3, and pseudo-bonus stage #4 (the pseudo-bonus stage is also simply called pseudo-bonus) are controlled to allow the player to stay in the advantage section. Details of these stages will be described later. The condition for transitioning from the normal section to the advantageous section is winning, for example, a rare role or a sequenced bell role while in the normal section. Therefore, transitioning from the normal section to the advantageous section is easy (see routes #11a and #12a). The conditions for transitioning from the advantageous period to the normal period are, for example, that one of the following two conditions is met:
[0054] (1) Completing the advantageous period (i.e., reaching the advantageous period limiter) The advantageous section limiter is triggered by fulfilling at least one of the following conditions: reaching a predetermined number of games (e.g., 3000 games) during the advantageous section, and paying out a predetermined number of tokens (e.g., 2400 tokens) in the advantageous section. Note that the predetermined number of games may not be required depending on the specifications. Note that the "difference in tokens" can also be the so-called "MY (number of tokens dispensed)," or the pure "difference in tokens (number of tokens dispensed - number of tokens inserted)" may be used. In this embodiment, the latter example will be explained.
[0055] (2) When the advantageous section is not completed, the normal section is selected in the section lottery at the end of AT stage #3 or pseudo-bonus #4 (see routes #31c, #41c) The details of the transition conditions in (2) will be described later. The above-mentioned conditions for ending the advantageous period are merely examples and are not limited to these. Other conditions may include, for example, "when a combination of symbols corresponding to a bonus role is displayed."
[0056] The main control unit 28b generally lights up the advantageous zone lamp 17 while the player is in the advantageous zone. However, in order to prevent a decrease in enjoyment, the advantageous zone lamp 17 may be controlled to light up only when an increase in medals is actually expected. For example, even when the player is in the advantageous zone, the advantageous zone lamp 17 may be controlled not to light up while the player is in normal stage #1.
[0057] (AT state, non-AT state) AT is an abbreviation for Assist Time. The AT state is a game state in which the button-pressing order navigation is executed when the "Push-Order Bell 1-6" is won. The AT state is also simply referred to as AT. AT is a game state in which, when the "Push Order Bell 1-6" is won, the sub-control unit 29b performs push order navigation and controls the game to notify the player of symbols that serve as a guide for timing the button presses, thereby notifying the player that the corresponding combination of symbols can be stopped.
[0058] In non-AT (Automatic Trigger) versions, even if the internal lottery process for each game results in "Push Order Bell 1-6," the push order navigation is not executed. Therefore, even if a player wins "Push Order Bell 1-6," they are generally unable to operate the machine in the corresponding order and cannot line up the bells. Therefore, the above control results in a faster payout speed during periods controlled by AT compared to periods without AT. Furthermore, the gameplay of the gaming machine 10 is such that players can increase their payouts by playing in a way that allows them to stay in AT for extended periods.
[0059] (Counter related to gaming) During the advantageous period, the main control unit 28b counts the number of games played and the difference in tokens while in the following game state, and stores information regarding each count value (counter) in the main memory unit 28a. • Counter A: The total number of games played during the advantageous period. • Counter B: The total number of coins acquired (difference in coins) during the advantageous period. • Counter C…Counter value of the number of coins acquired (difference in coins) during AT Stage #3 • Counter D…Counter value of the number of games until the ceiling is reached.
[0060] Counters A and B are count values related to the advantageous section limiter (maximum number of games played, maximum difference in tokens) while in the advantageous section. When the main control unit 28b transitions from the normal section to the advantageous section, it starts counting counter A (number of games played) and counter B (number of tokens). The main control unit 28b forcibly terminates the advantageous section when at least one of the following conditions is met: counter A reaches "3000 games, etc." and counter B reaches "2400 tokens". Reaching the upper limit of counters A and B is also referred to as reaching the advantageous section limiter, etc.
[0061] Additionally, the count values of counters A and B are reset (initialized) when the advantageous period ends. Counter C is a counter that counts the number of medals acquired while staying in AT Stage #3. The main control unit 28b starts counting with Counter C when transitioning to AT Stage #3, and resets Counter C when AT Stage #3 ends. Counter D is the so-called ceiling counter, and it is a count value that is accumulated while staying in normal stage #1 (normal stage #1 / normal performance #13, which will be described later). Counter D counts down from the initial value of 700G, which is the ceiling game count, as the game is played. When Counter D reaches zero, it is reset to the initial value of 700G. Reaching zero with Counter D is also called reaching the ceiling, or reaching the ceiling, etc.
[0062] The main control unit 28b stores information related to the counter (counting results, etc.) in the main memory unit 28a. In addition to the above, the main control unit 28b also counts and stores other information, such as the number of games played during each AT stage #3.
[0063] (Control of transitions between game states) Figure 6 is a diagram illustrating the transitions between the advantageous section and the normal section in the embodiment, the transitions between stages, and the transitions of the effects performed in each stage. Figures 7 to 9 illustrate the various effects performed by the main display unit 20 of the embodiment. The main control unit 28b independently controls the transition between the normal section and the advantageous section, the transition between RT0~RT2 and the bonus section, and the transition between stages. However, as mentioned above, since the gameplay in this embodiment is basically performed while staying in RT2, the gameplay during each stage is also basically performed while staying in RT2.
[0064] The sub-control unit 29b executes performances by controlling the main display unit 20, sub-display unit 21, lamps 22, speakers 23, etc., while the player is in each stage (see Figures 7 to 9). In this case, the sub-control unit 29b may execute performances corresponding to other stages that are different from the one being performed in the current stage. In this embodiment, in order to clearly indicate the game state in which various performances are executed in the stage the player is in, the notation "Stage / Performance Type" is used as appropriate. For example, "Normal Stage #1 / CZ Performance #12" indicates a game state in which the player is in Normal Stage #1 and CZ Performance #12, which is a performance corresponding to CZ Stage #2, is being executed.
[0065] As shown in Figure 6, the stages include Normal Stage #1 (First Game State), CZ Stage #2 (Second Game State), AT Stage #3 (Third Game State, Fourth Game State), and Pseudo Bonus #4 (Third Game State, Fifth Game State). As mentioned above, the normal stage #1 is controlled to either the normal section or the advantageous section, while the CZ stage #2, AT stage #3, and pseudo-bonus #4 are controlled to the advantageous section. Furthermore, Normal Stage #1 and CZ Stage #2 are controlled to be non-AT, while AT Stage #3 and Pseudo Bonus Stage #4 are controlled to be AT. Therefore, players cannot expect to increase their medal count while in Normal Stage #1 or CZ Stage #2, while in AT Stage #3 or Pseudo Bonus Stage #4, there is a chance to increase their medal count. Therefore, AT Stage #3 and Pseudo Bonus #4 are more advantageous gameplay states than Normal Stage #1 and CZ Stage #2. Also, CZ Stage #2 is more advantageous gameplay state than Normal Stage #1 because a lottery for transitioning to AT Stage #3 is performed. Furthermore, the above control mechanism controls the normal section to a section where it is not possible to execute the button-pressing navigation when a button-pressing bell combination is won, and the advantageous section to a section where it is possible to execute the button-pressing navigation when a button-pressing bell combination is won.
