Gaming machine
The gaming machine addresses limitations in suggesting set values and controlling game advantage by incorporating holding, suggestion, and volume setting mechanisms, enabling dynamic player interaction and enhanced gameplay.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2023-11-02
- Publication Date
- 2026-05-08
AI Technical Summary
Conventional gaming machines lack improvements in suggesting set values and controlling game advantage, with limited interaction options for players.
The gaming machine includes holding means for set values, setting suggestion means for executing suggestion effects, volume setting means, and operation means for controlling states to execute or suppress suggestion effects based on player input, with distinct operating areas for different functions.
Enhances player interaction and control over game settings, allowing for dynamic suggestion effects and volume adjustments based on player operations, improving the gaming experience.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, there is known a gaming machine capable of a suggestion effect that suggests a set value set in the gaming machine by outputting a specific sound (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, there was room for improvement in such conventional gaming machines.
Means for Solving the Problems
[0005] In order to solve the above problems, the gaming machine of the present invention includes holding means capable of holding a set value selected from a plurality of set values, and in a gaming machine capable of controlling the degree of advantage of a game according to the set value, setting suggestion means capable of executing a suggestion effect for suggesting the set value held by the holding means, volume setting means capable of setting the volume when the suggestion effect is executed, and operation means capable of receiving an operation of a player. A control means capable of performing control to switch between a first state and a second state different from the first state, and is provided with The aforementioned In the first state, it is configured to function as operation means related to the setting suggestion means. The aforementioned In the second state, it is configured to function as operation means related to the volume setting means. The operating means includes a first operating area and a second operating area narrower than the first operating area, and the control means is capable of performing control to switch to the second state based on the operation of the second operating area in the operating means in the first state. The setting suggestion means, in the first state, First operating area in the operating means Based on being operated, the suggestion effect can be executed according to the volume set by the volume setting means. In the first state, it is possible to control the execution of the suggestive performance based on the operation of the second operating area of the operating means, In the second state, the operation means can be controlled so as not to execute the suggestive performance based on the operation of the operation means, and the volume setting means can set the volume when the suggestive performance is executed based on the operation of the operation means in the second state. [Brief explanation of the drawing]
[0006] [Figure 1] This is a schematic front view showing the exterior of a coinless gaming machine. [Figure 2] This is a schematic perspective showing the internal structure of a coinless gaming machine. [Figure 3] This is a block diagram showing the control configuration for a coinless gaming machine. [Figure 4] This is a guide on how to play a coinless gaming machine. [Figure 5] This is a diagram showing the internal lottery table. [Figure 6] This is a chart showing the dividend table. [Figure 7] This is a state transition diagram showing the transitions between game states. [Figure 8] This diagram shows how historical information is displayed. [Figure 9] This diagram explains the judgment patterns for the historical lottery. [Figure 10] This is a diagram showing a payout table for a medalless gaming machine according to another embodiment. [Figure 11] This is a state transition diagram showing the transitions in the game state of a medalless gaming machine according to another embodiment. [Figure 12] This is a diagram showing the AT lottery tables. (a) is AT lottery table A (weak rare role) which is referenced when a weak rare role is won, and (b) is AT lottery table B (strong rare role) which is referenced when a strong rare role is won. [Figure 13] This is a diagram showing the character appearance tables. (a) is character appearance table A, which is referenced every 10G, and (b) is character appearance table B, which is referenced every 1000G. [Figure 14]This diagram shows an image of a character appearing. (a) is the background image, and (b) shows the character appearing. [Figure 15] This is a diagram showing the point lottery tables. (a) is point lottery table A (bell B) which is referenced when the push-order bell role B is won, and (b) is point lottery table B (rare role) which is referenced when a rare role is won. [Figure 16] This is a diagram showing the pseudo-bonus lottery tables. (a) is pseudo-bonus lottery table A (weak rare role) which is referenced when a weak rare role is won, and (b) is pseudo-bonus lottery table B (strong rare role) which is referenced when a strong rare role is won. [Figure 17] This diagram shows the different types of erasure in the erasure animation. (a) represents a crack, (b) a vertical crack, (c) a horizontal crack, (d) an X-shaped crack, and (e) shattering. [Figure 18] This is a diagram showing the elimination method lottery tables. (a) is elimination method lottery table A (+30 or less) which is referenced when the surplus is +30 or less, (b) is elimination method lottery table B (+31 or more and +99 or less) which is referenced when the surplus is +31 or more and +99 or less, and (c) is elimination method lottery table C (+100 or more) which is referenced when the surplus is +100 or more. [Figure 19] These are diagrams showing the disappearance animation. (a) shows the state when the number of acquired coins reaches 500 in the 5th game during normal gameplay, (b) shows the state when a push-order bell is won in the 6th game, (c) shows the vertical split disappearance animation that was performed after (b), and (d) shows the display of exceeding 500 coins being erased after (c). [Figure 20] This diagram shows the animations displayed when the button press order navigation is activated. (a) shows the animation when button press order bell combination A3 or B3 is won, and (b) shows the animation when button press order bell combination A5 or B5 is won. [Figure 21]It is a diagram showing the effects in the race part. (a) is a diagram showing the situation before the start of the race in the starting game (the first game) of the race part. (b) is a diagram showing a race victory (AT continuation) in the game before the end of the race part (the 10th game), and (c) is a diagram showing the start screen of the preparation part, which is the next game state, in the final game (the 11th game) of the race part. (d) is a diagram showing a race defeat (AT non - continuation) in the game before the end of the race part (the 10th game), and (e) is a diagram showing the result screen, which is the end result of the race part, in the final game (the 11th game) of the race part. [Figure 22] It is a chart showing the special prize lottery table. (a) shows the special prize lottery table A (weak rare role) referred to when a weak rare role is selected, and (b) shows the special prize lottery table B (strong rare role) referred to when a strong rare role is selected. [Figure 23] It is a chart showing the character appearance table (result). [Figure 24] It is a diagram showing the effects at the result. (a) shows the result screen showing the result in the final game, and (b) shows the display screen during the MAX bet operation in the game next to the final game. [Figure 25] It is a chart showing the state transition lottery table. (a) is the state transition lottery table (replay role, single - card role) referred to when a replay role or a single - card role is selected, (b) is the state transition lottery table (weak rare role) referred to when a weak rare role is selected, and (c) is the state transition lottery table (strong rare role) referred to when a strong rare role is selected. [Figure 26] It is a chart showing the point lottery table. (a) is the point lottery table (bell B) referred to when the push - order bell role B is selected, and (b) is the point lottery table (strong rare role) referred to when a strong rare role is selected. [Figure 27] It is a diagram showing the effects during the push - order navigation. (a) shows the effect mode when the push - order bell role A5 is selected, (b) shows the effect mode when the push - order bell role B5 is selected, and (c) shows the effect mode when the push - order bell role B6 is selected. [Figure 28](a) shows the flow from the pseudo-bonus 1G to the preparation part 10G, (b) shows the flow (continuing) from the preparation part 31G to the next preparation part 10G, and (c) shows the flow (non-continuing) from the preparation part 31G to the normal game state 10G. [Figure 29] It is a diagram for explaining a setting suggestion effect by sound output based on touch panel operation according to an application mode of another embodiment. (a) is a diagram showing a state where the top screen is touched in the first state, and (b) is a diagram showing a state where the setting suggestion effect is executed with the sound output of volume 5 set by the volume setting means. [Figure 30] It is a diagram showing the volume change in the second state. (a) is a diagram showing a state where a setting operation of volume 3 is performed on the volume setting screen. (b) is a diagram showing that the volume is set to 3 in response to the operation of (a). (c) is a diagram showing that a touch operation is performed on the top screen in the first state, and (d) is a diagram showing a state where the setting suggestion effect is executed with the sound output of volume 3 set by the volume setting means in response to the operation of (c). [Figure 31] (a) is a diagram showing a state where a touch operation is performed on the volume adjustment screen in the second state, and (b) is a diagram showing that the setting suggestion effect is not executed even when the operation of (a) is received. [Figure 32] (a) is a diagram showing a state where the second operation area is touched on the top screen in the first state, and (b) is a diagram showing a state where the screen transitions to the volume adjustment screen in response to the operation of (a). [Figure 33] It is a diagram showing a state where the second operation area is touched on the top screen in the first state, and (b) is a diagram showing that the setting suggestion effect is not executed even when the operation of (a) is received. [Figure 34] (a) is a diagram showing a state where the third operation area of the volume adjustment screen is touched, and (b) is a diagram showing a state where the second state transitions to the first state and the volume adjustment screen transitions to the top screen in response to the operation of (a). [Figure 35](a)→(b) is a diagram showing the transition from the first state to the second state, (b)→(c) is a diagram showing the transition from the second state to the first state, (d) is a diagram showing the first operation area of the top screen being touched in the first state, and (e) is a diagram showing the setting suggestion effect being executed in response to the operation in (d). [Figure 36] (a)→(b) is a diagram showing the transition from the first state to the second state, (c) indicates that the start lever was operated afterward, (d) indicates that a touch operation was performed on the top screen in the first state, and (e) is a diagram showing that even if the operation in (d) is accepted, the setting suggestion animation is not executed. [Figure 37] (a)→(b) is a diagram showing the transition from the first state to the second state, and (b)→(c) is a diagram showing the transition from the second state to the first state. (d) indicates that the start lever was operated afterward, (e) indicates that a touch operation was performed on the top screen in the first state, and (f) is a diagram showing that even if the operation in (e) is accepted, the setting suggestion animation is not executed. [Figure 38] This figure shows an example of a special suggestion effect that appears without requiring any user input. [Figure 39] (a)→(b) is a diagram showing the transition from the first state to the second state, (b)→(c) is a diagram showing the transition from the second state to the first state, and (d) is a diagram showing the appearance of a special suggestion effect without any particular operation. [Figure 40] The left side shows the visual effects screen during normal gameplay, and the right side shows the sound effects during normal gameplay. [Modes for carrying out the invention]
[0007] Preferred embodiments of the gaming machine according to the present invention will be described with reference to the drawings. The gaming machine of this embodiment does not use physical tokens (game tokens), but manages tokens as data (so-called credit tokens), and dispenses tokens using electronic information, so that players can play without touching the game tokens. Thus, the gaming machine is a gaming machine (referred to as a medalless gaming machine in this embodiment) that uses a pseudo-gaming medium in the said data format to play games. Such gaming machines are also called Smart Pachislo (registered trademark), Smaslo (registered trademark), etc. The following describes an example of applying this to a 6th generation slot machine with an AT (ART) state as a medalless gaming machine. However, it is not limited to this; for example, it can also be applied to a normal type (so-called A-type) slot machine that allows for real bonus gameplay. Furthermore, tokens used as data in tokenless gaming machines are referred to as "game tokens," while tokens that have been acquired in past games and deposited with the gaming parlor (management device, dedicated unit) as data are referred to as "held tokens."
[0008] This section describes the overall configuration of a coinless gaming machine (hereinafter referred to as "Gaming Machine 1"). A display window 6 is formed in the center of the front door 1a, allowing the rear to be seen, and the symbols displayed on the reel 41 can be seen through this display window 6. Below the display window 6, a stepped portion is formed that protrudes forward. Around this stepped portion, operating means such as the bet button 2a, MAX bet button 2b, performance buttons (including the directional pad) 2g, counting button 2c, payout button 2d, start lever 3, and stop button 5 are provided, as well as notification means such as the game token count display device 7, counting button lamp 2e, and bet count lamp 2f. The game token count display device 7 may also be provided on the upper or front side of the stepped portion. Above the display window 6 is a navigation lamp 12 that guides the player through the sequence of operations for the stop button 5. The upper part of the front door 1a is equipped with a display unit 8 that functions as a display and notification means. The display unit 8 may be, for example, a single-screen liquid crystal display, but it is not limited to this and may also be configured with multiple screens (for example, a main screen and a sub-screen). Alternatively, a liquid crystal display may be provided on the lower part (lower panel) of the front door 1a instead of or in addition to the display unit 8, and the display unit 8 is not necessarily required. The display unit 8 can also function as a touch panel (operating means) capable of accepting touch operations. In other words, the display unit 8 is configured to function as an operating means, and the touch panel 8 (operating means) is configured to function as a display means. The sub-screen can also function as a display unit 8, and can function as a touch panel (operating device) that can accept touch operations.
[0009] On the side of the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning each role or the effects displayed on the display unit 8.
[0010] The enclosure 1b contains a main control unit 10 which has a CPU that comprehensively controls the game, and a sub-control unit 20 which has a CPU that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 comprises three reels 41a to 41c arranged horizontally, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). Multiple symbols (identification information) are displayed on the outer surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) for each reel 41a to 41c can be seen through the display window 6. Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each game machine 1 (not shown).
[0011] As shown in Figure 3, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply device 15. Note that the dashed line in Figure 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, as well as detecting and controlling the operation of each of the above parts, transitioning game states, and outputting predetermined commands (control information) to the sub-control unit 20 at predetermined timings. For example, it outputs a winning target command that indicates the lottery result of the internal lottery process and a winning determination command that indicates the result of the winning determination. The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the performance button 2g, the display unit 8, the speaker 9, and the lamp 11. The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10.
[0012] I will now explain the operation of the main components. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means. Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token count display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If, for example, the total number of game tokens exceeds this upper limit due to payouts from winning, the game will be disabled by executing a "game disabled" control. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.
[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.
[0014] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means (stop operation means) that can be operated to stop multiple symbols (identification information) that are displayed variably according to the progress of the game, and comprises multiple stop operation units (5a to 5c). The effect button 2g is an operating means that can be operated by the player to change the effects displayed on the display unit 8.
[0015] The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7. For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" tokens will be counted. In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed in the game token display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control unit 10 outputs counting data that can identify the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a single output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.
[0016] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the machine becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.
[0017] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.
[0018] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the bet (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7 (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. Therefore, if the counting button 2c is pressed afterward, the bet amount can also be returned.
[0019] Furthermore, other operating methods such as the bet button 2a and the counting button 2c can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above). Furthermore, when the counting button 2c is operated, the operation of the settlement button 2d (the return operation described above) can be performed before the counting operation. This allows the player to simply perform the counting operation and have the bet amount of tokens returned to the number of tokens being played before outputting (counting) the number of tokens to the dedicated unit 19.
[0020] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off. Furthermore, when the sub-control unit 20 detects that game tokens corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted.
[0021] The probability setting device 16 can change the probability of transitioning to a specific game state (AT state) (winning probability) to multiple levels (for example, 6 levels), and the degree of advantage for the player can be set and changed in multiple levels. The main control unit 10, based on the probability setting operation in the probability setting device 16 selected by the staff of the gaming arcade, stores one of the setting values in the storage means and controls the probability of winning in the AT state based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability. In other words, the gaming machine 1 is configured to hold a setting value selected from among a plurality of setting values as a holding means, and to control the degree of advantage in the game according to the setting value.
[0022] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is installed externally to the gaming machine 1 and is connected to the gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the game machine 1. In the gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.
[0023] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held. The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card in the card unit (not shown). The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.
[0024] The dedicated unit 19 can be connected to a computer, such as a hall computer or management device, via a relay device or directly, and can output game information such as "out" and "safe" and sales information to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.
[0025] Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player when calling an attendant (store clerk) and a call lamp that notifies the attendant when an attendant has been called. The unit 19 can output game information such as game execution information and AT status information received from the gaming machine 1 to the calling device.
[0026] The gameplay (also known as medal-less gameplay) on gaming machine 1 will be explained with reference to the flowchart in Figure 4. The game start process is executed (S1). In the game start process, first, the gaming machine 1 receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation in the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the gaming machine 1 inputs this dispensing data. When the gaming machine 1 receives lending data, the main control unit 10 identifies the number of lendings based on the lending data and stores and displays the number of gaming tokens corresponding to the number of lendings on the gaming token display device 7. If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed on the game token count display device 7 is set to "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective.
[0027] Perform the lottery process (S2). When the game is in the start state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations. The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.
[0028] Perform the reel rotation process (S3). Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.
[0029] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.
[0030] Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 determines that a win has been achieved if the combination of symbols that stopped on the valid line (winning line) is a predetermined combination. Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations. Furthermore, in this embodiment, the determination of a prize is made based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations.
[0031] Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of dispensing the corresponding number of game tokens (hereinafter also referred to simply as dispensing tokens) is executed. For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount "10" to the number of game tokens stored and displayed on the game token count display device 7.
[0032] The game termination process is executed (S7). The game end process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7. More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 until the number of game tokens displayed becomes "0" to execute the counting process. Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, followed by the lottery process (S2) to the payout process (S6).
[0033] In addition to the above-described configuration, the gaming machine 1 according to the present invention has the following characteristic configurations. Each of these configurations may be installed individually or in combination.
[0034] (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbols. Winning combinations include, for example, minor wins, replay wins, and bonus wins. Small wins include, for example, the bell, watermelon, cherry, chance, and single-coin wins. Additionally, there are two types of cherry symbols: weak cherry symbols and strong cherry symbols. In the following explanation, the cherry, watermelon, and chance symbols will be collectively referred to as "rare symbols." Furthermore, rare roles are categorized as follows: weak cherry and watermelon roles, which have a relatively high probability of being won, are designated as "weak rare roles," while strong cherry and chance roles, which have a relatively low probability of being won, are designated as "strong rare roles."
[0035] The bell symbol includes a sequence of bell symbols that require specific button presses. The button-press sequence bell combination is a winning combination where the symbols are matched by pressing the stop button 5 in the correct order. In this embodiment, there are 10 button-press sequence bell combinations A1-A6 and B3-B6. In the following description, the button-press sequence bell combinations A1-A6 and B3-B6 will be collectively referred to simply as the button-press sequence bell combination. For the button-press sequence bell symbols A1-A6, if one of the six possible button press sequences (the correct sequence) is pressed, stop buttons 5a-5c will be operated, and the corresponding symbol combination ("bell, bell, bell") will be displayed. If stop button 5 is pressed using one of the other five incorrect button press sequences, the corresponding symbol combination will not be displayed. Specifically, for the button-pressing bell combination A1, the correct button press order is set to "5a→5b→5c" (left→middle→right: left 1ST press), for the button-pressing bell combination A2, the correct button press order is set to "5a→5c→5b" (left→right→middle: left 1ST press), for the button-pressing bell combination A3, the correct button press order is set to "5b→5a→5c" (middle→left→right: middle 1ST press), for the button-pressing bell combination A4, the correct button press order is set to "5b→5c→5a" (middle→right→left: middle 1ST press), for the button-pressing bell combination A5, the correct button press order is set to "5c→5a→5b" (right→left→middle: right 1ST press), and for the button-pressing bell combination A6, the correct button press order is set to "5c→5b→5a" (right→middle→left: right 1ST press).
