Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2023-09-13
- Publication Date
- 2026-05-22
AI Technical Summary
Conventional gaming machines lack mechanisms to dynamically adjust game states and reward structures to enhance player engagement and satisfaction, particularly in high-probability and low-probability scenarios.
The gaming machine incorporates a game result determination system that allows for multiple game outcomes, a stop operation mechanism that varies game value based on player interaction, and a benefit determination system that adjusts rewards based on game states, enabling dynamic control of game states and rewards.
Enhances player engagement by providing variable and rewarding gameplay experiences, balancing high-probability and low-probability states through dynamic game state control and reward mechanisms.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a gaming machine.
Background Art
[0002] As a gaming machine, for example, there is a slot machine. In the slot machine, there is a gaming state called AT (Assist Time) that notifies (navigates) the winning of small winning combinations and replay winning combinations as a gaming state advantageous to the player. In such a slot machine, there is known one having a high-probability state in which it is easy to shift to a gaming state advantageous to the player and a low-probability state in which it is more difficult to shift than the high-probability state (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 a conventional gaming machine.
Means for Solving the Problems
[0005] To solve the above problems, the gaming machine of the present invention includes: a game result determination means capable of determining any of a plurality of game results, including a first game result and a second game result, based on the fulfillment of predetermined conditions; a stop operation means that a player can stop; a game value granting means that, in a game in which the first game result has been determined, grants more game value when the stop operation method for the stop operation means is a first stop operation method than when it is a second stop operation method; and a benefit determination means capable of determining a benefit to be granted to a player based on the game result determined in a specific game within the advantageous period and the game result determined in a special game within the advantageous period that follows the specific game. A game state control means capable of controlling the game state according to the prize determined by the prize determination means, The game value-granting means is configured such that, in a game in which the second game result has been determined, the game value can be granted more when the stopping operation method for the stopping operation means is the second stopping operation method than when it is the first stopping operation method. [Brief explanation of the drawing]
[0006] [Figure 1] This is a schematic front view showing the external appearance of the gaming machine. [Figure 2] This is a schematic perspective view showing the internal structure of a gaming machine. [Figure 3] This is a block diagram showing the control configuration of a gaming machine. [Figure 4] This is a diagram showing the arrangement of the reel symbols. [Figure 5A] This chart shows the combinations of symbols and payouts for the ordered bell symbols. [Figure 5B] This chart shows the combinations of symbols other than the ordered bell symbol and their payouts. [Figure 6] This chart shows the relationship between the order in which you press the buttons for the "Push Order Bell" combination and the payout. [Figure 7] This is a diagram showing the internal lottery table. [Figure 8] This is a state transition diagram of the RT state. [Figure 9] This is a state transition diagram for gameplay. [Figure 10] This is a state transition diagram for gameplay. [Figure 11] It is a state transition diagram of the CZ stage. [Figure 12] It is a state transition diagram of pseudo bonus A [Figure 13] It is a chart showing a pseudo set value lottery table. [Figure 14] It is a chart showing a game state transition lottery table. [Figure 15] It is a chart showing a cycle number lottery table. [Figure 16] It is a chart showing a winning cycle lottery table. [Figure 17] It is a chart showing a cycle pattern lottery table. [Figure 18] It is a chart showing a cycle game number lottery table. [Figure 19] It is a chart showing an AT state lottery table (normal). [Figure 20] It is a chart showing an AT type lottery table (awarded during normal times). [Figure 21] It is a chart showing a CZ stage lottery table. [Figure 22] It is a chart showing a CZ mode lottery table. [Figure 23] It is a chart showing an AT type lottery table (awarded after cycle C ends). [Figure 24] It is a chart showing an AT state lottery table (CZ1 - CZ4). [Figure 25] It is a chart showing an AT type lottery table (CZ). [Figure 26] It is a chart showing a navigation notification count bonus lottery table. [Figure 27] It is a chart showing a lottery table. [Figure 28] It is a chart showing a special preparation stage lottery table. [Figure 29] It is a chart showing an AT type lottery table (CZ5). [Figure 30] It is a chart showing a stock lottery table. [Figure 31] It is a chart showing an AT stage lottery table (low probability, high probability, ultra - high probability). [Figure 32] This chart shows the ultra-high probability lottery table and the high probability lottery table. [Figure 33] This is a diagram showing the stage promotion lottery table. [Figure 34] This is a diagram showing the ally character lottery table. [Figure 35] This is a diagram showing the enemy character selection table. [Figure 36] This is a diagram showing the zero combo lottery table. [Figure 37] This is a diagram showing the chance stock lottery table (normal AT stage). [Figure 38] This is a chart showing the high-probability game count lottery table. [Figure 39] This is a diagram showing the set stock lottery table (pseudo-bonus B2). [Figure 40] This is a diagram showing the set stock lottery table (pseudo-bonus B1). [Figure 41] This is a chart showing the battle success rate lottery table. [Figure 42] This is a diagram showing the prize draw table (normal AT). [Figure 43] This is a chart showing the prize draw table (Episode AT). [Figure 44] This is a diagram showing the set stock lottery table. [Figure 45] This is a diagram showing the loop stock lottery table. [Figure 46] This is a diagram showing the lottery table for ending C. [Figure 47] This is a diagram showing the loop stock notification lottery table. [Figure 48] This is a diagram showing the chance stock lottery table. [Figure 49] This flowchart shows the process for controlling unfavorable states. [Figure 50] This is a flowchart showing the period A control process. [Figure 51] This is a flowchart showing the period B control process. [Figure 52] This flowchart shows the period C control process. [Figure 53] This is a flowchart showing the control process for CZ1 to CZ4. [Figure 54] This is a flowchart of the CZ5 control process. [Figure 55] This is a flowchart showing the control process for the pseudo-bonus A1. [Figure 56] This is a flowchart showing the control process for the pseudo-bonus A1. [Figure 57] This is a flowchart showing the control process for pseudo-bonus A2-A7. [Figure 58] This is a flowchart showing the preparation stage control process. [Figure 59] This is a flowchart showing the normal AT stage control process. [Figure 60] This is a flowchart showing the control process for the pseudo-bonus B. [Figure 61] This flowchart shows the battle preparation stage control process. [Figure 62] This is a flowchart showing the battle stage control process. [Figure 63] This flowchart shows the control process for the completion waiting stage. [Figure 64] This is a flowchart showing the specialized stage control process. [Figure 65] This is a flowchart showing the special AT stage control process. [Figure 66] This is a flowchart showing the special AT stage performance control process. [Figure 67] This is a flowchart showing the ending control process. [Figure 68] This diagram illustrates the state transitions during a normal stage. [Figure 69] This diagram illustrates an example of the visual effects during the CZ (Chance Zone) stage. [Figure 70] This is a diagram illustrating an example of a presentation during the preparation stage or battle preparation stage. [Figure 71] This is a diagram illustrating an example of the Zero Combo effect during a normal AT stage. [Figure 72] This diagram illustrates the state transitions during a battle stage. [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. First, let me explain the overall configuration of slot machine 1. Slot machine 1 is one embodiment of a gaming machine according to the present invention, and is installed in a gaming parlor or the like. As shown in Figures 1 to 3, the slot machine 1 includes a front door 1a, a casing 1b, a coin slot 2, a bet button 2a, a coin selector 2b, a performance button 2c, a directional pad button 2d, a start lever 3, a drum unit 4, reels 41, a stop button 5, a display window 6, a coin dispensing device 7, a hopper 7a, a coin dispensing outlet 7b, a display 8, a speaker 9, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a power supply 14, a probability setting device 15, an external output terminal 16, a main control unit 10, a sub-control unit 20, and the like.
[0008] The main control unit 10 and the sub-control unit 20 are each equipped with a storage unit and a control unit, and are devices capable of various calculations and controls, and are included in the concept of a computer. Each storage unit is equipped with a memory device such as a semiconductor memory element that stores programs, information, etc., necessary for the operation of the slot machine 1. Each control unit is equipped with a CPU, etc. Each control unit realizes the various functions of this embodiment by appropriately reading and executing various programs, etc., stored in each storage unit.
[0009] Slot machine 1, like a normal slot machine, comprises a housing 1b having an opening on the front and a front door 1a that can be opened and closed to cover the opening. 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. Furthermore, a stepped portion is formed below the display window 6, and on the upper surface of this stepped portion are a coin slot 2 for inserting coins, a bet button 2a for setting the number of bets by pressing it when the game starts, an effect button 2c for changing the effects displayed on the display unit 8 by the player's operation, and a directional key button 2d that allows the player to select or clear display items on the display unit 8 by the player's operation. Furthermore, the front of the stepped section is equipped with a start lever 3, which the player operates when starting the game, and a stop button 5, which the player presses to stop the reels 41.
[0010] Furthermore, above the display window 6, navigation lamps 12 (navigation lamps 12a, 12b, 12c) are provided to inform the player of the order in which to operate the stop buttons 5, corresponding to each reel 41a, 41b, and 41c. Below the display window 6, for example, a favorable period lamp 13, which is made up of LEDs, is provided. The favorable period lamp 13 is controlled to light up during the favorable period (described later). Alternatively, the slot machine 1 may control the lighting up of, for example, the "dots" of a 7-segment display (also called a "7-segment") that constitutes a payout display unit that displays the number of medals dispensed.
[0011] The upper part of the front door 1a is equipped with a display unit 8 that functions as a notification means and an information display means. The display unit 8 is, for example, composed of a liquid crystal display, and performs various visual effects and displays various information related to the game. Although the display unit 8 is configured as a single unit as shown in Figure 1, it is not limited to this configuration and multiple units may be provided. For example, two displays (a main display and a sub-display) may be provided and arranged side by side so that the main and sub-displays function together as a single display unit. Alternatively, the sub-display may be positioned closer to the reel 41 than the main display so that the displayed image can be easily viewed while observing the rotation and stopping status of the reel 41. Alternatively, a display may be provided on the lower panel display unit, which is a large display unit located below the slot machine 1.
[0012] Above the display unit 8 are a speaker 9 that provides sound effects and notifications as a means of alerting, and a lamp 11 that provides light effects and notifications corresponding to the winning combinations and the effects displayed on the display unit 8. Furthermore, the lower part of the front door 1a is equipped with a medal dispenser 7b from which medals are dispensed.
[0013] The upper part of the cabinet 1b is equipped with a main control unit 10 that comprehensively controls the game, and the upper part of the front door 1a is equipped with a sub-control unit 20 that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the central part of the housing 1b is equipped with a drum unit 4 that rotates the reel 41. The drum unit 4 comprises reels 41a, 41b, and 41c arranged horizontally, and these reels 41a to 41c are configured to be rotatable by the drive of a stepping motor (not shown).
[0014] Reels 41a to 41c are examples of identification information display means, and multiple (for example, 20) symbols that serve as identification information are displayed on the circumferential surface of reels 41a to 41c, such as "Replay 1", "Replay 2", "Bell", "BAR", "Red 7", "White 7", "BAR", etc. The form of reels 41a to 41c is not limited to these; for example, the number of patterns on the periphery may be other than 20. Furthermore, while Figure 4 shows notations to identify each symbol, the actual reel 41 has a predetermined design corresponding to each winning combination. Furthermore, the lower part of the cabinet 1b is equipped with a medal dispensing device 7 for dispensing medals and a hopper 7a for storing medals. The medals dispensed from the medal dispensing device 7 are paid out to the player via the medal dispensing outlet 7b.
[0015] The lower part of the enclosure 1b is equipped with a power supply unit 14. The power supply unit 14 is a device for supplying power to each of the devices, including the main control unit 10 and the sub-control unit 20. It monitors the voltage or frequency of the power supply input from outside the slot machine 1, and outputs a power cut-off signal to the main control unit 10 and the sub-control unit 20 indicating that the power supply to the slot machine 1 has been stopped when the voltage or frequency drops below a predetermined value. Furthermore, when the power supply unit 14 detects the supply of power indicating a voltage or frequency exceeding a predetermined value upon power restoration, it outputs a power restoration signal to the main control unit 10 and the sub-control unit 20 indicating that power supply to the slot machine 1 has started.
[0016] Figure 3 shows the configuration of the control system for slot machine 1. Components that are the same as or equivalent to those described in Figures 1 and 2 are denoted by the same reference numerals. The main control unit 10 performs tasks such as drawing winning combinations and controlling the progress of the game, while the sub-control unit 20 performs various effects control tasks based on control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is restricted to one direction only, from the main control unit 10 to the sub-control unit 20, thereby preventing the input of unauthorized signals from the sub-control unit 20 to the main control unit 10. The main control unit 10 is connected by communication cables to the bet button 2a, medal selector 2b, start lever 3, stop button 5, drum unit 4, medal payout device 7, advantageous section lamp 13, probability setting device 15 (setting means), external output terminal 16, and sub-control unit 20, and is capable of controlling each of these devices.
[0017] The probability setting device 15 can change the degree of advantage for the player in multiple stages (for example, 6 stages) by changing the probability of being awarded a bonus, etc. The main control unit 10 stores one of the setting values in the storage unit based on the probability setting operation in the probability setting device 15, and controls the probability of being awarded a bonus, etc. based on the stored setting value. The probability setting device 15 sets the probability values such that setting 1 is the lowest probability value, and the probability value increases with higher numbers, with setting 6 being the highest probability value. Therefore, setting 1 is the most unfavorable setting for the player, and the probability value increases with higher numbers, with setting 6 being the most favorable setting for the player.
[0018] Furthermore, by adjusting the setting value in the probability setting device 15, the degree of advantage for the player may be changed in multiple stages by directly or indirectly changing the transition probabilities of all or any one of the pseudo-bonus, CZ stage, and AT stage described later, as advantageous game states for the player. In addition to the game state, the probability of winning a specific minor role (for example, the bell role) may also be changed to multiple levels (for example, 6 levels). Furthermore, while the setting value can be set to six levels, it is not limited to this; for example, it could also be set to four levels (setting values 1, 2, 5, 6) or three levels (setting 1, setting 3, setting 6), or it could be set to a fixed probability value.
[0019] The external output terminal 16 outputs information related to gameplay on slot machine 1 to a management device (not shown) or call device (not shown) installed in the amusement parlor. The main control unit 10 controls the output of information for collecting various data such as the number of games played on slot machine 1, the number of tokens inserted, the number of tokens paid out, and the number of times advantageous game states for the player (e.g., AT stage) occur and the transition period.
[0020] The main control unit 10 performs processes such as starting the game based on the signal from the start lever 3 and sampling random values from a random number generator (not shown). The main control unit 10 then performs an internal lottery process based on the sampled random values. Furthermore, the main control unit 10 realizes the various functions of the embodiment described later by appropriately reading and executing control programs and the like stored in the memory unit. In other words, the main control unit 10 is equipped with a lottery means (game result determination means, benefit determination means, benefit granting means) that determines whether or not to grant benefits such as small wins or the right to transition to a new game state in response to the execution of a game. Furthermore, the random number drawing patterns are not limited to those mentioned above. For example, the game may draw roles based on random numbers generated by software, and the game may draw transitions to AT stages, etc., based on random numbers generated by a random number generator. Alternatively, all draws may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0021] Furthermore, the main control unit 10 controls the rotation of the reels 4 based on signals from the start lever 3. Based on signals from sensors (not shown) provided on each reel 4a to 4c, the main control unit 10 detects the rotation position of each reel 4a to 4c and can determine the rotation position of the symbols on each reel 4a to 4c. Then, based on signals from the stop button 5, it controls the reels to stop the desired symbols within the display window 6.
[0022] Furthermore, the main control unit 10 outputs predetermined signals and commands (control information) to the sub-control unit 20 at predetermined game timings (for example, operation of the start lever, operation of stop buttons 5a to 5c, transition of game state, etc.). For example, when the start lever 3 is operated, the main control unit 10 outputs a signal to the sub-control unit 20 indicating that the start lever has been operated. Furthermore, when any of the stop buttons 5a to 5c are operated, the main control unit 10 outputs a signal to the sub-control unit 20 that identifies which stop button 5 was operated and in what order. Furthermore, when each reel 41a to 41c is stopped by the operation of the stop button 5, the main control unit 10 outputs information to the sub-control unit 20 that allows identification of which reel 41 stopped in what order, as well as the symbols on the upper, middle, and lower rows. Furthermore, when the game state changes, the main control unit 10 outputs information to the sub-control unit 20 that allows identification of which game state has been changed to.
[0023] Furthermore, the main control unit 10 is configured to receive power outage signals and power restoration signals from the power supply unit 14. When the main control unit 10 receives a power-off signal, it executes a power-off process to store (save) the game information at the time of the input. This game information includes, for example, the game state at that time, the winning combination, the stopping pattern of the reels 41, and the number of bets. Furthermore, when the main control unit 10 receives a power-up signal, it executes a power-up process that reads the stored (saved) game information and resumes gameplay. In other words, when the main control unit 10 receives a power-up signal, it restores the system to the state it was in immediately before the power was cut off based on the read game information. Furthermore, the main control unit 10 transmits game information to the sub-control unit 20 during the power restoration process. This allows the sub-control unit 20 to resume the gameplay based on the game state immediately before the power was cut off.
[0024] The sub-control unit 20 is connected to the performance button 2c, speaker 9, display unit 8, lamp 11, and navigation lamp 12 via communication cables and is capable of communication. The sub-control unit 20 controls these devices in accordance with commands (control information) from the main control unit 10.
[0025] The sub-control unit 20 stores various information such as programs related to the performance, performance image data, and audio data in its storage unit. The sub-control unit 20 operates as a performance execution means and a performance control means, and performs processing such as performances synchronized with the gameplay of the slot machine 1 in response to commands (control information) from the main control unit 10. For example, it controls the display unit 8, lamps 11, speaker 9, etc. to perform performance images indicating transitions in game state, output sound effects, lamp effects, etc.
[0026] Furthermore, the sub-control unit 20 is configured to receive power-off signals and power-restore signals from the power supply unit 14. When the sub-control unit 20 receives a power-off signal, it stores (backs up) performance information that identifies the performance content being executed at the time of input. This performance information includes, for example, various information displayed on the display unit 8. Furthermore, when the sub-control unit 20 receives a power restoration signal, it resumes the performance based on the performance information stored (backed up) from the game information received by the main control unit 10.
[0027] With this type of slot machine 1, the following slot machine games can be played under the control of the main control unit 10. To begin playing, players set their bet amount using tokens (including credit tokens). There are two ways to set the number of bets: by inserting tokens directly into token slot 2, or by pressing the bet button 2a.
[0028] In the method of setting the bet amount by inserting medals through the medal slot 2, the inserted medals are detected by the medal selector 2b located on the back of the front door 1a, and the bet amount corresponding to the number of medals inserted (however, the maximum is 3 bets corresponding to 3 medals) is set. If more than 3 bets are inserted, the medals are stored internally as data and credit medals. The maximum number of bets can be "1", "2", or "4" or more.
[0029] When the bet button 2a is pressed, a predetermined number of tokens (for example, 3 tokens) are deducted from the credit tokens stored internally as data, and the deducted amount is set as 3 bets. Alternatively, a 2-bet button can be provided to set the number of medals corresponding to two medals, allowing you to set a 2-bet by pressing the 2-bet button once. Furthermore, by providing a 1-bet button that allows setting the number of medals corresponding to one medal, it is possible to set a 2-bet by pressing the 1-bet button twice, or a 3-bet by pressing the 1-bet button three times. Additionally, credit medals are accumulated by inserting medals into medal slot 2 or by winning prizes, and for example, up to 50 medals can be credited (stored). In this embodiment, a game with 3 bets is also referred to as a 3-bet game. Additionally, credit medals are accumulated by inserting medals into medal slot 2 or by winning prizes, and for example, up to 50 medals can be credited (stored).