[0066] Therefore, one aspect of the gameplay of the gaming machine 10 is to aim to transition from the normal stage #1 to the CZ stage #2, and then from the CZ stage #2 to the AT stage #3, and to increase the number of medals won by staying in the AT stage #3 for as long as possible. Furthermore, while staying in the AT stage #3, players aim to further increase the number of medals won by aiming to temporarily transition to the pseudo-bonus #4.
[0067] (Normal Stage #1) During normal stage #1, one of the following events will be executed: normal event #11, CZ event #12, or normal events #13 or #14. (Normal Stage #1 / Normal Performance #11) Normal Stage #1 / Normal Performance #11 is generally experienced immediately after a setting change. Therefore, Normal Performance #11 is executed while in the normal section and while in RT0.
[0068] As shown in Figure 7(A), in normal presentation #11, the main display unit 20 displays text such as "Preparing" to indicate that the setting value has just been changed or for other similar conditions. While in Normal Stage #1 / Normal Performance #11, if the conditions for transitioning to the advantageous section are met, the player will transition to the advantageous section, CZ Stage #2 / Normal Performance #22 (described later) (path #11a). In addition, in a state where the normal performance #11 is executed, the player will be presumed to have made a setting change. For this reason, a store or the like may generally perform an operation such as making the gaming machine 10 with the setting changed play before the store opens, so as to shift to the CZ stage #2 / normal performance #22.
[0069] (Normal stage #1 / CZ performance #12) The normal stage #1 / CZ performance #12 stays in the normal section shifted from the advantageous section (AT stage #3, pseudo bonus #4). As shown in FIG. 8(A), in the CZ performance #12, character displays such as "CZ stage?" are displayed on the main display unit 20. The reason for executing an effect as if staying in the CZ stage #2 while staying in the normal stage #1 (that is, an effect corresponding to the CZ stage #2) will be described later. During the stay in the normal stage #1 / CZ performance #12, in response to the establishment of the transition condition to the advantageous section, it shifts to the CZ stage #2 / CZ performance #21 which is the advantageous section (route #12a), and the CZ performance #21 (described later) is executed in the CZ stage #2 after the transition.
[0070] (Mode lottery process) The main control unit 28b executes a mode lottery process in response to satisfying the transition condition to the advantageous section in the gaming state where the normal performance #11 or the CZ performance #12 is executed during the stay in the normal section. In the mode lottery process, the mode lottery table 33 is referred to. As shown in FIG. 4, the mode lottery table 33 is basically set such that the higher the set value, the easier it is for a higher mode to be selected. That is, it is easier for mode 2 and mode 3 to be selected than mode 1, or it is easier for mode 3 to be selected than mode 1 and mode 2. In the embodiment, the mode lottery process is executed when shifting from the normal section to the advantageous section, but it may also be executed in the game after shifting to the advantageous section. Furthermore, the sub-control unit 29b may notify the player of the set mode by displaying a mode-indicating image or the like, depending on whether predetermined conditions are met. These predetermined conditions may include, for example, a lottery process to determine whether or not to display a mode-indicating image when a rare role is won in a game after transitioning to the advantageous section, and the player winning this lottery.
[0071] (Normal Stage #1 / Normal Performance #13) Normal Stage #1 / Normal Performance #13 is controlled during the advantageous period after transitioning from AT Stage #3 (path #31b), after transitioning from Pseudo Bonus #4 (path #41b), after transitioning from CZ Stage #2 / CZ Performance #21 (path #21b), or after transitioning from CZ Stage #2 / Normal Performance #22 (path #22b). While in Normal Stage #1 / Normal Performance #13, if either winning the Pseudo Bonus lottery or reaching the ceiling occurs, the player will transition to Pseudo Bonus #4 (path #13a). Unlike CZ Stage #2, Normal Stage #1 / Normal Performance #13 does not involve a lottery for transitioning to AT Stage #3. Therefore, if the player fails to win Pseudo Bonus #4 in Normal Stage #1 / Normal Performance #13, the game will continue until the ceiling counter reaches zero. Consequently, this is a stage that players will want to escape as quickly as possible by winning Pseudo Bonus #4.
[0072] As shown in Figure 7(C), in the normal performance #13, the ceiling counter 13a is displayed on the main display unit 20. The ceiling counter 13a displays the ceiling game count of 700G and the remaining game count based on counter D. In the embodiment, it is displayed as "remaining game count / 700G", and the number of remaining game count is displayed as a countdown each time a game is played. The example in Figure 7(C) shows a situation where the remaining game count is 400G out of a ceiling game count of 700G (300G have been played).
[0073] (Normal Stage #1 / CZ Performance #14) CZ performance #14 is executed while staying in the advantageous section after migrating from AT stage #3. As shown in Fig. 8(A), the performance content of CZ performance #14 is the same as that of the above CZ performance #12. As will be described later, the normal stage #1 / CZ performance #14 migrates when having the CZ migration right at the end of AT stage #3. For this reason, the stay period of the normal stage #1 / CZ performance #14 is, for example, 1G or the like, and when this 1G or the like ends, it migrates to CZ stage #2 / CZ performance #21.
[0074] (Transition process to the normal section according to reaching the limiter of the advantageous section: Route #5a) The above-mentioned normal stage #1 / normal performance #13 and normal stage #1 / CZ performance #14, and the CZ stage #2, AT stage #3, and pseudo button #4 described later are controlled in the advantageous section. For this reason, when the advantageous section counter reaches the advantageous section limiter while staying in these game states, it migrates to the normal section (route #5a). In this case, it is controlled to the above-mentioned normal stage #1 / CZ performance #12, and the mode set by the above mode lottery process is reset when migrating to the normal section. Since the mode of migrating from the advantageous section to the normal section according to the advantageous section limiter is the same while staying in these game states, the description will be omitted as appropriate.
[0075] (CZ stage #2) CZ stage #2 is a game state in which a game subjected to migration to AT stage #3 or pseudo button #4 is executed. For this reason, for the player, CZ stage #2 is a more advantageous state than normal stage #1. The number of playable games that can be stayed in CZ stage #2 is, for example, 20G or the like.
[0076] During the stay in CZ stage #2, either CZ performance #21 or normal performance #22 is executed. (CZ stage #2 / CZ performance #21) As shown in Fig. 8(B), in CZ performance #21, the stage type display 21a and the CZ counter 21b are displayed on the main display unit 20. The stage type display 21a is a text display such as "!!CZ Stage!!". By checking the stage type display 21a, the player can recognize that they are currently in CZ Stage #2. The CZ counter 21b displays the remaining number of games that can be played in CZ stage #2. In this embodiment, it is displayed as "remaining games / 20G (number of games that can be played in CZ)", and the remaining number of games is counted down each time a game is played.