[0036] Other combinations of symbols that stop and are displayed due to incorrect button press order include the missed bell combination and the losing combination. If stop buttons 5a to 5c are pressed in the wrong order, and the combination of symbols corresponding to the missed bell combination cannot be stopped, a missed win will occur, and a losing combination (such as "Replay, Cherry, Bell") will be displayed as the stop. If the symbols stop in a combination corresponding to a missed bell combination, one medal will be awarded. If the symbols stop in a combination corresponding to a losing combination, no medal will be awarded.
[0037] For the button-press sequence bell symbols B3-B6, if one of the four possible button press sequences is used to operate stop buttons 5a-5c, the corresponding symbol combination will be displayed. If stop button 5 is used with one of the other three incorrect button press sequences, the corresponding symbol combination will not be displayed. Specifically, for the button-pressing bell combination B3, the correct button press order is set to "5b→5a→5c" (middle→left→right: middle 1ST press), for the button-pressing bell combination B4, the correct button press order is set to "5b→5c→5a" (middle→right→left: middle 1ST press), for the button-pressing bell combination B5, the correct button press order is set to "5c→5a→5b" (right→left→middle: right 1ST press), and for the button-pressing bell combination B6, the correct button press order is set to "5c→5b→5a" (right→middle→left: right 1ST press).
[0038] Furthermore, a common bell role may be provided, which corresponds to the button-press order bell role and is a combination of symbols that matches it. For example, the common bell role may be such that the corresponding combination of symbols ("bell-replay-bell") stops regardless of the order in which the stop buttons 5a to 5c are pressed.
[0039] Furthermore, the gaming machine 1 according to this embodiment is capable of generating an AT (Assist Time) as a game state related to the push-order bell combination. In AT mode, when a player wins a button-press sequence bell combination through an internal lottery process, the sub-control unit 20 controls the display unit 8, etc., to notify the player of the correct button-press sequence for stop buttons 5a to 5c, as well as symbols that serve as a guide for timing button presses. In other words, the main control unit 10 and the sub-control unit 20 perform control to notify information regarding stop operations for deriving the combination of symbols in a game where the result of the internal lottery process is a push-order bell combination. Therefore, the occurrence of AT makes it easier for players to acquire medals, and the rate of medal payout is faster during AT compared to when AT is not active. The AT state, which is a game state in which AT is continuously executed, is described later.
[0040] For example, when the button-pressing order is selected, the button-pressing order consisting of the characters "1", "2", and "3" is displayed on the display unit 8 from left to right, the voices "left", "middle", and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order of 12a (left), 12b (middle), and 12c (right) to indicate the order in which to press the stop button 5. Furthermore, the process of navigating the button-pressing sequence using output and notification means such as the display unit 8, lamp 11, navigation lamp 12, and speaker 9 is also referred to as "button-pressing sequence navigation." In non-AT (Automatic Trigger) mode, even if the internal lottery results in a sequence of button presses for a bell symbol, the order in which to press stop button 5 is not announced. Therefore, unless the sequence in which the player operates stop button 5 coincidentally matches the sequence corresponding to the sequence of button presses for the bell symbol they won, they are basically unable to stop and display the combination of symbols corresponding to the winning sequence of button presses for the bell symbol. Therefore, the gameplay of gaming machine 1 involves increasing the number of balls won by having the player engage in gameplay that keeps them under the control of the AT (Automatic Trigger) for an extended period of time.
[0041] In the AT state, which will be described later, the frequency of button press order navigation is controlled to change depending on the current game state. For example, in normal AT mode, if the push-order bell combination B3 to B6 is won, the system is controlled not to execute the push-order navigation in principle. On the other hand, in higher AT mode, if the push-order bell combination B3 to B6 is won, the system is controlled to execute the push-order navigation with a predetermined probability (for example, 100%, 70%, or 0%) depending on the current net increase state (described later). This allows the game to be controlled so that the number of medals a player can acquire during the AT state is greater in the higher AT state than in the normal AT state (resulting in a higher net increase in medals).
[0042] The Cherry role is a minor role where the corresponding symbol combination is "Cherry-ANY-ANY". There is a weak Cherry role where the "Cherry" symbol stops in the upper or lower position of the left reel 41a, and a strong Cherry role where the "Cherry" symbol stops in the middle position of the left reel 41a. The watermelon combination is a minor win where the corresponding symbols are arranged as "watermelon, watermelon, watermelon". A single-coin win is a minor win where the corresponding symbol combination is "bell-bell-replay". Therefore, when a single-coin win is achieved, the same symbol combination as the "ordered bell miss" mentioned above will stop.
[0043] The replay symbol combination appears regardless of the order in which the buttons are pressed, and the combination of symbols "Replay, Replay, Replay" stops and is displayed on the winning line. A "chance" combination is a small win where the corresponding symbol combination is "bell-watermelon-watermelon" (a chance combination). Furthermore, rare roles require a stopping operation (so-called "eye-stopping") aimed at the symbols corresponding to the winning combination on the designated reels, and even if a win occurs and the reel stop control is performed, the corresponding symbol combination is not guaranteed to stop.
[0044] The bonus combination is one where the corresponding symbols form "BAR·BAR·BAR," and when this combination is achieved, the game state transitions to the bonus state. When a bonus is won, the right to win can be carried over to the game in which it was won and subsequent games, as long as the corresponding combination of symbols does not stop (a bonus is awarded). Therefore, the state in which a bonus is won is maintained until the corresponding combination of symbols stops and a bonus is awarded (hereinafter, this state will be referred to as the "bonus-winning state"). In normal games, the game will be played for most of the time while in the bonus-winning state. On the other hand, if a bonus role is won and the combination of symbols corresponding to the bonus role is displayed when the symbols stop (a bonus role is won), the game transitions to a bonus state. After the end of that bonus state, the game returns to a non-carryover state where the right to win a bonus role is not carried over (hereinafter referred to as the "non-bonus state"). Furthermore, during the bonus state, the draw for winning combinations is conducted in such a way that there is virtually no increase or decrease in the number of medals (a so-called "zero bonus").
[0045] Additionally, bonus symbols can be won in conjunction with replay symbols at a predetermined rate. If a bonus symbol is won at the same time as a replay symbol, the main control unit 10 controls the reels with the lowest priority for the combination of symbols corresponding to the bonus symbol. Therefore, in games where multiple bonus symbols are won, the combination of symbols corresponding to the bonus symbol cannot be stopped, and instead the combination of symbols corresponding to the replay symbol will stop, resulting in the bonus winning state continuing (carrying over) to subsequent games. Furthermore, bonus roles can be won independently, not just in this case.
[0046] Based on the combinations of symbols described above, it is determined whether a minor win, a replay win, or a bonus win has been achieved. If the determination is made that a win has been achieved, game value is awarded (medals are paid out) as shown in Figure 6. In other words, the main control unit 10 is equipped with a game value awarding means that awards game value (medals) according to the stopping pattern of the symbols. For example, in the push-order bell combinations A1 to A6, if the corresponding combination of symbols stops and is displayed, 10 medals will be dispensed, and in the push-order bell combinations B3 to B6, if the corresponding combination of symbols stops and is displayed, 13 medals will be dispensed. Furthermore, the probability of winning the "Push Order Bell" combination is set to increase the number of medals the player possesses during the AT (Attack Time) state.
[0047] If a combination of symbols corresponding to the watermelon symbol stops, 6 medals will be dispensed. If a combination of symbols corresponding to the weak cherry, strong cherry, chance, or single-coin symbol stops, 1 medal will be dispensed for each of these winning combinations. Furthermore, the display of a symbol combination corresponding to a replay symbol allows for replay without inserting any more tokens in the next game. Furthermore, if a combination of symbols corresponding to a bonus role stops, no medals will be paid out.
[0048] Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be different from the numbers mentioned above. Furthermore, the combinations of symbols corresponding to each winning combination may be other than those listed above. They may consist of symbols that require precise timing, or they may consist of symbols that do not require precise timing. Furthermore, in this embodiment, the number of medals dispensed is assumed to be the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets.
[0049] (Winning probability for each role) Next, we will explain the probability of winning each role, referring to Figure 5. Figure 5 shows the internal lottery table used for determining each role when a bonus is won. The internal lottery table shows the number of winning values (winning numbers) among the 65,536 random values obtained in the internal lottery process by the main control unit 10. As shown in Figure 5, for example, if the setting value in the probability setting device 16 is set to setting 1, the probability of winning each role is set to 8982 / 65536 for the replay role, 1-coin role is set to 14400 / 65536 for the single-coin role, 650 / 65536 for the weak cherry role, 164 / 65536 for the strong cherry role, 919 / 65536 for the watermelon role, 491 / 65536 for the chance role, 2885 / 65536 for the push-order bell roles A1-A2, 6492 / 65536 for the push-order bell roles A3-A6, and 2048 / 65536 for the push-order bell roles B3-B6. Thus, when a bonus is won, the probability of winning each role is set in the following order: push-order bell role > 1-coin role > replay role > watermelon role > weak cherry role > chance role > strong cherry role. Although I will omit a detailed explanation, the winning probabilities for each role in settings 2 through 6 are set to the values shown in the diagram.
[0050] The winning probabilities for each role shown in Figure 5 are for when a bonus has been won, but the winning probabilities are the same even when a bonus role has not been won (non-bonus state). However, in the non-bonus state, a bonus role will be won at the same time as a replay role.
[0051] Note that the relationship between the winning probabilities of each role may be different from that shown in Figure 5. Furthermore, while the probability of winning is set to vary depending on the setting (for example, the weak cherry symbol) and does not vary depending on the setting, it is not limited to this and may be the same for all setting values. Furthermore, for roles other than the weak cherry role, the probability of winning may be set to increase with higher settings, or it may be set to decrease. Furthermore, while the probabilities of winning each hand in a 3-bet game are shown, the probabilities of winning each hand in games other than 3-bet games may also be shown. Furthermore, while there are currently no losing roles among the winning roles, it is permissible to include losing roles.
[0052] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a normal section (non-advantageous section) or an advantageous section, separately from the game state described later. The normal section is a gameplay section in which no button-pressing navigation related to the button-pressing bell symbol is performed. It begins when the next game starts after the advantageous section ends and ends when the conditions for transitioning to the advantageous section are met. Furthermore, the main control unit 10 is controlled to the normal range during its initial state (when reset).
[0053] In this embodiment, the condition for transitioning to the advantageous section is met by winning a predetermined role (for example, a role other than a single-coin role) in the internal lottery process, and after the third reel is stopped in the winning game, the game transitions from the normal section to the advantageous section. Furthermore, the conditions for transitioning to the advantageous section may be met when a rare role is won, or the transition may be made by, for example, the stopping display of a combination of symbols corresponding to a predetermined winning role or the stopping display of a combination of symbols that does not correspond to a predetermined winning role (for example, a losing combination or a missed bell combination). Alternatively, the game may transition to a favorable zone when the number of medals increases, which is advantageous for the player (for example, an AT state), and the favorable zone may be continued if the favorable game state continues for a period of time.
[0054] The advantageous period is a gameplay period in which button-pressing navigation related to the button-pressing bell symbol can be executed, and because button-pressing navigation is executed, it is a gameplay period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period ends when the conditions for transitioning to the advantageous period are met in the normal period, and then the predetermined conditions for ending the advantageous period are met. Conditions for ending the advantageous period include, for example, when the gaming machine 1 (main control unit 10) is reset (including when the settings are changed). In this embodiment, the advantageous period generally continues when the AT state ends, but the conditions for ending the advantageous period may be met when the AT state ends, or the decision on whether or not to end the advantageous period may be made based on the difference in the number of tokens at the end of the AT state. Alternatively, a special-advantageous-period lamp that indicates the player is in an advantageous-period zone when lit may be provided, and the main control unit 10 may control the lighting of this lamp. Furthermore, if a special zone lamp is provided, it may be configured to light up during the special zone and while the game is in a state where the number of medals increases (for example, during AT mode).
[0055] Furthermore, the gaming machine 1 is equipped with a limiter function (hereinafter also referred to as the advantageous section limiter) to limit the number of medals that the player can acquire, and the conditions for ending the advantageous section are met even when the advantageous section limiter is activated. For example, the advantageous section limiter is triggered when the number of coins acquired during a single advantageous section (the difference in coins (number of coins inserted - number of coins paid out)) reaches the upper limit (for example, +2400 coins). Therefore, the advantageous period limiter will activate when the difference in the number of tokens in a single advantageous period reaches the upper limit. Alternatively, the condition for the maximum number of coins may be defined as "the total number of coins acquired during a single advantageous period (net increase in coins (so-called MY)) reaching the maximum number of coins (for example, 2400 coins)."
[0056] Furthermore, the above-mentioned condition for ending the advantageous period may be set to be met when the number of games played in a single advantageous period (advantageous period games) reaches the upper limit (for example, 4000 games). In other words, the advantageous period limiter may be set to activate when the number of games played in a single advantageous period reaches the upper limit. Furthermore, the conditions for ending the advantageous period are not limited to those mentioned above; they may also include, for example, "at least one notification of a sequenced bell has been given" or "a combination of symbols corresponding to a bonus role has been displayed as a stop." Alternatively, the system may be configured so that the advantageous period ends and the player transitions to the normal period when a predetermined winning combination (a combination that transitions to the normal period) is won during the advantageous period.
[0057] When the advantageous period ends, while bonus winning rights are carried over, other game-related information is reset. For example, the values of each counter (described later) and various information managed during each game state (e.g., probability state, net increase state, number of consecutive small wins, winning history, set stock (described later)) are reset when the advantageous period ends. Furthermore, this is not limited to the above; some or all of the information that is initialized at the end of the advantageous period may be prevented from being initialized.
[0058] Furthermore, the gaming machine 1 of this embodiment is equipped with a so-called complete function (also simply called complete) that limits the number of medals that the player actually acquires from the time the gaming machine 1 is powered on until it is powered off, thereby limiting the number of medals (net increase) that the player acquires. Specifically, when the net increase in tokens (MY) from the time the power to the gaming machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 tokens), the machine is put into a game-stop state where the game cannot be played and subsequent games cannot be played. Therefore, the number of tokens a player can win during the operating hours of the amusement arcade will be limited. Furthermore, even if the net number of tokens won during a single advantageous period is extremely small during the operation of the amusement arcade, and a player is able to acquire a very large number of tokens before the advantageous period limiter function is activated, the complete function will activate first, preventing the amusement arcade from incurring a significant loss even if the net number of tokens won is extremely small.
[0059] (Counter related to gaming) During the advantageous period, the main control unit 10 operates as a counting means and stores the counting results of the counters shown below in the storage unit. • Advantageous Period Game Count Counter (hereinafter also referred to as Counter A): The total number of games played during the advantageous period. • Advantageous Period Difference Counter (hereinafter also referred to as Counter B): The total number of coins acquired (difference) during the advantageous period.
[0060] Counter B is a counter related to the advantageous period limiter. When the main control unit 10 transitions from the normal section to the advantageous section, it starts counting the number of games played during the advantageous section (counter A) and the number of medals acquired during the advantageous section (counter B). When the value indicated by counter B reaches a specific value (+2400 medals), the main control unit 10 forcibly terminates the advantageous section. Furthermore, counter A may be used as a counter related to the advantageous period limiter. For example, the advantageous period may be forcibly terminated when the value indicated by counter A reaches a specific value (4000 games). The values of counters A and B are reset (reset to zero) when the advantageous period ends.
[0061] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of medals consumed (input as bets) by the player during a single advantageous period and the number of medals paid out (given). It can count the difference in the number of medals consumed and the number of medals paid out (difference in game value). Furthermore, unless initialized, counter B will also count the total number of medals consumed during gameplay if that number exceeds the total number of medals paid out as a result of the game.
[0062] This makes it possible to count the number of medals consumed (the number of medals lost by the player) even if the player does not actually acquire any medals during the advantageous period, but only consumes medals. In other words, the main control unit 10 can count the value of counter B even when the number of game value (medals) consumed in the advantageous period exceeds the number of game value (medals) awarded in the advantageous period.
[0063] In addition to the above configuration, the gaming machine 1 according to this embodiment has the following game states and characteristic gameplay based on these game states. Each game state is controlled (hereinafter also referred to as transitioning) by the main control unit 10, which operates as a game state control means.
[0064] (Details of each game state) Next, with reference to Figure 7, the game states of the gaming machine 1 according to this embodiment and the transitions between each game state will be explained. Furthermore, the main control unit 10 can independently control the transition between the normal section and the advantageous section, as well as the transition between game states. Unless otherwise specified, the timing of the transition from one game state to another is generally after the third reel is stopped in the game in which the transition conditions are met (or after the medal payout is complete). However, it is not limited to this; the transition may also occur from the next game after the transition conditions are met.
[0065] As shown in Figure 7, the gameplay of the gaming machine 1 according to this embodiment is performed in multiple game states, such as a normal game state and an AT state. The main control unit 10 can control the transition from one game state to another game state based on whether predetermined transition conditions are met. The normal gameplay state is controlled to be non-AT, and the AT state is controlled to be AT. In normal gameplay, the longer a player stays in a game state, the longer the period during which their medal count decreases, making it disadvantageous for the player. On the other hand, in AT (Automatic Trigger) mode, continuing to play makes it easier to increase medal count, making it a favorable gameplay state for the player. Therefore, players will aim to transition from the normal game state, which is controlled by a non-AT (Automatic Trigger) system, to the AT (Automatic Trigger) state, and will play the game with the goal of staying in the AT state for as long as possible. Furthermore, the normal gameplay state may be partially controlled to trigger an AT (Automatic Trigger) mode, specifically, to execute a push-button navigation prompt at a predetermined probability (for example, 40%) when a push-button bell combination is won.
[0066] (Normal gameplay state) The normal game state is entered when the game machine 1 is reset, when the settings are changed (including re-entering the settings), or when the advantageous period ends. It may also be entered after the AT state ends. When the gaming machine 1 (main control unit 10) is reset, the game remains in a normal game state, which is controlled to a normal section (non-advantageous section). Furthermore, during normal gameplay, a normal gameplay image is displayed on the main part of the display unit 8 screen to indicate that the player is in normal gameplay mode.
[0067] During normal gameplay, a lottery is held to determine whether the player will transition to the AT (Automatic Trigger) state based on various triggers. For example, in this embodiment, a lottery for transitioning to the AT state is performed based on the history of the lottery results (winning roles) of the internal lottery process across multiple games (hereinafter referred to as the history lottery). Specifically, in the history lottery, when the combination of winning history for roles across multiple games falls into a specific pattern, the lottery conditions are met, and in that game, a lottery is held to determine the transition to the AT state based on a predetermined winning probability. In other words, the main control unit 10 functions as a determination means capable of making determinations regarding the control of a specific game state (AT state) based on the results of a predetermined lottery that is performed each time a game is executed. Details regarding the history lottery during normal gameplay will be explained later.
[0068] In addition, during normal gameplay, a lottery is held to determine whether the game will transition to the AT (Action Time) state when a rare role is won. For example, during normal gameplay, the main control unit 10 performs a lottery to determine the transition to the AT state, with a predetermined probability (e.g., 10%) when a weak rare role is won, and a predetermined probability (e.g., 30%) when a strong rare role is won. Alternatively, the probability setting device 16 may be set so that a higher setting value results in a higher probability of transitioning to the AT state.