[0030] In this way, the number of bets set by directly inserting coins into the coin slot 2 or by pressing each bet button is stored in the memory unit of the main control unit 10, and when the number of bets reaches the amount required to play one game, the game becomes ready to start. When the game is ready to start, the start lever 3 becomes active. When the start lever 3 is tilted, the game starts, the reels 41 begin to move, and an internal lottery process is executed to determine the result of the current game. In the internal lottery process, the winning combination for the current game is determined by lottery from among multiple winning combinations based on a predetermined winning probability. The reel 41 gradually increases its rotational speed from a stationary state and then reaches a steady rotation at a constant speed. Once steady rotation is reached, the stop buttons 5a to 5c, which are provided for each of the reels 41a to 41c, become pressable.
[0031] The stop buttons 5a to 5c are examples of operating means (stopping means) for stopping the reels 41. When pressed while in a pressable state, each reel 41a to 41c is controlled to stop in a combination of symbols that is permitted by the timing of the operation and the result of the internal lottery process. Each reel 41a to 41c has a set pull-in range for stop control, and a predetermined number of symbols (for example, 4) located in the reverse rotation direction (upward) from the symbol at the time of the stop operation can be pulled in. Only any of the symbols within this pull-in range can stop on the winning line (hereinafter also referred to as the winning line).
[0032] In this embodiment, for example, the bell symbol, replay symbol, and watermelon symbol are arranged within 5 consecutive frames on all reels 41a to 41c, so they can always be stopped on the winning line by a 4-frame retraction stop control. On the other hand, for example, blank A, blank B, BAR, red 7, and white 7 symbols are not necessarily placed within a sequence of 5 consecutive frames. Therefore, even with a 4-frame reel stop control, they may not stop on the winning line, resulting in a missed winning combination. In other words, to stop these symbols on the winning line, it is necessary to aim at the desired symbol and press the stop buttons 5a to 5c (so-called "eye-pressing" operation).
[0033] Then, after the third reel is stopped, the combination of symbols that landed on the winning line as a result of the game is determined. If the combination matches a predetermined set of symbols, it is determined to be a win, and the corresponding game value (for example, medals) is awarded. The third reel refers to the reel that was stopped in the third and final stop operation when each of the three reels 41a to 41c has been stopped once, for a total of three stops. Furthermore, "after the third reel 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.
[0034] 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. As described above, the slot machine game is executed.
[0035] (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 symbol, special symbol, and common single-coin symbol. Additionally, there are two types of cherry symbols: weak cherry and strong cherry, and two types of special symbols: special symbol A and special symbol B. In the following explanation, the cherry symbol, watermelon symbol, and chance symbol will be collectively referred to as "rare symbols."
[0036] The bell symbol includes a sequence of bell symbols that require specific button presses. The "Push Order 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 Push Order Bell combinations A1 to C4. In the following description, Push Order Bell combinations A1 to C4 will be collectively referred to simply as "Push Order Bell". For the button-press bell symbols A1 and A2, if the stop buttons 5a to 5c are operated using one of the six possible button-press sequences (2 out of 6 correct sequences), the corresponding symbol combination will be displayed. If the stop button 5 is operated using one of the other four (4 out of 6 incorrect sequences), the corresponding symbol combination will not be displayed. Specifically, if you win the push-order bell combination A1 or push-order bell combination A2, and you press the stop buttons 5a to 5c in the correct order, "left → middle → right" (hereinafter referred to as "sequential pressing") or "left → right → middle", then "bell, bell, bell" will be displayed on the winning line. If you press the stop buttons 5a to 5c in any other order (incorrect pressing order), then a combination of other symbols will be displayed. In other words, for push-order bell combinations A1 and A2, if the stop button 5 pressed in the first operation is the correct order (stop button 5a is pressed), then the combination of symbols corresponding to the push-order bell combination will be displayed.
[0037] 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 (see Figure 5A) cannot be stopped, a missed win will occur, and a losing combination (such as "Replay, Cherry, Bell") will be displayed as the stop. As will be explained in more detail later, if a combination of symbols corresponding to a missed bell combination stops, one medal is awarded, but if a combination of symbols corresponding to a losing combination stops, no medal is awarded.
[0038] For the button-press sequence bell symbols B1-C4, if one of the six possible button press sequences (1 / 6) is pressed and stop buttons 5a-5c are operated, the corresponding symbol combination will be displayed. If stop button 5 is pressed in one of the other five (5 / 6) incorrect button press sequences, the corresponding symbol combination will not be displayed. For example, with the push-order bell combination B1, if stop buttons 5a to 5c are operated in the correct order (middle → left → right), the combination of "replay-bell-replay" symbols will stop and be displayed on the winning line, and the combination of "bell-bell-bell" symbols will stop and be displayed on the downward right line. If stop buttons 5a to 5c are operated in any other order (incorrect order), a missed push-order bell combination or a losing combination will stop and be displayed. Similarly, for the push-order bell combinations B2 to C4, if the correct push order is followed (see Figure 5A), the combination of "Replay-Bell-Replay" symbols will stop and be displayed on the winning line. If the incorrect push order is followed, a missed push-order bell combination or a losing combination will stop and be displayed.
[0039] Thus, if any of the push-order bell combinations A1 to C4 is won, the combination of symbols that will result in the winning push-order bell combination will stop on the winning line only if the stop buttons 5a to 5c are operated in the corresponding order. In other words, the main control unit 10 can stop and display symbols in a first stop mode that, as a first stop operation mode by the player, is based on the operation of the correct button press sequence corresponding to the winning button press bell role, and is capable of awarding a predetermined number (for example, 4 or 13) of game value (medals) as a first bonus. Furthermore, as a second stop operation mode by the player, the main control unit 10 can stop and display symbols in a second stop mode that, as a second stop operation mode, is based on the operation of the incorrect button press sequence that does not correspond to the winning button press bell role, and is capable of awarding a predetermined number (for example, 1 or 0) of game value (medals) as a second bonus.
[0040] Furthermore, if the push-order bell symbols A1 and A2 are won, the stop control of the reels 41 may be performed so that the corresponding combination of symbols stops when the stop buttons 5a to 5c are operated according to one of the six possible push-order sequences (1 / 6) (the correct push-order sequence). Furthermore, if a push-order bell combination B1 to C4 is won, the reel 41 may be controlled to stop in such a way that the corresponding combination of symbols stops, provided that only the first stop button 5 is pressed in the correct order.
[0041] A weak cherry symbol combination can stop on the winning line as "BAR-Cherry-Replay," in which case two cherry symbols will line up consecutively on the upward-sloping line. A strong cherry combination occurs when a combination of symbols such as "BAR, cherry, white 7" can stop on the winning line, in which case three cherry symbols will line up in a straight line on the upward sloping line. The watermelon symbol can be achieved when symbols such as "bell, watermelon, and red 7" stop on the winning line, in which case the watermelon symbols line up in a straight line on the downward sloping line. A winning combination occurs when the "bell, watermelon, and replay" symbols can stop on the winning line, in which case the watermelon symbols will line up in a small V shape.
[0042] Special role A allows the combination of "red 7, red 7, red blank" symbols to stop on the winning line. In this case, the red 7 symbol and the red blank symbol will stop on one of the middle lines (hereinafter, this stopping pattern will also be referred to as "single red 7 alignment"). Special role B allows the combination of "red 7, red 7, red 7" symbols to stop on the winning line. In this case, the red 7 symbol and the red blank symbol will stop and display on two lines: the middle line and the upward-right line (hereinafter, this stopping pattern will also be referred to as "double red 7 alignment").
[0043] The common single-symbol combination is awarded regardless of the order in which the buttons are pressed, but the combination of symbols displayed when the buttons are stopped differs depending on the order in which they are pressed. For example, when a common single-coin win occurs, if stop buttons 5a to 5c are operated in a specific order and timing, the BAR symbols will stop in a straight line on the winning line (hereinafter, this stopping pattern will also be referred to as "BAR alignment"). Specifically, if the stop buttons 5a to 5c are operated in the order "right → middle → left" (hereinafter referred to as "reverse pressing"), and the BAR symbol is targeted when the stop buttons 5a to 5c are operated, then it is possible to stop the reels with a BAR alignment. On the other hand, if the reels are not pressed in any order other than reverse pressing, or if they are not operated at a specific timing, a combination of symbols other than a BAR alignment (for example, "replay, bell, bell") will be displayed as the stop.
[0044] The replay symbol is awarded regardless of the order in which the stop button 5 is pressed, but the combination of symbols displayed when the button is pressed differs depending on the order in which it is pressed. For example, if you win a replay, and stop buttons 5a to 5c are pressed in order, the combination of "Replay, Replay, Replay" symbols will stop and be displayed on the winning line. Furthermore, if stop buttons 5a to 5c are operated in reverse order, different combinations of symbols will be displayed depending on the timing of the operation of stop buttons 5a to 5c. For example, if the BAR symbol is targeted by pressing the buttons in reverse order and stop buttons 5a to 5c are operated, it is possible to stop "Replay-BAR-BAR" (hereinafter, this stopping pattern will also be referred to as "BAR alignment") on the active payline.
[0045] The bonus combination is the winning combination of the corresponding symbols, "White 7, White 7, White 7". The bonus role is drawn during RT0, one of the RT states described later, and can only be won in the game in which it is drawn. Winning the bonus role transitions the game to the bonus state. Furthermore, bonus symbols are subject to carryover control by the main control unit 10, which allows the right to win a bonus symbol to be carried over to the game in which it was won and to subsequent games, as long as the corresponding symbol combination does not stop in that game or subsequent games. Therefore, during the period between winning a bonus role and the stopping display of the symbol combination corresponding to the bonus role, the right to win a bonus role is carried over (hereinafter referred to as the "bonus winning state"). On the other hand, if a bonus role is won and the combination of symbols corresponding to the bonus role stops and is displayed (winning), the game transitions to a bonus state. After the end of this 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").
[0046] Additionally, bonus symbols can be won in conjunction with the common single-symbol combination. When a bonus is won, the main control unit 10 performs reel control to prioritize stopping and displaying combinations of symbols corresponding to minor roles, and the combinations of symbols corresponding to bonus roles are set to the role with the lowest priority. Therefore, in this game in which a bonus role has been won, the combination of symbols corresponding to the bonus role cannot be stopped, and the combination of symbols corresponding to the common single-coin role will stop instead, and the bonus winning state will continue in subsequent games.
[0047] Based on the combinations of symbols described above, it is determined whether a minor win, replay win, or bonus win has occurred. If a win is determined, the game value is awarded (medals are paid out) based on the "payout" shown in Figure 5. In other words, the main control unit 10 is equipped with a game value granting means that grants game value (medals) according to the stopping pattern of the symbols. For example, when the button sequence bell combination A1-A2 is won, if the stop buttons 5a-5c are operated in the correct order and the corresponding combination of symbols stops, 4 medals will be paid out. On the other hand, when the button sequence bell combination A1-A2 is won, if the stop buttons 5a-5c are operated in the incorrect order and the button sequence bell miss combination stops, 1 medal will be paid out. When a button-press sequence bell combination B1-C4 is won, if the stop buttons 5a-5c are operated in the correct sequence and the corresponding combination of symbols stops, 13 medals will be paid out. On the other hand, when a button-press sequence bell combination B1-C4 is won, if the stop buttons 5a-5c are operated in the incorrect sequence and the button-press sequence bell combination is missed, 1 medal will be paid out.
[0048] Furthermore, the payout amount may be the same for all cases where stop buttons 5a to 5c are operated in the correct order of pressing the buttons for the button sequence bell symbols A1 to C4. In this case, the stop display patterns for the push-order bell combinations A1 to C4 may be the same. Also, the stop display patterns for missed push-order bell combinations may be the same.
[0049] Additionally, if a combination of symbols corresponding to each winning combination—weak cherry, strong cherry, chance symbol, special symbol A, special symbol B, and common single-coin symbol—stops, one coin will be dispensed. Additionally, if a combination of symbols corresponding to the watermelon symbol stops, three medals will be dispensed. 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.
[0050] In this embodiment, the number of medals dispensed is the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets. Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be other than the numbers mentioned above. Furthermore, the combinations of symbols corresponding to each winning combination are not limited to those shown in Figure 5, but can be set arbitrarily.
[0051] (Payout for the sequenced bell combination) Next, with reference to Figure 6, we will explain the payouts based on the order in which you press the buttons for the button-pressing sequence bell symbol. Figure 6 shows the number of coins paid out according to the stopping operation when each of the push-order bell combinations A1 to C4 is won. For each combination, there are push-order sequences that guarantee a payout and push-order sequences that have a 1 / 2 or 1 / 4 chance of a payout.
[0052] As described above, if the result of the internal lottery process is a push-order bell combination (specific game result), when stop buttons 5a to 5c are operated in the correct push order (first stop operation state), the corresponding combination of symbols (first stop display state) will be displayed. If stop button 5 is operated in the incorrect push order (second stop operation state), the corresponding combination of symbols will not be displayed. In other words, in the case of an incorrect push order, a missed push-order bell combination or a losing combination (second stop display state) will be displayed.
[0053] Such control can be achieved by the slot machine 1 according to this embodiment employing reel control that prioritizes drawing in combinations of symbols that pay out a large number of medals (hereinafter referred to as "number of medals priority control") and reel control that prioritizes drawing in symbols that have a large number of possible stop combinations (hereinafter referred to as "combination number priority control"). In "coin count priority control," when stop buttons 5a to 5c are operated in the correct order, reel 41 is controlled when the first reel is stopped and when the second reel is stopped. "Combination priority control" controls reel 41 when stop buttons 5a to 5c are operated in an incorrect order.
[0054] Next, we will explain the control based on the number of coins and the control based on the number of combinations. In the following explanation, we will use the case where the push-order bell combination B1 is won as an example. As shown in Figure 5A, when the stop button 5b is pressed in the correct order (middle → left → right) for the push-order bell role B1, the corresponding combination of symbols (replay, bell, replay) will stop and 13 medals will be dispensed. On the other hand, if the stop button 5b is pressed in the wrong order, and the machine stops on a combination that results in a missed bell, one medal will be dispensed. If the machine stops on a losing combination, no medals will be dispensed.
[0055] • If the stop button is pressed in the correct order (middle → left → right) When the first reel is stopped, if the stop button 5b, which is the correct button press order, is pressed, the number of coins priority control is executed, and the bell symbol, which makes up a combination of symbols that pays out a relatively large number of coins (13 coins) (replay-bell-replay), is controlled to be drawn in preferentially over other symbols that make up a combination of symbols that pay out a relatively small number of coins (blank A symbol, red 7 symbol, white 7 symbol, etc.). Next, when stopping the second reel, even if the stop button 5a, which is the correct button press order, is pressed, the coin-priority control is executed to pull in the replay symbol, which makes up a combination of symbols (replay-bell-replay) that has a relatively large payout (13 coins). Finally, when the third reel is stopped, if the stop button 5c, which is the correct button press sequence, is pressed, the symbols that make up the "-" in "Replay-Bell--" are only the replay symbols among the combination of symbols related to the button press sequence bell role B1, so the machine is controlled to pull in the replay symbol. As a result, "Replay-Bell-Replay" will be displayed as the stopped symbol. In this way, if you win the push-order bell combination B1, and the stop buttons are operated in the correct order, the corresponding combination of symbols will be displayed and 13 medals will be dispensed.
[0056] • If the stop button is pressed in the incorrect order (middle → right → left) When the first reel is stopped, if the stop button 5b, which is the correct button press sequence, is pressed, the number of coins priority control is executed, and the system is controlled to pull in the bell symbol as described above. Next, if the stop button 5c, which is an incorrect button press sequence, is pressed during the second reel stop operation, the combination number priority control is executed, and the machine is controlled to pull in one of the following symbols: blank B, red 7, white 7, or BAR. Specifically, since there is only one combination of symbols corresponding to the button press order (-·Bell·Blank B / Red 7 / White 7 / BAR), the control system prioritizes the number of combinations and controls the machine to pull in one of the Blank B, Red 7, White 7, or BAR symbols when the stop button 5c is operated at a timing when it can be pulled onto the winning line. Finally, if stop button 5a, which is an incorrect button press sequence, is pressed during the third reel stop operation, the only symbol that makes up the "-" in "-·Bell·Blank B / Red 7 / White 7 / BAR" is the bell symbol, so the machine is controlled to pull in the bell symbol. As a result, "Bell·Bell·Blank B / Red 7 / White 7 / BAR" will be displayed as the stop. In this way, if you win the push-order bell combination B1, and the stop buttons are operated in the incorrect order of middle → right → left, the push-order bell miss symbol will always be displayed, and one medal will be dispensed.
[0057] • If the stop button is pressed in the incorrect order (left → middle → right) If the stop button 5a, which is an incorrect button press sequence, is pressed during the first reel stop operation, combination priority control is executed, and the machine is controlled to pull in the watermelon symbol based on the symbol combination corresponding to the button press sequence (watermelon-blank A / red 7 / white 7 / BAR-bell). Next, when the second reel is stopped, if the stop button 5b is pressed, the system controls the reel to pull in one of the following symbols: blank A symbol, red 7 symbol, white 7 symbol, or BAR symbol, at a timing when the stop button 5b is pressed and it is possible to pull it onto the winning line. Finally, when the third reel is stopped, if the stop button 5c is pressed, the BAR symbol will stop if the stop button 5a is pressed at a time when the BAR symbol can be pulled onto the winning line. On the other hand, if the stop button 5a is not pressed at a time when the BAR symbol can be pulled onto the winning line, a symbol other than the BAR symbol will stop, and a losing combination will be displayed.
[0058] Thus, if the push-order bell combination B1 is won, and the stop buttons are operated in the incorrect order of left → middle → right, the probability of the BAR symbol stopping on the winning line of reel 41c is 1 / 4 (5 frames / 20 frames) due to the pull-in stop control. In this case, the push-order bell miss pattern (second stop display pattern) will be displayed, and one medal will be dispensed. On the other hand, the probability of anything other than the BAR symbol stopping on the winning line of reel 41c is 3 / 4. In this case, a losing combination is displayed, and no medals are paid out.
[0059] Furthermore, if the stop button is pressed in the incorrect order (left → right → middle), the combination priority control is executed, resulting in the same reel control and medal payout as when the stop button is pressed in the incorrect order (left → middle → right). Furthermore, even if the stop button is pressed in an incorrect order (right → left → middle or right → middle → left), the combination priority control is executed, and as shown in Figure 5A, the stop button 5b is pressed at a timing that allows the red 7 symbol or white 7 symbol to be drawn onto the winning line, at which point the order bell miss symbol is displayed and one medal is dispensed. Therefore, the probability of a red 7 or white 7 symbol stopping on the winning line of reel 41b is 1 / 2 (10 frames / 20 frames) due to the pull-in stop control mechanism.
[0060] Similarly, for push-order bell symbols other than push-order bell symbol B1, reel control is performed based on the above-mentioned coin-priority control and combination-priority control, resulting in the symbol combinations shown in Figure 5A being displayed. In the case of an incorrect push-order sequence, a missed push-order bell symbol is displayed with the probability shown in Figure 6, and one coin is dispensed.
[0061] Thus, the main control unit 10 can stop and display symbols in a first stop display mode that, as a first stop operation mode by the player, awards a predetermined number (for example, 13 or 4) of game value (medals) as a first bonus based on the operation of the correct button sequence corresponding to the winning button sequence bell role, and on the other hand, as a second stop operation mode by the player, awards a predetermined number (for example, 1) of game value (medals) as a second bonus based on the operation of the incorrect button sequence that does not correspond to the winning button sequence bell role. Furthermore, if the operation is performed in the second stop operation mode (incorrect button press order), the symbols can be stopped and displayed in the fourth stop display mode (losing combination) which does not award game value (medals).
[0062] Furthermore, the main control unit 10 can stop and display the symbols in a third stop display mode that, as a first stop operation mode by the player, is based on an operation corresponding to a winning common single-coin combination, and can award a predetermined number (for example, 1 coin) of game value (medals) as a second bonus. In other words, it is possible to assign the same game value (medals) whether the symbols are displayed in the second stop display mode or the third stop display mode.