[0077] The main control unit 28b performs an AT transition lottery process in each game during CZ stage #2 / CZ performance #21, which determines whether or not to transition to AT stage #3 by referring to the mode-specific specification table 34. As shown in the mode-specific specifications table 34, the winning rate for the AT transition lottery (the winning rate for the transition lottery to AT stage #3 while staying in CZ stage #2) is higher in modes 1 and 3 than in mode 2.
[0078] (Route #21a, #21b) CZ Stage #2 / CZ Performance #21 transitions to AT Stage #3 depending on whether the AT transition lottery is won (path #21a). On the other hand, if the number of games that can be played in CZ Stage #2 is used up without winning the AT transition lottery, it transitions to Normal Stage #1 (path #21b). Normal Stage #1 after this transition is a game state in which the above Normal Performance #13 is executed. Furthermore, if it is determined that the AT transition lottery is unsuccessful in the final game of CZ Stage #2 / CZ Performance #21, the continuation lottery for CZ Stage #2 may be performed in that game.
[0079] (CZ Stage #2 / Normal Scene #22) CZ Stage #2 / Normal Performance #22 can only be accessed from Normal Stage #1 / Normal Performance #11. CZ Stage #2 / Normal Performance #22 is executed for 20 games, similar to CZ Stage #2 / CZ Performance #21, as the player is in CZ Stage #2. In addition, the AT transition lottery process and the pseudo-bonus lottery process are executed.
[0080] As shown in Figure 7(B), the normal performance #22 in CZ stage #2 / normal performance #22 is the same as the CZ performance #13 performed during normal stage #1. In other words, in path #11a, even if the transition occurs from normal stage #1 to CZ stage #2 in accordance with the transition from the normal section to the advantageous section after the setting change, the normal performance #22 is performed without executing CZ performance #11.
[0081] The reason is that if the CZ (Chance Zone) sequence #11 is executed at this point, players will be able to deduce that the settings were changed before the store opened. In other words, as shown in path #13a, during normal operation of the gaming machine 10 (for example, during operation of the gaming machine 10 after a certain amount of business hours have elapsed since the store opened), the normal performance #13 (while in CZ stage #2 / normal performance #13) switches to pseudo-bonus #4 (path #13a), and then switches to pseudo-bonus performance #41 only. However, if we were to implement a system where the performance is tailored to the stage, then, in response to setting changes such as before the store opens, the normal performance #11 would be executed, and then, in response to the transition to the advantageous section (path #11a), it would switch to the CZ performance #21, and then, upon winning a pseudo-bonus, it would switch from the CZ performance #21 to the pseudo-bonus performance #41.
[0082] Thus, while the pseudo-bonus sequence #41 normally switches from the regular sequence #13 during normal operation, after a setting change, it switches from the CZ sequence #21. Therefore, this configuration makes it easier for players to deduce that the settings have been changed.
[0083] Furthermore, since players often end their gameplay when they transition to the aforementioned Normal Stage #1 / Normal Performance #13, the gaming machine 10 is often left in the state where Normal Performance #13 is being executed. The only difference between this Normal Performance #13 (see Figure 7(C)) and Normal Performance #22 (see Figure 7(B)), which is triggered in response to a setting change, is the presence or absence of the ceiling counter 13a. This makes it even more difficult for players to guess that the settings of the gaming machine 10 have been changed.
[0084] (Route #22a, #22b, #22c) In CZ Stage #2 / Normal Performance #22, similar to the above-mentioned Path #21a, if the AT transition lottery is won, the player will transition to AT Stage #3 (Path #22a). On the other hand, similar to the above-mentioned Path #21b, if the player has played the number of games that can be played without winning the AT transition lottery, the player will transition to Normal Stage #1 (Path #22b). Also, if the player wins the pseudo-bonus lottery, the player will transition to pseudo-bonus #4 (Path #22c).
[0085] (AT Stage #3) As shown in Figure 9(A), AT performance #31 is executed while staying in AT stage #3. In AT Stage #3, a game is played in sets of 100 games. The main control unit 28b performs a set lottery in games in which a rare role is won while in AT Stage #3. If this set lottery is won, the number of sets played during AT Stage #3 is increased, and as a result, the number of games that can be played during AT Stage #3 increases. The probability of winning the set lottery is specified in the mode-specific specification table 34. As shown in Figure 4, the probability of winning the set lottery is highest in Mode 1 and lowest in Mode 3. Therefore, AT Stage #3 is most likely to continue in Mode 1. Note that the specifications for continuing AT Stage #3 vary depending on the model of the gaming machine 10. For this reason, it is possible to make it possible to continue AT Stage #3 through, for example, a lottery for increasing the number of games or a lottery for continuing AT Stage #3.
[0086] (AT Stage #3 → Pseudo Bonus #4: Route #31a) During each game played while in AT Stage #3, a pseudo-bonus lottery is conducted. The probability of winning the pseudo-bonus lottery is, for example, 1 / 20 for each game. If you win the pseudo-bonus lottery, the gameplay in AT Stage #3 will be temporarily suspended and you will proceed to pseudo-bonus #4.
[0087] AT Stage #3 ends when the number of sets owned in AT Stage #3 is used up. As explained below, from AT Stage #3, you will transition to one of the following: Normal Stage #1 / Normal Performance #13, Normal Stage #1 / CZ Performance #12, or Normal Stage #1 / CZ Performance #14.
[0088] The destination after AT Stage #3 ends depends on whether or not you have the right to transition to CZ at the end of AT Stage #3. The right to transition to CZ is granted through a lottery process during the stay of Pseudo Bonus #4, as described later. (AT Stage #3 → Normal Stage #1 / Normal Performance #13: Route #31b) If you do not have the right to transition to the CZ at the end of AT Stage #3, you will proceed to Normal Stage #1 / Normal Performance #13.
[0089] (Section lottery process at the end of AT Stage #3) If the player has the right to transition to the CZ at the end of AT Stage #3, the main control unit 28b executes a section lottery process by referring to the AT end section lottery table 36. In the section lottery process, one of the advantageous section and the normal section is determined by lottery. As shown in the AT end section lottery table 36, the section lottery process at the end of AT stage #3 has different properties for each mode 1 to 3 and setting value 1 to 3.