[0069] Furthermore, the conditions for transitioning from the normal game state to the AT state do not have to be those determined by the transition lottery mentioned above. For example, the game may be configured to transition to the AT state when the number of games played during normal gameplay (only while in the advantageous section) or the number of games played during normal gameplay (including while in the non-advantageous section) reaches a predetermined number. Alternatively, a predetermined number of points may be awarded based on the results of the lottery for winning combinations during normal gameplay, and the game may transition to the AT (Automatic Trigger) state when the accumulated points reach a predetermined number. Alternatively, a lottery may be held when the accumulated points reach a predetermined number, and the game may transition to the AT state if the winner of the lottery is selected. Furthermore, during normal gameplay, a lottery for transitioning to the AT state may be held every game with a predetermined winning probability (for example, 0.01%). If the lottery is won, the player may transition to the AT state with multiple set stocks (described later) granted.
[0070] Furthermore, in this embodiment, the game transitions directly from the normal game state to the AT state. However, a CZ state (so-called chance zone) is provided that makes it easier to transition to the AT state than the normal game state, and the game transitions from the normal game state to the AT state via the CZ state. Furthermore, in the normal gameplay state, the transition probability may be changed by providing a normal probability state with a relatively low probability of transitioning to the AT state and a high probability state with a relatively high probability of transitioning to the AT state. The transition of probability states may be controlled, for example, by transitioning (promoting) from the normal probability state to the high probability state at a predetermined probability when a rare role is won, and by controlling the transition (demotion) from the high probability state to the normal probability state at a predetermined probability when a replay role is won, a bell role is won, or a losing role is won.
[0071] If the lottery for transitioning to the AT state is won, the main control unit 10 controls the game to transition from the normal game state to the AT state in the next game after the win (arrow a in Figure 7). Furthermore, when transitioning to AT mode, the transition may be made after a predetermined number of pre-announcement sequences have been performed. Any pre-announcement sequence is acceptable as long as it allows the player to recognize a change in the sequence content and increases their sense of anticipation.
[0072] (AT state) The AT state (specific game state) is controlled by the AT, and because the button press order for the bell symbol is guided, it is a game state in which it is extremely easy to acquire medals. The AT (Automatic Trigger) mode has two states: a normal AT state and a higher-level AT state that is more advantageous to the player than the normal AT state, allowing for different gameplay experiences in each state. The distribution of the transition destination between the normal AT state and the higher AT state at the time of the initial win (when transitioning from the normal game state) is determined, for example, based on a predetermined distribution rate when the AT state transition lottery is won. For example, the distribution can be based on the number of advantageous section games or the difference in the number of advantageous section coins at the time of the initial win. Alternatively, the probability setting device 16 may be set so that a higher setting value results in a higher probability of transitioning to the higher AT state. Furthermore, the system is not limited to this; in principle, it may be controlled to transition to the normal AT state, and only transition to the higher AT state when specific conditions are met (for example, when the player wins the lottery to transition to the AT state with a predetermined probability (for example, 0.01%)).
[0073] (Normal AT state) In the normal AT state (first specific game state), a predetermined number of games (for example, 100 games) is assigned as the remaining number of games at the time of the first win (when transitioning from the normal game state), and the remaining number of games is reduced by playing games, continuing until the remaining number of games becomes "0" (a so-called set continuation type). In the normal AT state, if the push-order bell combination A1 to A6 is won, the push-order navigation is executed with 100% probability, and if the push-order bell combination B3 to B6 is won, the push-order navigation is not executed, resulting in an AT state where the net increase in coins per game is approximately 3. Furthermore, if the button-pressing sequence bell combination A1 to A6 is won, the button-pressing sequence navigation may be disabled with a predetermined probability (for example, 10%), and if the button-pressing sequence bell combination B3 to B6 is won, the button-pressing sequence navigation may be disabled with a predetermined probability (for example, 10%).
[0074] In normal AT mode, a point allocation lottery is held depending on the type of winning combination. For example, the lower the probability of winning a combination in the internal lottery process, the more points are awarded. Then, in the final game of the normal AT state, the total value of points accumulated in each game is calculated, and a continuation lottery is held based on this total value to determine whether to continue the AT state for the next set. For example, the higher the total value of points, the easier it is to win the continuation lottery.
[0075] In normal AT mode, in addition to the above-mentioned lottery, a continuation lottery based on the history is also conducted as part of the continuation lottery for AT mode. In the normal AT state, the history lottery is performed in the same way as the history lottery performed in the normal game state. When the combination of winning history for a role matches a specific pattern, the lottery conditions are met, and in that game, a lottery for the continuation of the AT state is performed based on a predetermined winning probability. Details regarding the history lottery during normal AT mode will be explained later.
[0076] In the normal AT state, if the AT state continuation lottery is won, the main control unit 10 grants the right to execute the AT state (set stock), and controls the system to start the next set of normal AT state after the number of games in the currently executing normal AT state have been consumed. Set stocks are awarded as one or more, and one is lost when the normal AT state of the next set continues. On the other hand, in the final game of the normal AT state, if the AT state continuation lottery is unsuccessful, the AT state termination condition is met, and the main control unit 10 controls the system to transition to the normal game state from the next game (arrow e in Figure 7).
[0077] Furthermore, if the normal AT state continues for a predetermined period, the main control unit 10 controls the system to transition to a higher-level game state that is more advantageous than the normal AT state (arrow b in Figure 7). For example, if the normal AT state continues for a predetermined number of sets (e.g., 8 sets), the game will transition to a higher-level AT state from the next set. Furthermore, the game may also transition to a higher-level AT state when the number of medals acquired by the player during normal AT mode (net increase in medals) reaches a predetermined number, or when the number of medals paid out reaches a predetermined number.
[0078] Furthermore, in the normal AT state, if the conditions for transitioning to the special zone are met, the main control unit 10 controls the system to transition to the special zone (arrow c in Figure 7). For example, if a rare role is won during normal AT state, a lottery is held to determine whether to transition to a special zone. For example, if the setting value is 1, the right to transition to a special zone is granted with a 5% winning probability, and the probability of winning may be set so that the higher the setting value set in the probability setting device 16, the higher the winning probability. If you win the lottery to transition to the special zone, you may transition to the special zone in the next game, or you may transition to the special zone after a predetermined number of games have been played. When transitioning from the normal AT state to the special zone, the counting of remaining games is suspended, and the counting of remaining games resumes upon returning from the special zone to the normal AT state. Therefore, the counting of remaining games does not occur during games played in the special zone.
[0079] During normal AT mode, it is also possible to participate in a lottery to add to the remaining number of games. For example, if a rare role is won, a lottery to add to the remaining number of games will be held, and if the lottery is won, the duration of the AT mode will be extended by adding a predetermined number of games to the remaining number of games. The probability of winning the bonus lottery may be changed according to the setting value in the probability setting device 16, and the number of bonus games may be changed according to the winning combination.
[0080] (High-level AT state) In the higher AT state (second specific game state, third specific game state), a predetermined number of games (for example, 100 games) is assigned as the remaining game count when the first win occurs (when transitioning from the normal game state) or when transitioning from the normal AT state. The remaining game count is reduced by playing games, and this continues until the remaining game count reaches "0" (a so-called set continuation type). In the higher AT state, if push-order bell symbols A1 to A6 are won, push-order navigation is executed with 100% probability, and if push-order bell symbols B3 to B6 are won, push-order navigation is executed according to the current net increase state, resulting in an AT state where the net increase per game is variable. As net increase states, for example, there is a net increase state where the net increase per game is approximately 3 coins (3-coin net increase state (first second specific game state)), a net increase state where the net increase per game is approximately 5 coins (5-coin net increase state), and a net increase state where the net increase per game is approximately 7 coins (7-coin net increase state (second second specific game state)), and these net increase states are controlled to change during higher AT states. Furthermore, when controlled to a state of 3 net increase, if the push-order bell combination B3 to B6 is won, the push-order navigation will not be executed. When controlled to a state of 5 net increase, if the push-order bell combination B3 to B6 is won, the push-order navigation will be executed with a probability of, for example, 70%. When controlled to a state of 7 net increase, if the push-order bell combination B3 to B6 is won, the push-order navigation will be executed with a probability of 100%. Thus, during higher AT states, the more the net increase in coins is controlled, the higher the execution rate of the push-button navigation corresponding to the push-button bell symbols B3 to B6 will be. The execution rate of the button-press order navigation may be changed as needed. In other words, during the higher AT state, the average value of the gameplay that can be obtained with each game is controlled to be higher than in the normal AT state. Furthermore, during the higher AT state, the current net increase status is not notified to the player. However, this is not the only option; notification may be provided at predetermined triggers.
[0081] During the higher AT state, a set stock lottery is held. The set stock lottery is conducted based on predetermined winning probabilities, for example, when a certain rare role is won. For example, the probability of winning is increased based on the relationship: weak cherry role < chance role < strong cherry role. If you win the Set Stock lottery, you will be awarded one or more Set Stocks.
[0082] Furthermore, a lottery is held to determine whether the AT state will continue during the final game of the higher-level AT state. The continuation lottery, for example, involves a draw to determine whether or not to continue the new AT state for the next set, based on a predetermined winning probability. In this case, it is preferable to set the winning probability to be higher than that of the normal AT state (for example, an 80% winning probability). If you win the continuing lottery, you will be awarded one or more set stocks.
[0083] In the final game of the higher AT state, if a set stock is held, the system will control the system to start the next set of the higher AT state. On the other hand, if no set stock is held in the final game of the higher AT state, the conditions for ending the AT state are met, and the main control unit 10 controls the system to transition to the normal game state from the next game (arrow e in Figure 7).
[0084] Furthermore, in the higher AT state, unlike the normal AT state, the history lottery is not performed. This prevents the continuation of the higher AT state through winning based on the history lottery in addition to the continuation lottery mentioned above, thus preventing excessive benefits from being granted to players. Furthermore, in higher AT states, it is possible to restrict the execution of only certain lotteries within the history lottery. For example, it is possible to refrain from performing only the lotteries related to the bell symbol (three consecutive ordered bell symbols, four consecutive ordered bell symbols, five consecutive ordered bell symbols), as described later. This prevents the occurrence of 3 to 5 consecutive button-press bell combinations, which are the conditions for the history lottery, in higher AT states where button-press navigation is frequently performed, thus preventing the higher AT state from continuing for an excessive amount of time. Furthermore, in the higher AT state, for example, only the lottery inside and outside the history section (described later) may be made possible, and the lottery inside the history section (described later) may be restricted. This reduces the number of judgment patterns that serve as the conditions for the history lottery, thereby preventing the higher AT state from continuing for an excessive amount of time. Furthermore, the execution of the history lottery may be restricted depending on the current net increase state. For example, the execution of the history lottery may be restricted only when the net increase state is 7 coins. Furthermore, in the higher AT state, the game may transition to a special zone. For example, a lottery for transitioning to a special zone may be conducted based on the winning of a predetermined role.
[0085] (Specialized Zone) The special zone (third specific game state) continues for a predetermined number of games (for example, 20 games), and when the predetermined number of games has been played, the main control unit 10 controls the system to transition to the normal AT state from the next game (arrow d in Figure 7). During the special zone, a bonus lottery is held in each game, awarding predetermined benefits. In other words, the special zone is a game state focused on bonuses, making it a favorable game state for the player. For example, in addition to rare roles, all roles other than replay roles can trigger a bonus draw, increasing the likelihood of receiving a large number of games (bonuses) as a predetermined bonus. If you win the bonus lottery, the duration of the AT state will be extended according to the benefits you receive. Additionally, points may be awarded (added) as a bonus, and in this case, the probability of points being awarded may be higher than during normal AT mode.
[0086] Furthermore, during the special zone, some of the history-based lotteries are not performed. For example, the lotteries related to the bell symbols (3 consecutive ordered bell symbols, 4 consecutive ordered bell symbols, 5 consecutive ordered bell symbols) described later are not performed. On the other hand, the lottery for rare roles (multiple rare role wins in the history section), which will be described later, is still performed. This prevents excessive benefits from being given to players by controlling the system so that history draws are not performed when the conditions for 3 to 5 consecutive bell symbols are met. At the same time, the expectation of continuing the AT state (acquiring set stocks) remains by performing history draws when rare symbols are won, thus providing a balanced gameplay experience. Furthermore, it is also acceptable to omit all history-based lotteries during the special zone.
[0087] (Drawing based on past history) Next, please refer to Figures 8 and 9 for a detailed explanation of the historical lottery process. As described above, in this embodiment, the gaming machine 1 performs a history lottery related to the control of the AT state based on the history of the lottery results (winning roles) of the internal lottery process over multiple games. First, let's explain the history of winning roles that will be referenced in the history drawing. The sub-control unit 20 manages the history of winning combinations across multiple games. Specifically, the memory unit stores a history of winning combinations across multiple games in a designated memory area. For example, the type of winning combination in the current game is stored at a predetermined address (XXXXH) in the memory area, the type of winning combination from the previous game is stored at the address following the above address (XXXX+1H), the type of winning combination from two games ago is stored at the address following the above address (XXXX+2H), and so on, with the types of winning combinations from previous games being stored sequentially at the addresses. The number of past games to be stored in the history can be set to any value. Furthermore, the timing of the clearing (initialization) of the above-mentioned memory area can be, for example, at the end of the advantageous period, or at other triggers.
[0088] When the sub-control unit 20 receives a winning target command for the current game from the main control unit 10, it shifts the types of winning combinations stored in each memory area to a higher memory area (higher address), and stores the newly received types of winning combinations in the memory area for the current game. Then, when it determines that a game has ended, the sub-control unit 20 controls the display unit 8 to display information corresponding to the history of winning combinations (history information).
[0089] (History information) The history information is information that can identify the winning combination, and consists of, for example, some of the symbol images that make up the combination of symbols corresponding to the winning combination. As shown in Figure 8, the history information is displayed in a predetermined history information display area within the display area of the display unit 8. In the example shown in Figure 8, during normal gameplay, the lower right area of the display unit 8 is designated as the history information display area 81. This history information display area 81 is divided into a predetermined number of areas (e.g., four) (81a to 81d), which are arranged side by side. History information Z0 to Z3 corresponding to each game is assigned to and displayed in each of the divided areas (display fields). For example, the history information Z0 for the current game is displayed in the history information display area 81a, the history information Z1 for the game before that is displayed in the history information display area 81b, the history information Z2 for the game before that is displayed in the history information display area 81c, and the history information Z3 for the game before that is displayed in the history information display area 81d. In this way, the history information Z0 to Z3 corresponding to each game is assigned and displayed in each of the divided history information display areas 81. Although the display fields in the history information display area 81 are set to four (Z0 to Z3), they are not limited to this and may be set to three or fewer, or five or more.
[0090] For example, the example shown in Figure 8(a) illustrates a scenario where the player won a weak cherry in the current game, a single-coin win in the game before that, a watermelon win in the game before that, and a push-order bell win in the game before that. The corresponding symbol images are displayed as history information Z0 to Z3. If the winning combination is a single-coin combination, the history information can be left blank or marked with an "X". Since new history information Z0 is generated each time a game is played, the history information displayed in the history information display area 81 shifts to the right after each game ends.
[0091] Specifically, in the situation shown in Figure 8(a), if a new game is played and, for example, a replay is won, then, as shown in Figure 8(b), the display areas for the history information Z0 to Z2 up to the previous game are each shifted one position to the right, and the symbol image corresponding to the replay is displayed in the history information display area 81a as the new history information Z0. In other words, at the end of the game, the oldest history information Z3 is erased in the history information display area 81, the history information Z0~Z2 up to the previous game is shifted to the right, and new history information Z0 corresponding to the latest (current) game is added.
[0092] Furthermore, when a historical lottery is performed, the sub-control unit 20 displays lottery execution information that identifies that fact. For example, the example shown in Figure 8(c) is when lottery execution information 82, which identifies that a historical lottery has been conducted, is displayed on the display unit 8. In this example, since the weak cherry symbol was won in two consecutive games (one game before and the current game), the conditions for the history lottery (multiple wins of rare symbols in the history section), which will be described later, were met. Therefore, the image surrounding history information Z0 and history information Z1 indicates that the history lottery was conducted.
[0093] Furthermore, in the normal AT state, the continuation of the AT state is determined by a history lottery, and even in the normal AT state, history information that is subject to the continuation lottery is displayed in the history information display area 81, just as in the normal game state. On the other hand, in the higher AT state and special zone (third specific game state), some or all of the history lottery draws are not performed, so the display of history information is restricted. Specifically, the system controls the display of historical information (specific historical information) corresponding to certain lottery results from the internal lottery process. For example, the example shown in Figure 8(d) illustrates a case where the player won the ordered bell combination in the current game, the game one game prior, and the game two games prior, and won the replay combination in the game three games prior. In this case, while the symbol image corresponding to the replay role is displayed in history information Z3, the symbol images (specific history information) corresponding to the push-order bell role (specific lottery result) are not displayed in history information Z0 to Z2. Instead, marks such as "·" or "-" are displayed as history information. In other words, the sub-control unit 20 can be controlled so that, in the third specific game state, specific history information is not displayed in the history display area as history information corresponding to a specific lottery result. This prevents players from becoming suspicious that a history lottery is taking place, as the display of symbols corresponding to the winning combinations (press-order bell combinations) in the history lottery will not trigger such suspicion. Furthermore, the history information may also include symbols corresponding to roles that are not subject to the history lottery (for example, the replay role), such as marks.
[0094] (Determination patterns for historical lottery) Next, we will explain the judgment patterns for the historical lottery. In the history-based lottery, when the combination of winning patterns across multiple games matches a specific pattern, the conditions for the lottery are met, and a lottery is conducted in that game based on the lottery details for each pattern. The following provides a detailed explanation of each judgment pattern, referring to Figure 9. The judgment pattern information shown in Figure 9 is stored in the memory unit beforehand.
[0095] • History lottery during normal gameplay In normal gameplay, for example, a history lottery is conducted based on the judgment pattern shown in Figure 9(a). (1) "Three consecutive bell symbols in the correct order" In the three most recent games, including this one, the conditions for the lottery are met if the ordered bell symbol is won consecutively. In this case, the history information Z0 to Z2 in the history information display area 81 will display the symbol images corresponding to the button-press sequence bell role. If the conditions for this lottery are met, a lottery will be held in this game with a 30% chance of success in determining whether the player will transition to the AT (Attack Time) state. Furthermore, if a common bell symbol is included, it may be possible to include not only the bell symbol with a specific button sequence but also the common bell symbol.