[0063] In this embodiment, when a push-order bell combination is won, the stopping pattern of the symbols is changed by switching between priority control for the number of symbols and priority control for the number of combinations, depending on the order in which the stop buttons 5 are pressed and the timing of the operation. However, the invention is not limited to this, and for example, when a push-order bell combination is won, the combination of symbols that can be stopped may be uniquely determined by the order in which the buttons are pressed, regardless of the timing of the operation of the stop buttons 5. For example, in the case of the push-order bell combination B1, if the stop button is operated in the correct order (middle → left → right), "Replay-Bell-Replay (13 coins paid out)" will stop; if the stop button is operated in the incorrect order (middle → right → left), "Replay-Bell-Bell (1 coin paid out)" will stop; if the stop button is operated in the incorrect order (stop button 5c when stopping the first reel), "Bell-Replay-Blank B (1 coin paid out)", "Bell-Replay-BAR (1 coin paid out)", or "Miss (0 coins paid out)" will stop; and if the stop button is operated in the incorrect order (stop button 5a when stopping the first reel), "Bell-Replay-Blank B (1 coin paid out)" or "Miss (0 coins paid out)" will stop. This reduces the number of possible symbol combinations.
[0064] (Winning probability for each winning role) Next, we will explain the probability of winning each winning combination, referring to Figure 7. Figure 7 shows the "internal lottery table" used for drawing each winning combination in each state related to bonus roles (non-bonus state, bonus state, bonus state). 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. Furthermore, the internal lottery table shown in Figure 7 shows the probability of winning each winning combination in the 3-bet game, and it shows the case where the setting value set by the probability setting device 15 is common to all setting values from setting 1 to 6.
[0065] As shown in Figure 7, the probability of winning each winning combination is as follows: Each of the push-order bell symbols A1 to A2 has a winning probability of 6950 / 65536 in the non-bonus state, bonus state, and bonus state. Each of the push-order bell symbols B1 to B4 has a winning probability of 5560 / 65536 in the non-bonus state, bonus state, and bonus state. Each of the push-order bell symbols C1 to C4 has a winning probability of 1390 / 65536 in the non-bonus state, bonus state, and bonus state.
[0066] The probability of hitting the weak cherry symbol is set at 1024 / 65536 in the non-bonus state, bonus state, and bonus state. The probability of hitting the strong cherry symbol is set at 128 / 65536 in the non-bonus state, bonus state, and bonus state. The probability of winning the watermelon symbol is set at 512 / 65536 in the non-bonus state, bonus state, and bonus state. The probability of winning a chance symbol is set at 256 / 65536 in the non-bonus state, bonus state, and bonus state. Special role A and special role B have a winning probability of 32 / 65536 in the non-bonus winning state, bonus winning state, and bonus state. The bonus role has a winning probability of 12870 / 65536 when a bonus has not been won. The probability of winning a replay is set at 8982 / 65536 in the non-bonus state, bonus state, and bonus state.
[0067] Thus, the probability of winning each winning combination other than the bonus combination follows this relationship: Replay combination > Push-order bell combinations A1-A2 > Push-order bell combinations B1-B4 > Push-order bell combinations C1-C4 > Weak cherry combination > Watermelon combination > Chance combination > Strong cherry combination > Special combinations A and B. Furthermore, the relationship between the winning probabilities of each role may be different from that described above.
[0068] Note that while the internal lottery table shown in Figure 7 illustrates the case common to all settings, it is not limited to this. It is also possible to have winning roles whose winning probability changes depending on the setting, and winning roles whose winning probability does not change depending on the setting. Furthermore, the probability of winning certain rare roles may be set to increase with higher settings, or conversely, the probability of winning rare roles may be set to increase with lower settings. Furthermore, for winning combinations other than rare combinations such as the ordered bell combination, the probability of winning may be set to be higher or lower with higher settings.
[0069] In addition to the above configuration, the slot 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.
[0070] (RT state) First, with reference to Figure 8, the RT (Replay Time) state (hereinafter also simply referred to as RT) of the slot machine 1 according to this embodiment will be explained. The slot machine 1 according to this embodiment has RT0, RT1, and RT2 as RT states. Although there are three RT states in this embodiment, there may be two or fewer, or four or more.
[0071] RT0 is triggered by a system reset of slot machine 1, a change in settings (including resetting the same settings), and the end of RT2. Furthermore, RT0 (non-bonus state) ends when a bonus role is won during a 3-bet game, and the game transitions to RT1 (arrow a in Figure 8). Thus, RT0 is not a finite game state with a predetermined play period, but rather an infinite game state (infinite RT) that does not transition to any other game state unless a bonus role is won.
[0072] RT1 ends when a combination of symbols corresponding to a bonus role is displayed (a bonus role is achieved), and the game transitions to RT2 (arrow b in Figure 8). In other words, RT1 continues from the time a bonus role is won until the bonus role is actually achieved, and during RT1, the game proceeds in a state where a bonus role has been internally won (bonus winning state). Thus, RT1 is not a finite game state with a predetermined play period, but rather an infinite game state (infinite RT) that does not transition to any other game state unless a bonus role is won. RT2 is a bonus state, which is a so-called real bonus. It ends when the number of medals paid out reaches a predetermined number (for example, 55 medals), and the game transitions to RT0 (arrow c in Figure 8).
[0073] Furthermore, in the RT state of this embodiment, the transition from RT1 to RT2 is basically controlled to be prevented. As mentioned above, if a bonus role is won, the common single-coin role that can be won simultaneously takes priority in the game in which the bonus role is won, so the bonus role is not awarded, and the game transitions to RT1 (bonus winning state) from the next game. Also, during RT1, it is not possible to win a losing role that would allow for a bonus role (see Figure 7), so the bonus role is not awarded (and the game does not transition to RT2). For these reasons, the slot machine 1 according to this embodiment does not transition from RT1 to RT2. Once it transitions to RT1, the game continues under RT1 control unless the system of the slot machine 1 is reset.
[0074] In this embodiment, the bonus role is awarded simultaneously with the common single-coin role, but the invention is not limited to this, and the bonus role may be awarded independently, and the bonus role may be awarded in the game in which the bonus is awarded. Additionally, during RT1, it may be possible to generate losing combinations at a predetermined probability (for example, a probability of 1 / 200), and if a losing combination is won, it may be possible to win a bonus combination.
[0075] (AT state) Furthermore, the slot machine 1 according to this embodiment can be controlled to an AT (Assist Time) state. The AT state is a state in which, when a button-pressing sequence bell symbol is won, the button-pressing sequence corresponding to the won button-pressing sequence bell symbol is announced (button-pressing sequence navigation is performed) by the display 8, navigation lamp 12, speaker 9, etc. The button press order notification is indicated by, for example, when the button press order bell role A1 is won, displaying the button press order navigation "1", "2", and "3" on the display unit 8 in order from left to right, outputting the voices "left", "middle", and "right" from the speaker 9, and lighting up the navigation lamps 12a (left), 12b (middle), and 12c (right) in that order to notify the player of the order in which to press the stop button 5. Therefore, the occurrence of the AT state makes it easier for players to acquire medals, and the rate at which medals are dispensed is faster compared to when the AT state is not active.
[0076] (Normal section, advantageous section) The main control unit 10 is equipped with a game section control means that can control the game section to either a normal section or an advantageous section, separate from the game state (stage). 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 conditions for ending the advantageous section are met and ends when the conditions for transitioning to the advantageous section are met. In this embodiment, the condition for transitioning to the advantageous section is that a winning combination other than the common single-coin combination is won, and after the third reel is stopped in the winning game, the game transitions from the normal section to the advantageous section. Furthermore, the main control unit 10 is controlled to the normal section in its initial state (when reset), and in the normal section, the advantageous section lamp 13 is controlled to be off.
[0077] While the conditions for transitioning to the advantageous period are defined as being met when a win other than the common single-coin win occurs, the transition is not limited to this. For example, the transition may also be triggered by the stopping display of a combination of symbols corresponding to a predetermined winning combination or a combination of symbols not corresponding to a predetermined winning combination (for example, a losing combination or a missed bell combination). Alternatively, the game may transition to a favorable period when the player enters a game state that is advantageous to them, and the favorable period may be extended if the player maintains a favorable game state for an extended period.
[0078] The advantageous period is a game period in which button-pressing navigation is available, and because button-pressing navigation is available, it is a game 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. The condition for ending the advantageous period is the completion of a predetermined game state (stage). After the third reel is stopped in the winning game, the advantageous period ends and the game returns to the normal period. In addition, separately, the conditions for ending the advantageous period include reaching the advantageous period limiter, at which point the advantageous period ends and the game transitions to the normal period. The advantageous section limiter is reached when either of the following conditions is met: "the number of games played during one advantageous section (advantageous section game count) reaches the upper limit (limiter)" or "the number of coins acquired during one advantageous section (net coins) reaches the upper limit (limiter)". The above conditions for ending the advantageous period are merely examples, and may 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 when stopped." Furthermore, during the advantageous period, the advantageous period lamp 13 is controlled to be in a state where it can be lit. The advantageous period lamp 13 may also be lit after the player enters the advantageous period, once the number of medals held by the player increases during gameplay.
[0079] (Counter related to gaming) While in the advantageous period, the main control unit 10 operates as a counting means, counting the number of games played during the advantageous period and the number of medals acquired during the advantageous period, and storing them in the memory unit as the counter information shown below. • Counter A: The total number of games played during the advantageous period. • Counter B: The total number of coins acquired (difference in coins) during the advantageous period. Counters A and B are counters related to the advantageous period limiter (the maximum number of games that can be played in the advantageous period). The main control unit 10 forcibly terminates the advantageous period when the value indicated by counter A reaches "1500" or when the value indicated by counter B reaches "2400". Furthermore, counters A and B also serve as counters related to the ending limiter (the maximum number of games played until the ending in the advantageous period). The main control unit 10 forces the system to transition to ending A, which will be described later, when the value indicated by counter A reaches "1480" or when the value indicated by counter B reaches "2300". The values of counters A and B are reset (erased) when the advantageous period ends (when the game transitions to the initial stage based on the game results in each stage, or when the advantageous period limiter is reached). Although a detailed explanation will be omitted, slot machine 1 is equipped with multiple types of counters that are updated according to the progress of the game (counters that manage the number of games played in each game state (stage), counters that manage the number of times pseudo-bonus B has been executed, etc.).
[0080] (Details of each game state (stage)) Next, we will describe the game states of the slot machine 1 according to this embodiment, the transitions between each game state, and the gameplay based on each game state. Furthermore, the main control unit 10 can independently control the transition between the normal section and the advantageous section, the transition between RT0 and RT2, and the transition between each game state (stage). However, as mentioned above, since the game in this embodiment is basically played in RT1 (bonus winning state), the game in each game state (stage) is basically played while remaining in RT1. Unless otherwise specified, the transition timing between each game state (stage) 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.
[0081] As shown in Figures 9 and 10, the slot machine 1 of this embodiment has the following game states (stages): non-advantageous state, normal stage, CZ stage, pseudo bonus A, AT stage, special AT stage, and ending. The CZ stage is further divided into CZ1 to CZ5. Pseudo Bonus A is further divided into Pseudo Bonus A1 to Pseudo Bonus A7. The AT stage is further divided into the preparation stage, normal AT stage, battle preparation stage, battle stage, pseudo-bonus B, special stage, and end waiting stage. The normal stage is controlled to be a non-AT state, and as the player continues to play, the number of tokens they have gradually decreases, making it a disadvantageous game state for the player. On the other hand, the AT stage is controlled to be an AT state or a partial AT state, and as the player continues to play, the number of tokens tends to increase, making it a favorable game state for the player. Therefore, players will aim to transition from the normal stage to the AT stage, and also aim to stay in the AT stage for as long as possible. There are several ways to transition from the normal stage to the AT stage, but the basic transition is to move from the normal stage to the CZ stage or pseudo-bonus stage, and then to the AT stage.
[0082] (Unfavorable situation) The non-advantageous state is a game state controlled by the normal section, and is entered when the slot machine 1 system is reset, when the setting value is changed (including resetting the setting value), or when the advantageous section ends. For example, it is entered after the end of the normal stage, AT stage, special AT stage, and ending, or when the advantageous section limiter is reached. In a non-advantageous state, the next transition destination differs depending on the bonus winning state (non-bonus winning state (RT0), bonus winning state (RT1)) when the conditions for transitioning to an advantageous section are met (when a win other than a common single-coin win occurs). For example, it is possible to transition to the normal stage or the CZ stage (CZ3). During a non-advantageous state, it is acceptable to make it indistinguishable from other game states (stages) visually. For example, the display screen shown on the display unit 8 may use the same background image for the non-advantageous state and other stages (e.g., the normal stage). By unifying the display screens for the non-advantageous state and other stages in this way, it becomes more difficult for players to recognize the transition from the normal section to the advantageous section, making the end of the advantageous section less noticeable and preventing players from stopping the game prematurely.
[0083] Next, the unfavorable state control process performed by the main control unit 10 will be described with reference to Figure 49. The non-advantageous state control process is initiated when the current game state is a non-advantageous state. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S1). If it is determined that the third reel has not been stopped (S1: No), the process ends. If it is determined that the third reel has been stopped (S1: Yes), a determination is made as to whether the conditions for transitioning to the advantageous section have been met in this game (winning a combination other than the common single-coin combination) (S2). If it is determined that the conditions for transitioning to the advantageous period have not been met (S2: No), the process is terminated. If it is determined that the conditions for transitioning to the advantageous period have been met (S2: Yes), a pseudo-setting value lottery is performed (S3).
[0084] The pseudo-setting value lottery determines a "pseudo-setting value" that influences the lottery for transitioning to a game state (such as the AT stage) that is advantageous to the player. Specifically, by referring to the "Pseudo-Setting Value Lottery Table (Bonus Winning State)" and "Pseudo-Setting Value Lottery Table (Bonus Non-Winning State)" shown in Figure 13, the pseudo-setting value is determined based on the bonus winning state and the setting value set by the probability setting device 15, and the result is stored in the memory unit. The pseudo-settings are assumed to be set in, for example, 7 levels (1 to 7), but they may also be 6 levels or less, or 8 levels or more.
[0085] For example, if a bonus is won and setting 1 is selected, the pseudo-setting value is set to be "1" with a probability of 96 / 256, "2" with a probability of 32 / 256, "3" with a probability of 64 / 256, "4" with a probability of 16 / 256, "5" with a probability of 32 / 256, "6" with a probability of 8 / 256, and "7" with a probability of 8 / 256. Furthermore, if a bonus is won and setting 6 is selected, the pseudo-setting value is set to be "1" with a probability of 16 / 256, "2" with a probability of 32 / 256, "3" with a probability of 16 / 256, "4" with a probability of 36 / 256, "5" with a probability of 24 / 256, "6" with a probability of 128 / 256, and "7" with a probability of 4 / 256. Furthermore, for example, if a bonus is not won and setting 1 is selected, the pseudo-setting value is set to be "1" with a probability of 32 / 256, "2" with a probability of 32 / 256, "3" with a probability of 44 / 256, "4" with a probability of 16 / 256, "5" with a probability of 84 / 256, "6" with a probability of 16 / 256, and "7" with a probability of 32 / 256. Although I will omit the explanation, the system is also configured to select pseudo-setting values with the probabilities shown in the diagram in other cases as well.
[0086] Thus, as a general trend, the probability of selecting a larger pseudo-setting value is higher when a higher setting value is set in the probability setting device 15. Furthermore, the distribution of pseudo-setting values determined by the probability setting device 15 is such that there are distinct characteristics depending on whether the setting value is an even or odd number. As a result, the length of time until transitioning to the AT stage changes according to the pseudo-setting value, which allows for a wider variety of gameplay and improves the level of enjoyment.
[0087] Furthermore, when a low setting value (setting 1 to setting 3) is set in the probability setting device 15, the system is configured so that a pseudo-setting value larger than that of the bonus winning state is selected for the non-bonus winning state. In other words, when a gaming arcade opens (first thing in the morning) and no bonus has been awarded, a larger pseudo-setting value is more likely to be selected. As a result, the only time players can receive benefits while not having won a bonus is at the start of the day at the arcade, which can serve as a so-called "morning feature" and promote the operation of the gaming machines.
[0088] Next, a lottery for transitioning to the game state is performed (S4). The game state transition lottery determines the destination game state based on the bonus winning status by referring to the "Game State Transition Lottery Table" shown in Figure 14. For example, if the bonus is awarded, there is a 256 / 256 chance that the CZ stage (CZ3) will be selected. If the bonus is not awarded, there is a 256 / 256 chance that the normal stage will be selected. In other words, at the start of business hours when the arcade is open and no bonus has been won, the game transitions to the normal stage when the advantageous section is reached. After that, if a bonus is won and the bonus-winning state is maintained, the game transitions to the CZ stage (CZ3) when the advantageous section is reached. Furthermore, this is not limited to the above; when a bonus is won, it may be possible to transition to a stage other than the CZ stage (CZ3) when transitioning to the advantageous section, and when a bonus is not won, it may be possible to transition to a stage other than the normal stage.
[0089] In the game state transition lottery, it is determined whether or not the CZ stage has been won (S5). If it is determined that the CZ stage has been won (S5: Yes), the game state is controlled to transition to the CZ stage (CZ3) (S6) (arrow b in Figure 9). On the other hand, if it is determined that the player has not won the CZ stage (i.e., has won the normal stage) (S5: No), the cycle number lottery is performed (S7). The cycle number lottery determines the cycle number by lottery based on pseudo-set values by referring to the "Cycle Number Lottery Table" shown in Figure 15, and the result is stored in the memory unit. As will be explained in more detail later, the cycle number is a value that is referenced during the normal stage, and it indicates the number of times a game based on the cycle pattern described later is counted as one cycle. The number of cycles is expected to be set to, for example, 1 to 5 cycles, but it may also be 6 or more cycles.
[0090] For example, if the pseudo-setting value is set to "1", then there is a 16 / 256 probability that "1" or "2" will be selected as the period number, a 32 / 256 probability that "3" will be selected, and a 96 / 256 probability that "4" or "5" will be selected. Furthermore, for example, if the pseudo-setting value is set to "7", then there is a 192 / 256 probability that "1" will be selected as the cycle number, a 64 / 256 probability that "2" will be selected, and "3" through "5" will not be selected. Although I will omit the explanation, the other pseudo-settings are also configured so that the number of cycles is selected according to the probabilities shown in the diagram. Thus, as a general trend, the larger the pseudo-setting value, the more likely it is that a smaller number of cycles will be selected. In other words, the higher the setting value set by the probability setting device 15, the smaller the number of cycles selected will be. As will be explained in more detail later, in the normal stage, the fewer the number of cycles, the shorter the time it takes to transition to a game state that is advantageous to the player (such as pseudo-bonus A or AT stage), thus making it more advantageous for the player.
[0091] Next, it is determined whether a cycle number of "2" or greater was selected in the cycle number lottery (S8). If it is determined that a cycle number of "2" or more has been selected (S8: Yes), the winning cycle lottery is performed (S9). The winning cycle lottery determines whether the first of multiple cycles will be the "winning cycle" by referring to the "winning cycle lottery table" shown in Figure 16. In other words, if you win the winning cycle lottery, you can transition to the AT state (pseudo-bonus A, AT stage) after the end of the first cycle without having to go through multiple cycles in the normal stage that follows. For example, if the pseudo-setting value is set to "1", there is a 32 / 256 chance of winning; if the pseudo-setting value is set to "4", there is an 82 / 256 chance of winning; and if the pseudo-setting value is set to "7", there is a 128 / 256 chance of winning. While the explanation is omitted here, the probability of winning for other pseudo-setting values is also as shown in the diagram. Thus, the larger the pseudo-setting value, the easier it is to win. In other words, the higher the setting value set by the probability setting device 15, the easier it is to win.