[0090] (AT Stage #3 → Normal Stage #1 / CZ Performance #12: Route #31c) If the player has the right to transition to the CZ and the normal section is selected in the section lottery process, the player will transition to normal stage #1 / CZ performance #12 (first transition control). In this case, the advantageous section ends, so the advantageous section counter is reset, the mode is reset, and the right to transition to the CZ is extinguished. After transitioning to normal stage #1 / CZ performance #12, as mentioned above, it is possible to easily transition to CZ stage #2 / CZ performance #21. In other words, although the gaming machine 10 does not directly transition from AT stage #3 to CZ stage #2, it is controlled to allow easy transition from AT stage #3 to CZ stage #2 via normal stage #1. For this reason, even if the right to transition to the CZ is extinguished, the gaming machine 10 can be controlled as if the player still possesses the right to transition to the CZ.
[0091] Furthermore, at the end of AT Stage #3, if the remaining period of stay in the advantageous section based on the advantageous section limiter is short (for example, if the remaining number of games is less than a predetermined value (e.g., 400 games), or if the remaining difference in coins is less than a predetermined value (e.g., 1000 coins), the game may proceed to Normal Stage #1 / CZ Performance #12 regardless of whether or not there is a right to transition to CZ.
[0092] (AT Stage #3 → Normal Stage #1 / CZ Performance #14: Route #31d) If you have the right to transition to the CZ and the advantageous section is selected in the section lottery process, you will transition to normal stage #1 / CZ performance #14 (second transition control). In this case, the advantageous section continues, so the advantageous section counter is not reset and is maintained, and the mode is also not reset and is maintained.
[0093] (Pseudo-bo #4) As shown in Figure 9(B), while staying in pseudo-bo #4, pseudo-bo performance #41 is executed. Pseudo-bonus #4 is executed for, for example, 30 games. During each game spent in pseudo-bonus #4, the main control unit 28b executes a CZ transition right lottery process by referring to the mode-specific specification table 34. If the CZ transition right lottery is won, the player is granted a CZ transition right, and that is, information that the player has a CZ transition right is stored in the main memory unit 28a. As shown in the mode-specific specifications table 34, the CZ transition right lottery process is higher as the mode increases; in other words, the winning rate is lowest in mode 1 and highest in mode 3.
[0094] After the pseudo-bonus #4 ends, the next destination will be one of the following: AT stage #3, normal stage #11 / normal performance #13, normal stage #11 / CZ performance #12, or CZ stage #2 / CZ performance #21. (Pseudo-bonus #4 → AT stage #3: Route #41a) As mentioned above, if the transition to pseudo-bonus #4 occurs after temporarily interrupting AT stage #3, the system will transition back to AT stage #3 once pseudo-bonus #4 ends. The AT stage #3, upon returning in this manner, will resume from the interrupted state.
[0095] Except for route #41a, the destination after the end of pseudo-bonus #4 differs depending on whether or not you have the right to transition to CZ at the end of pseudo-bonus #4 (i.e., whether or not you won the CZ lottery while in pseudo-bonus #4). (Pseudo-bonus #4 → Normal stage #1 / Normal performance #13: Route #41b) If you do not have the right to transition to the CZ at the end of pseudo-bonus #4, you will proceed to normal stage #11 / normal performance #13.
[0096] (Section lottery process at the end of pseudo-bonus #4) If the player has the right to transition to a CZ at the end of pseudo-bonus #4, the main control unit 28b executes a section lottery process by referring to the section lottery table 35 at the end of pseudo-bonus. The section lottery process at the end of pseudo-bonus #4 is the same as the section lottery process at the end of AT described above, except that the table referred to is different.
[0097] (Pseudo-bonus #4 → Normal stage #1 / CZ performance #12: Route #41c) If you have the right to transition to the CZ at the end of pseudo-bonus #4, and the normal section is selected in the section lottery process, you will transition to normal stage #1 / CZ performance #12 (first transition control). The process in this case is the same as described above for "AT Stage #3 → Normal Stage #1 / CZ Performance #12: Route #31c". In other words, in this case, the advantageous period ends, so the advantageous period counter and mode are reset, and the right to transition to CZ is lost. Furthermore, after transitioning to the normal stage #1 / CZ performance #12, it is possible to easily transition to the CZ stage #2 / CZ performance #21, meaning that it is controlled to easily transition from pseudo-bonus #4 to the normal stage #1 and then to the CZ stage #2. For this reason, even if the right to transition to the CZ expires, the game machine 10 can be controlled as if the right to transition to the CZ is still possessed. Furthermore, even at the end of pseudo-bonus #4, if the remaining period of stay in the advantageous section based on the advantageous section limiter is short, the game may proceed to normal stage #1 / CZ performance #12 regardless of whether or not there is a right to transition to CZ.
[0098] (Pseudo-bonus #4 → CZ stage #2 / CZ performance #21: Route #41d) If you have the right to transition to the CZ at the end of pseudo-bonus #4 and you win the advantageous section in the section lottery process, you will transition to CZ stage #2 / CZ performance #21 (second transition control).
[0099] The gaming machine 10 can provide a game having the following gameplay characteristics through the above processing. (Effects and effects at the end of AT Stage #3 when you have the right to transition to CZ) At the end of AT Stage #3, if the player has the right to transition to CZ, they will either transition to the normal section, Normal Stage #1 / CZ Performance #12 (path #31c), or to the advantageous section, Normal Stage #1 / CZ Performance #14 (path #31d). (1) Route #31c: Transition to normal section When AT Stage #3 ends and the game transitions to the normal section, the mode and advantageous section counter are reset, and the game transitions to Normal Stage #1 / CZ Performance #12. In this case, the game can easily transition from the normal section, Normal Stage #1 / CZ Performance #12, to the advantageous section, CZ Stage #2 / CZ Performance #21, and the mode is determined by a mode lottery at the same time. Therefore, if you are in a favorable section where the mode was unfavorable and you transition to normal stage #1 / CZ performance #12 via path #31d, the mode will be reset as you transition back to a favorable section (CZ stage #2 / CZ performance #21). As a result, you can expect to obtain the maximum profit in the favorable section after the transition.
[0100] (2) Route #31d: Continuation of the advantageous interval If, after the AT ends, the game transitions to the advantageous section, Normal Stage #1 / CZ Performance #14, the advantageous section and the mode will continue. Also, since the duration of Normal Stage #1 / CZ Performance #14 is 1 game, it is easy to transition to CZ Stage #2 / CZ Performance #21 (path #14a). If the AT transition lottery is won in CZ Stage #2 / CZ Performance #21, the game can transition to AT Stage #3. Furthermore, if the mode is favorable, it can be expected that the profits will continue.
[0101] Furthermore, if the number of tokens in the advantageous section is negative at the end of the AT stage and the game transitions to the normal stage #1 / CZ performance #14, it is possible to expect that the negative token count will be returned to positive by transitioning back to the AT stage #3, and that the number of tokens will reach the advantageous section limiter. In other words, since the advantageous section limiter in this embodiment uses the pure number of tokens, even if the number of tokens in the advantageous section becomes negative, it is possible to reach the advantageous section limiter by continuing the advantageous section. However, if the number of tokens in the advantageous section becomes negative and the game transitions to the normal section, the advantageous section counter will be reset, so the player will lose the opportunity to recover the negative token count within the same advantageous section.