[0096] (2) "Four consecutive bell symbols in the correct order" In the four most recent games, including this one, the conditions for the lottery are met if the ordered bell symbol is won consecutively. In this case, the history information Z0 to Z3 in the history information display area 81 will display the symbol images corresponding to the button-press sequence bell role. If the conditions for this lottery are met, a lottery will be held in this game with a 100% probability of success to determine whether the player will transition to the AT state. In other words, the transition to the AT state is guaranteed. Furthermore, if a common bell symbol is included, it may be possible to include not only the bell symbol with a specific button sequence but also the common bell symbol. In this way, the more consecutively the ordered bell symbols are won, the higher the probability of winning the AT state. This allows players to focus their attention on the winning symbols during gameplay and increases their anticipation.
[0097] Thus, the history lottery based on judgment patterns (1) and (2) is a "history field lottery" which is performed based only on the history displayed in the display field of the history information display area 81. In other words, the main control unit 10 functions as a first determination means capable of performing a determination regarding the control of a specific game state based on the history corresponding to the history information displayed in the history display area, but not on the history that is not subject to display in the history display area.
[0098] (3) "After winning a weak cherry, within 10 games, three consecutive push-order bell symbols (however, the weak cherry symbol win corresponds to a game outside the history section)." The conditions for the draw are met if, after winning a weak cherry symbol, the push-order bell symbol is won consecutively in the three most recent games, including the current game, within 10 games. However, this only applies to wins involving the weak cherry symbol if the history information is not included in the history information display area 81. In other words, after a weak cherry symbol is won, the symbol image corresponding to the weak cherry symbol is displayed in the history information Z0. Then, as the game is played, it is sequentially shifted to the right, and the history information is removed from the display area of the history information display area 81. The symbol images corresponding to the push-order bell symbol are then displayed in the history information Z0 to Z2 (see Figure 9(a)). Specifically, the conditions for this draw are met if, after winning a weak cherry symbol, three consecutive push-order bell symbols are won within the period from 2 to 10 games later. If the conditions for this lottery are met, a lottery will be held in this game with a 70% chance of success in determining whether the player will transition to the AT (Attack Time) state. Furthermore, if, after winning a weak cherry symbol, three consecutive push-order bell symbols are won starting one game later, the aforementioned lottery conditions will not be met, and the lottery conditions for the aforementioned judgment pattern (1) will be met, resulting in a lottery being conducted within the history section.
[0099] (4) "After winning a strong cherry, win a cherry within 5 games (however, the game in which the strong cherry was won is the one outside the history section)." The conditions for the draw are met if a cherry symbol (either a weak cherry or a strong cherry) is won within 5 games after a strong cherry symbol is won. However, the winning history of the strong cherry symbol mentioned earlier is only applicable if the history information is not included in the history information display area 81. In other words, after a strong cherry symbol is won, the symbol image corresponding to the strong cherry symbol is displayed in the history information Z0. Then, as the game is played, it is sequentially shifted to the right, and the history information is removed from the display area of the history information display area 81. In this state, the history information Z0 displays the symbol image corresponding to either a weak cherry symbol or a strong cherry symbol (see Figure 9(a)). Specifically, the conditions for this draw are met if a cherry symbol (either a weak cherry or a strong cherry) is won 4 or 5 games after a strong cherry symbol is won. In this way, the AT state transition lottery is performed based on the history corresponding to the first lottery result (cherry role) displayed in the display field of the history information display area 81 and the history corresponding to the first lottery result (cherry role) that is not displayed in the display field of the history information display area 81. If the conditions for this lottery are met, a lottery will be held in this game with a 100% probability of success to determine whether the player will transition to the AT state, and furthermore, a transition to the special zone will also be guaranteed. Furthermore, if a cherry symbol (weak cherry symbol or strong cherry symbol) is won between 1 and 3 games after a strong cherry symbol is won, the aforementioned lottery condition will not be met, and the lottery condition for the other judgment pattern (1) "Multiple rare symbol wins in the history section" described later will be met, and the history section lottery will be conducted.
[0100] Thus, the history lottery based on judgment patterns (3) and (4) is a "history field-in / outside lottery" which is conducted based on the history displayed in the display field of the history information display area 81 and the history not displayed in the display field of the history information display area 81. In other words, the main control unit 10 functions as a second determination means capable of performing a determination regarding the control of a specific game state based on the history corresponding to the history information displayed in the history display area and the history that is not subject to display in the history display area (history that is no longer subject to display in the history display area because the history information is erased by the execution of the game).
[0101] • History lottery during normal AT state In normal AT mode, for example, a history lottery is performed based on the determination pattern shown in Figure 9(b). (1) "Three consecutive bell symbols in the correct order" The triggers for the fulfillment of the lottery conditions and the display manner of the history information in the history information display area 81 are the same as the judgment pattern (1) during normal gameplay described above. If the conditions for this lottery are met, a 10% chance of continuing into the AT state will be drawn during this game. (2) "Four consecutive bell symbols in the correct order" The triggers for the fulfillment of the lottery conditions and the display manner of the history information in the history information display area 81 are the same as the judgment pattern (2) during normal gameplay described above. If the conditions for this lottery are met, a lottery will be held in this game with a 50% chance of continuing into the AT state.
[0102] (3) "Five consecutive bell symbols in the correct order" In the five most recent games, including this one, the conditions for the lottery are met if the ordered bell symbol is won consecutively. In this case, the history information Z0 to Z3 in the history information display area 81 will display the symbol images corresponding to the ordered bell combination, and the symbol image corresponding to the ordered bell combination won 4 games ago will not be displayed in the display area of the history information display area 81. If the conditions for this lottery are met, a lottery for continuing the AT state will be held in this game with a 100% probability of winning. In other words, the continuation of the AT state is guaranteed. Furthermore, if a common bell symbol is included, it may be possible to include not only the bell symbol with a specific button sequence but also the common bell symbol.
[0103] Furthermore, if judgment patterns (1) to (3) are met, the control may be implemented as follows. If the continuation lottery for the AT state is won as a result of the occurrence of judgment pattern (1), and if the ordered bell symbol is won in the next game and judgment pattern (2) is established, the continuation of the AT state may be confirmed. In other words, if the continuation lottery is won with "3 consecutive ordered bell symbols", then a set stock may be unconditionally granted with "4 consecutive ordered bell symbols". Furthermore, if the AT state continuation lottery is won as a result of the establishment of judgment pattern (1), even if a rare role is won in the next game instead of a push-order bell role, judgment pattern (2) may be considered to have been established, and the continuation of the AT state may be confirmed. Furthermore, in this case, if a push-order bell combination is won in the game following a rare combination win, the judgment pattern (3) may be considered to have been established, and a bonus may be awarded. On the other hand, if the AT state continuation lottery triggered by the establishment of judgment pattern (1) is unsuccessful, then in the next game, if a rare role is won, judgment pattern (2) may not be considered established, and the streak of consecutive wins of the push-order bell role may be considered to have ended.
[0104] (4) "After winning the watermelon symbol, win the cherry symbol within 7 games (however, the watermelon symbol win is in a game outside the history section)." The conditions for the draw are met if a cherry symbol (weak cherry or strong cherry) is won within 7 games after a watermelon symbol is won. However, this only applies to wins related to the watermelon symbol if the history information is not included in the history information display area 81. In other words, after the watermelon symbol is won and the corresponding symbol image is displayed in the history information Z0, it is sequentially shifted to the right as the game is played, and the history information is removed from the display area of the history information display area 81. The history information Z0 then displays the symbol image corresponding to either the weak cherry symbol or the strong cherry symbol (see Figure 9(b)). Specifically, the conditions for this draw are met if, after winning the watermelon symbol, a cherry symbol (weak cherry symbol or strong cherry symbol) is won between 4 and 7 games later. If the conditions for this lottery are met, a lottery will be held in this game with a 50% chance of winning to transition to a special zone. Furthermore, if a cherry symbol (weak cherry or strong cherry) is won between 1 and 3 games after a watermelon symbol is won, the conditions for this draw will not be met. Instead, the conditions for the other judgment pattern (1) "Multiple rare symbol wins in the history section" described later will be met, and a draw within the history section will be conducted.
[0105] Thus, the history lottery based on judgment patterns (3) and (4) is a "history field-in / outside lottery" which is conducted based on the history displayed in the display field of the history information display area 81 and the history not displayed in the display field of the history information display area 81.
[0106] (5) "Winning the watermelon role and the cherry role once" The conditions for winning are met if, in the last four games including this game, the watermelon symbol and the cherry symbol (weak cherry symbol or strong cherry symbol) are each won once. In this case, the history information Z0 in the history information display area 81 displays a symbol image corresponding to the watermelon or cherry role, and the history information Z1 to Z3 each display one symbol image corresponding to the watermelon or cherry role. If the conditions for this lottery are met, a lottery for transitioning to the special zone will be held in this game with a 100% probability of winning. In other words, transitioning to the special zone is guaranteed. Thus, the history lottery based on the judgment pattern (5) is a "history field lottery" which is performed based only on the history displayed in the display field of the history information display area 81.
[0107] Other judgment patterns In addition to or instead of the judgment patterns described above, the history lottery can also be performed based on the following judgment patterns. (1) "Multiple rare wins in the history section" The conditions for the draw are met if a rare role is achieved multiple times in the four games played, including the current game. For example, the conditions for the draw are met if, in the last four games including the current game, any of the following roles are won a total of two times: weak cherry, strong cherry, watermelon, or chance role. Alternatively, the conditions for being entered into the draw may be met if the winner has been selected a total of three times, or a total of four times. If the lottery conditions are met, for example, the transition to the AT state may be guaranteed in the normal game state, the continuation of the AT state may be guaranteed in the normal AT state, and a large number of games may be added in the special zone. Furthermore, the conditions for the lottery may be considered met in all instances where a player wins a total of two times, a total of three times, or a total of four times. In this case, if a player wins a total of three times or a total of four times, additional benefits may be granted in addition to the benefits for winning a total of two times (for example, the granting of set stock).
[0108] In addition, if the same role is won multiple times in a row, the player may be given a special bonus that is advantageous to them. In this case, the internal lottery process may award more favorable rewards for roles with a lower probability of winning. For example, the rewards may be more favorable for winning two strong cherry roles in a row than for winning two weak cherry roles in a row. Furthermore, the more consecutive wins a player achieves, the more advantageous the rewards may be. For example, the rewards may be more favorable for winning three consecutive weak cherry symbols than for winning two consecutive weak cherry symbols, and the rewards may be more favorable for winning four consecutive symbols than for winning three consecutive weak cherry symbols.
[0109] (2) "Variations of the lottery inside and outside the history section" The conditions for the lottery are met if a specific role is achieved a predetermined number of times within a predetermined period of five or more games, including the current game. For example, the conditions for winning the lottery are met if the bell symbol is won 7 times in the last 10 games, including the current game. Furthermore, for example, the conditions for the draw are met if the weak cherry symbol is hit 7 times in the most recent 77 games, including the current game. If the lottery conditions are met, a lottery related to the control of the AT state may be conducted with a predetermined probability of winning, or a predetermined benefit may be granted (such as the granting of set stock).
[0110] Furthermore, if you win the cherry symbol in this game, the conditions for the draw are met if you have won the push-order bell symbol four games in a row (for example, four consecutive wins) four games prior to that. In other words, this occurs when a cherry symbol is won in the game immediately following the erasure of the symbol images corresponding to consecutive bell symbols from the history information display area 81. If the lottery conditions are met, a lottery related to the control of the AT state may be conducted with a predetermined probability of winning, or a predetermined benefit may be granted (such as the granting of set stock).
[0111] (3) "Extra-registration lottery" The history lottery (external history lottery) may be performed based only on history that is not displayed in the display field of the history information display area 81. In other words, the draw will be based on the history of games prior to the current game and the four most recent games. For example, in games prior to the current game (including the last four games), if the weak cherry symbol was won 10 times in the last 100 games, the conditions for the draw are met. Furthermore, the history lottery may be conducted based on judgment patterns that do not satisfy the lottery conditions in the history lottery and the lottery both inside and outside the history lottery. For example, the lottery conditions may be satisfied by "three consecutive replays". If the lottery conditions are met, a lottery related to the control of the AT state may be conducted with a predetermined probability of winning, or a predetermined benefit may be granted (such as the granting of set stock). Furthermore, at predetermined triggers, a lottery may be held regarding the control of the AT state based on, for example, the winning history from 100 games or 200 games prior.
[0112] Furthermore, the historical lottery described above may be modified as follows: In the above embodiment, the winning history corresponding to the winning target command that shows the lottery result of the internal lottery process was used as the history, but in addition to or instead of this, a winning history corresponding to the winning judgment command that shows the result of the winning judgment can also be used. Furthermore, in the above embodiment, the number of consecutive games in which the ordered bell symbol appears was set to 3 to 5 games as the determination pattern for the history lottery, but it is not limited to this, and the condition for the lottery may also be set to 2 games or 6 games or more. In this case, the more consecutive games there are, the more advantageous the reward may be. Furthermore, in the above-described embodiment, when the lottery conditions for the lottery inside and outside the history field are met, the history outside the display field is hidden. However, the history outside the display field may be displayed in a display area separate from the history information display area 81. Furthermore, notification may be given that a history lottery is being conducted based on the history outside the display area of the history information display area 81. For example, if a history lottery for "5 consecutive bell combinations" is being conducted, a message such as "Bell combination including those outside the history" or a message such as "5 consecutive bell combinations" may be displayed.
[0113] As described above, the gaming machine 1 in this embodiment is capable of performing a lottery within the history section based only on the history displayed in the display section of the history information display area 81, and a lottery outside the history section based on the history displayed in the display section of the history information display area 81 and the history not displayed in the display section of the history information display area 81. This allows for a history-based lottery to be conducted using various judgment patterns, thereby improving the entertainment value. Furthermore, in the lottery conducted both inside and outside the history section, the lottery related to the control of the AT state is performed based on history that is not displayed in the display section of the history information display area 81, which can add an element of surprise and improve the overall enjoyment of the game. Furthermore, if, for example, a lottery for controlling the AT state were conducted based solely on the history displayed in the display field of the history information display area 81, there is a risk of giving the player a sense of wasted opportunities, such as "If I had won the rare role just one game earlier, the conditions for the history lottery would have been met." However, since history that is no longer displayed in the display field of the history information display area 81 is also included in the lottery for controlling the AT state, such situations can be mitigated.
[0114] Furthermore, in the lottery conducted both inside and outside the history section, a lottery related to the control of the AT state is conducted based on the history corresponding to the first lottery result (cherry role) displayed in the display section of the history information display area 81 and the history corresponding to the first lottery result (cherry role) that is not displayed in the display section of the history information display area 81. However, the lottery related to the control of the AT state is not conducted based on the history corresponding to the second lottery result (watermelon role) displayed in the display section of the history information display area 81 and the history corresponding to the second lottery result (watermelon role) that is not displayed in the display section of the history information display area 81. This allows attention to be drawn to the winning role, thereby improving the entertainment value.
[0115] (Recommended button press order notification) In this embodiment, the gaming machine 1 has a recommended button press sequence of "left 1ST press," where the stop button 5a is the first stop operation. Therefore, if a player performs a button press sequence other than pressing the left button first, such as pressing the middle button first with stop button 5b as the first stop operation (a specific sequence), or pressing the right button first with stop button 5c as the first stop operation (a specific sequence) (hereinafter, these will be collectively referred to as irregular button presses), specific information can be output. "Output of specific information" refers to, for example, a display on the display unit 8 such as "Pressing left is recommended," the output of a prohibition sound from the speaker 9, or a change in the lighting pattern of the lamp 11. However, it is not limited to these output patterns, as long as it suggests a warning about the order in which to press the buttons.
[0116] As mentioned above, in normal gameplay, normal AT state (first specific gameplay state), and higher AT state (3-coin net increase state), the system is controlled so that the push-button navigation is not executed in games where the lottery result is a special lottery result (push-button bell role B3~B6). Furthermore, in games where such button-pressing navigation is not implemented, if players actively press buttons in an irregular order, the frequency of winning combinations corresponding to those irregular presses (button-pressing bell combinations B3-B6) increases, resulting in a payout of 13 medals. This affects the game performance, such as the payout rate, that the gaming machine 1 is designed for. Therefore, in the gaming machine 1 of this embodiment, if the game is not being played with a button-pressing navigation system, the display unit 8 will show a warning such as "Pressing left is recommended," thereby preventing players from actively pressing buttons in an unintended manner and preventing the unexpected payout of 13 medals.
[0117] Specifically, the sub-control unit 20 always displays a message such as "Pressing left is recommended" on the display unit 8 if an irregular button press occurs during normal gameplay. Furthermore, in games where the button press order navigation is not performed during normal AT mode or higher AT mode (3-coin net increase mode), if an irregular button press is made, the display unit 8 will show a message such as "Pressing left is recommended." In other words, even in games where the button-pressing order navigation is not performed, i.e., when a predetermined combination (for example, a single-coin combination, a replay combination, or a rare combination) is won, if an irregular button press occurs, the display unit 8 will show a message such as "Pressing left is recommended."
[0118] On the other hand, as mentioned above, in the higher AT state (state with a net increase of 7 coins), the system is controlled so that a push-order navigation is executed in games where the lottery result is a special lottery result (push-order bell role B3~B6). Therefore, problems such as 13 coins being dispensed due to an irregular press when the button press order navigation is not being performed, as is the case during normal AT mode and higher AT mode (state where 3 coins are added), cannot occur. However, in games where the push-button navigation is not performed during the higher AT state (7-coin net increase state), if an irregular press is made, and the display unit 8 does not display a message such as "Pressing left is recommended," the output pattern will differ from that of the normal AT state and the higher AT state (3-coin net increase state), which could allow the player to realize that the current net increase state (7-coin net increase state). Therefore, in the gaming machine 1 of this embodiment, during the higher AT state (net increase of 7 coins), if an irregular press occurs in a game where the press order navigation is not performed, the display 8 will show a message such as "Pressing left is recommended," just as in the normal AT state and the higher AT state (net increase of 3 coins). In other words, in games where the button-pressing order navigation is not performed, i.e., in games where a predetermined combination (for example, a single-coin combination, a replay combination, or a rare combination) is won, if an irregular button press occurs, the display unit 8 will show a message such as "Pressing left is recommended."
[0119] Thus, regardless of whether the game is in the normal AT state, the higher AT state (3-coin net increase state), or the higher AT state (7-coin net increase state), if an irregular button press occurs in a game where the lottery result is a predetermined lottery result (for example, a 1-coin win, a replay win, a rare win, etc.) rather than a special lottery result (press-order bell win B3-B6), specific information ("Pressing left is recommended," etc.) can be output to the display 8. This makes it difficult to distinguish between the output patterns during the higher AT state (7-coin net increase state) and the output patterns during the normal AT state and the higher AT state (3-coin net increase state), thus preventing the player from noticing the current net increase state.
[0120] Furthermore, if an irregular button press occurs during normal gameplay, normal AT mode, or higher AT mode (3-coin net increase mode), a penalty may be imposed. As a penalty for irregular button presses, for example, during AT mode, after an irregular button press occurs, a penalty may be imposed such as not executing the AT mode continuation lottery or bonus lottery for a predetermined number of games. On the other hand, if an irregular button press occurs while in a higher AT state (a state where the net increase is 7 coins), a penalty may be omitted.