[0092] Next, a periodic pattern lottery is performed (S10). The periodic pattern lottery refers to the "Periodic Pattern Lottery Table (Losing Period)" or "Periodic Pattern Lottery Table (Winning Period)" shown in Figure 17. Based on the value (number of periods) indicating which period the next game in the normal stage corresponds to, the periodic pattern for the next period is determined by lottery, and the result is stored in the memory unit. A periodic pattern is information that defines the combination of periods controlled during a single cycle, such as "Period A → Period B → Period C", "Period A → Period C", "Period B → Period C", etc. The term "winning cycle" refers to the cycle in which a win is achieved in the winning cycle lottery, or the cycle in which "1" is selected in the cycle number lottery. In other words, it refers to the case where, after the first cycle of gameplay in the subsequent normal stage ends, the normal stage ends and the player transitions to the AT state (pseudo-bonus A, AT stage). A "losing cycle" refers to any period other than a winning cycle.
[0093] In the case of a losing cycle, for example, if the number of cycles is "1", there is a 256 / 256 probability that the cycle pattern "Cycle A → Cycle B → Cycle C" will be selected; if the number of cycles is "2", there is a 224 / 256 probability that the cycle pattern "Cycle A → Cycle B → Cycle C" will be selected, and a 16 / 256 probability that either "Cycle A → Cycle C" or "Cycle B → Cycle C" will be selected; and if the number of cycles is "4", there is a 193 / 256 probability that the cycle pattern "Cycle A → Cycle B → Cycle C" will be selected, a 16 / 256 probability that "Cycle A → Cycle C" will be selected, and a 48 / 256 probability that "Cycle B → Cycle C" will be selected.
[0094] On the other hand, in the case of a winning cycle, for example, if the number of cycles is "1", there is a 256 / 256 probability that the cycle pattern "Cycle A → Cycle B → Cycle C" will be selected; if the number of cycles is "2", there is a 192 / 256 probability that the cycle pattern "Cycle A → Cycle B → Cycle C" will be selected, and a 32 / 256 probability that either "Cycle A → Cycle C" or "Cycle B → Cycle C" will be selected; and if the number of cycles is "5", there is a 128 / 256 probability that the cycle pattern "Cycle A → Cycle B → Cycle C" will be selected, and a 64 / 256 probability that either "Cycle A → Cycle C" or "Cycle B → Cycle C" will be selected. Thus, the winning cycle is more likely to select a cycle pattern in which the number of controlled cycles within a single cycle is smaller than the losing cycle. Furthermore, in the periodic pattern lottery for the non-advantageous state control process, the subsequent gameplay in the normal stage will always be the first cycle. Therefore, "1" will be referenced as the cycle number in both the "Periodic Pattern Lottery Table (Losing Cycle)" and the "Periodic Pattern Lottery Table (Winning Cycle)". Furthermore, the periodic pattern is not limited to the pattern shown in Figure 17; the number and combination of periods can be set arbitrarily.
[0095] Next, the cycle game count lottery is performed (S11), the system is controlled to transition to the normal stage (S12) (arrow a in Figure 9), and the process ends. The cycle game count lottery determines the number of games to be played in each cycle controlled during the next cycle by referring to the "Cycle A Game Count Lottery Table (Losing Cycle / Winning Cycle)", "Cycle B Game Count Lottery Table (Losing Cycle / Winning Cycle)", and "Cycle C Game Count Lottery Table (Losing Cycle / Winning Cycle)" shown in Figure 18, and stores the result in the memory unit.
[0096] The cycle game count lottery determines the cycle game count based on whether it is a winning cycle or not, and on a pseudo-setting value. Specifically, as shown in Figure 18, for period A, the number of period games is selected from, for example, 16 games, 32 games, or 64 games. For period B, the number of period games is selected from, for example, 50 games, 100 games, 150 games, or 200 games. For period C, the number of period games is selected from, for example, 23 games, 24 games, 31 games, or 32 games. Furthermore, during losing cycles, smaller cycle game counts are more likely to be selected than during winning cycles. Furthermore, in the case of a winning cycle, the settings are configured so that 23 and 32 games are selected in cycle C. Therefore, in cycle C, 32 games are selected only in winning cycles, so if the actual number of games exceeds 31, it is possible to increase the player's anticipation. Furthermore, players can estimate the pseudo-setting value and the actual setting value to some extent based on the number of cycle games in each cycle, which can also improve the enjoyment of the game. As described above, the unfavorable state control process is performed.
[0097] The slot machine 1 according to this embodiment performs a lottery related to the AT state by referring to a pseudo-setting value determined when transitioning to a favorable period during that favorable period. Specifically, in addition to the cycle number lottery, cycle pattern lottery, winning cycle lottery, and cycle game number lottery mentioned above, other lotteries (such as the CZ stage lottery and AT state lottery) described later also perform lotteries related to the AT state based on pseudo-setting values. Therefore, by using one lottery table as another lottery table, the storage space required for table data can be reduced. Furthermore, since the system references a pseudo-setting value instead of the setting value set by the probability setting device 15 each time a lottery is performed, processing efficiency can be improved. Furthermore, since the pseudo-setting value is re-determined each time the game enters a favorable period, it is possible to provide a variety of gameplay elements, and it is also possible to make it difficult for players to determine the actual setting value.
[0098] (Normal Stage) The normal stage is controlled to a non-AT state, which is a disadvantageous game state for the player. Therefore, players will play the game hoping to transition to a game state that is advantageous to them as quickly as possible. A normal stage consists of multiple states (periods), for example, as shown in Figure 68, it is composed of period A (first state), period B (third state), and period C (second state). In this embodiment, there are three types of periods, but there may be two or fewer, or four or more. Basically, each cycle is controlled in the order of Cycle A → Cycle B → Cycle C, and the execution of one or more cycles constitutes one cycle. For example, the game progresses with three cycles: Cycle A → Cycle B → Cycle C, which constitutes one cycle.
[0099] The type of period controlled within one cycle is based on the periodic pattern. Specifically, the main control unit 10 operates as a state control means to control each period based on a period pattern predetermined by period pattern lottery (for example, period A → period B → period C). Furthermore, the number of games played in each cycle is predetermined by a cycle game count lottery. Specifically, the main control unit 10 operates as a first game count determination means and a second game count determination means to determine, for example, that period A will be one of 16 games, 32 games, or 64 games; period B will be one of 50 games, 100 games, 150 games, or 200 games; and period C will be one of 23 games, 24 games, 31 games, or 32 games. In this way, the type of period controlled within one cycle is determined by the periodic pattern, and the number of periodic games in each cycle is determined.
[0100] In the normal stage, the game is controlled to transition to a game state advantageous to the player (pseudo-bonus A or AT stage) after a predetermined number of gameplay cycles have been completed. The predetermined number of cycles is determined in advance by a cycle number lottery held before the start of the normal stage. A smaller cycle number results in a shorter stay in the normal stage, allowing for an earlier transition to a more advantageous game state. Furthermore, in each cycle, if a predetermined condition is met (for example, if the player wins the transition lottery associated with the winning of a rare role), the game is controlled to transition to a game state that is advantageous to the player. For example, if a predetermined condition is met in cycle A, it is possible to transition to pseudo-bonus A (specific game state), and if a predetermined condition is met in cycles B and C, it is possible to transition to the CZ stage (special game state). Thus, since the destination differs depending on the length of stay, it is possible to enhance the enjoyment of the game and the players' expectations. Furthermore, in the normal stage, the differences in the cycles in which the player is staying are clearly communicated to the player. For example, this is communicated through the background image of the display unit 8, with a "daytime" background image displayed during cycle A, an "evening" background image during cycle B, and a "night" background image during cycle C. Note that this display method is just one example, and any notification method can be adopted as long as the notification method is associated with each cycle.
[0101] Next, we will explain each process that is performed during a normal stage. During normal stages, the "Periodic A control process," "Periodic B control process," and "Periodic C control process" are executed. These processes are explained below in order.
[0102] The period A control process performed by the main control unit 10 will be explained with reference to Figure 50. The period A control process is executed when the current period type is period A. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S21). If it is determined that the third reel has not been stopped (S21: No), the process ends. If it is determined that the third reel has been stopped (S21: Yes), it is determined whether or not the AT state lottery winning combination has been won in this game (S22). The symbols that trigger the AT state lottery include, for example, the weak cherry symbol, the strong cherry symbol, the watermelon symbol, the chance symbol, special symbol A, and special symbol B. However, the symbols that trigger the AT state lottery are not limited to these; for example, non-rare symbols can also be used.
[0103] If it is determined that the AT state lottery role has been won (S22: Yes), the AT state lottery (normal) is executed (S23). The AT state lottery (normal) refers to the "AT state lottery table (normal)" shown in Figure 19, and performs a lottery to determine the transition to the AT state based on the pseudo-setting value and the winning role. For example, if you win a weak cherry symbol and the pseudo-setting value is set to an odd number (1, 3, 5, 7), you will win with a probability of 2 / 256. If the pseudo-setting value is set to an even number (2, 4, 6), you will win with a probability of 1 / 256. Furthermore, if a strong cherry symbol is won and the pseudo-setting value is set to an odd number (1, 3, 5, 7), there is a 32 / 256 chance of winning. If the pseudo-setting value is set to an even number (2, 4, 6), there is a 16 / 256 chance of winning. Furthermore, if you win either Special Role A or Special Role B, the win is guaranteed (256 / 256). Although I will omit the explanation, the other winning roles will also be drawn according to the probabilities shown in the diagram. Thus, regardless of the size of the pseudo-setting value, odd numbers are more likely to result in a win than even numbers. However, this is not the only option; it would also be possible to make it so that larger pseudo-setting values result in a higher chance of winning.
[0104] Next, it is determined whether or not the AT state lottery (normal) has been won (S24). If it is determined that the AT state lottery (normal) has been won (S24: Yes), the AT type lottery (given during normal times) is executed (S25), and control is performed to transition to the determined game state (pseudo-bonus) (S26) (arrow e in Figure 9). The AT type lottery (given during normal play) determines the destination by lottery based on the number of games played in the advantageous section (the value indicated by counter A1), by referring to the "AT type lottery table (given during normal play)" shown in Figure 20. For example, if the number of games played during the advantageous period (the value indicated by counter A1) is "299 games or less", the machine is set to select "pseudo-bonus A1" with a probability of 120 / 256, "pseudo-bonus A3" with a probability of 128 / 256, and "pseudo-bonus A4" to "pseudo-bonus A7" with a probability of 2 / 256. Furthermore, if the number of games played during the advantageous period (the value indicated by counter A1) is "900 games or more," the transition destination is guaranteed to be "pseudo-bonus A2" (256 / 256). Thus, the type of AT state (pseudo-bonus) that is entered afterward differs depending on the number of games played during the advantageous period. Furthermore, the number of games played during the advantageous period for which a lottery to determine the transition of the game state is conducted may be any number of games other than those mentioned above, and the transition lottery may be conducted for all games. In addition, the number of games subject to the lottery may be changed when certain conditions are met.
[0105] Furthermore, in the AT type lottery (given during normal play), the more games played during the advantageous period, the easier it is to win "Pseudo Bonus A2". This is for the following reasons: When the number of games played during the advantageous period is large, that is, when it is close to the advantageous period limiter (1500 games), the duration of subsequent AT states (pseudo-bonus, AT stage, etc.) within the same advantageous period becomes shorter, which is disadvantageous for the player. Therefore, when transitioning from the normal stage to the AT state (pseudo-bonus, AT stage, etc.), if the number of remaining advantageous section games is small, the system is designed to make it easier to transition to pseudo-bonus A2, and after pseudo-bonus A2 ends, it is controlled to transition to a non-advantageous state → CZ stage (CZ3). This resets the number of games played during the advantageous period (the value indicated by counter A1), allowing the player to transition to the CZ stage (CZ3) immediately after the start of a new advantageous period. If the player then wins the lottery to transition to the AT state, they can ensure a sufficient period of stay in that state.
[0106] In S22, if it is determined that the AT state lottery role has not been won (S22: No), a determination is made as to whether or not the player possesses the "CZ stage transition right" described later (S27). If it is determined that you possess the right to transition to the CZ stage (S27: Yes), the "CZ mode" is reset (set to CZ mode 1) (S31). "CZ Mode" is a mode that affects how easily you can transition to the CZ stage, and can be set in four stages (1-4), for example. The mode progresses in the order of CZ Mode 1 (initial value) → CZ Mode 2 → CZ Mode 3 → CZ Mode 4, and is controlled so that it does not go down until you transition to the CZ stage, and when you transition to the CZ stage it resets to CZ Mode 1. Furthermore, the CZ mode is not limited to 4 levels; it may also have 3 levels or less, or 5 levels or more.
[0107] On the other hand, if it is determined that the player does not possess the right to transition to the CZ stage (S27: No), then it is determined whether or not the CZ stage lottery prize has been won in this game (S28). The CZ stage lottery roles are, for example, the weak cherry role and the watermelon role. Note that it is not limited to these, and for example, other rare roles or non-rare roles can also be set. If it is determined that the CZ stage lottery role has been won (S28: Yes), the CZ stage lottery is executed (S29). The CZ stage lottery refers to the "CZ stage lottery table (CZ modes 1 to 4)" shown in FIG. 21, and based on the current CZ mode and the pseudo set value, the lottery for shifting to the CZ stage is executed. As shown in FIG. 21, it is possible to shift to CZ1, CZ2 or CZ4 among the CZ stages, and the probability of winning is increased based on the relationship of CZ4 < CZ2 < CZ1. Also, the probability of winning is increased based on the relationship of CZ mode 1 < CZ mode 2 < CZ mode 3 < CZ mode 4.
[0108] For example, in the case of CZ mode 1, when "1" is set as the pseudo set value, it is set to win "CZ1" with a probability of 29 / 256, win "CZ2" with a probability of 2 / 256, and win "CZ4" with a probability of 1 / 256. When "7" is set as the pseudo set value, it is set to win "CZ1" with a probability of 46 / 256, win "CZ2" with a probability of 16 / 256, and win "CZ4" with a probability of 2 / 256. Also, in the case of CZ mode 4, when "1" is set as the pseudo set value, it is set to win "CZ1" with a probability of 60 / 256, win "CZ2" with a probability of 18 / 256, and win "CZ4" with a probability of 1 / 256. When "7" is set as the pseudo set value, it is set to win "CZ1" with a probability of 67 / 256, win "CZ2" with a probability of 34 / 256, and win "CZ4" with a probability of 5 / 256. Also, although the description is omitted, lotteries are also performed with the probabilities shown in the figure for other CZ modes and pseudo set values.
[0109] Next, it is determined whether or not the CZ stage lottery has been won (S30). If it is determined that the CZ stage lottery has been won (S30: Yes), the CZ mode is initialized (S31), and control is performed to transition to the type of CZ determined in the CZ stage lottery (S32) (arrow d in Figure 9).
[0110] If it is determined in S28 that the CZ stage lottery has not been won (S28: No), or if it is determined in S30 that the CZ stage lottery has not been won (S30: No), then the CZ mode lottery is executed (S33). The CZ mode lottery is conducted by referring to the "CZ mode lottery table" shown in Figure 22, and the CZ mode is determined by lottery based on the pseudo-setting value and the current CZ mode. For example, if the pseudo-setting value is 1 to 5, then if the current CZ mode is CZ mode 1, there is a 4 / 256 chance that "CZ mode 2" will be selected; if the current CZ mode is CZ mode 2, there is a 3 / 256 chance that "CZ mode 3" will be selected; and if the current CZ mode is CZ mode 3, there is a 2 / 256 chance that "CZ mode 4" will be selected. Furthermore, if the pseudo-setting value is 6 to 7, the system is set so that if the current CZ mode is CZ mode 1, there is an 8 / 256 chance that "CZ mode 2" will be selected; if the current CZ mode is CZ mode 2, there is an 8 / 256 chance that "CZ mode 3" will be selected; and if the current CZ mode is CZ mode 3, there is an 8 / 256 chance that "CZ mode 4" will be selected.
[0111] Thus, a larger pseudo-setting value makes it easier to win (the CZ mode is upgraded). In the CZ mode lottery, it is assumed that the CZ mode is upgraded one level at a time, and once upgraded, it will not be downgraded until it is reset. However, it is not limited to this, and the CZ mode may also be downgraded through the lottery, and multiple levels of upgrade or downgrade are also possible. In addition, the initial value of the CZ mode may be something other than CZ mode 1. Furthermore, while it is assumed that the CZ mode will not be announced to the player, it may be announced to the player. In this case, the higher the CZ mode, the higher the probability of transitioning to the CZ stage, which can increase the player's sense of anticipation.
[0112] Next, it is determined whether or not it is the final game of period A (S34). If it is determined that this is not the final game of period A (S34: No), the process ends. If it is determined that this is the final game of period A (S34: Yes), a determination is made as to whether or not the special control rights described later are owned (S35). If it is determined that the special control right is possessed (S35: Yes), the special control right is used to control the game state to transition to an unfavorable state (S36) (arrow c in Figure 9). On the other hand, if it is determined that no special control rights are owned (S35: No), the periodic pattern is referenced to determine whether the next controlled period is period C or not (S37).
[0113] If it is determined that the next controlled period is not period C (S37: No), the control is set to period B (S41). On the other hand, if it is determined that the next controlled period is period C (S37: Yes), it is determined whether that period is the correct period or not (S38). If it is determined that the current cycle is a winning cycle (S38: Yes), the AT type lottery (given after the end of cycle C) is executed (S39), and the game state is controlled to cycle C (S40). The AT type lottery (given after the end of cycle C) refers to the "AT type lottery table (given after the end of cycle C)" shown in Figure 23, and determines the destination after the end of the normal stage by lottery based on the number of games played in the advantageous section (the value indicated by counter A1). The destination after the end of the normal stage, determined in the lottery, is referenced during the subsequent period C (period C control processing), and the player transitions to the AT state during period C.
[0114] For example, if the number of games played during the advantageous period is "299 games or less", the following transition destinations are set: "Pseudo Bonus A1" is selected with a probability of 120 / 256, "Pseudo Bonus A3" is selected with a probability of 124 / 256, and "Pseudo Bonus A4" to "Pseudo Bonus A7" or "AT Stage (Normal Preparation Stage, Special Preparation Stage)" is selected with a probability of 2 / 256. Furthermore, if the number of games played during the advantageous period is "900 games or more," the transition destination is guaranteed to be "Pseudo Bonus A2" (256 / 256). Thus, the destination of the bonus differs depending on the number of games played during the advantageous period. For the same reasons as the AT type lottery (given during normal play) mentioned earlier, the more games played during the advantageous period, the easier it is to win pseudo-bonus A2. As described above, the period A control process is performed.
[0115] Thus, if the current cycle is a winning cycle (a specific cycle), and cycle C (second state) is controlled after cycle A, it is decided whether or not to control the game state to one of the game states, including pseudo-bonus A (specific game state) and AT stage (special game state), and at the end of cycle C, the game state can be controlled to the decided game state. This allows, for example, the execution of a visual effect that hints at the transition destination during cycle C, which occurs after the transition destination game state has been determined, thereby enhancing the player's enjoyment.
[0116] Next, the period B control process performed by the main control unit 10 will be explained with reference to Figure 51. The period B control process is executed when the current period type is period B. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S51). If it is determined that the third reel has not been stopped (S51: No), the process ends. If it is determined that the third reel has been stopped (S51: Yes), a determination is made as to whether or not the player possesses the right to transition to the CZ stage (S52). Furthermore, steps S52 to S58 are the same as those performed in steps S27 to S33 in the period A control process described above.
[0117] Next, it is determined whether or not it is the final game of period B (S59), and if it is determined to be the final game of period B (S59: Yes), it is determined whether or not that period is a winning period (S60). If it is determined that the current cycle is a winning cycle (S60: Yes), the AT type lottery (given after the end of cycle C) is executed (S61), and the game state is controlled to cycle C (S62). The AT type lottery (assigned after the end of cycle C) is performed in the same way as S39 of the cycle A control process described above. By referring to the "AT type lottery table (assigned after the end of cycle C)" shown in Figure 23, the destination after the end of the normal stage is determined by lottery based on the number of games played in the advantageous section. As described above, the period B control process is performed.