[0102] As shown in (1) and (2), whether the game transitions to a normal section or an advantageous section after the AT ends, the player can expect the game to be more advantageous.
[0103] (3) Effects after the end of AT Stage #3 when having the CZ transition right When transitioning to the normal stage Normal Stage #1 / CZ Production #12 in the normal section via Route #31d, the content of CZ Production #12 is the same as the content of CZ Production #14 when transitioning to the advantageous section Normal Stage #1 / CZ Production #14 (see Fig. 8(A)). That is, the content of both productions is related. Therefore, after the end of AT Stage #3, the gaming machine 10 can execute an effect that is difficult for the player to guess whether it has transitioned to the normal section or the advantageous section. Note that regardless of whether it has transitioned to the normal section or the advantageous section, as described in (1) and (2) above, for the player, an advantageous development can be expected. Therefore, even if such an effect that is difficult to guess is performed, the interest of the game can be improved.
[0104] (Actions and effects at the end of pseudo button #4 when having the CZ transition right) At the end of pseudo button #4, when having the CZ transition right (excluding Route #41a to return to AT Stage #3), it transitions to the normal stage Normal Stage #1 / CZ Production #12 in the normal section (Route #41c), or transitions to the advantageous section CZ Stage #2 / CZ Production #21 (Route #41d).
[0105] (4) Route #41c: Transition to the normal section In this case, similar to (1) above, since it transitions to the advantageous section Normal Stage #1 / CZ Production #12, it exhibits the same actions and effects as in (1) above.
[0106] (5) Route #41d: Continuation of the advantageous section After the end of pseudo button #4, when transitioning to the advantageous section CZ Stage #2 / CZ Production #21, the advantageous section is continued and the mode is continued. In CZ Stage #2 / CZ Production #21, if winning the AT transition lottery, it can transition to AT Stage #3. Therefore, similar to (2) above, when the mode is advantageous, etc., it can be expected that the profit can be continued. In other words, the difference between (2) and (5) is that in (2), the transition from AT stage #3 to CZ stage #2 / CZ performance #21 is via 1G of CZ stage #2 / CZ performance #21, whereas in (5), the transition from pseudo-bonus #4 to CZ stage #2 / CZ performance #21 is direct. Therefore, the only difference between the two is whether or not 1G of CZ stage #2 / CZ performance #21 is passed through.
[0107] (6) When you have the right to transition to CZ, the performance at the end of pseudo-bonus #4 The content of CZ performance #12 when transitioning to the normal section, normal stage #1 / CZ performance #12, via route #41c, and the content of CZ performance #21 when transitioning to the advantageous section, CZ stage #2 / normal stage #1 / CZ performance #21, via route #41d, are the same performances as those for CZ stage #2 (see Figures 8(A) and 8(B)). In other words, the content of both performances is related. Therefore, it produces the same effects and functions as described in (3) above.
[0108] (Settings, effects related to modes) Furthermore, the gaming machine 10 exhibits the following effects and behaviors with respect to its settings and modes. (7) Odd setting value, Mode 1 As shown in the mode lottery table 33 in Figure 4, odd setting values (setting values 1, 3, 5) make it more likely to win Mode 1 when transitioning from the normal section to the advantageous section. As shown in the mode-specific specifications table 34, Mode 1 has a low probability of winning a pseudo-bonus transition, a high probability of winning an AT transition, a high probability of winning an AT set, and a low probability of winning a chance zone transition right. Therefore, in Mode 1, it is difficult to win the pseudo-bonus #4, but it is easy to transition to AT stage #3. Also, in Mode 1, there is a high possibility of continuing to AT stage #3 after the transition and completing the advantageous period.
[0109] Thus, while Mode 1 is designed to make it easier to continue AT Stage #3, the probability of acquiring the right to transition to CZ is low. If you do not have the right to transition to the CZ and are unable to continue AT Stage #3, ending without completing the advantageous section, you will transition to the advantageous section, Normal Stage #1 / Normal Performance #13 (path #31b). In this case, since the pseudo-bonus winning rate in Mode 1 is low, it is highly likely that you will either play until the advantageous section limiter is reached or until the ceiling is reached. For this reason, it becomes a harsh gameplay sequence for the player.
[0110] Although the chances of acquiring the right to transition to the CZ are low, if you have the right to transition to the CZ but are unable to continue AT Stage #3 and the advantageous section ends without completing it, the probability of winning the advantageous section in the section lottery is high. In this case, the probability of transitioning to the advantageous section, Normal Stage #1 / CZ Performance #14 (path #31d), is higher than the probability of transitioning to the normal section, Normal Stage #1 / CZ Performance #12 (path #31c). This normal stage #1 / CZ performance #14 easily transitions to CZ stage #2 / CZ performance #21, and the probability of winning an AT transition in mode 1 during CZ stage #2 / CZ performance #21 is high. Therefore, if you have the right to transition to CZ, you can expect to be able to transition to AT stage #3 again even if you finish AT stage #3.
[0111] (8) Even setting value, Mode 2 As shown in the mode lottery table 33 in Figure 4, even setting values (setting values 2, 4, 6) make it easier to win Mode 2 when transitioning from the normal section to the advantageous section. As shown in the mode-specific specifications table 34, mode 2 has a high probability of winning a pseudo-bonus transition, a low probability of winning an AT transition, a low probability of winning an AT set, and a moderate probability of winning a chance zone transition right. Therefore, in Mode 2, when staying in Normal Stage #1 / Normal Performance #13, etc., it is easier to win Pseudo Bonus #4 (path #13a, etc.). After transitioning to Pseudo Bonus #4, the probability of winning the right to transition to CZ is moderate, so for the player, the expectation of acquiring the right to transition to CZ is moderate. In other words, for the player, both scenarios are possible: ending Pseudo Bonus #4 with the right to transition to CZ acquired, and ending Pseudo Bonus #4 without acquiring the right to transition to CZ.
[0112] If you do not have the right to transition to the CZ at the end of pseudo-bonus #4, you will transition to normal stage #1 / normal performance #13 (path #41b). In mode 2, this normal stage #1 / normal performance #13 makes it easy to win pseudo-bonus #4, so it is easy to transition to pseudo-bonus #4 again.
[0113] If you have the right to transition to the CZ at the end of Pseudo Bonus #4, a section lottery will be held at the end of Pseudo Bonus #4. The probability of winning in the normal section is higher for setting 6 (160 / 256) than for setting 2 and 4 (128 / 256). Therefore, when the setting value is 6, there is a high probability that the mode will be reset and the game will transition to the normal section, which is normal stage #1 / CZ performance #12 (path #41c).