[0121] As described above, the present invention provides a gaming machine 1 that has a normal gaming state and a specific gaming state (AT state) that is advantageous to the player, and is equipped with a determination means (main control unit 10) that can perform a determination regarding the control of the specific gaming state based on the result of a predetermined lottery performed each time a game is executed, and is equipped with a storage unit that stores a history corresponding to the lottery result, and a display means (display 8) that has a history display area that can display history information corresponding to the history, and the determination means is configured to include a first determination means (main control unit 10) that can perform a determination regarding the control of the specific gaming state based on the history corresponding to the history information displayed in the history display area, but not on the history that is not the subject of the history information to be displayed in the history display area, and a second determination means (main control unit 10) that can perform a determination regarding the control of the specific gaming state based on the history corresponding to the history information displayed in the history display area and the history that is not the subject of the history information to be displayed in the history display area.
[0122] The gaming machine according to the present invention, having such a configuration, is capable of performing both a determination based solely on the history displayed in the history display area (in-history lottery) and a determination based on both the history displayed in the history display area and the history no longer displayed in the history display area (in-history lottery). Therefore, it is possible to add an element of surprise to the determination (lottery) regarding the control of a specific game state by history lottery, thereby improving the entertainment value. Furthermore, if, for example, a determination (lottery) regarding the control of a specific game state is made based solely on the history displayed in the history display area, there is a risk of giving the player a sense of wasted opportunity (a feeling of missed opportunity), such as "If I had won the rare role just one game earlier, the conditions for the history lottery would have been met." However, since the determination (lottery) regarding the control of a specific game state is also made based on history that is no longer displayed in the history display area, such situations can be mitigated.
[0123] In contrast, for example, a patent document (Japanese Patent Publication No. 2016-54837) discloses a gaming machine that includes a history field for displaying the winning history for a predetermined number of games, and performs an AT (Automatic Trigger) lottery based on the winning history displayed in the history field. However, in this type of gaming machine, the lottery was generally based on the winning history, lacking any element of surprise and failing to sufficiently enhance the entertainment value. Thus, according to the gaming machine 1 of this embodiment, it is possible to solve all or part of the problems that conventional gaming machines have to improve.
[0124] (Other embodiments) Next, a description will be given of a gaming machine 1 according to another embodiment. The gaming machine 1 of other embodiments (hereinafter also referred to as "this embodiment") shares the same configuration as the gaming machine 1 of the aforementioned embodiment (hereinafter also referred to as "the basic embodiment") in the configuration shown in Figures 1 to 5. Therefore, Figures 1 to 5 and their explanations are omitted, relying on the description of the basic embodiment. In the following description of the gaming machine of this embodiment, we will omit the explanation of parts that are common to the basic embodiment and mainly explain the parts that differ from the basic embodiment.
[0125] Figure 10 shows the payout table for the gaming machine 1 in this embodiment. As shown in the figure, the number of coins paid out for the sequenced bell combinations A1 to A6 (collectively referred to as sequenced bell combination A) is 9, and the number of coins paid out for the sequenced bell combinations B3 to B6 (collectively referred to as sequenced bell combination B) is 15.
[0126] In this embodiment, the gaming machine 1, like the basic embodiment, also recommends pressing the stop button 5a as the first stop operation, which is "left 1ST press" (see "Recommended Pressing Order Notification" above). Therefore, if a player presses the buttons in an irregular manner, a penalty control system will be implemented. For example, in normal gameplay, if the player performs an irregular button press, the number of games until the ceiling is reached will not be added. Furthermore, in both the preparation and race phases, if the button press order navigation is not performed, the game is designed to be played with the left button pressed first. Therefore, if an irregular button press occurs during the preparation phase, the point lottery will not be performed, and if an irregular button press occurs during the race phase, the bonus lottery will not be performed. If an irregular button press occurs, the display unit 8 may show a message such as "Pressing left is recommended," speaker 9 may emit a warning sound, or the lighting pattern of lamp 11 may change. This encourages the player to press left first and prevents penalties from being imposed (the player is not disadvantaged). Note that the output patterns are not limited to these, as long as they suggest a warning about the button press order. Furthermore, even if an irregular button press occurs, the aforementioned penalties (non-addition of the maximum number of games, non-execution of point lottery, non-execution of bonus lottery) do not need to be imposed.
[0127] In this embodiment, the gaming machine 1 does not have a normal AT state and a higher AT state. In other words, the gaming machine 1 of the basic embodiment has a normal AT state and a higher AT state, and in the normal AT state, when the push-order bell role B is won, it is controlled not to execute the push-order navigation in principle, and in the higher AT state, when the push-order bell role B is won, it is controlled to execute the push-order navigation with a predetermined probability according to the current net increase state, but the gaming machine 1 of this embodiment does not perform such control. However, in this embodiment as well, a normal AT state and a higher AT state may be provided, or in the normal AT state, if the ordered bell role B is won, the system may, in principle, control the system so that the ordered navigation is not executed, and in the higher AT state, if the ordered bell role B is won, the ordered navigation may be executed with a predetermined probability according to the current net increase state.
[0128] In this embodiment, if the player wins the push-order bell combination B during the preparation phase, the game machine 1 executes a push-order navigation with a predetermined probability, and if the player wins the push-order bell combination A, it executes a push-order navigation with 100% probability (navigation rate: 100%) (partially AT). In the gaming machine 1 of this embodiment, the probability setting device 16 (setting means) can set any of a plurality of setting values, including a first setting value (for example, setting 1) and a second setting value (for example, setting 6). For example, in the AT lottery, the probability of winning is higher with the second setting value than with the first setting value, allowing for a more advantageous gameplay experience (Figure 12).
[0129] (Details of each game state) As shown in Figure 11, the gameplay of the gaming machine 1 according to this embodiment is performed in multiple game states. The main control unit 10, as a control means, controls the game to one of these multiple game states. Basically, it is controlled to remain in a non-AT state (advantageous period). The normal gameplay state is controlled to a non-AT state. The AT (Automatic Transmission) is controlled by the AT state. The preparation phase is partially controlled by the AT, and the pseudo-bonus is controlled by the AT.
[0130] The longer a player remains in the normal game state, the longer the period during which their medal count decreases, which is disadvantageous to the player. On the other hand, the AT state is a game state that is advantageous to the player, as continuing to play makes it easier to increase medal count. Therefore, players will play with the aim of transitioning from the normal game state to the preparation phase, playing through the preparation phase multiple times (continuing), or transitioning to a pseudo-bonus via the preparation phase or race phase. Furthermore, the normal gameplay state may be partially controlled to perform push-button navigation at a predetermined navigation rate when a push-button bell combination is won.
[0131] During normal gameplay, if you win the AT lottery based on a rare role win, or if you reach the ceiling game count, you will transition to the preparation part (partial AT) (arrow a in Figure 11). The preparation phase consists of 40 games, and if you win the pseudo-bonus lottery, you will transition to the pseudo-bonus (AT) (arrow b in Figure 11). The pseudo-bonus consists of 21 games, and if the internal lottery process results in a sequenced bell, the sequenced navigation is executed with a 100% navigation rate (AT). The pseudo-bonus ends after 21 games, and then the game transitions to the preparation phase (arrow c in Figure 11). In the preparation phase, which follows the end of the pseudo-bonus, gameplay begins from the beginning of the 40-game phase. The preparation phase ends after 40 games have been played, and then the game moves on to the race phase (non-AT) (arrow d in Figure 11). In the final game of the preparation part, a continuation lottery (AT continuation lottery) is executed by multiplying the AT continuation (continuation of the preparation part) after the race part. The race part is composed of 11 games and ends when the 11 games are completed. In the race part, if the player has won the continuation lottery in the preparation part (when the continuation is determined), after the end of the race part, the player moves to the preparation part (arrow e in FIG. 11).
[0132] In the race part, when a rare role is won, a privilege lottery is executed, and if the player wins the privilege lottery, a privilege is granted. For the "privilege", if the AT continuation is not determined (when the player loses the continuation lottery in the preparation part), the "preparation part" (i.e., the continuation of the preparation part) applies, and if the AT continuation is determined, the "pseudo bonus" applies. That is, when the player wins the privilege lottery, there are two cases: moving to the preparation part (arrow e in FIG. 11) and moving to the pseudo bonus (arrow f in FIG. 11). In the race part, if the player does not win the rare role (when the privilege lottery is not executed), after the end of the race part, the player moves to the normal game state (arrow g in FIG. 11). During each game state, information indicating that the player is in the current game state is displayed on the display 8. In addition, the AT according to this embodiment applies a game number management type of a game number addition method in which the AT ends when the number of games added per game reaches the upper limit number (fixed number of games). Therefore, during the preparation part and the pseudo bonus, the "current number of games / fixed number of games" is displayed on the display 8 (lower left part of FIGS. 19 and 21, upper right part of FIG. 27). Details of each stage, various lotteries, etc. will be described later.
[0133] (Normal game state) In the normal game state according to this embodiment, the ceiling number of games: 777G is set, and when the ceiling number of games is completed, the player moves to the AT (preparation part) (arrow a in FIG. 11). Note that the maximum number of games is not limited to the above; any number of games can be set. During normal gameplay, a lottery (AT lottery) is held to determine whether the game will transition to the AT state when a rare role is won. Figure 12(a) is AT lottery table A (weak rare role) which is referenced when a weak rare role is won, and Figure 12(b) is AT lottery table B (strong rare role) which is referenced when a strong rare role is won. As shown in these diagrams, the AT lottery is set so that the higher the setting, the easier it is to win the AT lottery, and the easier it is to win the AT lottery when winning a strong rare role compared to when winning a weak rare role. If you win the AT lottery, you will proceed to the preparation part (partially AT) in the next game or after a pre-announcement sequence (arrow a in Figure 11).
[0134] Furthermore, in normal gameplay, a push-order navigation may be performed at a low probability (for example, 1 / 400 when a push-order bell role A is won), and if a push-order navigation is performed in normal gameplay, an AT lottery (for example, a lottery with a 1 / 4 chance of winning) may be performed. In normal gameplay, the transition probability can be changed by providing a low-probability state where the probability of transitioning to the AT state is relatively low, and a high-probability state where the probability of transitioning to the AT state is relatively high. The transition of probability states may be controlled, for example, by transitioning (promoting) from the low-probability state to the high-probability state at a predetermined probability when a rare role is won, and by controlling the transition (demotion) from the high-probability state to the low-probability state when a predetermined condition is met, such as when a predetermined number of games have been played while in the high-probability state. The probability of winning the AT lottery may differ depending on whether the state is low probability or high probability, even for the same rare role.
[0135] AT (Attack Time) lottery may be conducted with predetermined probabilities for winning when a weak rare role is won (for example, 10%), and predetermined probabilities for winning when a strong rare role is won (for example, 30%). The conditions for transitioning from normal gameplay to AT (Automatic Trigger) state do not have to be the AT lottery mentioned above. During normal gameplay, an AT (Action Time) lottery may be held every game with a predetermined winning probability (for example, 0.01%). If the AT lottery is won, the game may transition to the AT state with multiple set stocks granted. It is also possible to include a CZ (a so-called chance zone) that makes it easier to transition to the AT state than the normal game state, and to transition from the normal game state to the AT state via the CZ state.
[0136] In normal gameplay, a character appearance animation is performed, where a predetermined character (characters A to E) is displayed on display unit 8 after a predetermined number of games have been played. Specifically, during normal gameplay, a character appearance lottery A is performed every 10 games (10 games, 20 games, etc., as the first cycle), and the character determined by this lottery is displayed on display 8. A character appearance lottery B is performed every 1000 games (1000 games, 2000 games, etc., as the second cycle), and the character determined by this lottery is displayed on display 8. In addition to character display, sound output and lamp displays can also be performed. In other words, the sub-control unit 20, as a second determination means, randomly selects a character (special information) to be output in the normal game state (second state) from among multiple characters (special information), including character E (first special information), and the output means (display 8, speaker 9, lamp 11, etc.) outputs the special information determined by the second determination means in the normal game state (second state).
[0137] Figure 13(a) is character appearance table A, which is referenced when executing character appearance lottery A, and Figure 13(b) is character appearance table B, which is referenced when executing character appearance lottery B. As shown above, both Character Appearance Lottery A and Character Appearance Lottery B determine which character will appear from among characters A to E by lottery, and the probability of each character being chosen follows the relationship: Character A < Character B = Character C < Character D < Character E. Character appearance lottery A is conducted with a common winning probability (appearance probability) across all settings, whereas character appearance lottery B has different appearance probabilities for settings (low settings) 1-3 and settings (high settings) 4-6. In character appearance lottery B, characters A-D are more likely to appear with higher settings, while character E is more likely to appear with lower settings. Therefore, the appearance of characters can be used to suggest the setting value. Furthermore, the appearance probabilities are not limited to those mentioned above; any arbitrary appearance probability can be set.
[0138] The character appearance lottery is performed when the number of games played in the normal game state is counted and the result is a multiple of 10G or 1000G. In addition, even in game states other than the normal game state (preparation part, race part, pseudo-bonus), the result of the game count in the normal game state is stored in the memory unit, and when the game state returns to the normal game state, the counting continues from where it left off. However, the counting results stored in the memory unit can be reset by turning off the power to the unit. Since turning off the power prevents the counting results from accumulating, the period until character appearance lottery B is executed can be made relatively longer compared to when the power is not turned off. This allows us to complicate the likelihood of character appearances in relation to character appearance lottery A, making it possible to make setting changes based on character appearances ambiguous.
[0139] Figure 14 shows an image of a character appearing. Figure 14(a) shows the display image of the display unit 8 during the 9th game in normal gameplay, and Figure 14(b) shows the display image of the display unit 8 during the 10th game in normal gameplay. As shown in these diagrams, during normal gameplay, the display unit 8 shows the main character, trees, and other elements as background images. Therefore, in the 9th game, only the background image indicating the normal gameplay state (the main character and a tree) is displayed on display 8, but in the 10th game, character A is displayed on display 8. In other words, in the 10th game, character A appears based on the result of character appearance lottery A.
[0140] Note that the character appearance effect assumes a single-game completion type, but it can also be set to appear continuously for two or more games or until the next character appears. Also, regardless of the number of games, you may always refer to either one of the character appearance tables. Moreover, instead of a predetermined cycle (such as the first cycle or the second cycle), the character appearance table may be referred to and a character may be made to appear when other conditions are met, such as when a predetermined role (a rare role, etc.) is won. In addition, the character may appear not only in the normal game state but also in other game states. Also, the character appearance effect may be executed not only with image effects but also by replacing or adding other effects (such as sound effects, lamp effects, etc.). Furthermore, the character may be displayed on the sub-screen or the lower panel display so as not to interfere with the effect on the main screen (display 8). In addition, control may be executed to display the same character as in the normal game state in any one or all of the preparation part, the race part, and the pseudo bonus (a game state advantageous to the player). This can make it difficult for surrounding players and the like to understand in what cases the character appears, and can further enhance the effect of the character appearance (the effect of obscuring the setting suggestion).
[0141] (Preparation part) The preparation part is a game state controlled by a partial AT that continues for 40G. Therefore, the preparation part is a game state advantageous to the player. "Partial AT" refers to an AT state in which, when winning the push order bell, the push order navigation is not executed at a 100% navigation rate (also called full navigation), but the push order navigation is partially executed. For example, when winning the push order bell role B, a navigation lottery is conducted, and the push order navigation is executed at a 40% navigation rate and not executed at a 60% navigation rate. The above navigation rate is just one example, and other navigation rates may be used. Furthermore, for example, the execution / non-execution of the push-button navigation may be controlled alternately when the push-button bell combinations B3 to B6 are won. Additionally, when you win the button-press sequence bell combination B, you can choose to either execute all navigation prompts or completely avoid executing them. When you win one of the button-press sequence bell combinations A1-A6, all navigation prompts will be executed.
[0142] In the preparation phase, the navigation patterns (navigation effects) for push-order bell symbols A and B are controlled identically. "Identical" refers to the same or nearly identical (similar) background image, correct button press order, size, shape, position, color, etc. This makes it possible to avoid emphasizing the execution of the button-pressing navigation for button-pressing bell role B, and to avoid highlighting the fact that the button-pressing navigation is not executed when button-pressing bell role B is won. If the navigation patterns for push-order bell combination A and push-order bell combination B are not the same, there may be cases where only push-order bell combination B does not execute the push-order navigation. In such cases, even if a player wins push-order bell combination B, they may feel that they have won an unfavorable push-order bell combination. In this embodiment, the navigation patterns (navigation effects) for push-order bell role A and push-order bell role B are the same. Therefore, even if you win push-order bell role B, you cannot clearly determine whether you won push-order bell role A or push-order bell role B, and you will not think that you have won an unfavorable push-order bell role. Furthermore, this prevents the fact that the navigation rate for push-order bell symbol B in the preparation part (partially AT) is low compared to the navigation rate for push-order bell symbol B in the pseudo-bonus (100%).
[0143] In the preparation phase, the main control unit 10 counts information regarding the number of medals acquired (game value) as a counting means, and the sub-control unit 20 executes a "XX medal breakthrough" animation each time a unit number of medals is acquired, based on the counting results of the counting means. "XX" represents any number of medals. The control of the counting means may also be performed by the sub-control unit 20. The timing of the animation execution is preferably after the end of the game (after all reels have stopped), but it may also be after the start of the game (after all reels have started to rotate) or after one or two reels have stopped. For example, based on the control of the sub-control unit 20, if the counting result by the counting means reaches 500 sheets (specific result), "500 sheets exceeded" (specific information) is displayed on the display unit 8. Note that "specific information" is a different concept from the "specific information" in the basic embodiment, and is also a different concept from the first specific information and second specific information described later. In other words, the number of units acquired (or the difference in units) is used as the number of units acquired (or the difference in units) that triggers the "XX units breakthrough" animation. In this embodiment, we will describe an example where the number of medals acquired to trigger the execution is set to 500, and the "500 medals surpassed" animation is performed (displaying "500 medals surpassed") every time 500 medals are acquired. However, this is not limited to this, and any number of medals acquired (for example, 400) may be used. The "500-coin milestone" animation is only performed during the preparation phase and will not be performed during other gameplay phases such as the race phase or pseudo-bonus rounds. However, it may be performed during other gameplay phases as well. If 500 medals are acquired during another game state, the game will then be controlled to a preparation phase, and if a payout occurs during that preparation phase, the "500 Medal Breakthrough" animation will be executed.
[0144] In the preparation phase, a lottery (AT continuation lottery) is held in the final game to determine whether the AT will continue (to return to the preparation phase (AT) after the race phase ends). The AT continuation lottery is conducted using the points accumulated during the preparation phase as the winning probability (i.e., the continuation rate). Points are awarded and accumulated each time a specific combination of button-press bell symbol B or a rare symbol is won. Awarded points and accumulated points are stored in a way that allows them to be referenced in the memory unit. Specifically, if you win either the ordered bell combination B or a rare combination, a point lottery (during the preparation phase) will be conducted, and points corresponding to the lottery result will be awarded.