[0118] Next, the period C control process performed by the main control unit 10 will be explained with reference to Figure 52. The period C control process is executed when the current period type is period C. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S71). If it is determined that the third reel has not been stopped (S71: No), the process ends. If it is determined that the third reel has been stopped (S71: Yes), it is determined whether the period is a winning period or not (S72). If it is determined that the period in question is a winning period (S72:Yes), a determination is made as to whether or not it is the final game of period C (S80). If it is determined that the period in question is not a winning period (S72:No), a determination is made as to whether or not the player possesses the right to transition to the CZ stage (S73). Furthermore, the transition process to the CZ stage, as described in S73-S79, is almost identical to the process described in S27-S33 of the period A control process.
[0119] Unlike the Cycle A control process, which interrupts the Cycle A process and transitions to the CZ stage if the CZ stage lottery is won, the Cycle C control process does not immediately transition to the CZ stage if the CZ stage lottery is won. Instead, after the end of Cycle C, the process is controlled to transition to the next cycle (Cycle A or Cycle B) before transitioning to the CZ stage. Therefore, if the CZ stage lottery is won during cycle C (S76: Yes), the right to transition to the CZ stage is granted and stored in the memory unit (S78), and in the subsequent cycle A or cycle B, the right to transition to the CZ stage is used to transition to the CZ stage. As a result, among cycles A, B, and C, cycle C offers only one advantageous game state that can be reached before the cycle game count is completed, thus increasing the player's anticipation for playing during cycle C compared to cycles A and B. Furthermore, this is not the only option; if the CZ stage lottery is won during cycle C, the player may transition to the CZ stage during cycle C.
[0120] Next, it is determined whether or not it is the final game of period C (S80), and if it is determined to be the final game of period C (S80:Yes), it is determined whether or not that period is a winning period (S81). If it is determined that the current cycle is a winning cycle (S81: Yes), the system is controlled to transition to the AT state (S82) (arrows e and f in Figure 9). In this case, the transition destination is the game state (pseudo-bonus A or AT stage) determined in the AT type lottery (granted after the end of cycle C) performed in the immediately preceding cycle A or cycle B.
[0121] If it is determined that the period in question is not a winning period (S81: No), it is determined whether the number of games played in the advantageous period (the value indicated by counter A1) is equal to or greater than a predetermined number (S83). For example, it is determined whether it is "900 games" or more. If it is determined that the number of games played during the advantageous period is equal to or greater than a predetermined number (S83: Yes), a special control right is granted, stored in the memory unit (stocked) (S84), and the system is controlled to cycle A (S85). Special control rights are rights to transition to a non-favorable state. In other words, they are rights to end the favorable period and transition to the normal period. Special control rights stockpiled during period C are used during period A, which is controlled after the end of period C (S36 of the period A control process).
[0122] Thus, at the end of one cycle, if there are few remaining advantageous games, the system is designed to forcibly control the game to transition from cycle C to cycle A → non-advantageous state after the end of cycle C. This is because if the player then transitions to an AT state (pseudo-bonus, AT stage, etc.) during the same advantageous period, the period until the advantageous period limiter (1500 games) is shortened, resulting in a shorter stay in the AT state, which is disadvantageous to the player. Therefore, after the end of cycle C, the game transitions to a non-advantageous state to reset the number of games played during the advantageous period (the value indicated by counter A1). This allows you to transition to the CZ stage (CZ3) immediately after the start of a new advantageous period, and if you win the lottery to transition to the AT state, you can ensure a sufficient period of stay.
[0123] On the other hand, if it is determined that the number of games played during the advantageous period is not equal to or greater than a predetermined number (S83: No), it is determined whether the next cycle is a ceiling cycle or not (S86). The "ceiling cycle" refers to the final cycle among the cycle numbers determined in the cycle number lottery. For example, if the cycle number is determined to be "3", it refers to the 3rd cycle. If it is determined that the next cycle is not a ceiling cycle (S86: No), the winning cycle lottery is performed (S87), and the cycle pattern lottery and cycle pattern lottery are performed (S88~S89). On the other hand, if it is determined that the next cycle is a ceiling cycle (S86: Yes), the cycle pattern lottery and cycle pattern lottery are performed (S88~S89). Furthermore, the winning cycle lottery, cycle pattern lottery, and cycle game count lottery (S87~S89) are performed using the same processing as S9~S11 in the aforementioned non-advantageous state control processing. However, in the periodic pattern lottery (S10) during the non-advantageous state control process, "1" is always referenced as the period number, but in the periodic pattern lottery during the period C control process, the lottery will be conducted based on the next period number. Finally, the periodic pattern determined by the periodic pattern lottery is referenced to determine whether the next controlled period is period A or not (S90), and the system is controlled to either period A or period B (S85, S91). In this way, the periodic pattern and the number of periodic games for each period are determined for each cycle. Therefore, since the number of controlled cycles, the type of cycle, and the number of cycle games differ for each cycle, the duration of stay in the normal stage changes, which allows for greater variety in gameplay and improves entertainment value. As described above, the period C control process is performed. Furthermore, the normal stage may have a normal probability state and a high probability state, where the probability of transitioning to the AT state (pseudo-bonus A or AT stage) differs. During the high probability state, the transition to the AT state may be performed at a higher probability than the probability of winning in the normal probability state, triggered by winning a rare role or the like.
[0124] As described above, in the normal stage, as shown in Figure 68, one cycle can be composed of multiple cycles, and the type of reward (for example, the destination of the game state) when winning the lottery for reward granting that is performed in each cycle can be made different. This prevents the game from becoming monotonous and prevents a decline in interest. For example, if a predetermined condition is met in cycle A (for example, winning the AT state lottery), it can be controlled to pseudo-bonus A (specific game state), and if a predetermined condition is met in cycle C (winning the CZ stage lottery), it can be controlled to the CZ stage (special game state).
[0125] (CZ Stage) The CZ stage is controlled to be in a non-AT state and is a game state consisting of CZ1-CZ4 and CZ5. CZ1, 2, and CZ4 are entered from the normal stage, CZ3 is entered from a non-advantageous state, and CZ5 is entered from CZ3. CZ1 to CZ4 continue until the number of navigation notifications set at the start of the CZ stage is used up (until the number of navigation notifications becomes "0"), and during the time until the number of navigation notifications is used up, a game is played to determine whether to transition to the AT state. The number of navigation notifications is initially set at the start of the CZ stage (for example, 3 times), and is reduced by 1 each time a replay is won. Additionally, it may be increased (added) during CZ1 to CZ4. In other words, in CZ1 to CZ4, the player aims to win the AT state lottery before the number of navigation notifications reaches "0".
[0126] In CZ1 to CZ4, if you win the AT state lottery, the destination will differ depending on the type of CZ. Specifically, as shown in Figure 11, CZ1 can transition to pseudo-bonus A1, pseudo-bonus A3 to pseudo-bonus A7, and the AT stage; CZ2 can transition to pseudo-bonus A3 to pseudo-bonus A7 and the AT stage; CZ3 can transition to the AT stage; and CZ4 can transition to pseudo-bonus A4 to pseudo-bonus A7, in addition to the AT stage.
[0127] During the CZ stage, for example, a visual display screen like the one shown in Figure 69 is displayed on the display unit 8. Figure 69(a) shows examples of the presentation screens for CZ1 and CZ2, Figure 69(b) shows an example of the presentation screen for CZ3, Figure 69(c) shows an example of the presentation screen for CZ4, and Figure 69(d) shows an example of the presentation screen for CZ5. In CZ1-CZ4, the remaining number of navigation announcements (81) is displayed at the top of the screen, and a stage explanation image (82) is displayed at the bottom of the screen. Stage description image 82 shows, for example, the possible benefits that may be granted during each CZ. For example, CZ1 and CZ2 display "Bonus if successful!?", CZ3 displays "AT stage if successful!?", and CZ4 displays "Bonus + AT stage if successful!?". Furthermore, CZ1 and CZ2 display screens with identical display patterns, while CZ3 differs only in the display of the stage explanation image 82. This makes it difficult for the player to realize that they are in CZ2, which is subsequently controlled to be an unfavorable state. CZ4 and CZ5 display different visual effects (Visual Effects B and Visual Effects C) than CZ1-CZ3. This allows players to recognize when they are in CZ4 or CZ5, which have a higher probability of transitioning to the AT stage. Furthermore, CZ3 and CZ5 may display the same visual effect. This makes it difficult to distinguish between the games played in CZ3 and CZ5, giving the impression that a series of games are being played.
[0128] CZ5 continues until consecutive bell symbols appear, and during this period, a game is played to determine whether the player will transition to the AT state. Specifically, if the total number of rare role wins and the number of push-order bell roles A1 and A2 hits during the duration reaches a predetermined number, the transition to AT state is guaranteed. For example, it may be possible to transition to pseudo-bonus A1 or the AT stage. In CZ5, the remaining number of spins, 83, is displayed at the top of the screen (Figure 69(d)). The number of spins is predetermined in the previous CZ3 and is reduced by 1 each time a rare role is won or the ordered bell roles A1 and A2 are hit. The figure shows that 3 of the 4 predetermined spins remain.
[0129] Next, the CZ stage control process performed by the main control unit 10 will be described with reference to Figures 53 and 54. First, the CZ1-CZ4 control processes will be explained with reference to Figure 53. The CZ1-CZ4 control process begins when the current game state is CZ1-CZ4. First, the main control unit 10 determines whether or not a third reel stop operation has been performed (S101). If it is determined that the third reel stop operation has not been performed (S101: No), the process ends. If it is determined that the third reel stop operation has been performed (S101: Yes), it is determined whether or not a common single winning combination or an AT state lottery winning combination has won in the current game (S102).
[0130] If it is determined that a common single winning combination or an AT state lottery winning combination has won (S102: Yes), it is determined whether or not a special winning combination A or a special winning combination B has won among these winning combinations (S103). If a special winning combination A or a special winning combination B has won (S103: Yes), the transition to the AT state is confirmed, and an AT type lottery (CZ) described later is executed (S106). On the other hand, if a special winning combination A or a special winning combination B has not won (S103: No), an AT state lottery (CZ) is executed (S104). The AT state lottery (CZ) refers to the "AT state lottery table (CZ1 to 4)" shown in FIG. 24, and for each type of CZ to stay, a transition lottery to the AT state is executed based on the pseudo-setting value. Specifically, it is set such that the larger the pseudo-setting value, the easier it is to win, and it is easier to win based on the relationship of CZ3 < CZ1 < CZ2 < CZ4.
[0131] Next, it is determined whether or not the AT state lottery (CZ) has won (S105). If it is determined that the lottery has won (S105: Yes), an AT type lottery (CZ) is executed (S106). The AT type lottery (CZ) refers to the "AT type lottery table (CZ)" and the "AT type lottery table (CZ (special winning combination))" shown in FIG. 25, and the destination of transition is determined by lottery based on the type of CZ to stay.
[0132] For example, as shown in FIG. 25, in the case of CZ1, among the pseudo bonuses A1, A3 to A7, the normal preparation stage, and the special preparation stage, it is set such that the pseudo bonus A1 is selected with the highest probability. In the case of CZ2, among the pseudo bonuses A3 to A7, the normal preparation stage, and the special preparation stage, it is set such that the pseudo bonus A3 is selected with the highest probability. In the case of CZ3, among the normal preparation stage and the special preparation stage, it is set such that the normal preparation stage is selected with the highest probability. In the case of CZ4, among the pseudo bonuses A4 to A7, it is set such that the pseudo bonus A4 is selected with the highest probability. Also, when the special role A is elected, it is set such that the normal preparation stage is selected with a probability of 240 / 256 and the special preparation stage is selected with a probability of 16 / 256. When the special role B is elected, it is set such that the special preparation stage is selected with a probability of 256 / 256. Then, it is controlled to shift to the game state determined in the AT type lottery (CZ) (arrow j, g in FIG. 9) (S107).
[0133] Also, during the CZ stage, in order to enhance the player's sense of expectation of shifting to the AT state, an expectation effect is executed on the display 8. Specifically, the sub-control unit 20 gives a notification to prompt the player to perform a button pressing operation on the display 8. For example, when the special role A or the special role B is elected, an image prompting the stop operation of the red 7 symbol (for example, "Aim for the red 7!") is displayed. At this time, by pressing the red 7 symbol, when the special role A is elected, a single red 7 alignment can be stopped, and when the special role B is elected, a double red 7 alignment can be stopped. Also, when the common single-piece role is elected, an image prompting the stop operation of the BAR symbol (for example, "Aim for the BAR!") and a push order navigator prompting reverse pressing are displayed. At this time, by reverse pressing and pressing the BAR symbol, a BAR alignment can be stopped. When a common single - tile winning combination is selected, the above effect is executed only when winning the AT - state lottery (CZ). If not winning the AT - state lottery (CZ), a push - order navigator that prompts other operations than reverse - push (for example, forward - push) may be notified.
[0134] If it is determined in S105 that the AT - state lottery (CZ) is not won (S105: No), it is determined whether a rare winning combination (weak cherry winning combination, watermelon winning combination, chance - eye winning combination, strong cherry winning combination) is won (S108). If it is determined that a rare winning combination is won (S108: Yes), a lottery for adding to the navigation notification count is executed (S109). The lottery for adding to the navigation notification count refers to the "Lottery Table for Adding to the Navigation Notification Count" shown in FIG. 26 to perform a lottery for adding (increasing) the navigation notification count based on the winning combination. For example, when the weak cherry winning combination is won, "1" is selected as the increase count with a probability of 64 / 256. When the watermelon winning combination is won, "1" is selected as the increase count with a probability of 48 / 256, and "2" is selected as the increase count with a probability of 16 / 256. Also, when the chance - eye winning combination or the strong cherry winning combination is won, it is set to always have an increase. Then, it is determined whether winning the lottery for adding to the navigation notification count (S110). If it is determined that the lottery is won (S110: Yes), the increase count is added to the current navigation notification count (S111), and the process ends.
[0135] In S102, if it is determined that neither the common single - tile winning combination nor the AT - state lottery winning combination is won (S102: No), it is determined whether the replay winning combination is won (S112). If it is determined that the replay winning combination is not won (S112: No), the process ends. If it is determined that the replay winning combination is won (S112: Yes), the navigation notification count is decreased by 1 (S113). At this time, the sub-control unit 20 executes the same expectation-building effects as described above on the display unit 8 (for example, a push-order navigation prompting the player to press the buttons in reverse, saying "Aim for the BAR!"), and notifies the player to perform a precise button-pressing operation. In this case, even if the player presses the buttons in reverse and attempts to press the buttons to hit the BAR symbol, the display will not show a BAR alignment, but rather a BAR tenpai alignment. In other words, a fake effect is executed that creates the illusion that the player has won the lottery to transition to the AT state, thus raising their expectations.
[0136] Next, it is determined whether the number of navigation notifications has reached "0" (S114). If it is determined that the number of navigation notifications has reached "0" (S114: Yes), the game state transition process is executed according to the type of CZ currently in place (S115~S120). In other words, this occurs when the number of navigation notifications is reduced due to winning a replay, and the AT state lottery is not won during the period before the number of navigation notifications reaches "0". For example, in the case of CZ1 or CZ2 (S115: Yes), the system is controlled to transition to the normal stage (S116) (arrow h in Figure 9). At this time, the system is controlled to return to the cycle at which the CZ stage was entered. In the case of CZ4 (S115: No, S117: No), control is performed to transition to pseudo-bonus A (S120) (arrow g in Figure 9).
[0137] In the case of CZ3 (S115: No, S117: Yes), the system controls the system to perform a predetermined number of draws (S118) and then proceed to CZ5 (S119) (arrow i in Figure 9). In the predetermined number of draws, the predetermined number of draws to be managed in CZ5, which is transitioned to after CZ3 ends, is predetermined based on a pseudo-setting value by referring to the "predetermined number of draws table" shown in Figure 27, and stored in the memory unit. For example, when the pseudo-setting value is large (such as "6" or "7"), the probability of selecting a smaller number of times increases. Also, when the pseudo-setting value is odd, a smaller number of times is more likely to be selected than when it is even. However, this is not the only option; the system could also be designed so that a larger pseudo-setting value makes a smaller number of times more likely to be selected. As described above, the CZ1 to CZ4 control processes are performed.
[0138] Next, the CZ5 control process will be explained with reference to Figure 54. The CZ5 control process begins when the current game state is CZ5. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S121). If it is determined that the third reel has not been stopped (S121: No), the process ends. If it is determined that the third reel has been stopped (S121: Yes), it is determined whether or not a special preparation stage lottery prize has been won in this game (S122). The winning combinations for the special preparation stage include, for example, the weak cherry, strong cherry, watermelon, and chance symbol. However, other winning combinations are also possible.
[0139] If it is determined that the special preparation stage lottery role has been won (S122:Yes), the special preparation stage lottery is executed (S123). The special preparation stage lottery is conducted by referring to the "Special Preparation Stage Lottery Table" shown in Figure 28, and the lottery for transitioning to the special preparation stage is performed based on the winning combination in this game. For example, if you win a weak cherry or watermelon, the probability of winning is 1 / 256; if you win a chance eye, the probability of winning is 32 / 256; and if you win a strong cherry, the probability of winning is 64 / 256.
[0140] Next, it is determined whether or not the special preparation stage has been selected (S124). If it is determined that the special preparation stage has been selected (S124:Yes), the system is controlled to proceed to the special preparation stage (S125) (arrow m in Figure 9). Furthermore, if the special preparation stage lottery is won, the sub-control unit 20 may execute a button animation. For example, the display unit 8 may display an operation image consisting of an image resembling an operation button prompting the operation of the animation button 2c, or text information instructing the operation (for example, "PUSH"), and when the animation button 2c is operated, an image celebrating the win may be displayed. Furthermore, the probability of a button animation being triggered may be varied depending on the type of winning combination, and the content of the animation may also be varied.
[0141] On the other hand, if it is determined in S122 that the special preparation stage lottery role has not been won (SS122: No), or if it is determined that the special preparation stage lottery has not been won (S124: No), then it is determined whether or not the condition for the prescribed number of deductions has been met (S126). The conditions for the reduction in the specified number of spins are met, for example, when a rare role is won or when the ordered bell roles A1 and A2 are awarded. If it is determined that the condition for the predetermined number of rounds to be deducted has been met (S126: Yes), the current predetermined number of rounds is reduced by 1 (S127). The predetermined number of rounds is predetermined by a predetermined number lottery in the previous CZ3 and is set at the start of CZ5. Next, it is determined whether the specified number of times has reached "0" (S128). That is, it is determined whether the total number of times the rare role has been won and the number of times the push-order bell roles A1 and A2 have been won has reached the specified number, and whether the right to transition to the AT state can be acquired.
[0142] If it is determined that the specified number of attempts has reached "0" (S128: Yes), the AT type lottery (CZ5) is executed (S129). The AT type lottery (CZ5) determines the transition destination by lottery based on the pseudo-setting value, by referring to the "AT type lottery table (CZ5)" shown in Figure 29. For example, one of the following will be selected: pseudo-bonus A1, normal preparation stage, or special preparation stage, with pseudo-bonus A1 being selected with the highest probability. Then, the system is controlled to transition to the game state determined in the AT type lottery (CZ5) (S130) (arrows l and m in Figure 9).
[0143] On the other hand, if it is determined in S128 that the specified number of times has not reached "0" (S128: No), then it is determined whether or not the number of guaranteed CZ5 times is "0" (S131). The CZ5 guaranteed number of spins is a value used to manage the display of consecutive stop animations for missed bell symbols during CZ5, and is deducted by 1 each time a missed bell symbol appears. The number of guaranteed CZ5 rounds is, for example, "1" assigned at the start of CZ5. However, the number of guaranteed CZ5 rounds is not limited to this and can be set arbitrarily. If it is determined that the number of guaranteed CZ5 attempts is not "0" (i.e., "1") (S131: No), the process is terminated. On the other hand, if it is determined that the number of guaranteed CZ5 attempts is "0" (S131: Yes), the number of guaranteed CZ5 attempts is increased by 1 (added to the previous number), and the process is terminated. In other words, if the number of guaranteed CZ5 spins is "0" (meaning CZ5 will end if the ordered bell symbol is displayed one more time), and a rare symbol is won or ordered bell symbols A1 or A2 are hit, the number of guaranteed CZ5 spins will be increased (recovered) by 1.