[0114] On the other hand, when the setting value is 2 or 4, the mode and advantageous section continue, and there is a high probability of transitioning to the advantageous section, CZ stage #2 / CZ performance #21. In this case, since the winning rate of the AT transition lottery in mode 2 is low, the probability of transitioning from this CZ stage #2 / CZ performance #21 to AT stage #3 is low. Therefore, due to the failure to win the AT transition lottery, there is a high probability of transitioning from CZ stage #2 / CZ performance #21 to normal stage #1 / normal performance #13, and continuing the advantageous section. In normal stage #1 / normal performance #13, since this normal stage #1 / normal performance #13 is likely to result in a pseudo-bonus #4 in mode 2, there is a high probability of transitioning to pseudo-bonus #4 again.
[0115] Thus, with even-numbered settings, the game tends to unfold as follows: In other words, even-numbered settings have a higher probability of winning Mode 2. Furthermore, Mode 2 has a higher probability of remaining in the advantageous section without transitioning to AT Stage #3. The probability of continuing the advantageous section and mode is higher at lower settings. On the other hand, at a high setting of 6, there is a higher probability of transitioning from the advantageous section to the normal section and the mode being reset.
[0116] (9) High setting values 5, 6, Mode 3 As shown in the mode lottery table 33 in Figure 4, the probability of winning in Mode 3 is highest at high settings 5 and 6 (64 / 256), followed by medium settings 4 and 3 (48 / 256), and then low settings 2 and 1 (32 / 256). Therefore, when transitioning from the normal section to the advantageous section, Mode 3 is more likely to be won at higher settings. As shown in the mode-specific specifications table 34, mode 3 has a high probability of winning a pseudo-bonus transition, a high probability of winning an AT transition, a moderate probability of winning an AT set, and a high probability of winning a chance zone transition right. Therefore, in Mode 3, when staying in Normal Stage #1 / Normal Performance #13 etc., it is easier to win Pseudo Bonus #4 (path #13a etc.). After transitioning to Pseudo Bonus #4, the probability of winning the right to transition to CZ is high, and the probability of winning the advantageous section in the section lottery is also high.
[0117] Therefore, after the pseudo-bonus #4 ends, there is a high probability of transitioning to the advantageous section CZ stage #2 / CZ performance #21 while maintaining the mode and advantageous section (path #41d). In this CZ stage #2 / CZ performance #21, the AT transition success rate is high, so there is a high probability of transitioning to AT stage #3 (path #21a).
[0118] In this AT stage #3, the probability of winning a pseudo-bonus is high, so players can expect to increase their acquired medals by repeatedly making temporary transitions to pseudo-bonus #4 (paths #31a, #41a). Furthermore, in AT Stage #3, the probability of winning the right to transition to the CZ is moderate. However, as mentioned above, repeatedly making temporary transitions to Pseudo Bonus #4 increases the probability of winning the right to transition to the CZ. Even if you do not have the right to transition to the CZ at the end of AT Stage #3, you will transition to Normal Stage #1 / Normal Performance #13, but there is a high probability that you will be able to transition to Pseudo Bonus #4 again by winning the Pseudo Bonus lottery.
[0119] On the other hand, if you have the right to transition to the CZ at the end of AT Stage #3, the probability of winning the advantageous section in the section lottery is high, so the probability of transitioning to Normal Stage #1 / CZ Performance #14 is high (path #31d). This is because in Mode 3, the probability of winning the advantageous section at the end of AT Stage #3 is higher for high settings 5 and 6 than for settings 1 to 4. As mentioned above, in this CZ stage #2 / CZ performance #21, the AT transition success rate is high, so there is a high possibility of transitioning to AT stage #3 (path #21a).
[0120] Thus, with high settings, the gameplay tends to follow the pattern described below. In other words, a high setting value increases the probability of winning Mode 3. And Mode 3 has a high probability of transitioning to AT Stage #3 and Pseudo Bonus #4. Also, at the end of AT Stage #3 and Pseudo Bonus #4, there is a high probability of continuing the advantageous period (paths #31b, #31d, #41b, #41d). In this case, even when transitioning to normal stage #1 / normal performance #13 (path #31b, #41b), it is easy to transition back to pseudo-bonus #4 (path #13a). On the other hand, when passing through CZ stage #2 / CZ performance #21 (path #31d → #14a, or path #41d), it is easy to transition back to AT stage #3. Therefore, with a high setting, players can expect to complete the advantageous period and reap all the benefits of that period by winning Mode 3.
[0121] As explained above, the gaming machine 10 of this embodiment may execute a CZ (Chance Zone) sequence if the advantageous period continues after the end of AT Stage #3 or pseudo-bonus #3. Therefore, even when the advantageous period continues after the end of AT Stage #3, etc., it is possible to encourage players to continue playing without becoming discouraged, and to suppress a decline in enjoyment.
[0122] In contrast, conventional gaming machines would determine whether to transition to a normal section (non-advantageous section) or continue the advantageous section after the AT stage ended, and would transition to either the normal section or the advantageous section depending on the result of the determination. Furthermore, the transition from the normal section to the advantageous section was quick (on average a few games), and when transitioning from the normal section to the advantageous section, the machine was controlled to transition to the CZ stage with a high probability. However, while conventional gaming machines had a high probability of immediately transitioning to the CZ if they could transition to the normal section after the AT stage ended, if they transitioned to the advantageous section after the AT stage ended, they were controlled to remain in a non-AT state until they could transition to the normal section. As a result, players who continued the advantageous section after the AT stage ended were disappointed, leading to a decrease in enjoyment.
[0123] [Result screen at the end of AT Stage #3] Figure 10 is a diagram illustrating the pre-result screen 51, post-result screen 52, and combined result screen 55 at the end of AT stage #3 in the embodiment.
[0124] As shown in Figure 10, the sub-control unit 29b displays result screens 51, 52, 55, etc. on the main display unit 20 from the time the third reel is stopped in the final game of AT stage #3 (specific game state) until the game start operation for the next game is received. Figures 10(A) and 10(B) show examples of result screens 51 and 52 at the end of two AT Stage #3 rounds. Below, we will explain an example in which AT Stage #3 (also called the previous AT Stage) corresponding to result screen 51 (also called the previous result screen 51) in Figure 10(A) is followed by AT Stage #3 (also called the later AT Stage) corresponding to result screen 52 (also called the later result screen 52) in Figure 10(B).
[0125] In other words, the previous result screen 51 is the result screen at the end of the previous AT stage (previous specific game state), which is before the subsequent AT stage (post-specific game state). The previous results screen 51 displays the presentation image 51a and the difference in the number of tokens information 51d (previous game result information). The sub-control unit 29b randomly selects one or more animation images from among several animation images to be used for each result screen. The previous result screen 51 in Figure 10(A) is an example in which animation images such as the treasure ship 51b and the paw print 51c were selected by random selection.