[0145] Figure 15(a) shows the point lottery table A (Bell B) which is referenced when the push-order bell role B is won, and Figure 15(b) shows the point lottery table B (Rare role) which is referenced when the rare role is won. As shown in these diagrams, if you win the push-order bell combination B, the points awarded will be determined by lottery from among 5, 10, 20, and 30 points. If you win the rare combination, the points awarded will be determined by lottery from among 10, 30, 50, and 100 points. In all of these lotteries, the lower the setting, the easier it is to win low points and the harder it is to win high points, and the higher the setting, the easier it is to win high points and the harder it is to win low points. For example, if you win the push-order bell combination B, in setting 1, there is a 244 / 256 chance of winning 5 points and a 2 / 256 chance of winning 30 points, but in setting 6, there is a 214 / 256 chance of winning 5 points and a 12 / 256 chance of winning 30 points. Furthermore, if a rare role is won, in setting 1, there is a 231 / 256 chance of winning 10 points and a 1 / 256 chance of winning 100 points, while in setting 6, there is a 206 / 256 chance of winning 10 points and a 6 / 256 chance of winning 100 points.
[0146] The accumulated points awarded through the point lottery are used as the continuation rate for the AT (Attack Time). For example, if 10 points are awarded in the point lottery when you win the push-order bell role B, and then 50 points are awarded in the point lottery when you win a rare role, and you reach the final game, the total points will be 60 points (=10+50), so the AT continuation lottery will be executed with a 60% probability of winning. Therefore, if the total points accumulated are 100 points or more, the probability of winning the AT continuation lottery becomes 100%, and AT continuation is guaranteed.
[0147] If the total points accumulated at the end of the preparation phase exceed 100 points, the excess points will be carried over to the next preparation phase. For example, if the total points are 150, the game progresses through the following sequence: preparation part → race part → AT continuation (preparation part), and the total points in the continuation preparation part are managed with an initial value of 50 points. Furthermore, if the cumulative points reach 250 points (meaning two AT continuations are confirmed), the game progresses in the following order: preparation part → race part → first AT continuation (first preparation part) → race part → second AT continuation (second preparation part), while the cumulative points in the second preparation part are managed with an initial value of 50 points.
[0148] Additionally, any points carried over may be converted into the number of games in the next preparation phase (for example, 1 point = 1 game) and added to the total. Additionally, a pseudo-bonus lottery may be held using the carried-over points as the probability of winning a pseudo-bonus, and if the player wins the pseudo-bonus lottery, the game may transition to the pseudo-bonus after the race part ends. For example, if the total points accumulated are 160 points, a pseudo-bonus lottery may be held using the excess 60% as the probability of winning. If the player wins the pseudo-bonus lottery, the game may transition to the pseudo-bonus after the race part ends; otherwise, the game may transition to the preparation part after the race part ends. Additionally, when the preparation phase ends and the race phase begins, you may erase any points you have saved. Alternatively, instead of carrying over points, you could award set stock from the preparation phase. In this case, the continuation of the automatic transmission may be confirmed as a "bonus" in the race portion.
[0149] During the preparation phase, if a rare role is achieved, a pseudo-bonus lottery (AT lottery) is performed. Specifically, if a weak rare role is won, a pseudo-bonus lottery is performed by referring to pseudo-bonus lottery table A (weak rare role) shown in Figure 16(a), and if a strong rare role is won, a pseudo-bonus lottery is performed by referring to pseudo-bonus lottery table B (strong rare role) shown in Figure 16(b). If you win the pseudo-bonus lottery, you will proceed to the pseudo-bonus (arrow b in Figure 11). If you do not win the pseudo-bonus lottery and the 40G game ends, you will proceed to the race part (arrow d in Figure 11). In other words, if you win a rare role, both the pseudo-bonus lottery and the aforementioned point lottery will be executed (double lottery). Furthermore, if a rare role is won, the lottery will be executed in the order of pseudo-bonus lottery → point lottery. Alternatively, the point lottery may be omitted if a pseudo-bonus is won, or the point lottery may be executed only if a pseudo-bonus is won.
[0150] (Change animation after exceeding XX number of cards) In the preparation phase, during the "XX Coins Breakthrough Performance," a change pattern lottery is conducted in the game following the game in which the performance was executed. A "Change Performance" is then executed in the next game, which changes the "XX Coins Breakthrough Performance" according to the change pattern determined by the change pattern lottery. The following describes an example of a change animation: the "erasure animation" which erases the "500 coins exceeded" display. In this case, an "erasure animation" is performed as a "change animation animation," and the erasure animation is determined by the execution of this animation. Figure 17 shows the different types of erasure in the erasure animation. (a) shows a crack, (b) a vertical crack, (c) a horizontal crack, (d) an X-shaped crack, and (e) shattering. In the erasure method lottery, the erasure method to be used in the erasure effect is determined by lottery from a (crack), b (vertical crack), c (horizontal crack), d (X-shaped crack), and e (shattered) (see Figure 18). In other words, the sub-control unit 20 determines, as a determination means, the change pattern (erasure pattern) of "500 sheets exceeded" (specific information) displayed on the display unit 8.
[0151] If the "crack" is selected, as shown in Figure 17(a), the "crack" pattern will be displayed in the display area of the game following the game in which "500 coins exceeded" was displayed, and an erasure animation will be performed during the next game to erase the "500 coins exceeded" display. If the "Vertical Split" is selected, as shown in Figure 17(b), in the game following the game in which "500 Coins Exceeded" was displayed, the display area will be shown as being vertically cut, and an erasure animation will be performed during the next game to erase the "500 Coins Exceeded" display. If the "horizontal split" is selected, as shown in Figure 17(c), in the game following the game in which "500 coins exceeded" was displayed, the display area will be shown as if it has been cut horizontally, and an erasure animation will be performed in the next game to erase the "500 coins exceeded" display. The timing of the animation erasure is preferably after the end of the game (after all reels have stopped), but it may also be after the start of the game (after all reels have started to rotate) or after the first or second reel has stopped. If the "X break" is selected, as shown in Figure 17(d), in the game following the game in which "500 coins exceeded" was displayed, the display area will be shown to be cut in the X direction, and an erasure animation will be performed during the next game to erase the "500 coins exceeded" display. If the "Shattered" option is selected, as shown in Figure 17(e), in the game following the one in which "500 Coins Exceeded" was displayed, the display area will be shown as being shattered into pieces, and a clearing animation will be performed during the next game to erase the "500 Coins Exceeded" display. The description above describes a method in which the deletion method lottery is performed in the game following the game in which "XX Coins Exceeded" is displayed, and the operation to erase the "XX Coins Exceeded" display using the deletion method determined by the lottery is performed during that next game. However, the description is not limited to this, and for example, the deletion method lottery may be performed in the game in which "XX Coins Exceeded" is displayed. In this case, the deletion method lottery may be performed based on the difference in the number of coins at the start or end of the "XX Coins Exceeded" display, and the operation to erase the "XX Coins Exceeded" display using the deletion method determined by the lottery may be performed during that next game.
[0152] Figure 18 shows the deletion pattern lottery table that is referenced during the deletion animation. Figure 18(a) is the elimination pattern lottery table A (+30 coins or less) that is referenced when the surplus (hereinafter simply referred to as "surplus") of the actual number of coins acquired (difference in coins) at the time the execution trigger acquisition number (execution trigger difference) is reached (the start of the game when the "XX coins breakthrough effect" is eliminated) is "+30 coins or less", Figure 18(b) is the elimination pattern lottery table B (+31 coins or more and +99 coins or less) that is referenced when the "surplus" is "+31 coins or more and +99 coins or less", and Figure 18(c) is the elimination pattern lottery table C (+100 coins or more) that is referenced when the "surplus" is "+100 coins or more".
[0153] For example, if the number of acquired coins increases by +512 due to a game payout during the preparation phase, and "500 coins exceeded" is displayed, the "surplus" to make the acquired coins 512 equal to 500 is "+12 coins". Therefore, a draw is performed by referring to the elimination method lottery table A (Figure 18(a)), and the "500 coins exceeded" display is erased according to the elimination method determined by the draw. Furthermore, if the number of acquired coins reaches 500 during a pseudo-bonus and the game transitions to the preparation phase after the pseudo-bonus ends, the "500 Coins Exceeded" display will be executed in the first game. If the number of acquired coins in the next game is 602, the "surplus" of 602 coins relative to 500 coins is "+102 coins". Therefore, a draw will be performed by referring to the elimination method draw table B (Figure 18(c)), and the "500 Coins Exceeded" display will be erased according to the elimination method determined by the draw.
[0154] As shown in Figure 18, each erasure mode is determined based on the set value. For example, if the "surplus" is 30 or less, setting 1 will only result in the "cracked" elimination pattern, but setting 6 will result in a 242 / 256 chance of "cracked," a 7 / 256 chance of "vertical crack," a 4 / 256 chance of "horizontal crack," a 2 / 256 chance of "X-shaped crack," and a 1 / 256 chance of "shattered." Furthermore, if the "surplus" is between +31 and +99, setting 1 will only result in the "cracked" elimination pattern, but setting 6 will result in a 228 / 256 chance of "cracked," a 14 / 256 chance of "vertical crack," an 8 / 256 chance of "horizontal crack," a 4 / 256 chance of "X-shaped crack," and a 2 / 256 chance of "shattered." Furthermore, if the "surplus" is +100 or more, setting 1 will only result in the "cracked" elimination pattern, but setting 6 will result in a 200 / 256 chance of "cracked," a 28 / 256 chance of "vertical crack," a 16 / 256 chance of "horizontal crack," an 8 / 256 chance of "X-shaped crack," and a 4 / 256 chance of "shattered."
[0155] In other words, the determination means can determine the change pattern (erasure pattern) of "XX Coins Breakthrough" (specific information) displayed on the display 8 based on predetermined information related to the game, and the display 8 changes (erases) the displayed "XX Coins Breakthrough" (specific information) based on the change pattern (erasure pattern) determined by the "determination means". "Predetermined information related to the game" includes setting values set by the probability setting device 16 (setting means) and counting results by the counting means (information regarding the number of tokens acquired). The "specified information related to the game" can also include the number of times a specific minor role was won. It is also possible to avoid referencing the table for some "surplus" values, such as by setting the application range of "surplus" in the elimination method lottery table B (Figure 18(b)) to +31 to 50. In other words, in this case, if the "surplus" is between 31 and 99 cards, the elimination animation will not be performed. This adds variation to the timing of the elimination animation, allowing players who prioritize the animation to play in a way that prevents their "surplus" from exceeding +50 coins, thus providing a special way to play.
[0156] The elimination animation differs depending on the setting value, and the more "surplus" there is, the more the elimination animation will be performed in a way that suggests the setting, thus enhancing the excitement of the "XX-coin breakthrough animation". For example, the "shattering" animation only occurs in settings 5 or 6, so if the "shattering" animation appears frequently, it's highly likely that setting 5 or 6 is selected. Furthermore, the frequency of the "shattered" erasure animation is related to the amount of "surplus" being +30 or less < +31 to +99 or less < +100 or more. Therefore, the more "surplus" you have, the higher the probability that setting 5 or setting 6 is set.
[0157] Alternatively, instead of changing the elimination method lottery table according to the "surplus," the table referenced may be changed according to the winning combination in the next game after the "XX-coin breakthrough" animation. For example, the table in Figure 18(a) is referred to when a minor role other than a miss or rare role is won, the table in Figure 18(b) is referred to when a weak rare role is won, and the table in Figure 18(c) is referred to when a strong rare role is won. Additionally, you may change the table you refer to based on the sheer number of items acquired. For example, the table in Figure 18(a) may be referenced when the number of acquired tokens reaches (exceeds) 2000 tokens, the table in Figure 18(b) may be referenced when the number of acquired tokens reaches (exceeds) 4500 tokens or more, and the table in Figure 18(c) may be referenced when the number of acquired tokens reaches (exceeds) 5000 tokens. Additionally, you may change the table you refer to depending on the combination of surplus, winning combination, and the overall number of tokens won.
[0158] The "Erasure Animation" is intended to always be executed if the next game after the "XX Coins Breakthrough Animation" is in the preparation phase (it will not be executed if the "XX Coins Breakthrough Animation" is performed in the final game of the preparation phase). However, the "Erasure Animation" may also be executed only if certain conditions are met, such as the execution of a designated small win (e.g., a bell in the correct order) or a button press navigation. In this case, if the aforementioned specific condition is not met within a predetermined period (such as until the end of 3 games or the preparation part), and the aforementioned specific condition is met after the predetermined period has elapsed, the erasure animation may be executed in a predetermined erasure manner (for example, "cracks"). In other words, the display unit 8 (display means) can change (erase) the specific information based on the change pattern (erasure pattern) determined by the determination means if a specific condition such as winning a push-order bell is met while the "XX coins exceeded" (specific information) is being displayed, and if a special condition is met (3 games have passed) before the specific condition is met (before winning a push-order bell) while the "XX coins exceeded" (specific information) is being displayed, it is possible to change (erase) the specific information based on a predetermined change pattern (erasure pattern).
[0159] The process from the 500-coin milestone to the elimination animation will be explained with reference to Figure 19. Figure 19(a) shows the display screen of the display unit 8 when the "500 Coin Breakthrough" animation is executed in the 5th game of the preparation phase, based on the fact that the number of acquired coins has reached 500. Figure 19(b) shows the sequence of events when the button-pressing sequence for Figure 19(c) shows the situation after Figure 19(b) in the 6th game of the preparation phase. Specifically, this diagram shows the state after the push-order bell combination A is won, and based on the fact that b (vertical split) was selected in the elimination pattern lottery performed in the 6th game of the preparation part, it shows the "500 coins exceeded" display area being vertically split. Figure 19(d) shows the situation after Figure 19(c) in the 6th game of the preparation phase. Specifically, the display area for "500 coins surpassed" is split vertically and then erased, resulting in only the background image (protagonist and tree) being displayed. The background image during the preparation phase may be the same as or different from the background image during normal gameplay.
[0160] The "500-coin milestone" mentioned above is just one example of a "XX-coin milestone" animation. When the number of acquired coins reaches 1000, "1000-coin milestone" will be displayed, when the number of acquired coins reaches 1500, "1500-coin milestone" will be displayed, and so on. The "XX-number milestone" animation is executed each time the "surplus" reaches a multiple of +500 coins. Furthermore, the erasure methods are not limited to those described above. For example, erasure methods include erasing after an explosion, erasing without any indication such as vertical splitting, and erasing after maintaining the "XX coins surpassed" display until the next game or several games after the winning game. Furthermore, the erasure method is just one example of a change method, and other change methods can also be applied. For example, it would be acceptable if the "XX copies sold" display changes in a predetermined manner.
[0161] Figure 20(a) shows the navigation pattern (navigation animation) when the push-order bell combination A3 or B3 is won during the preparation phase of the game, and Figure 20(b) shows the navigation pattern (navigation animation) when the push-order bell combination A5 or B5 is won. When the push-order bell combinations A3 and A5 are hit, the payout is 9 coins, and when the push-order bell combinations B3 and B5 are hit, the payout is 15 coins (Figure 10). As shown in Figure 20, both of these perform navigation sequences in a similar manner (similar background and push-order navigation). In other words, both navigation systems perform button-press navigation using the same or nearly identical (similar) background images and the size, shape, position, and color of the correct button press sequence. This makes it difficult to determine from the navigation display whether you have won the push-order bell combination A or the push-order bell combination B.
[0162] (Race part) The race portion is a non-AT (Automatic Trigger) game state that continues for 11 games. In the race part, if the AT continues due to a bonus or other reason, the game transitions to the preparation part after 11 games (arrow e in Figure 11). If a pseudo-bonus is awarded due to a bonus or other reason, the game transitions to the pseudo-bonus after 11 games (arrow f in Figure 11). If the AT does not continue or no bonus is awarded, the game transitions to the normal game state after 11 games (arrow g in Figure 11). Thus, in the racing portion, there is a possibility that players will be given preferential treatment. In the racing segment, the player's character (the protagonist) competes against an enemy character, and a cutscene is displayed showing the race results. If the AT (Automatic Transmission) continues, the animation for winning the race will be displayed; if the AT does not continue, the animation for losing the race will be displayed.
[0163] Figure 21 shows the staging during the race portion of the race. Figure 21(a) shows the screen for the first game of the race segment. The diagram shows the state of the protagonist (ally character) and the enemy character before the race begins in the first game of the race segment. Figures 21(b) to (c) show the screen transitions when an ally character wins the race (AT continues). Specifically, in games 2 through 9, the game displays the protagonist and the enemy character racing (illustration omitted), in game 10 (the game immediately preceding the end of the race part), it displays that the protagonist has won the race, meaning that the AT (Attack Time) will continue, and in game 11 (the final game), it displays a starting screen indicating that the next game state, the preparation part, will begin. Figures 21(d) to (e) show the screen transitions when an ally character loses a race (AT not continued). Specifically, in games 2 through 9, the game displays the protagonist and the enemy character racing (illustration omitted), in game 10 (the game immediately preceding the end of the race part), it displays that the protagonist has lost the race, meaning that the AT will not continue, and in game 11 (the final game), it displays a results screen showing that the race part has ended and the game results (e.g., number of sets or number of coins acquired). Alternatively, a display (notification) indicating that the AT has ended may be shown instead of indicating that the race part has ended.
[0164] In the race portion, a prize draw is conducted when a rare role is achieved, and if successful ("winning"), a "prize" is awarded. "Benefits" refer to the granting of "Preparation Part (AT Continuation)" if AT continuation is not confirmed (if the transition to the preparation part or pseudo-bonus after the race part is not confirmed), and the granting of "Pseudo-Bonus" if AT continuation is confirmed (if the transition to the preparation part or pseudo-bonus after the race part is confirmed). Furthermore, if the AT continuation is confirmed and the bonus lottery is won multiple times, a "pseudo-bonus" will be awarded each time, but the number of "pseudo-bonuses" awarded may be limited (e.g., a maximum of 1 or 3).
[0165] Figure 22 shows the prize draw table that is referenced when the prize draw is executed. Figure 22(a) shows the bonus lottery table A (weak rare role) which is referenced when a weak rare role is won, and Figure 22(b) shows the bonus lottery table B (strong rare role) which is referenced when a strong rare role is won. As shown in these diagrams, you are more likely to win a bonus when you win a strong rare role than when you win a weak rare role, and you are more likely to win a bonus with a higher setting than with a lower setting. Note that the 11th game (final game) is part of the race, so the prize draw will be conducted by referring to the prize draw table. For example, Figure 21(e) is the results screen displayed in the final game of the race part (in this embodiment, the screen displayed when the AT is not continued). If the prize lottery in the final game is won, a predetermined continuation notification will be executed after the results screen is displayed, and the AT (preparation part) will continue.