[0144] In S126, if it is determined that the condition for the specified number of deductions has not been met (S126: No), a determination is made as to whether the condition for the guaranteed number of CZ5 deductions has been met (the button-press order bell miss pattern has stopped) (S133). If it is determined that the condition for reducing the number of guaranteed CZ5 spins has been met (S133: Yes), it is determined whether the number of guaranteed CZ5 spins is "0" or not (S134). That is, it is determined whether the sequence of bell symbols was displayed when the sequence of bell symbols A was won in the previous spin. When it is determined that the CZ5 guarantee count is not "0" (it is "1") (S134: No), the CZ5 guarantee count is decremented by 1 (S135), and the process ends. On the other hand, when it is determined that the CZ5 guarantee count is "0" (S134: Yes), pre - normal - stage transition processing (cycle number lottery (S136) to transition to the normal stage (S141)) is executed. That is, it is determined that the winning - order bell spill marks have continuously stopped displaying, CZ5 ends, and the game transitions to the normal stage (arrow k in FIG. 9). Note that the pre - normal - stage transition processing (S136 (cycle number lottery) to S141 (transition to the normal stage)) is the same as the processing of S7 (cycle number lottery) to S12 (transition to the normal stage) in the non - advantageous state control processing. As described above, the CZ5 control process is performed.
[0145] In this way, CZ5 has a gaming property such that if the total of the winning times of the rare combination and the winning times of the winning - order bell role A reaches the specified number of times (if the specified number of times reaches "0") during the period until the winning - order bell spill marks continuously stop displaying (until the CZ5 guarantee count is exhausted), the transition to the AT state is confirmed. Therefore, even if the game enters CZ5 without transitioning to the AT state in CZ3, there is still a possibility of transitioning to the AT state, so the player's sense of expectation can be continued. Also, since CZ5 enters after the end of CZ3 which transitions immediately after the start of the advantageous section, for example, it may enter immediately after the end of the AT state (pseudo - bonus A or AT stage). In such a case, it can return to the AT state again, so it also functions as a pull - back zone and can enhance the interest of the game.
[0146] (Pseudo - bonus A) The pseudo - bonus A is controlled to the AT state, and all the winning - order navis corresponding to the first to third reel stop operations of the winning - order bell role selected are displayed. Therefore, it is a gaming state where an increase in medals can be expected. Pseudo Bonus A consists of seven pseudo bonuses, A1 to A7, each of which can continue for a predetermined period (for example, 30 games). After a pseudo bonus ends, the destination of the next bonus varies depending on the pseudo bonus being played. Specifically, as shown in Figure 12, pseudo-bonus A1 can transition to the normal stage or the AT stage, pseudo-bonus A2 can transition to a non-advantageous state, pseudo-bonus A3 can transition to a non-advantageous state, CZ3, or the AT stage, pseudo-bonuses A4-A6 can transition to the AT stage, and pseudo-bonus A7 can transition to the special AT stage. In other words, with pseudo-bonuses A4 to A7, the transition to the AT stage is guaranteed at the same time as the pseudo-bonus is triggered, while with pseudo-bonuses A1 and A3, the game progresses with the aim of transitioning to the AT stage during the pseudo-bonus.
[0147] Additionally, a simulated game is played during the first game of the simulated bonus A. Simulated gameplay is a state where the game is not actually progressing, but the operation and stopping of reel 41 are performed in the same way as in normal gameplay, creating the illusion for the player that the game is in progress. Specifically, when the start lever 3 is operated, the reels 41 are reversed, and then a reel animation is performed in which a specific combination of symbols (red 7, red 7, red 7) is temporarily stopped on a predetermined line, and it is announced that pseudo-bonus A has occurred. During the reel animation period, the operation of the stop button 5 is disabled, so even if reels 41 are operating, the game cannot proceed. After the reel animation period, operating the start lever 3 will cause reel 41 to rotate forward, activate stop button 5, and restart the first game of pseudo-bonus A.
[0148] Next, we will explain the various processes that are executed during pseudo-bonus A. During pseudo-bonus A, the "pseudo-bonus A1 control process" and the "pseudo-bonus A2-A7 control process" are executed. These processes are explained below in order.
[0149] First, the pseudo-bonus A1 control process performed by the main control unit 10 will be explained with reference to Figures 55 and 56. Pseudo Bonus A1 has a low probability state (hereinafter also referred to as low probability), a high probability state (hereinafter also referred to as high probability) in which it is easier to win the AT stage than in the low probability state, and a super high probability state (hereinafter also referred to as super high probability) in which it is easier to win the AT stage than in the high probability state. During the pseudo-bonus A1, the current probability state is communicated to the player in an identifiable manner. For example, this is communicated by the type and color of the background image on display 8. Note that this display method is just one example, and any communication method can be adopted as long as it is associated with each probability state. Therefore, during the pseudo-bonus A1, players will play with the aim of transitioning to the AT stage, hoping to transition to a high probability state or a super high probability state.
[0150] The pseudo-bonus A1 control process is initiated when the current game state is pseudo-bonus A1. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S151). If it is determined that the third reel has not been stopped (S151: No), the process ends. If it is determined that the third reel has been stopped (S151: Yes), it is determined whether a common single-coin win or an AT state lottery win has been achieved in this game (S152).
[0151] If it is determined that a common single-coin win or an AT state lottery win has been achieved (S152: Yes), a determination is made as to whether or not the transition to the AT stage is already confirmed (S153). In other words, it is determined as to whether or not the transition to the AT stage has already been won and the right to transition to the AT stage has been acquired. If it is determined that the transition to the AT stage is confirmed (S153: Yes), a stock acquisition lottery is performed (S154). The stock acquisition lottery is conducted by referring to the "Chance Stock Lottery Table" or "Set Stock Lottery Table" shown in Figure 30, and the lottery for acquiring chance stocks or set stocks is performed based on the winning combination in the current game. Specifically, the probability of winning is increased based on the relationship between special roles < common single-coin roles < weak cherry roles, watermelon roles < chance roles < strong cherry roles.
[0152] Chance Stock is the right to control the game into a pseudo-bonus B if possessed during the AT stage (normal AT stage). It is also referenced in the battle breakthrough lottery conducted during the AT stage (battle stage). Set stock, if possessed during the end-of-game waiting stage, grants the right to return to the normal preparation stage. In other words, the AT stage continues. Therefore, the more of these stocks you possess, the more advantageous your gameplay will be in the subsequent AT stage.
[0153] On the other hand, if it is determined in S153 that a transition to the AT stage is not confirmed (S153: No), the AT stage lottery is performed (S155). The AT stage lottery is conducted by referring to the "AT Stage Lottery Table (Low Probability, High Probability, Super High Probability)" shown in Figure 31, based on the current probability state and the winning combination in this game. Specifically, the probability of winning is set to increase based on the relationship between low probability state < high probability state < super high probability state. For example, when winning a common single-coin combination, the probability of winning is 1 / 256 in the low probability state, 16 / 256 in the high probability state, and 64 / 256 in the super high probability state. Furthermore, in the extremely high probability state, if a rare role is won, the player is guaranteed to win the lottery, and the game is set to make it easier to win the special preparation stage. Although I will omit the explanation, if you win any other winning combination, the AT stage lottery will be conducted according to the probabilities shown in the diagram.
[0154] Next, it is determined whether or not the transition to the AT stage is confirmed (i.e., the AT stage lottery has been won) (S156). If it is determined that the transition to the AT stage is confirmed (S156: Yes), the process moves to S167 (final game determination process). On the other hand, if it is determined that the transition to the AT stage is not confirmed (S156: No), it is determined whether or not a high probability state lottery role has been won (S157). High probability state lottery roles include, for example, the bell role, weak cherry role, strong cherry role, watermelon role, and chance eye role.
[0155] If it is determined that a high-probability state lottery has been won (S157: Yes), various processes are executed according to the current probability state (S158~S166). Specifically, if the current probability state is low (S158: Yes), a high probability state lottery is performed (S162). The high probability state lottery is performed by referring to the "high probability lottery table" shown in Figure 32, and a lottery for transitioning to a high probability state is performed based on the winning combination in the current game. In this case, the probability of winning is increased based on the relationship between the push-order bell combination < weak cherry combination, watermelon combination < chance combination < strong cherry combination. If the high probability state lottery is won (S163: Yes), for example, one of the following high probability game counts will be granted: 10 games, 20 games, or 30 games. During the period until these high probability game counts are consumed, the probability state will be controlled to the high probability state (S164).
[0156] On the other hand, if the current probability state is a high probability state or a very high probability state (S158: No), a lottery for the very high probability state is performed (S159). The lottery for the very high probability state is performed by referring to the "very high probability lottery table" shown in Figure 32, and a lottery for transitioning to the very high probability state is performed based on the winning combination in the current game. In this case, the probability of winning is increased based on the relationship between the ordered bell combination < weak cherry combination, watermelon combination < chance combination < strong cherry combination. If the ultra-high probability state lottery is won (S160: Yes), the probability state is controlled to the ultra-high probability state (S161). The ultra-high probability state is a state that can only be maintained for one game. Therefore, if you continue to win the ultra-high probability state lottery in each game during pseudo-bonus A1, you will remain in the ultra-high probability state. However, if you do not win the ultra-high probability state lottery or if the ultra-high probability state lottery is not performed, the state will be controlled from the ultra-high probability state to the high probability state at the end of the next game. In pseudo-bonus A1, a lottery (S155) is held to determine the transition to the AT stage according to the current probability state. Therefore, when the game is controlled to a super high probability state, if a rare role is won, the transition to the AT stage is determined with a high probability, which can increase the player's excitement.
[0157] Furthermore, if the current probability state is a high probability state or a very high probability state (S158: No), a high probability state lottery is performed, similar to the case of a low probability state (S162). If you win the high probability state lottery (S163: Yes), the number of high probability games will be added. In other words, the number of high probability games will be increased. Just like in the high probability state, the number of high probability games decreases with each game played, so having more high probability games gives you an advantage in the game. Furthermore, the number of games that can be played in each probability state may be managed collectively for all probability states, or the number of games may be managed separately for each probability state. To manage the number of games separately for each probability state, you can assign a priority to each probability state and play the games for the probability state with the highest priority first.
[0158] If it is determined in S157 that the high probability state lottery role has not been won (S157: No), then it is determined whether or not the high probability ceiling game count has been reached (S165). The high probability ceiling game count is the maximum number of games that can be played in the low probability state. If the number of games controlled in the low probability state reaches the high probability ceiling game count (S165:Yes), the state is controlled to the high probability state (S166).
[0159] Next, it is determined whether or not it is the final game of pseudo-bonus A1 (S167). If it is determined that this is the final game of pseudo-bonus A1 (S167: Yes), it is determined whether or not the right to transition to the AT stage has been acquired (S168). If it is determined that the right to transition to the AT stage has not been acquired (S168: No), the pre-processing for transitioning to the normal stage (S169 (cycle number lottery) ~ S174 (transition to normal stage)) is executed. Furthermore, the pre-stage transition processing (S169 (cycle number lottery) to S174 (transition to normal stage)) is the same as the processing in S7 (cycle number lottery) to S12 (transition to normal stage) in the non-advantageous state control processing.
[0160] On the other hand, if it is determined that the right to transition to the AT stage has been acquired (S168: Yes), the process to determine the transition destination at the start of the AT stage is executed (S175~S179). Specifically, if the special preparation stage is selected in the AT stage lottery (S175: Yes), the system is controlled to transition to the special preparation stage (S178) (arrow n in Figure 9). Furthermore, if the normal preparation stage is selected in the AT stage lottery (S175: No), a stage upgrade lottery is performed (S176). The stage upgrade lottery is performed by referring to the "stage upgrade lottery table" shown in Figure 33, and an upgrade lottery to the special preparation stage is performed based on the pseudo-setting value. Specifically, the odd number of pseudo-setting values is more likely to result in a win than the even number. However, this is not limited to this, and it may also be possible to make it easier to win when the pseudo-setting value is large. If the stage upgrade lottery is won (S177:Yes), the system is controlled to transition to the special preparation stage (S178), and if the stage upgrade lottery is not won (S177:No), the system is controlled to transition to the normal preparation stage (S179) (arrow n in Figure 9). As described above, the pseudo-bonus A1 control process is performed.
[0161] Next, the pseudo-bonus A2 to A7 control processing performed by the main control unit 10 will be explained with reference to Figure 57. The pseudo-bonus A2-A7 control process is initiated when the current game state is one of the pseudo-bonus A2-A7 states. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S181). If it is determined that the third reel has not been stopped (S181: No), the process ends. If it is determined that the third reel has been stopped (S181: Yes), it is determined whether or not the right to transition to the AT stage has been acquired (S182).
[0162] If it is determined that a transition to the AT stage is confirmed (S182: Yes), a stock acquisition lottery is performed (S183), and the process proceeds to S187. The stock acquisition lottery is performed in the same way as S154 of the pseudo-bonus A1 control process described above. On the other hand, if it is determined that a transition to the AT stage is not confirmed (S182: No), it is determined whether the current game state is pseudo-bonus A3 or not (S184). If it is determined that it is not pseudo-bonus A3 (i.e., it is determined that it is pseudo-bonus A2) (S184:Yes), the process proceeds to S187. If it is determined that it is pseudo-bonus A3 (S184:Yes), it is determined whether or not a common single-coin win or an AT state lottery win has been achieved in this game (S185). If it is determined that a common single-coin win or an AT state lottery win has been achieved (S185: Yes), the AT stage lottery is performed (S186). The AT stage lottery is performed in the same way as S155 of the pseudo-bonus A1 control process described above. In this case, the lottery is performed by referring to the AT stage lottery table (low probability).
[0163] In other words, in the case of pseudo-bonuses A4 to A7, where the transition to the AT stage is guaranteed at the start of the pseudo-bonus, a lottery for acquiring stock will be held every game during the pseudo-bonus. On the other hand, in the case of pseudo-bonus A3, where the transition to the AT stage is not guaranteed at the start of the pseudo-bonus, if the AT stage lottery is won during the pseudo-bonus, the lottery for acquiring stock will be executed from the next game.
[0164] Next, it is determined whether or not it is the final game of the pseudo-bonus round (S187). If it is determined that it is the final game (S187: Yes), the game state transition process is executed according to the type of pseudo-bonus currently being played (S188~S199). Specifically, in the case of pseudo-bonus A5 or pseudo-bonus A6 (S188:Yes, S193:No), the system controls the transition to the AT stage (normal preparation stage) (S199) (arrow n in Figure 9), and in the case of pseudo-bonus A7 (S188:Yes, S193:No), the system controls the transition to the special AT stage (S199) (arrow r in Figure 9). Furthermore, in the case of pseudo-bonus A3 or pseudo-bonus A4, where the transition to the AT stage is confirmed (S188: Yes, S193: Yes), the system controls the transition to the AT stage (normal preparation stage or special preparation stage) (S194~S198) (arrow n in Figure 9). Note that the distribution process for the destination stage in S194~S198 is the same as the process in S175~S179 of the pseudo-bonus A1 control process described above. Furthermore, in the case of pseudo-bonus A2 (S188:No, S189:No, S193:No), control is performed to transition to a non-advantageous state (S199) (arrow p in Figure 9).
[0165] Furthermore, in the case of pseudo-bonus A3 where the transition to the AT stage is not confirmed (S188: No, S189: Yes), it is determined whether the number of games played in the advantageous section is equal to or greater than a predetermined number (for example, 900 games) (S190). If the number of games played during the advantageous period is greater than or equal to a predetermined number (S190: Yes), the system is controlled to transition to a non-advantageous state (S191) (arrow p in Figure 9). On the other hand, if the number is not greater than or equal to the predetermined number (S190: No), the system is controlled to transition to the CZ stage (CZ3) (S192) (arrow o in Figure 9). Thus, when pseudo-bonus A3 ends and there are few remaining advantageous period games, the reason for forcibly controlling the game to a non-advantageous state is the same as the reason for granting special control rights in the aforementioned period C control process. In other words, by controlling the transition to pseudo-bonus A3 → non-advantageous state → CZ stage (CZ3), if the player wins the lottery to transition to the AT state after the start of a new advantageous period, a sufficient period of stay can be ensured. As described above, the pseudo-bonus A2-A7 control process is performed.
[0166] (AT Stage) The AT stage consists of a preparation stage, a normal AT stage, a battle preparation stage, a battle stage, an end-of-game waiting stage, and pseudo-bonus B and special stages. The slot machine 1 of this embodiment consists of a series of games comprising multiple game states: a preparation stage, a normal AT stage, a battle preparation stage, and a battle stage. These games are played as a set, and the game progresses accordingly.
[0167] Specifically, in the battle stage, a scene is created where allied characters and enemy characters face off (battle). If the allied characters win, the game moves to a preparation stage to start another set of games. On the other hand, if the enemy characters win, the game moves to an end-of-game waiting stage. Allied and enemy characters are determined over multiple game stages leading up to the battle stage. For example, allied characters are determined in the preparation stage, and enemy characters are determined in the battle preparation stage. The outcome of a battle is determined by a battle progression lottery conducted on the battle stage, and the rewards for winning (winning) vary depending on the combination of allied and enemy characters. Therefore, the variety of characters selected can enhance the enjoyment of the game.
[0168] Therefore, if the player wins the battle breakthrough lottery held in the battle stage, the duration of their stay in the AT stage is extended, making the game progress more favorably for the player. Furthermore, as will be explained in more detail later, the chances of winning the battle are higher if the player has triggered pseudo-bonus B more times during gameplay within one set of the AT stage. Therefore, it is advantageous for the player to transition to pseudo-bonus B many times before entering the battle stage. Furthermore, pseudo-bonus B and special stages are game states where a large number of chance stocks can be acquired, and entering these game states during the AT stage will allow the game to progress more favorably.
[0169] Furthermore, during the AT stage, the game is controlled to either a normal AT or an episode AT, which have different gameplay characteristics. Normal AT is, in principle, a game mode controlled when entering the AT stage, where the player can select between allied and enemy characters, and the game progresses according to the selected character. Episode AT is entered when certain conditions are met, and you can stay in it for up to a maximum number of sets (for example, 3 sets). For example, during Normal AT, it can be entered when you win a battle (win the battle victory lottery) with a specific combination of ally and enemy characters. In addition, in Episode AT, the allied and enemy characters are fixed, and the number of games played in each game state is also fixed. Furthermore, the effects performed during the Episode AT differ depending on the number of sets, that is, for each character that has been set. (The content displayed on display unit 8, the story, the background music, etc.)
[0170] (Preparation stage) The preparation stage is the initial game state you are in when you enter the AT stage (hereinafter also referred to as the initial win) or when the AT stage continues (consecutive wins). The preparation stage consists of a normal preparation stage and a special preparation stage. When controlled by a normal AT, the player will remain in one of these stages. Furthermore, the preparation stage is partially controlled to an AT (Automatic Trigger) state. Specifically, the first game is controlled to a non-AT state, and the second game onwards is controlled to an AT state. From the second game onwards, only the push-button navigation corresponding to the first reel stop operation for the winning push-button bell combination is displayed. If controlled by Normal AT, it will continue for at least 2 games, and from the 2nd game onward, it will continue until a specific combination of symbols is achieved. If controlled by Episode AT, it will continue for 15 games. Furthermore, the game may be controlled to enter AT mode from the first game, or only the push-button navigation corresponding to the stop operation of the 1st to 3rd reels for the winning push-button bell combination may be displayed.