[0126] The net difference information 51d displays the numerical information of the net difference in the previous AT stage (the count value of counter C above). In this case, the net difference is the total net difference if multiple sets were consumed in the previous AT stage, or if the game temporarily transitioned to pseudo-bonus #4 during the previous AT stage. The sub-control unit 29b obtains information such as the net difference from the main control unit 28b when creating the result screen. For example, the previous result screen 51 in Figure 10(A) is an example where the difference in the number of tokens in the previous AT stage was 550. The sub-control unit 29b then stores the captured image of the result screen in the sub-storage unit 29a.
[0127] As shown in Figure 10(B), the sub-control unit 29b displays the post-AT stage 52 even at the end of the post-AT stage and stores a captured image of the result screen in the sub-storage unit 29a. As shown in Figure 10(B) in the difference in tokens information 52d (post-game result information), the post-result screen 52 is an example where the difference in tokens in the post-AT stage is 2000 tokens.
[0128] As shown in Figure 10(C), when the post-AT stage ends and the display conditions described later are met, the sub-control unit 29b reads the pre-result screen 51 from the sub-control unit 29b and displays the combined result screen 55 (multiple game result information, combined image) which is a composite of the pre-result screen 51 and the post-result screen 52 (multiple game result display process). The combined results screen 55 is a screen in which a reduced version of the previous results screen 51 is superimposed on the upper left area of the post-results screen 52. Therefore, the notation for the difference in the number of coins in the post-results screen 52, 52d (the text notation "2000 coins"), is larger than the notation for the difference in the number of coins in the pre-results screen 51, 51d (the text notation "550 coins"). In addition, in the combined result screen 55, the post-result screen 52 may be the same size as the previous result screen 51, but it is preferable that it be larger than the previous result screen 51, as in the embodiment, because it makes it easier to recognize that it is the result screen for AT stage #3 that has just finished.
[0129] This allows players to simultaneously check the net number of tokens from the post-AT stage and the previous AT stage at the end of the post-AT stage.
[0130] Furthermore, if the previous result screen 51 is a screen (composite game result information) that includes an image suggesting a setting value (setting suggestion information), the previous result screen 51 will be combined with the composite result screen 55 at the end of the subsequent AT stage, causing this setting suggestion image to be displayed again. For example, if the paw print 51c in Figure 10(A) is a setting suggestion image, the paw print 51c will be displayed within the composite result screen 55. This allows the player to see the setting suggestion image again at the end of the subsequent AT stage.
[0131] (Display conditions for the combined result screen 55) The display conditions for the combined result screen 55 are as follows. The sub-control unit 29b displays the combined result screen 55 at the end of the post-AT stage if one of these conditions is met. The sub-control unit 29b may also set the display condition to be the meeting of multiple (for example, two or more) of these conditions.
[0132] (A) Immediately after the end of the previous AT stage, the player transitions to CZ stage #2, and after winning the AT transition lottery in CZ stage #2 and transitioning to the AT stage, the post-result screen 52 is displayed. In other words, as mentioned above, after the previous AT stage ends, there are two possibilities: one where the player can easily transition to CZ performance #21 via normal stage #1 / CZ performance #12 (path #31c → #12a), and another where the player can easily transition to CZ stage #2 / CZ performance #21 via normal stage #1 / CZ performance #14 (path #31d → #14a). In this way, the condition is that the player wins the AT transition lottery process in CZ stage #2 / CZ performance #21, which is entered immediately after the previous AT stage ends, and transitions to the next AT stage.
[0133] (B) After the previous AT stage ended, the player transitioned to the next AT stage within a predetermined number of games (e.g., 99 games). If conditions (A) and (B) are met, the period between the previous AT stage and the subsequent AT stage is short. Therefore, by displaying the combined result screen 55, the difference in the number of tokens in both stages can be reported in a way that shows unity and continuity.
[0134] (C) The difference in the number of coins in the previous AT stage is equal to or greater than a predetermined number (for example, 1000 coins). This condition means that the difference in the number of tokens in the previous AT stage was a satisfactory result for the player. This condition allows the player to reconfirm the sufficient difference in tokens from the previous AT stage on the combined result screen 55 displayed at the end of the subsequent AT stage, thus allowing the player to relive the sense of satisfaction and accomplishment from the previous AT stage.
[0135] (D) The sum of the difference in the number of tokens in the previous AT stage and the difference in the number of tokens in the subsequent AT stage is equal to or greater than a predetermined number (e.g., 2415). This condition allows, for example, the display of the difference in tokens exceeding the advantageous section limiter. That is, if the advantageous section limiter is a difference of 2400 tokens, the maximum difference in tokens at the end of the advantageous section is 2414 tokens (when the difference in tokens for the advantageous section is 2339 tokens, and a winning combination that pays out 15 tokens is hit in the final game of the advantageous section). The sub-control unit 29b may obtain information on the difference in tokens from the previous AT stage from the main control unit 28b, or it may store it in the sub-control unit 29b at the end of the previous AT stage. Therefore, if the advantageous period in which the previous AT stage was held and the advantageous period in which the subsequent AT stage was held are different (for example, if the game transitions from an advantageous period to a normal period upon the end of the previous AT stage, and the subsequent AT stage is held in a new advantageous period), the combined result screen 55 will be able to display the difference in the number of tokens in both advantageous periods, and thus it will be able to display the difference in the number of tokens that exceeds the advantageous period limiter.
[0136] In addition, in (D), the predetermined number of tokens may be the sum of the difference in tokens from the previous AT stage and the difference in tokens from the subsequent AT stage (i.e., the sum of the difference in tokens from AT stage #3 for both rounds), which is the highest value of the day. In this case, the player can enjoy a sense of satisfaction, etc.
[0137] (E) The difference in the number of tokens in the later AT stage is greater than the difference in the number of tokens in the earlier AT stage. This condition allows for notification when the game is progressing favorably. (F) At the end of the previous AT stage, the combined result screen 55 (the combined result screen 55 of the result screen of the AT stage before the previous one and the result screen of the previous AT stage) is not displayed. This condition increases the rarity of the composite result screen 55 being displayed.
[0138] As explained above, the gaming machine 10 of this embodiment indirectly notifies the player of the difference in tokens for two AT Stage #3 rounds by displaying a combined result screen 55. In other words, the combined result screen 55 is not configured to display the sum of the difference in tokens for two AT Stage #3 rounds. This allows the gaming machine 10 to provide the player with information on the difference in tokens for two AT Stage #3 rounds without excessively stimulating their gambling instincts. Furthermore, if the maximum number of coins obtained in one AT Stage #3 is 2414 (the maximum difference in coins during the advantageous period), displaying the total number of coins obtained in two ATs simultaneously can indirectly inform the player that they have obtained 2415 coins or more.
[0139] In contrast, conventional gaming machines typically displayed the total number of tokens won in the previous AT stage on the results screen of the later AT stage when the game transitioned from the previous AT stage to the later AT stage. This gave players the illusion that they had won a large number of tokens at once, which excessively stimulated their gambling instincts.