[0166] During the race portion, a character appearance animation is performed, where characters appear on the results screen according to the set values. In the character appearance animation, the character to appear is determined by a random draw (character appearance lottery). The character appearance lottery is performed during the results game of the race part, but it may also be performed during the preparation part. Figure 23 shows the character appearance table (results) that is referenced when determining the character appearance. As shown in the diagram, characters A through E each suggest different settings. For example, displaying character B suggests an odd number, and displaying character C suggests an even number. In addition to character displays, sound and light indicators can also be used. In other words, the sub-control unit 20, as the first determination means, determines which character (specific information) to output in the result (first situation) from among a plurality of characters (specific information), including character E (first specific information), based on the setting value set by the probability setting device 16 (setting means), and the output means (display 8, speaker 9, lamp 11, etc.) outputs the specific information determined by the first determination means in the result (first situation). As shown in the same figure and Figures 13 and 14, the characters displayed on the results screen are the same as the characters displayed during normal gameplay, but they differ from those displayed during normal gameplay in that the displayed characters suggest the settings. "Identical" means that the size, shape, position, color, etc., of the characters are identical or nearly identical (similar).
[0167] For example, character E is a character that suggests (notifies) the highest setting, but since character E appears frequently during normal gameplay (a character that appears regardless of the setting during normal gameplay), even if character E appears, it is difficult for other customers to realize that the highest setting is being used. In other words, the first determination means related to the result can determine character E (first specific information) with a higher probability when the second setting value (e.g., setting 6) is set by the setting means than when the first setting value (e.g., setting 1) is set by the setting means, and the second determination means related to the normal game state can determine character E (first special information) with the same probability when the first setting value is set and when the second setting value is set by the setting means (see Figures 13(a) and 23). The first determination means related to the result does not determine character E (first specific information) if a first setting value (e.g., setting 1) is set by the setting means, while the second determination means related to the normal game state can determine character E (first special information) if a first setting value is set by the setting means. In other words, if character E is treated as a character specifically for indicating the settings (a character that only appears in the results screen), then when character E appears, it will be easy for surrounding customers to recognize that the settings are at their highest level. However, in this invention, since character E appears frequently during normal gameplay, it is possible to make it difficult for customers to recognize that the settings are at their highest level simply by the appearance of character E.
[0168] Furthermore, characters that are less likely to appear during normal gameplay (for example, character A) may be treated as characters that suggest a high setting. Additionally, characters that do not normally appear during gameplay may be made to appear as characters that do not indicate the settings, or as characters that do indicate the settings. Furthermore, the characters that appear during normal gameplay and the characters that appear in the results screen may be the same, or they may be so different that it is difficult to recognize them as such. In other words, both characters may be the same or nearly the same (similar) in terms of differences such as size, shape, position, or color. In other words, the character E (first specific information) displayed at the time of results only needs to have at least some of the same information as the character E (first special information) displayed during normal gameplay. Alternatively, the character may only be displayed if a control method (such as an effect button) is operated during the results screen. Additionally, characters may be displayed on the sub-screen or the lower panel display.
[0169] Figure 24(a) is the results screen, and Figure 24(b) is the screen displayed when performing a MAX bet operation after the results game. In other words, character A and the background image (Figure 24(a)) are displayed on the results screen, and then the background image changes to the one used during normal gameplay (Figure 14(a)) depending on the subsequent betting operation. In other words, by making the background image for the race results and the background image for normal gameplay identical (including the "mode in which the difference is difficult to recognize"), when a character appears, it becomes difficult for surrounding players to discern whether or not the background image is "hinting at the settings."
[0170] (Pseudo bonus) The pseudo-bonus is an AT (Action Time) that lasts for 21 games. Since this AT is fully guided, it is the game state in which you can win the most payouts. Therefore, the pseudo-bonus represents a game state that is advantageous to the player. The pseudo-bonus transitions to a preparation phase after 21 games (arrow c in Figure 11). The pseudo-bonus has four states related to the point lottery described later: "low probability," "high probability," "super high probability," and "guaranteed." Each state is controlled based on the results of a state transition lottery that is executed based on the winning of a predetermined role, etc.
[0171] Figure 25 shows the table referenced when the state transition lottery is executed. Figure 25(a) is the state transition lottery table A (replay role, single role) which is referenced when a replay role or a single role is won, Figure 25(b) is the state transition lottery table B (weak rare role) which is referenced when a weak rare role is won, and Figure 25(c) is the state transition lottery table C (strong rare role) which is referenced when a strong rare role is won. In the state transition lottery, the destination state is determined based on the current state the player is in. Specifically, when the current state is low probability, if state transition lottery A (replay role, 1-coin role) is executed, there is a possibility of winning either low probability or high probability as the destination state (Figure 25(a)), if state transition lottery B (weak rare role) is executed, there is a possibility of winning either high probability or super high probability as the destination state (Figure 25(b)), and if state transition lottery C (strong rare role) is executed, there is a possibility of winning either high probability or super high probability as the destination state (Figure 25(c)). Similarly, if the current state is high probability, there is a possibility of transitioning to a low probability or high probability state, and if the current state is extremely high probability, there is a possibility of transitioning to a low probability, high probability, or extremely high probability state (Figure 25). For example, in the opening game (the first game of the pseudo-bonus), a state transition lottery is performed based on whether a replay or single-coin win occurs. If the result is a win in the high probability state, the game transitions to the high probability state in the next game. However, if a win in the low probability state occurs, the current low probability state is maintained in the next game.
[0172] The starting game is controlled to a "low probability" state. Therefore, if the state transition lottery does not result in a more advantageous state than the current one (for example, high probability or super high probability), the player will remain in the current state. The high probability and super high probability states end after 1 game, and if the state transition lottery is not performed, the system will transition to the low probability state (if the low probability state is selected in the state transition lottery, the system will also transition to the low probability state). The confirmation process continues until points are awarded after winning the point lottery described later, or until the pseudo-bonus ends. If points are added, a control mechanism is executed to switch to a lower probability state. The above-mentioned high probability, super high probability, and guaranteed stay periods are just examples, and other stay periods may also be applied. If you win the button-press sequence bell combination B, you can also perform a special animation (for example, displaying the button-press sequence navigation in a larger size). This allows the player to be notified that they have won the highest payout combination, thus creating a sense of excitement.
[0173] The point lottery is performed by referring to the point lottery table shown in Figure 26. Figure 26(a) shows the point lottery table A (Bell B) which is referenced when the push-order bell role B is won, and Figure 26(b) shows the point lottery table B (Strong Rare Role) which is referenced when the strong rare role is won. Points awarded through the point lottery during the pseudo-bonus are accumulated and used in the AT continuation lottery, which is performed in the preparation phase controlled after the pseudo-bonus ends.
[0174] The pseudo-bonus can indicate the current state of the game. For example, the background image could be displayed in a corresponding state, or the background image could be changed (transitioned) each time the state changes, thereby suggesting the current state. Alternatively, instead of changing the background image, displaying a corresponding banner image could be used to indicate the user's current state. For example, by displaying band images such as a green band for high probability, a red band for very high probability, and a gold band for confirmed probability, the color of the displayed band image can indicate the current state.
[0175] In the final game of the pseudo-bonus round, it is acceptable to omit the state transition lottery. This is because the state transition lottery determines the state to transition to in the next game, and the pseudo-bonus ends in the final game (i.e., there is no next game). Additionally, a state transition lottery may be performed in the final game, in which case the lottery result (destination state) may be carried over to the next pseudo-bonus.
[0176] In the points lottery, you have a chance to win 100 points or 200 points. Points awarded through the point lottery will be added to the points managed in the preparation phase. Therefore, if 100 points are awarded, one AT continuation is guaranteed, and if 200 points are awarded, two AT continuations are guaranteed. During the first 1-20 games of the pseudo-bonus, if points are awarded after a lottery based on the winning of a strong rare role, the normal navigation sequence will be executed. If points are awarded after a lottery based on the winning of a push-order bell role B, a different navigation sequence will be executed. "Standard navigation presentation" refers to things like displaying the correct button press order in a standard size or using a standard background image. "Unusual navigation presentation" refers to, for example, displaying the correct button sequence in a larger size than usual (extra-large display), or displaying the background image in a different form than a typical background image (different color, different character design, extra-large size, etc.). For example, if points are awarded after a lottery based on the winning of a rare role, the system may notify the system of 100% point awarding by displaying a "V" or the like. If points are awarded after a lottery based on the winning of a push-order bell role B, there is a 50% chance that a large image (character image) will be displayed in a different manner than usual at the same time as the navigation. In this way, when the player wins the highest payout combination B, a special navigation animation is performed that differs from the usual one, informing the player that the highest payout has been awarded and giving them a sense of excitement. Furthermore, on the 21st game of the pseudo-bonus, the preparation phase start screen is displayed, so it visually appears to be the preparation phase. Therefore, even if points are awarded, the player will not be notified, although there may be cases where the player is notified. The rewards granted by the pseudo-bonus may be points, or in addition to points, set stocks for the preparation part or the pseudo-bonus.
[0177] Figure 27 shows the navigation pattern when a specific button sequence bell is won in a pseudo-bonus round. Figure 27(a) shows the navigation pattern when the button-press sequence bell combination A5 is won, Figure 27(b) shows the navigation pattern when the button-press sequence bell combination B5 is won, and Figure 27(c) shows the navigation pattern when the button-press sequence bell combination B6 is won. When the highest payout combinations, Push Order Bell combinations B5 and B6, are won, a large image of the push order navigation is displayed (Figures 27(b), (c)). When Push Order Bell combination A, which has a lower payout than Push Order Bell combinations B5 and B6, is won, the normal push order navigation is performed. Furthermore, regarding the sound of winning and the sound of paying out, the sounds may be different for push order A and push order bell B, but only during the pseudo-bonus. Furthermore, if an image or sound is output to indicate an incorrect button sequence, control measures such as outputting a larger image or louder sound, or extending the output period, for button sequence bell sequence B compared to button sequence bell sequence A may be implemented to emphasize a sense of superiority when button sequence bell sequence B is won, and a sense of disappointment when button sequence bell sequence A is won. In addition, when the button-press sequence bell combination A occurs, an image may be displayed along with the button-press sequence navigation, but it is preferable that this image be smaller than the image for the button-press sequence bell combination B. Alternatively, the size of the button press sequence indicator itself may be related to the number of coins dispensed. For example, the size of the navigation image should be such that button-press sequence bell symbol A < button-press sequence bell symbol B. Furthermore, if you change the size of the button press order navigation itself, you don't need to display the character image. Instead of controlling the size of the button press order navigation, you could display a huge image (character image) as the background image.
[0178] Figure 28 is a diagram showing the relationship between the game state and the screen, etc. As shown in the figure, in the gaming machine 1 of this embodiment, the start screen is configured to either show AT or non-AT depending on the game state before the start of the preparation part. Specifically, as shown in Figures 28(a) and (b), at the end of the game in the game state before the start of the preparation part (pseudo-bonus (AT) or race part (non-AT)), the start screen of the next game state, the preparation part, is displayed. In particular, when transitioning from a pseudo-bonus to the preparation phase, it does not cross a non-AT state, thus providing a seamless gameplay experience. The race results screen displays the characters (the character appearance animation mentioned earlier).
[0179] (others) While it has been stated that the characters appearing in the normal gameplay state and the character appearance animation in the race part are the same or similar, and that the character appearance probabilities are not limited to those shown in Figures 13 and 23, for example, in the results screen, the appearance probability of a character with a high appearance probability, such as character E, may be made lower, and the appearance probability of a character with a low appearance probability, such as character A, may be made higher. Also, in the normal gameplay state, the appearance probabilities of character A and character E may be made higher than that of character E, or vice versa, so that the appearance probabilities of the two characters are different. In other words, the multiple characters as specific information include character A (second specific information) which can be determined by the first determination means relating to the result when one of the first setting value (e.g., setting 1) and the second setting value (e.g., setting 6) is set by the setting means, and the multiple characters as special information include character A (second special information) which is at least partially the same information as character A (second specific information), and the first determination means can determine character A (second specific information) with a higher probability than character E (first specific information) when the second setting value is set by the setting means, and the second determination means may determine character E (first special information) with a different probability than character A (second special information) when the second setting value is set by the setting means. This reduces the sense of exclusivity associated with character E, thereby lessening the feeling that the appearance of character E guarantees a high setting.
[0180] The term "characters that appear during normal gameplay" can also include "characters that appear in specific effects that occur during normal gameplay (such as consecutive effects or effects that indicate the development of consecutive effects) (not shown in the illustration)." In other words, in this case, it is acceptable to use the same character for both the character that appears in a specific animation that occurs during normal gameplay and the character on the results screen.
[0181] Depending on the manner of the elimination animation, other information such as points or the difference in the number of points remaining until the advantageous period limit may be suggested. In some or all of the above-mentioned game states, some AT or all navigation may be enabled. In the preparation phase and the pseudo-bonus phase, the game is controlled to be a game-count-managed AT (Automatic Trigger). However, for either one or both of these phases, the AT may be managed based on any of the following information: the number of acquired coins (including surplus), the number of coins paid out, or the number of times a specific small role is won. Similarly, if the race portion is an AT (Automatic Trigger), it may also be a managed AT based on any of the following information: number of games played, number of tokens acquired, number of tokens paid out, or number of times a specific small win occurs. If the race part is set to AT (Full Navigation), a lottery for not executing navigation (with a 1 / 200 chance of winning) may be held when a button-press sequence bell is won, and if this lottery is won, a bonus may be awarded. In the preparation phase, once the point bonus is confirmed, the game may remain in a non-AT state until the correct sequence of button presses for the bell is entered.
[0182] As described above, the present invention includes a counting means capable of counting information regarding the game value (number of coins acquired) in a specific game state (preparation part, race part, pseudo-bonus) that is advantageous to the player, a display means capable of displaying specific information (exceeding XX coins) when the counting result by the counting means reaches a specific result, and a determination means capable of determining the mode of change (e.g., erasure mode) of the specific information displayed on the display means. The determination means can determine the mode of change of the specific information displayed on the display means based on predetermined information related to the game (setting value, number of coins acquired, information regarding specific small wins), and the display means can change (erase) the displayed specific information based on the mode of change determined by the determination means.
[0183] This allows for increased interest by suggesting information related to the game through changes in the information displayed when a predetermined number of game values are acquired.
[0184] In contrast, for example, a patent document (Japanese Patent Publication No. 2020-58445) discloses a gaming machine that gives players a sense of accomplishment and superiority by displaying a message when a predetermined number of game values have been acquired. However, this gaming machine simply displayed information about winnings and failed to sufficiently enhance the entertainment value.
[0185] Furthermore, the present invention includes a setting means (probability setting device 16) capable of setting any of a plurality of setting values, including a first setting value (e.g., setting 1) and a second setting value (e.g., setting 6) which allows the game to proceed more favorably than the first setting value; a first determination means (character appearance lottery) capable of determining which specific information (character) to output in a first situation (result, etc.) from a plurality of specific information (characters), including first specific information (e.g., character E), based on the setting value set by the setting means; and a plurality of special information (e.g., character E) The system includes a second determination means (character appearance lottery) capable of determining a special information (character) to be output in a second situation (normal game state, etc.) different from the first situation from among a number of special information (characters), and an output means capable of outputting the specific information (character) determined by the first determination means in the first situation (results, etc.), and outputting the special information (character) determined by the second determination means in the second situation (normal game state), wherein the first specific information (character E) is at least partially the same as the first special information (character E). In other words, by using the same effects as the setting-suggesting effects in non-setting-suggesting effects as well, it becomes difficult to discern whether or not the setting-suggesting effects were actually performed, thus preventing them from attracting attention.
[0186] Furthermore, the first determination means (character appearance lottery in results, etc.) can determine the first specific information (character E) with a higher probability when the second setting value (e.g., setting 6) is set by the setting means than when the first setting value (e.g., setting 1) is set, and the second determination means (character appearance lottery in normal gameplay) can determine the first special information (character E) with the same probability when the first setting value (e.g., setting 1) is set and when the second setting value (e.g., setting 6) is set by the setting means. In other words, by making setting-indicating animations that suggest a high setting appear more frequently during normal gameplay than setting-indicating animations that do not suggest a high setting, it becomes even more difficult to discern whether or not a setting-indicating animation has actually been performed.
[0187] In contrast, for example, a patent document (Japanese Patent Publication No. 2020-58445) discloses a gaming machine that suggests a setting value by performing a setting suggestion animation. In such gaming machines, if the administrator has set a high setting, players can sense this, and by having the gaming machine perform setting-indicating animations that suggest a high setting, it is possible to give players the impression that "the arcade uses high settings." In other words, it allows the management to demonstrate to players that the establishment is a reputable one, demonstrating its intention to return winnings to the players. However, in the aforementioned gaming machine, the image displayed as a setting indication is an image that only appears in the setting indication on that particular machine. Therefore, if that image is displayed on the machine being played, there is a high possibility that other customers nearby will easily notice that a high setting has been installed. Furthermore, if other customers around you notice that the gaming machine you are playing is set to a high setting, you may become the target of their attention, constantly checking to see if it will become available. This could lead to a problem where you become self-conscious and unable to concentrate on playing. According to the gaming machine 1 of this embodiment, it is possible to solve all or part of the problems that conventional gaming machines have to improve.
[0188] (Applications of other embodiments) Next, a description of a gaming machine 1 relating to an application of another embodiment will be given. In this embodiment of the gaming machine 1, the sub-control unit 20 controls a suggestion effect (hereinafter referred to as the setting suggestion effect) that suggests the setting value by outputting sound during the final game of the AT, as a setting suggestion means. The basic configuration and operation of the setting suggestion effect are the same as in the other embodiments described above, but the gaming machine 1 of this embodiment differs from the embodiments described above in that it can execute the setting suggestion effect based on touch operations on the touch panel 8. The following description will mainly focus on aspects that differ from other embodiments, namely the part that controls the setting suggestion animation based on touch operation, and will omit detailed explanations of other aspects, referring to other embodiments. Furthermore, the "final game of the AT" refers to the "final game of the race part," which is controlled after the end of the preparation part (AT). This is because the race part is a series of gameplay parts with the preparation part, which is the AT, and can be considered as an integrated AT with the preparation part. The setting suggestion effect may be executed strictly in the final game of the AT, or it may be executed at any timing in any other game state. "Touch operation" refers to touch operation on the touch panel 8, which is the means of operation, but it is not limited to touch operation on the touch panel; it may also refer to operation on other operating devices (for example, performance buttons, start levers, bet buttons, etc.).