[0171] The preparation stage (normal AT) functions as a so-called "ally character determination zone." If a push-order bell combination is won from the second game onward, the corresponding push order (first reel stop operation) is announced, and the ally character is determined according to the player's stop operation. Furthermore, if you enter the AT stage from pseudo-bonus A5, the ally character (special ally character A) has already been determined, so the preparation stage ends in one game without having to perform the ally character determination process. Furthermore, even when controlled by Episode AT, since the allied characters are fixed and determined, the preparation stage will continue for 15 games without executing the process of determining the allied characters.
[0172] Next, the preparation stage control process performed by the main control unit 10 will be described with reference to Figure 58. The preparation stage control process begins when the current game state is the preparation stage. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S201). If it is determined that the third reel has not been stopped (S201: No), the process ends. If it is determined that the third reel has been stopped (S201: Yes), a determination is made as to whether the conditions for executing the chance stock lottery have been met (S202).
[0173] The conditions for executing the chance stock lottery are as follows: the current gameplay is not "the 3rd set of Episode AT AND you possess 6 or more chance stocks". These conditions are added for the following reasons: In the preparation stage, if you acquire a chance stock while in the state of "the third set of Episode AT and possessing 6 or more chance stocks," you will end up possessing 7 or more chance stocks. As will be explained in more detail later, this guarantees a win in the battle victory lottery in the subsequent battle stage. As a result, having completed the maximum number of sets of Episode AT, which is 3 sets, you will proceed to the ending (ending B). Furthermore, as will be explained in more detail later, if you win the battle breakthrough lottery in the battle stage during the third set of Episode AT, and the difference in the number of coins in the advantageous section (the value indicated by Counter B) is above a predetermined number, the system is designed to prevent you from being forced to transition to the ending (Ending B). In other words, even though players are confident that they will transition to Ending B by acquiring seven or more chance stocks during the third set of Episode AT, depending on the difference in the number of tokens during the advantageous period, the game may end without transitioning to Ending B, which can lead to doubt and misunderstanding. Therefore, in this embodiment, by restricting the acquisition of the seventh chance stock in the third set of Episode AT, it is possible to avoid the transition to the ending (ending B) being confirmed, and thus avoid giving the player any doubt or misunderstanding.
[0174] If it is determined that the conditions for executing the chance stock lottery have been met (S202: Yes), then it is determined whether or not a common single-coin win or an AT state lottery win has been achieved in this game (S203). If it is determined that a common single-coin win or an AT state lottery win has been achieved (S203: Yes), a stock acquisition lottery is performed (S204). The stock acquisition lottery is performed in the same way as S154 of the pseudo-bonus A1 control process described above.
[0175] Furthermore, the lottery for acquiring chance stock in S204 may be conducted as follows: For example, during the third set of Episode AT, and if the number of chance stocks owned is 5, the "Chance Stock Lottery Table" shown in Figure 48 is referenced to perform a lottery for acquiring chance stocks based on the winning combination in the current game. On the other hand, during the third set of Episode AT, if the number of chance stocks held is not 5, the "Chance Stock Lottery Table" shown in Figure 30 is used to perform a lottery for acquiring chance stocks based on the winning combination in the current game. This allows for a gradual restriction on acquiring the seventh chance stock during the third set of episode AT. In other words, even when the player already possesses five chance stocks, it may be possible to gradually prevent the transition to the ending from becoming certain by making it more difficult to acquire more chance stocks.
[0176] Next, it is determined whether or not it is being controlled by Episode AT (S205). If it is determined that the system is being controlled in Episode AT mode (S205:Yes), it is determined whether it is the final game (15th game) (S206). If it is the final game (S206:Yes), the system is controlled to transition to the normal AT stage (Episode AT) (S207) (arrow a in Figure 10), and the process ends. On the other hand, if it is determined that the game is not controlled by Episode AT (but is controlled by Normal AT) (S205: No), it is determined whether the game state before entering the AT stage is Pseudo Bonus A5 or not (S208). In other words, it is determined whether the ally character (Special Ally Character A) has already been determined or not.
[0177] If the previous game state was pseudo-bonus A5 (S208: Yes), the ally character has already been determined, so the system is controlled to transition to the normal AT stage (S212). On the other hand, if the previous game state was not pseudo-bonus A5 (S208: No), then it is determined whether or not a push-order bell combination has been won in the current game (S209). If it is determined that a button-press sequence bell combination has been won (S209: Yes), the process ends if it is the first game of the preparation stage (S210: No), and if it is the second game or later (S210: Yes), the ally character is determined (S211). After that, the process ends by controlling the transition to the normal AT stage (S212) (arrow a in Figure 10). As described above, the preparation stage control process is performed.
[0178] In S211, the ally character is determined by the player based on the first reel stop operation, by referring to the "Ally Character Lottery Table (Normal Preparation Stage)" or "Ally Character Lottery Table (Special Preparation Stage)" shown in Figure 34, and the result is stored in the memory unit. For example, in the normal preparation stage, if stop button 5a is pressed during the first reel stop operation, ally character A is selected; if stop button 5b is pressed, ally character B is selected; and if stop button 5c is pressed, ally character C is selected. Furthermore, in the case of a special preparation stage, if stop button 5a is pressed during the first reel stop operation, special ally character A is selected; if stop button 5b is pressed, special ally character B is selected; and if stop button 5c is pressed, special ally character C is selected. In the tables shown in Figure 34, one ally character is determined for each stop button pressed. However, the system is not limited to this; any ally character may be selected based on a predetermined probability.
[0179] (Example of a character selection animation) In the preparation stage, if a button-press sequence bell combination is won in the second game or later, the sub-control unit 20 displays the "ally character selection screen" shown in Figures 70(a) and (b) on the display unit 8. On the ally character selection screen, for example, ally character 84 and button press navigation 85 are displayed. Ally characters 84 are displayed in three different areas in the left and right directions. It is assumed that the displayed ally character 84 will always be the same character in the same area, regardless of the type of button-press sequence bell combination won, but the position in which the ally character 84 is displayed may be changed depending on the type of button-press sequence bell combination. Of the 84 ally characters displayed in the three areas, only the ally character 84 in the area corresponding to the first reel stop operation for the winning push-order bell combination (specific information) can be selected and displayed. For example, if you win the push-order bell combination A1 or A2, ally character 84 in the left area will be displayed as selectable, and if you win the push-order bell combinations B1 to C4, ally character 84 in the middle or right area will be displayed as selectable. Figures 70(a) and (b) show the case where the push-order bell combination B1 is won, and the friendly character 84 corresponding to the stop button 5b, which is the correct push-order for stopping the first reel, is displayed as selectable.
[0180] The push order navigation 85 displays only the push order navigation corresponding to the first reel stop operation for the winning push order bell combination, and does not display the push order navigation for the remaining two second reel stop operations and the third reel stop operations. In other words, the push order navigation 85 is displayed in accordance with the selectable ally character 84. In this way, the method for selecting ally character 84 is included in the button press order navigation 85 and displayed. Then, when the stop button 5 is operated according to the button press order navigation 85, it is notified that the corresponding ally character 84 has been selected. Furthermore, if the stop button 5 is operated without following the button press order navigation 85, the button press order navigation 85 may disappear and a predetermined ally character may be selected, or an ally character corresponding to the operated stop button 5 may be selected.
[0181] (Normal AT stage) The normal AT stage is entered from the preparation stage and can continue for 50 games if controlled as a normal AT, or for 100 games if controlled as an episode AT. After these game counts are completed, the game transitions to the battle preparation stage. Furthermore, in the normal AT stage, the game is controlled to an AT state, and only the button-press navigation corresponding to the first reel stop operation for the winning button-press bell combination is displayed. Therefore, if you win button-press bell combination B or button-press bell combination C, the button-press navigation corresponding to the second and third reel stop operations will not be displayed, which may result in an incorrect button press sequence and a missed button-press bell combination or a losing combination stopping.
[0182] In the normal AT stage, triggered by winning rare roles, a lottery is held to determine whether to transition to pseudo-bonus B, which allows for the acquisition of a large number of chance stocks. In this lottery, the draw is conducted according to the status of the pseudo-bonus lottery. The pseudo-bonus lottery has two states: a low probability state and a high probability state, with the high probability state offering a higher chance of winning than the low probability state. Therefore, during normal AT stages, players will play hoping to stay in the high probability state for as long as possible. The pseudo-bonus lottery state is controlled by the main control unit 10 as a probability state control means. When entering the normal AT stage, it is controlled to a low probability state. As will be described in detail later, the transition from the low probability state to the high probability state occurs when the high probability counter reaches a predetermined number during the normal AT stage.
[0183] Furthermore, during the normal AT stage, for example, a visual image of a character is displayed on the display unit 8. The character displayed here depends on the mode: if the mode is controlled by Normal AT, the ally character determined in the previous preparation stage is displayed; if the mode is controlled by Episode AT, a predetermined fixed ally character is displayed.
[0184] Next, the normal AT stage control process performed by the main control unit 10 will be described with reference to Figure 59. The normal AT stage control process is initiated when the current game state is the normal AT stage. First, the main control unit 10 determines whether or not a game start operation (betting operation, start lever operation, etc.) has been performed (S221). If it is determined that the game start operation has been performed (S221:Yes), a determination is made as to whether or not the conditions for executing the chance stock lottery have been met (S222). If it is determined that the conditions for executing the chance stock lottery have been met (S222: Yes), then it is determined whether or not a replay role has been won in this game (S223).
[0185] If it is determined that a replay role has been won (S223: Yes), it is determined whether the remaining number of games in the normal AT stage is less than or equal to a predetermined number (S224). For example, it is determined whether it is "5 games" or less. If it is determined that the number of remaining games is less than or equal to a predetermined number (S224:Yes), it is determined whether or not the player possesses a chance stock (S225). If the player does not possess a chance stock (S225:Yes), a zero combo lottery is performed (S226).
[0186] The Zero Combo lottery performs a lottery to determine the acquisition of chance stocks. Specifically, the lottery is performed based on pseudo-setting values by referring to the "Zero Combo Lottery Table" shown in Figure 36. For example, if the pseudo-setting value is set to "7", it is set to have the highest probability of winning. For other pseudo-setting values, odd numbers are more likely to result in a win than even numbers. However, this is not limited to this; it is also possible to make it so that a higher pseudo-setting value results in a higher probability of winning. If you win the Zero Combo lottery, you will be awarded 1 to 3 chance stocks. Note that the number of chance stocks you can acquire is not limited to 1 to 3; it may be 0 or 4 or more. Furthermore, if the zero combo lottery is won (S227: Yes), the sub-control unit 20 is instructed to execute the zero combo animation (S228).
[0187] (Zero Combo animation) Next, we will explain an example of the zero combo animation with reference to Figure 71. Note that Figure 71 shows a simplified representation of the configuration of the gaming machine (slot machine) 1 for illustrative purposes, and the images of the effects shown are simplified versions of the images that are actually displayed. The Zero Combo feature displays the number of chance stocks determined in the Zero Combo lottery on the display unit 8, either all at once or in installments. Furthermore, the Zero Combo effect is performed through simulated gameplay, with three simulated gameplay rounds being executed. In the simulated game, when the start lever 3 is operated, the reels 41 begin to rotate, and the reels 41 temporarily stop and display a specific symbol (for example, the white 7 symbol) (temporary stop state). In the temporary stop state, the reel 41 is controlled to move (oscillate) up and down while remaining stopped. By oscillating the reel 41 in this way, the player who sees the reel 41 can recognize that the game is a simulated game that is different from a normal game. Furthermore, in simulated gameplay, even if combinations of symbols corresponding to each winning combination are displayed in a temporary stop state, no prize is awarded, and no game value is given to the player (no medals are paid out). When the reel animation period for the simulated game ends, reel 41 automatically starts rotating in the forward direction, the stop button 5 becomes active, and the normal game resumes.
[0188] In a game where the Zero Combo lottery is won, when the player initiates the game start operation, the first simulated game begins, and the display unit 8 shows a predetermined animation image and an operation image consisting of an image resembling the bet button 2a and an image of the text "Press BET!" prompting the player to press the bet button 2a (Figure 71(a)). If the number of acquired chance stocks is between 1 and 3, when the player presses the bet button 2a in this state, the reels 41 will reverse rotation, and then a specific symbol ("white 7" symbol) will automatically stop and be displayed, and the reels will enter a temporary stop state. At this time, the display 8 will show that a chance stock has been acquired (Figure 71(d)).
[0189] Then, after a predetermined time has elapsed, the rotation of each reel 41 begins, and the second simulated game starts. The display unit 8 shows a predetermined animation image and an operation image consisting of an image resembling a start lever and the text "Hit the lever!" prompting the player to operate the start lever 3 (Figure 71(b)). If the number of acquired chance stocks is 2 or 3, when the player operates the start lever 3 in this state, the reels 41 will rotate in reverse, then temporarily stop, and a message indicating that a chance stock has been acquired will be displayed (Figure 71(d)). On the other hand, if only one chance stock has been acquired, even if the player operates the start lever 3, reel 41 will not reverse rotation, and no specific symbols will be displayed. Furthermore, there will be no notification that a chance stock has been acquired.
[0190] Then, after a predetermined time has elapsed, each reel 41 starts to rotate, and the third simulated game begins. The display unit 8 then displays an operation image consisting of a predetermined animation image, an image resembling a stop button, and an image of the text "Press the stop button!" prompting the user to press the stop button 5 (Figure 71(c)). If the number of acquired chance stocks is 3, when the player presses the stop button 5 in this state, the reels 41 will rotate in reverse, then temporarily stop, and a message indicating that a chance stock has been acquired will be displayed (Figure 71(d)). On the other hand, if the number of chance stocks acquired is one or two, even if the player presses the stop button 5, the reels 41 will not reverse rotation, and no specific symbols will be displayed. Furthermore, no notification will be given that a chance stock has been acquired.
[0191] In this way, the game performs actions that require player input, and the game notifies the player that they have acquired a chance stock for each corresponding action performed (the same number of times the simulated game is played). This enhances the enjoyment of the game and increases the player's sense of anticipation.
[0192] In the example shown in Figure 71(d), it is indicated that one chance stock has been acquired. However, the display unit 8 may also announce the total number of acquired chance stocks at once. For example, if two chance stocks have been acquired, the announcement of acquisition may not be made during the first simulated game (bet button operation), but rather all at once during the second simulated game (start lever operation). Similarly, if three chance stocks have been acquired, all at once during the third simulated game (stop button operation) may be announced. Additionally, the number of times the start lever 3 is operated may be limited to the number of chance stocks acquired, and a notification indicating that a chance stock has been acquired may be displayed once this limit is reached. For example, in a game where the Zero Combo lottery is won, the display unit 8 shows a predetermined visual effect image and an operation image consisting of an image resembling a start lever and the text "Hit the lever!" prompting the player to operate the start lever 3 (Figure 71(b)). In this state, when the player operates the start lever 3, a specific symbol is automatically stopped and displayed, entering a temporary stop state, and a message indicating that a chance stock has been acquired is displayed (Figure 71(d)). If the number of chance stocks is two or more, an operation image consisting of the text "Hit the lever!" prompting the player to operate the start lever 3 is displayed again, and this is repeated up to the maximum number of times. As described above, the zero combo animation is executed.
[0193] If it is determined in S221 that the game start operation has not been performed (S221: No), if it is determined in S222 that the conditions for executing the chance stock lottery have not been met (S222: No), or if it is determined in S223 that a replay role has not been won (S223: No), then it is determined whether or not the third reel stop operation has been performed (S229). If it is determined that the third reel has been stopped (S229: Yes), a determination is made as to whether the conditions for executing the chance stock lottery have been met (S230). If it is determined that the conditions for executing the chance stock lottery have been met (S230: Yes), then it is determined whether or not a chance stock lottery prize has been won in this game (S231). Chance stock lottery winning combinations include, for example, the common single-coin combination, weak cherry combination, strong cherry combination, watermelon combination, and chance eye combination. However, they are not limited to these; for example, non-rare combinations can also be used.
[0194] If it is determined that the Chance Stock lottery prize has been won (S231:Yes), the Chance Stock lottery is executed (S232). The chance stock lottery is conducted by referring to the "Chance Stock Lottery Table (Normal AT Stage, Low Probability)" or "Chance Stock Lottery Table (Normal AT Stage, High Probability)" shown in Figure 37, and the lottery is performed based on the winning role and lottery state of the current game. Specifically, the probability of winning is set to increase based on the relationship between low probability state and high probability state. For example, when winning a common single-coin combination, the probability of winning is 1 / 256 in the low probability state and 16 / 256 in the high probability state. Although I will omit the explanation, if you win any other winning combination, a chance stock lottery will be held according to the probabilities shown in the diagram. If the chance stock lottery is won (S233: Yes), the system is controlled to transition to pseudo-bonus B (S234) (arrow d in Figure 10).
[0195] Furthermore, the lottery for acquiring chance stock in S232 may be conducted as follows: For example, during the third set of Episode AT, if the number of chance stocks owned is 5, the chance stock acquisition lottery may be performed based on the winning role in the current game by referring to the "Chance Stock Lottery Table" shown in Figure 48. On the other hand, during the third set of Episode AT, if the number of chance stocks owned is not 5, the lottery may be performed based on the winning role and lottery status in the current game by referring to the "Chance Stock Lottery Table" shown in Figure 37.
[0196] Next, it is determined whether or not a payout occurred in this game (S235). "A payout of one coin occurred" means that in this game, a payout of one coin occurred when a sequence bell combination was won, resulting in the sequence bell combination being displayed as a stop, or when a common one-coin combination was won and a payout of one coin occurred. Furthermore, this is not the only option; the stopping display for a missed bell combination in the correct order may be either the display for a common single-coin win or the display for a missed bell combination.
[0197] If it is determined that one payout has occurred (S235: Yes), the high probability counter is increased by 1 (S236). In other words, if a losing combination is displayed after a successful push-order bell combination, the high probability counter is not increased. In addition, if a losing combination is displayed as the stop, the high probability counter may be increased by 1 or 2 or more. The high probability counter is a counter used to manage the lottery state for pseudo-bonus B. When the value indicated by the high probability counter reaches a predetermined number (for example, "3") (S237:Yes), the lottery state for pseudo-bonus B is controlled from a low probability state to a high probability state.
[0198] Furthermore, if the value indicated by the high probability counter is equal to or greater than a predetermined number (for example, "3"), a lottery for the number of high probability games is performed (S238). The high-probability game count lottery determines the number of high-probability games based on a pseudo-setting value by referring to the "high-probability game count lottery table" shown in Figure 38. For example, one of 5, 10, 20, or 30 games is determined and accumulated. During the normal AT stage, the remaining number of games in the normal AT stage, as well as the number of high probability games, are reduced by 1 each game. If there is "1 or more" high probability games, the game is controlled to a high probability state. If it reaches "0", the game is controlled to a low probability state. Furthermore, during the normal AT stage, the value of the high probability counter may be displayed to the player in a way that is easily visible on the display unit 8 or the like. Furthermore, while it is intended that a high probability game count will be awarded if the value indicated by the high probability counter becomes "4" or higher due to four or more consecutive single-coin payouts, this is not the only option; a high probability game count may be withheld from the fourth payout onwards.
[0199] On the other hand, if it is determined in S235 that no payout has occurred (S235: No), the value of the high probability counter is initialized to "0" (S239). In other words, if no payout occurs in consecutive games, the high probability counter is initialized. In this case, if a losing combination is displayed after a successful push-order bell combination, the high probability counter may be not reset. Therefore, for the value indicated by the high probability counter to reach a predetermined number (for example, "3"), a payout of one coin must occur for three consecutive games. Furthermore, the system is not limited to this example; for instance, if a single payout occurs a predetermined number of times across multiple games (for example, if it occurs in 3 out of 5 games), the system may be controlled to enter a high-probability state.