[0140] 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.
[0141] (Transformed form) (1) In this embodiment, the stage to which the player transitions from the normal section to the advantageous section is shown to be the CZ stage, but this is not limited to this. The stage of the advantageous section to which the player transitions may be, for example, the normal stage. In this case, the player may be controlled to transition from the normal stage to the CZ stage, and then to the AT stage or pseudo-bonus stage. In this case, the player may be controlled to have a higher probability of transitioning from the normal stage to the CZ stage when the player transitions to the advantageous section with a carried-over bonus than when the player transitions to the advantageous section without a carried-over bonus.
[0142] (2) In the embodiment, the sub-control unit is shown to store a capture of each result screen in the sub-storage unit at the end of each AT stage, but it is not limited to this. The sub-control unit may store various information for creating each result screen at the end of each AT stage (the difference in the number of coins for each AT stage, image information (information such as background and characters)). Then, at the end of the next AT stage, the sub-control unit may recreate the previous result screen from the end of the previous AT stage based on this information, and create a combined result screen by combining this with the next result screen. In this case, the sub-memory unit can reduce the storage capacity for information related to the results screen. Furthermore, the sub-control unit can edit the combined results screen, such as increasing the difference in the number of tokens in the previous results stage.
[0143] (3) In the embodiment, an example was shown in which the combined result screen uses the information from the previous result screen as is, but it is not limited to this. The sub-control unit may, when creating the combined result screen, determine the animation image for the previous result screen again from among multiple animation images through a random selection process (animation image random selection process). In this case, the previous result screen and animation image displayed at the end of the previous AT stage will be different from the animation image of the previous result screen included in the combined result screen at the end of the subsequent AT stage. This allows for a wider variety of animations on the result screen. Furthermore, if the pre-results screen at the end of the previous AT stage included a setting suggestion image (i.e., if the setting suggestion image was already selected as a performance image at the end of the previous AT stage), the sub-control unit may, when creating the combined result screen, decide to use the performance image from the pre-results screen at the end of the previous AT stage as the performance image for the combined result screen without performing a lottery process for the performance image on the pre-results screen. This allows the player to see the setting suggestion image not only on the pre-results screen at the end of the previous AT stage, but also on the combined result screen at the end of the next AT stage.
[0144] (4) In the embodiment, an example was shown in which the difference in the number of tokens in the previous AT stage and the difference in the number of tokens in the next AT stage are displayed on the combined result screen, but the embodiment is not limited to this. For example, in the case of a gaming machine that notifies the difference in the number of tokens in the AT stage using a display device such as a 7-segment display, two 7-segment displays may be provided to display the difference in tokens for the previous AT stage and the difference in tokens for the subsequent AT stage.
[0145] (5) In the embodiment, the example shown is that the pre-AT stage is one AT stage that precedes the post-AT stage, but it is not limited to this. The pre-AT stage may be two or more AT stages that precede the post-AT stage. In this case, the combined result screen may be a pre-result screen, which is a combination of the result screens of these two or more pre-AT stages.
[0146] (6) The stages to which the player transitions during gameplay are not limited to those described in the embodiments. For example, instead of an AT stage, an ART stage may be provided in which push-order navigation is performed when a push-order bell symbol is won and when a replay symbol is won.
[0147] (7) In the embodiment, while staying in ED, which is a set of AT stages in which it is confirmed that the advantageous section limiter will be reached, a special effect called ED effect may be performed. In this case, the ending sequence may also be executed if it is confirmed that the total number of tokens won on the day (the total number of tokens won since the gaming machine was turned on) will reach a predetermined number (for example, 10,000 tokens) at the ending sequence. However, this predetermined number is not limited to this; it may also be reached when the net number of tokens reaches 10,000 tokens regardless of the advantageous period, or when the net number of tokens reaches 10,000 tokens in multiple advantageous periods, etc.
[0148] (8) 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 that can execute games using a pseudo-gaming medium in data format without using physical gaming media such as tokens. In addition, the gaming machine may be a so-called sealed gaming machine that can execute games by circulating gaming media such as game balls internally without dispensing them externally. It should be noted that the upper limits for the difference in tokens and the number of games played in the advantageous period of such medalless gaming machines may differ from the upper limits for gaming machines that use physical media such as tokens. [Explanation of Symbols]
[0149] 10: Gaming machines 20: Main display 28: Main control board 28a: Main memory 28b: Main control unit 29: Sub-control board 29a: Sub-memory 29b: Sub-control unit
Claims
1. A game state control means capable of controlling the game to any of a plurality of game states, including a first game state, a second game state that is more advantageous than the first game state, and a third game state that is more advantageous than the first game state. A game section control means that can be controlled to a normal section in the first game state and to an advantageous section in the second game state and the third game state, Equipped with, The aforementioned game state control means is A first transition control can be executed to transition from the third game state of the advantageous section to the first game state of the normal section. A second transition control can be executed to transition from the third game state of the advantageous period to the second game state of the advantageous period. A third transition control can be executed to transition from the first game state, which was transitioned to by the first transition control, to the second game state. Depending on the transition from the normal section to the advantageous section, the game mode in the advantageous section can be set. In the first transition control, it is possible to control the transition to the first game state of the normal section without continuing the game mode. In the second transition control, it is possible to control the game mode to continue and transition to the second game state of the advantageous section. When transitioning from the third game state in the advantageous period, it is possible to determine whether to execute the first transition control or the second transition control based on the game mode during the advantageous period. A gaming machine characterized by the following features.
2. A game state control means capable of controlling the game to any of a plurality of game states, including a first game state, a second game state that is more advantageous than the first game state, and a third game state that is more advantageous than the first game state. A game section control means that can be controlled to a normal section in the first game state and to an advantageous section in the second game state and the third game state, Equipped with, The aforementioned game state control means is A first transition control can be executed to transition from the third game state of the advantageous section to the first game state of the normal section. A second transition control can be executed to transition from the third game state of the advantageous period to the second game state of the advantageous period. A third transition control can be executed to transition from the first game state, which was transitioned to by the first transition control, to the second game state. In response to transitioning from the normal section to the advantageous section, the game mode in the advantageous section can be set to any of a plurality of game modes, including the first game mode and the second game mode. In the first transition control, it is possible to control the transition to the first game state of the normal section without continuing the game mode. In the second transition control, it is possible to control the game mode to continue and transition to the second game state of the advantageous section. The game mode can be controlled such that the probability of executing the second transition control is higher when the game mode is the second game mode than when the game mode is the first game mode. A gaming machine characterized by the following features.
Citation Information
Patent Citations
Game machine
JP2014083260A
Game machine
JP2018196445A
Game machine
JP2020044214A
Game machine
JP2020081197A
Slot machine
JP2021045463A