[0189] Figure 29 shows how a sound-based setting suggestion effect is triggered by a setting suggestion operation on the touch panel. "Grrr, grrr" is a convenient visualization of sound information, and it is sound setting suggestion information (also called a setting suggestion voice) that indicates a high setting value has been set. The setting suggestion voice is intended to appear in response to a touch operation after pressing the MAX bet button 2b in the AT ending game, but it can also be made to appear in response to a touch operation before pressing the MAX bet button 2b. Figure 29(a) shows the state in which the touch panel 8 (top screen: AT end screen) is touched by the player (setting suggestion operation) in the first state. It is assumed that volume 5 has been set in advance by the volume setting means. Specifically, by touching the first operation area 85 of the touch panel 8, a sound output indicating the settings can be performed. Note that the first operation area 85 is shown with a dashed line for convenience, but all areas except the "volume" area (second operation area 86) may be considered as the first operation area 85. "State 1" is the state in which the top screen is displayed on touch panel 8, and the setting suggestion animation can be executed. The "Top Screen" is the screen displayed on touch panel 8 during the final game of the race portion. Figure 29(b) shows how the setting suggestion animation was executed in response to the touch operation shown in Figure 29(a). Specifically, it shows that setting suggestion information indicating that a high setting value was set was output from speaker 9 at a volume of 5, which was set by the volume setting means. A detailed explanation of the volume setting means will be given later. As described above, the gaming machine 1 of this embodiment includes a setting suggestion means capable of executing a setting suggestion performance that suggests a set value held in a holding means, a volume setting means capable of setting the volume when the setting suggestion performance is executed, and a touch panel (operating means) capable of receiving touch operations from the player. The touch panel (operating means) is configured to function as an operating means (setting suggestion operation) related to the setting suggestion means in a first state in which the "top screen" is displayed. Furthermore, in this embodiment, the gaming machine 1, as a setting suggestion means, enables setting suggestion effects to be executed according to the volume set by the volume setting means, based on a touch operation (operation of the operation means) in the first state in which the top screen is displayed.
[0190] Figure 30(a) shows the operation to set the volume to 3 on the volume setting screen in the second state. As shown in Figure 30(a), the volume can be adjusted by touching the display area of the desired volume (in this example, the "Volume 3" section). Note that volume settings can also be adjusted using other methods (for example, by sliding a slider bar with your finger). "State 2" is the state in which the volume adjustment screen is displayed on the touch panel 8. The method for switching between "State 1" and "State 2" will be described later. Figure 30(b) shows that the volume has been set (in this example, set to volume 3) in accordance with the operation shown in Figure 30(a). In other words, by the operation shown in Figure 30(a), the volume setting means changes the volume of the output sound in the setting suggestion effect to the desired volume (in this example, volume 3). Figure 30(c) shows the state in which the touch panel 8 (top screen) is touched (setting suggestion operation) in the first state. Figure 30(d) shows how the setting suggestion animation is executed in response to the operation shown in Figure 30(c). Furthermore, Figure 30(d) shows that the setting suggestion effect was executed with a sound output of volume 3. In other words, Figure 30(d) shows that the setting suggestion effect was executed with a sound output based on the volume set by the volume setting means. Thus, in this embodiment, the gaming machine 1 has a volume setting means that, in the second state in which the volume adjustment screen is displayed, the volume when the setting suggestion effect is executed is set based on the touch operation of the touch panel 8 (operating means).
[0191] Figure 31(a) shows the state in the second state where the volume adjustment screen is displayed on the touch panel 8 and a touch operation is performed, and Figure 31(b) shows that even though the operation shown in Figure 31(a) was accepted, the setting suggestion animation was not executed. Note that Figure 31(a) shows an example where some areas are being touched, but the system is controlled so that no setting suggestion animation is executed regardless of which area of the volume adjustment screen is touched. In other words, touching the volume buttons on the main screen does not bring up any setting suggestions. Thus, in this embodiment, the gaming machine 1, as a setting suggestion means, controls the system so as not to execute a suggestion animation when the touch panel 8 (operating means) is touched while the volume adjustment screen is displayed in the second state.
[0192] Figure 32(a) shows that the second operation area 86 of the touch panel 8 has been touched in the first state in which the top screen is displayed, and Figure 32(b) shows that the top screen (first state) has been switched to the volume adjustment screen (second state) in response to the operation shown in Figure 32(a). The second operation area 86 is composed of a smaller area than the first operation area 85. Thus, switching from the top screen (first state) to the volume adjustment screen (second state) can be done by touching the second operation area 86 of the touch panel 8. Furthermore, while the first operation area 85 is selected, you can also switch the top screen to the volume adjustment screen by operating the performance button 2g (directional pad) to select and execute the second operation area 86. In other words, in the gaming machine 1 of this embodiment, the touch panel 8 (operating means) includes a first operating area and a second operating area that is narrower than the first operating area, and the control means executes control to switch to the second state based on the operation of the second operating area in the first state.
[0193] As described above, the gaming machine 1 in this embodiment can perform a suggestion animation in the first state based on the first operation area 85 on the touch panel 8 (operation means) being touched, as a setting suggestion means. Figure 33(a) shows the state in which the second operation area 86 is touched when the top screen is displayed, and Figure 33(b) shows that the setting suggestion animation was not executed even though the operation shown in Figure 33(a) was received. In other words, the gaming machine 1 in this embodiment controls the first state so that, as a setting suggestion means, it does not execute a suggestion animation based on the touch operation of the second operation area 86 on the touch panel 8 (operation means).
[0194] Furthermore, the gaming machine 1 in this embodiment is configured as a control means that, in the second state, can execute control to switch to the first state when predetermined conditions are met. Figure 34(a) shows the state in which the third operation area 87 ("Return to TOP" area) is touched in the second state in which the volume adjustment screen is displayed, and Figure 34(b) shows the state in which control is executed to switch from the second state (volume adjustment screen) to the first state (top screen) after it is determined that a predetermined condition has been met based on the operation shown in Figure 34(a) being received. Furthermore, "fulfillment of the specified conditions" is not limited to touch operations in the "Return to Top" area; it may also include touch operations in areas other than the "Return to Top" area or other operations (such as operation of the performance button 2g).
[0195] Figure 35(a)→(b) shows that the transition to the second state (volume adjustment screen) occurred based on a touch operation on the second operation area 86 of the touch panel 8 in the first state (top screen). In other words, it shows that the top screen was switched to the volume adjustment screen. Figure 35(b)→(c) shows that the transition to the first state (top screen) occurred when the third operation area 87 of the touch panel 8 was touched in the second state (volume adjustment screen). In other words, it shows that the volume adjustment screen was switched to the top screen. Figure 35(d) shows the state in which the first operation area 85 of the touch panel 8 is touched in the first state (top screen), and Figure 35(e) shows that a setting suggestion effect indicating a high setting was executed in response to the operation shown in Figure 35(d). Thus, in this embodiment, the gaming machine 1, as a setting suggestion means, executes a suggestion performance based on the first operation area 85 on the touch panel 8 (operation means) being touched when, after control is executed by the control means to switch from the first state to the second state, control is executed to switch from the second state to the first state.
[0196] In this embodiment, the gaming machine 1 controls itself to a specific state when specific conditions are met in the first state and the second state. "The fulfillment of specific conditions" can be exemplified by the detection of operation of the start lever. In other words, a specific condition is met when the start operation for the game following the final game of AT (i.e., the start of a new game) is detected. "Specific state" refers to a state in which it is impossible to perform the setting suggestion animation. In other words, in the first and second states, the gaming machine 1 in this embodiment restricts the execution of setting suggestion effects when it detects a start lever operation.
[0197] Here, we will explain specific examples of how setting suggestion animations are restricted based on the fulfillment of certain conditions, referring to Figures 36 and 37. Figure 36(a)→(b) shows that during the final game of AT, the second operation area 86 of the touch panel 8 was touched in the first state (top screen), resulting in a transition to the second state (volume adjustment screen). In other words, it shows that the top screen was switched to the volume adjustment screen. Figure 36(c) shows that the device was controlled to a specific state based on the start lever operation performed during the second state (volume adjustment screen). In this way, if the game start operation for the game immediately following the final game of the AT is performed (i.e., a new game starts after the AT ends), the system is controlled to a state where setting indication effects cannot be displayed. Figure 36(d) shows the first operation area 85 being touched on the top screen (first state). Note that switching from the volume adjustment screen to the top screen can be done by touching the third operation area 87. Figure 36(e) shows that the setting suggestion animation was not executed even after performing the operation shown in Figure 36(d). Note that while the diagram illustrates the case where the dashed area on the top screen is touched, the setting suggestion animation will not be triggered regardless of which area of the top screen is touched. Furthermore, the setting suggestion animation will not be triggered when the volume adjustment screen is touched. Thus, in this embodiment of the gaming machine 1, as a setting suggestion means, after control is performed by the control means to switch from the first state to the second state, if the machine is controlled to a specific state, the machine controls the machine so as not to execute a setting suggestion performance based on the touch operation of the touch panel 8 (operating means).
[0198] Figure 37(a)→(b) shows that during the final game of the AT, the system transitioned to the second state (volume adjustment screen) based on a touch operation of the second operation area 86 of the touch panel 8 in the first state (top screen). Figure 37(c) shows that the system transitioned to the first state (top screen) based on a touch operation of the third operation area 87 of the touch panel 8 in the second state (volume adjustment screen). In other words, Figure 37(a)→(b)→(c) shows that the top screen was switched to the volume control screen, and then the volume control screen was switched back to the top screen. Figure 37(d) shows that the system was controlled to a specific state based on the operation of the start lever during the first state (top screen). In this way, if the game start operation for the game immediately following the final game of the AT is performed (i.e., a new game starts after the AT ends), the setting suggestion effect is controlled to be impossible. Figure 37(e) shows that the first operation area 85 has been touched on the top screen (first state). Figure 37(f) shows that even though the operation shown in Figure 37(e) was performed, the setting suggestion animation was not executed. Note that while the diagram illustrates the case where the dashed area on the top screen is touched, the setting suggestion animation will not be triggered regardless of which area of the top screen is touched. Furthermore, the setting suggestion animation will not be triggered when the volume adjustment screen is touched. Thus, in this embodiment of the gaming machine 1, as a setting suggestion means, after a control means has performed a control to switch from a first state to a second state, then a control means to switch from the second state to the first state, and then a control means to switch to a specific state, the machine controls the machine not to perform a setting suggestion animation based on the touch operation of the touch panel 8 (operation means).
[0199] Figure 38 shows an example of a special suggestion display, where a medal 88 is shown on the touch panel 8. The medal number 88 indicates that the setting value is confirmed to be the highest setting, which is a setting suggestion. The special suggestion animation is displayed in the first state (top screen) without requiring any touch operation on the touch panel 8, and its display can suggest to the player that the machine is set to a high setting. Thus, the gaming machine 1 of this embodiment is capable of performing a special suggestion effect different from the setting suggestion effect using sound output as a setting suggestion means, and in the first state, the special suggestion effect can be performed without requiring the touch panel 8 (operation means) to be touched. Furthermore, as shown in Figure 38, the display area for the special suggestion effect and the second operation area 86 are arranged so as not to overlap. In other words, the predetermined area on the touch panel 8, which functions as a display means, is the second operation area 86, and the special suggestion display is displayed in an area different from the predetermined area on the display means. Furthermore, in the second state where the volume adjustment screen is displayed, a special suggestion animation may be triggered without any touch operation.
[0200] Figure 39(a)→(b) shows that during the final game of the AT, the system transitioned to the second state (volume adjustment screen) based on a touch operation of the second operation area 86 of the touch panel 8 in the first state (top screen). Figure 39(c) shows that the system transitioned to the first state (top screen) based on a touch operation of the third operation area 87 of the touch panel 8 in the second state (volume adjustment screen). In other words, Figure 39(a)→(b)→(c) shows that the top screen was switched to the volume control screen, and then the volume control screen was switched back to the top screen. Figure 39(d) shows that the medal bell 88 (special suggestion effect) was displayed in response to the transition to the first state (top screen). Thus, in this embodiment of the gaming machine 1, even when control is performed by the control means to switch from the first state to the second state, and then control is performed to switch from the second state to the first state, the special suggestion effect is executed without requiring the touch panel 8 (operating means) to be operated.
[0201] Figure 40 shows a game animation that appears on the 10th game of normal gameplay. Specifically, on the 10th game in normal gameplay, in addition to displaying the main character, characters, and background image (tree), a gameplay effect is performed with the output of a "roar" sound. This sound output is an effect that is executed in accordance with the progress of the game, and is a game effect that is executed in the normal game state. Furthermore, this sound output ("Grrr") is partially identical to the sound output used to suggest settings ("Grrr, grrr") that is performed in the final game of the AT. Furthermore, the setting suggestion effect can be either "Gao" or "Gao, Gao, Gao," and the gameplay effect during normal gameplay can also be "Gao, Gao" or "Gao, Gao, Gao." Thus, in the gaming machine 1 of this embodiment, the game effects that are performed in accordance with the progress of the game and are performed in a state different from the first state (normal game state), and the setting suggestion effects are at least partially identical.
[0202] Furthermore, the operations and behaviors described above can be applied not only to the display unit 8, but also to sub-screens and sub-display units. In other words, depending on whether predetermined conditions are met or at predetermined timings, setting suggestion effects can be executed or disabled in response to touch operations on a predetermined area of the touch panel consisting of a sub-screen.
[0203] As described above, the gaming machine 1 of the present invention is a gaming machine that includes a holding means capable of holding a setting value selected from a plurality of setting values, and is capable of controlling the degree of advantage of the game according to the setting value, and includes a setting suggestion means capable of executing a suggestion performance that suggests the setting value held in the holding means, a volume setting means capable of setting the volume when the suggestion performance is executed, and a touch panel 8 (operating means) capable of receiving operations from a player, wherein the operating means is configured to function as an operating means related to the setting suggestion means in a first state, and is configured to function as an operating means related to the volume setting means in a second state different from the first state, wherein the setting suggestion means is capable of executing the suggestion performance according to the volume set by the volume setting means based on the operation of the operating means in the first state, and is capable of controlling not to execute the suggestion performance based on the operation of the operating means in the second state, and the volume setting means is capable of setting the volume when the suggestion performance is executed based on the operation of the operating means in the second state. Additionally, while touching the first operation area 85 on the AT ending screen (top screen) will trigger a voice prompt indicating the settings, touching the second operation area 86 will not trigger the voice prompt. Additionally, while it's possible to switch from the top screen to the volume control screen, no setting suggestion voices will appear regardless of where you touch on that screen. Furthermore, after exiting the volume adjustment screen and returning to the top screen, unless a new game has been started, touching the screen while avoiding the second control area 86 will trigger a voice prompt suggesting the settings. Furthermore, special suggestive effects that appear without touch operation are displayed in the same area as the first operation area 85 on the top screen and the gauge area on the volume adjustment screen, but in a manner that does not overlap with the second operation area 86.
[0204] According to the gaming machine 1 of the present invention, the volume can be reduced so as not to be noticed by those around before the setting suggestion is displayed. In particular, volume adjustments can be made even after the system has entered a state where it is accepting input for setting suggestions. Furthermore, in the gaming machine 1 of the present invention, the operating means for setting suggestions and the operating means for volume adjustment are used together. When volume adjustment is enabled, setting suggestions are not displayed even if the player makes an operation, thus preventing interference between setting suggestion operation and volume setting. In contrast, for example, a patent document (Japanese Patent Publication No. 2020-58445) discloses a gaming machine capable of performing setting suggestion effects using sound output. However, with these conventional gaming machines, it was not possible to lower the volume to display setting hints, or to adjust the volume after the machine had entered a state where it was accepting input for setting hints. According to the gaming machine 1 of this embodiment, since the volume can be flexibly adjusted, it is possible to solve all or part of the problems that conventional gaming machines have to improve.
[0205] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine of the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, in the above embodiment, the AT state was described as being controlled by a game count-managed AT, but it is not limited to this, and may be managed by at least one of the following, for example, the difference in the number of tokens, the number of times the push-button navigation occurred, the number of times a small role was won, the number of tokens acquired, the number of tokens paid out, etc. Furthermore, the targets managed may differ between the normal AT state and the advanced AT state.
[0206] Furthermore, although the above-described embodiment was explained using an AT machine as an example, the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines). Furthermore, in the basic embodiment, the case where the game count subtraction method is applied during AT was described, and in other embodiments, the case where the game count addition method is applied during AT was described. However, in the basic embodiment, the game count addition method may be applied, and in other embodiments, the game count subtraction method may be applied.
[0207] Furthermore, in the above-described embodiment, the normal game state was assumed to be controlled to either the normal section or the advantageous section, and the AT state was assumed to be controlled to the advantageous section. However, the invention is not limited to this, and each game state may be controlled to either the normal section or the advantageous section, or both.
[0208] Furthermore, the tables referenced in the various processes in the above-described embodiment are merely examples and are not limited to the tables mentioned above. Moreover, the winning probabilities related to the various tables are not limited to the values mentioned above and can be changed as appropriate. Furthermore, while some tables have the same winning probability across all settings, and others have different winning probabilities for each setting, this is not limited to these cases. All tables may have the same or different winning probabilities across all settings. Additionally, some settings (even settings only, odd settings only, high settings only) may have different winning probabilities or referenced tables. Furthermore, in the embodiments described above, if the expression includes content such as "the probability of the other is higher than that of the other" or "the probability of the other is lower than that of the other," the probability of one includes 0%, and the probability of the other includes 100%. Furthermore, in the above-described embodiment, the numerical value defined for control purposes is merely an example; it may be a numerical value with a range (2 or more) or a numerical value without a range (1).
[0209] Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan is activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation.
[0210] Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means. Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may perform some or all of these effects, and the main control unit 10 may also operate as various means.
[0211] Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamaslo. Furthermore, the gaming machine may also be a gaming machine that uses physical game media such as tokens (slot machine).
[0212] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a motor was used as a variable display means, but instead of this, or in addition thereto, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image in which the pattern of the reel or the like changes on the display. [Explanation of symbols]
[0213] 1. Coinless gaming machine (gaming machine) 8. Display unit (touch panel) 10 Main Control Unit 16. Probability setting device 20 Sub-control Unit
Claims
[Claim 1] In a gaming machine equipped with a holding means capable of holding a setting value selected from multiple setting values, and capable of controlling the degree of advantage in the game according to the setting value, A setting suggestion means capable of performing a suggestion animation that indicates the setting value held in the holding means, A volume setting means that can set the volume when the aforementioned suggestive effect is performed, An operating means capable of receiving input from the player, A control means capable of performing control to switch between a first state and a second state different from the first state, Equipped with, The aforementioned operating means is In the first state, it is configured to function as an operating means related to the setting suggestion means, In the second state, it is configured to function as an operating means related to the volume setting means, The aforementioned operating means includes: It includes a first operating area and a second operating area that is narrower than the first operating area. The control means is In the first state, control can be executed to switch to the second state based on the operation of the second operation area in the operating means. The aforementioned setting suggestion means is In the first state, based on the operation of the first operation area of the operation means, the suggestive performance can be executed according to the volume set by the volume setting means. In the first state, it is possible to control the execution of the suggestive performance based on the operation of the second operating area of the operating means, In the second state, the suggestion effect can be controlled not to be executed based on the operation of the operating means, The volume setting means is, In the second state, the volume at which the suggestive effect is executed is set based on the operation of the operating means. A gaming machine characterized by the following features.
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