[0200] Next, it is determined whether or not the player possesses a chance stock (S240). If a chance stock is owned (S240: Yes), the system controls the transition to pseudo-bonus B (S241) (arrow d in Figure 10). On the other hand, if no chance stock is owned (S240: No), it is determined whether or not it is the final game of the normal AT stage (S242), and if it is determined to be the final game (S242: Yes), the system is controlled to proceed to the battle preparation stage (S243) (arrow c in Figure 10). As described above, the normal AT stage control process is performed.
[0201] In addition, the following modifications may be used in the normal AT stage control process. In a normal AT stage, it is assumed that the normal AT stage will end once the remaining number of games in the normal AT stage have been used up, even if there are still high-probability games remaining. However, this is not limited to this case; if there are still high-probability games remaining when the remaining number of games has been used up, the stage may continue until those high-probability games are used up. Furthermore, if the normal AT stage is not to end until the high probability game is completed, it is preferable not to add any more high probability games when the remaining number of games in the normal AT stage is "0" and the number of high probability games is "1 or more" in order to prevent prolonged stay in the normal AT stage. Furthermore, while the explanation described the case where the high probability counter is added when one coin is paid out during the normal AT stage, it is not limited to this case; the counter may be disabled if the button press sequence corresponding to the first reel stop operation is incorrect. This prevents players from intentionally pressing the buttons incorrectly in an attempt to add to the high probability counter.
[0202] As described above, in the normal AT stage, if a specific game result is achieved by hitting a push-order bell combination, and the combination of symbols displayed as a push-order bell miss (second stop display pattern) occurs a predetermined number of times in a row (for example, 3 times), a bonus (high probability state) can be awarded. This prevents the player from suffering significant disadvantages in the normal AT stage, where only the push-order navigation corresponding to the first reel stop operation is displayed, which could result in consecutive displays of missed bell symbols in the correct push order. Furthermore, it can reduce player stress caused by the inability to stop and display the combination of symbols corresponding to the ordered bell symbol.
[0203] (Pseudo Bonus B) Pseudo Bonus B is controlled to an AT (Attack Time) state, and all push-order navigation corresponding to the stop operation of the 1st to 3rd reels for the winning push-order bell combination is displayed. Therefore, it is a game state in which an increase in medals can be expected. Pseudo Bonus B consists of Pseudo Bonus B1 and Pseudo Bonus B2, and is a set-continuation type AT state in which gameplay progresses in sets of a predetermined period (for example, 10 games). In the gameplay of one set of the AT stage, a maximum of 8 sets of pseudo-bonus B can be executed, combining pseudo-bonus B1 and pseudo-bonus B2. Pseudo Bonus B1 is a game state that is executed when the execution of the final set (8th set) has not yet been confirmed. If you do not have any Challenge Stocks when one set of Pseudo Bonus B1 is completed, you will return to the normal AT stage. Pseudo Bonus B2 is a game state that is entered when the execution of the final set (8th set) is confirmed and continues until the final set (8th set). When the game of the final set (8th set) of Pseudo Bonus B2 is completed, the game transitions to the battle preparation stage. For example, in a game played within one set of the AT stage, if the total number of times pseudo-bonus B1 has been executed and the number of challenge stocks owned reaches "8", the game will transition from pseudo-bonus B1 to pseudo-bonus B2.
[0204] If you transition to pseudo-bonus B2, you are guaranteed to win the battle in the subsequent battle stage's battle progression lottery. Therefore, players will focus on the number of times the pseudo-bonus B1 is executed during the AT stage within a set, and will proceed with the game hoping to transition to pseudo-bonus B2. Furthermore, when transitioning to pseudo-bonus B2, a visual effect such as an image celebrating the completion of pseudo-bonus B will be displayed. The timing of this animation may be when the execution of the final set (8th set) is confirmed, or it may be in the final game of the pseudo-bonus B1. Alternatively, whether or not to execute the animation may be determined by lottery based on a predetermined probability (for example, 50%).
[0205] Next, the pseudo-bonus B control process performed by the main control unit 10 will be explained with reference to Figure 60. The pseudo-bonus B control process begins when the current game state is pseudo-bonus B1 or pseudo-bonus B2. The starting game for pseudo-bonus B may also be determined by a simulated game. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S251). If it is determined that the third reel has not been stopped (S251: No), the process ends. If it is determined that the third reel has been stopped (S251: Yes), it is determined whether or not pseudo-bonus B2 is in progress (S252).
[0206] If it is determined that the game is in the middle of a pseudo-bonus B2 (S252: Yes), then it is determined whether or not a set stock lottery prize has been won in this game (S253). The symbols used in the set stock lottery are, for example, the common single symbol, weak cherry symbol, strong cherry symbol, watermelon symbol, chance symbol, special symbol A, and special symbol B. However, the symbols used are not limited to these; for example, non-rare symbols can also be used. If it is determined that the set stock lottery role has been won (S253:Yes), the set stock lottery is executed (S254). The set stock lottery is conducted by referring to the "Set Stock Lottery Table (Pseudo Bonus B2)" shown in Figure 39, and the lottery for acquiring set stock is performed based on the winning combination in the current game. Specifically, the probability of winning is increased based on the relationship between the common 1-coin combination < weak cherry combination, watermelon combination < chance combination < strong cherry combination.
[0207] Next, it is determined whether it is the final game (10th game) of the pseudo-bonus B2 (S255). If it is the final game (S255: Yes), the system is controlled to proceed to the battle preparation stage (S256) (arrow g in Figure 10), and the process ends.
[0208] On the other hand, if it is determined in S252 that the game is not in pseudo-bonus B2 (but is in pseudo-bonus B1) (S252: No), then it is determined whether or not the conditions for executing the chance stock lottery are met (S257). If it is determined that the conditions for executing the chance stock lottery have been met (S257: Yes), then it is determined whether or not a chance stock lottery prize has been won in this game (S258).
[0209] If it is determined that the Chance Stock lottery role has been won (S258: Yes), the Chance Stock lottery (pseudo-bonus B1) is executed (S259). The Chance Stock Lottery (Pseudo Bonus B1) is conducted by referring to the "Chance Stock Lottery Table (Pseudo Bonus B1)" shown in Figure 40, and the lottery for acquiring Chance Stock is performed based on the winning combination in the current game. Specifically, the probability of winning is increased based on the relationship between Common 1-coin combination < Weak Cherry combination, Watermelon combination < Chance Eye combination < Strong Cherry combination. If the chance stock lottery is won (S260: Yes), it is determined whether or not the execution of the final set (8th set) is confirmed (S261). In other words, within one set of gameplay in the AT stage, it is determined whether the sum of the number of times the pseudo-bonus B1 has been executed (number of sets) and the current number of chance stocks held has reached "8". If the execution of the final set (8th set) is confirmed, the system is controlled to transition to pseudo-bonus B2 (S262) (arrow e in Figure 10).
[0210] Furthermore, the lottery for acquiring chance stock in S259 may be conducted as follows: For example, during the third set of Episode AT, if the number of chance stocks owned is 5, the chance stock acquisition lottery may be performed based on the winning role in the current game by referring to the "Chance Stock Lottery Table" shown in Figure 48. On the other hand, during the third set of Episode AT, if the number of chance stocks owned is not 5, the lottery may be performed based on the winning role in the current game by referring to the "Chance Stock Lottery Table" shown in Figure 40.
[0211] On the other hand, if the conditions for executing the chance stock lottery are not met in S257 (S257: No), if the chance stock lottery role is not won in S258 (S258: No), if the chance stock lottery is not won in S260 (S260: No), or if the continuation of 8 sets is not confirmed in S261 (S261: No), then it is determined whether or not it is the final game (10th game) of pseudo bonus B1 (S263). If it is determined that this is the final game of pseudo-bonus B1 (S263: Yes), it is determined whether or not the player possesses a chance stock (S264). If no chance stock is owned (S264:Yes), the system controls the transition (return) to the normal AT stage (S265) (arrow f in Figure 10), and if chance stock is owned (S264:No), the pseudo-bonus B1 continues (S266). As described above, the pseudo-bonus B control process is performed.
[0212] Furthermore, the pseudo-bonus B control process may be modified as shown below. The above explanation assumes that pseudo-bonus B2 is triggered when the execution of the final set (8th set) is confirmed, and continues to be executed until the final set (8th set). However, it is not limited to this scenario; pseudo-bonus B1 may be executed for all 7 sets, and pseudo-bonus B2 may be executed only for the final set (8th set). Alternatively, the pseudo-bonus B1 may be executed until the final set (8th set), and then a new pseudo-bonus B2 may be executed in the next set. In this case, the number of games for pseudo-bonus B2 may be different from the number of games for pseudo-bonus B1. Furthermore, while the explanation described the transition to pseudo-bonus B2 occurring when the execution of pseudo-bonus B in the final set (8th set) is confirmed during gameplay within one set of the AT stage, this is not limited to this scenario. The transition to pseudo-bonus B2 may also occur when pseudo-bonus B1 continues for 8 consecutive sets (8 consecutive wins).
[0213] (Battle preparation stage) The battle preparation stage is a game state that is entered from the normal AT stage or pseudo-bonus B. Additionally, the battle preparation stage is partially controlled to an AT (Attack Time) state. Specifically, the first game is controlled to a non-AT state, while the second game and subsequent games are controlled to an AT state. Furthermore, from the second game onward, only the button press navigation corresponding to the first reel stop operation for the winning button press bell combination will be displayed. If controlled by Normal AT, it will continue for at least 2 games, and from the 2nd game onward, it will continue until a specific combination of symbols is achieved. Furthermore, the game may be controlled to enter AT mode from the first game, or only the push-button navigation corresponding to the stop operation of the 1st to 3rd reels for the winning push-button bell combination may be displayed.
[0214] The battle preparation stage (normal AT) functions as a so-called "enemy character determination zone." If a push-order bell combination is won from the second game onward, the corresponding push order (first reel stop operation) is announced, and the enemy character is determined according to the player's stop operation. Furthermore, if the game is controlled by Episode AT, the enemy character is fixed and determined, so the battle preparation stage will end after a fixed number of games (for example, 1 game) without executing the enemy character determination process.
[0215] Next, with reference to Figure 61, the battle preparation stage control process performed by the main control unit 10 will be described. The battle preparation stage control process begins when the current game state is the battle preparation stage. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S271). If it is determined that the third reel has not been stopped (S271: No), the process ends. If it is determined that the third reel has been stopped (S271: Yes), it is determined whether or not a set stock lottery prize has been won in this game (S272). If it is determined that the set stock lottery role has been won (S272:Yes), the set stock lottery is executed (S273). The set stock lottery is performed in the same way as in S154 of the pseudo-bonus A1 control process described above.
[0216] Next, it is determined whether or not it is being controlled by Episode AT (S274). If it is determined that the game is being controlled by Episode AT (S274: Yes), the game (Game 1) is terminated and the process is controlled to move to the battle stage (S278) (arrow h in Figure 10), and the process is terminated. On the other hand, if it is determined that the game is not controlled by Episode AT (and is controlled by Normal AT) (S274: No), then it is determined whether or not a push-order bell combination has been won in this game (S275). If it is determined that a button-press sequence bell combination has been won (S275: Yes), and it is the first game of the battle preparation stage (S210: No), the process ends; otherwise, it is the second game or later (S276: Yes), and the enemy character is determined (S277). After that, the system is controlled to proceed to the battle stage (S278) (arrow h in Figure 10).
[0217] The enemy character is determined by a lottery, which is performed by referring to the "enemy character lottery table" shown in Figure 35. Based on the first reel stop operation, the enemy character is determined and the result is stored in the memory unit. For example, if stop button 5a is pressed during the first reel stop operation, enemy character A is selected; if stop button 5b is pressed, enemy character B is selected; and if stop button 5c is pressed, enemy character C is selected. As described above, the battle preparation stage control process is performed.
[0218] (Example of enemy character selection animation) In the battle preparation stage, if a sequence of bell symbols is won in the second game or later, the sub-control unit 20 displays the "enemy character selection screen" shown in Figure 70(c) on the display unit 8. On the enemy character selection screen, for example, enemy character 86 and button press navigation 85 are displayed. The enemy character selection screen is displayed in much the same way as the ally character selection screen mentioned above. Specifically, enemy character 86 is displayed in three areas in the left and right directions, and only enemy character 86 (special information) in the area corresponding to the first reel stop operation of the winning push-order bell combination is displayed as selectable. For example, Figure 70(c) shows the case where the push-order bell combination B1 is won, and the enemy character 86 at the position corresponding to the stop button 5b, which is the correct push-order for stopping the first reel, is displayed as selectable. In this way, the method for selecting enemy character 86 is included in the button press order navigation 85 and displayed. Then, when the stop button 5 is pressed according to the button press sequence navigation 85, the corresponding enemy character 86 is notified.
[0219] (Battle Stage) The battle stage is a game state that can be continued for 10 games, starting from the battle preparation stage. Furthermore, the battle stage is controlled to an AT (Attack Time) state, and only the push-button navigation corresponding to the first reel stop operation for the winning push-button bell combination is displayed. During the battle stage, special effects are implemented to heighten the player's anticipation for the continuation (consecutive wins) of the AT stage. For example, a battle sequence in which allied characters and enemy characters repeatedly battle is performed on display 8. During battle sequences, if the game is controlled by Normal AT, the ally character selected by the player in the preparation stage and the enemy character selected by the player in the battle preparation stage will be displayed. If the game is controlled by Episode AT, the predetermined fixed ally and enemy characters will be displayed and the sequence will proceed.
[0220] The outcome of a battle is determined by a battle breakthrough lottery conducted when entering a battle stage. If the battle breakthrough lottery is won, the final game of the battle stage will feature a scene in which the main character defeats the enemy character. If the battle breakthrough lottery is not won, the final game will feature a scene in which the main character loses to the enemy character. Furthermore, during battle sequences, the sequence should progress based on the results of the battle victory lottery. For example, if the battle victory lottery is won, it is preferable that the sequence shows the allied character having the advantage. In this embodiment, the battle victory lottery is assumed to be performed in the first game upon entering the battle stage, but it is not limited to this, and the lottery may be performed in games other than the first game, or multiple times.
[0221] If an ally character is defeated (i.e., the battle victory lottery is unsuccessful), the game ends for one set of AT stages and moves to the end waiting stage (see Figure 72). On the other hand, if an ally character wins (wins the battle victory lottery), the reward for winning (winning) will differ depending on the combination of ally and enemy characters, and the game will transition to different states depending on the content of the victory reward (see Figure 72).
[0222] Next, the battle stage control process performed by the main control unit 10 will be explained with reference to Figure 62. The battle stage control process begins when the current game state is the battle stage. First, the main control unit 10 determines whether or not the game start operation for the first game (betting operation, start lever operation, etc.) has been performed (S281). If it is determined that the game start operation has been performed (S281:Yes), the battle victory lottery is executed (S282). The battle breakthrough lottery is conducted by referring to the "Battle Breakthrough Lottery Table" shown in Figure 41, based on the number of times pseudo-bonus B has been executed and the pseudo-setting value within the set. Specifically, the overall trend is that selecting a larger pseudo-setting value makes it easier to win, and odd numbers are more likely to result in a win than even numbers. Furthermore, the more times you execute the pseudo-bonus B, the higher your chances of winning. In addition, if the number of times you execute the pseudo-bonus B is 7 or more, you are guaranteed to win the battle victory lottery. Thus, the outcome of a battle is determined based on the number of times pseudo-bonus B is executed and the pseudo-setting value, but it is not limited to this, and the probability of winning may differ depending on the combination of ally characters and enemy characters. For example, the combination of ally character A and enemy character C may have a higher chance of winning than the combination of ally character A and enemy character A.
[0223] Next, the winners of the battle victory lottery will be determined (S283). Specifically, the rewards are determined by referring to the "Reward Lottery Table (Normal AT)" shown in Figure 42 or the "Reward Lottery Table (Episode AT)" shown in Figure 43, depending on the combination of allied and enemy characters. For example, if the game is controlled to Normal AT mode and the number of times Pseudo Bonus B is executed is between 0 and 7 times, then with the combination of Ally Character A and Enemy Character A, there is a 204 / 256 chance that "Continue (Preparation Stage)" will be selected, a 12 / 256 chance that "Special Stage A" will be selected, a 40 / 256 chance that "Special Stage B" will be selected, and the "Special AT Stage" will not be selected. Additionally, in combinations of ally character B and enemy character B, there is a 204 / 256 chance that "Continue (Preparation Stage)" will be selected, a 52 / 256 chance that "Specialized Stage A" will be selected, and "Specialized Stage B" and "Special AT Stage" will not be selected. Additionally, in combinations of ally character C and enemy character C, there is a 178 / 256 chance that "Continue (Preparation Stage)" will be selected, a 12 / 256 chance that "Special Stage B" will be selected, and a 66 / 256 chance that "Special AT Stage" will be selected. "Special Stage B" will not be selected. Additionally, in combinations of Special Ally Character A and Enemy Character A, there is a 204 / 256 chance that "Continue (Preparation Stage)" will be selected, a 12 / 256 chance that "Special Stage A" will be selected, a 40 / 256 chance that "Special Stage B" will be selected, and the "Special AT Stage" will not be selected. In addition, for combinations other than those mentioned above, there is a 204 / 256 chance that "Continue (Preparation Stage)" will be selected, a 40 / 256 chance that "Special Stage A" will be selected, a 12 / 256 chance that "Special Stage B" will be selected, and the "Special AT Stage" will not be selected.
[0224] Furthermore, if the game is controlled to Normal AT mode and the number of times Pseudo Bonus B has been executed is 8, then one of the following will be selected: "Special Stage A", "Special Stage B", or "Special AT Stage". Although I will omit the explanation, the bonuses are determined by the probabilities shown in the diagram, depending on each combination of ally and enemy characters.
[0225] Thus, the rewards for winning (becoming victorious) vary depending on the combination of characters decided by the player before entering the battle stage. Specifically, this applies to the following cases (see Figure 72). For example, if the player wins the push-order bell combination A in the second game or later of the preparation stage (specific game), and the player determines ally character A through their stop operation, the probability of transitioning to special stage B (first bonus) is higher if the player wins the push-order bell combination A in the second game or later of the battle preparation stage (special game), and the player determines ally character A through their stop operation, compared to if the player wins the push-order bell combination B in the second game or later of the battle preparation stage (special game), and the player determines enemy character B through their stop operation.
[0226] Furthermore, the probability of selecting Specialized Stage B may be other than those mentioned above. For example, in the combination of Ally Character A and Enemy Character A, the probability of selecting Specialized Stage B may be set to 100%, while in the combination of Ally Character A and Enemy Character B, the probability of selecting Specialized Stage B may be set to 0%. In other words, any combination of ally character A and enemy character A is acceptable as long as it has a higher probability of determining the transition to specialized stage B (first bonus) than the combination of ally character A and enemy character B.
[0227] Furthermore, if, in the second game or later of the preparation stage (specific game), the player wins the push-order bell symbol A and determines ally character A through the player's stopping operation, and if, in the second game or later of the battle preparation stage (special game), the player wins the push-order bell symbol B and selects enemy character B through the player's stopping operation, the probability of transitioning to special stage A (second bonus) is higher than if, in the second game or later of the preparation stage (specific game), the player wins the push-order bell symbol A and determines ally character A through the player's stopping operation, and if, in the second game or later of the battle preparation stage (special game), the player wins the push-order bell symbol A and selects enemy character A through the player's stopping operation.
[0228] Furthermore, the probability of selecting Specialized Stage A may be other than those mentioned above. For example, in the case of ally character A and enemy character B, the probability of selecting Specialized Stage A may be set to 100%, while in the case of ally character A and enemy character A, the probability of selecting Specialized Stage A may be set to 0%. In other words, any combination of ally character A and enemy character B is acceptable as long as it has a higher probability of determining the transition to specialized stage A (second bonus) than the combination of ally character A and enemy character A.
[0229] Thus, in the preparation stage and the battle preparation stage, if the same button sequence is selected when choosing a character (i.e., the same character is selected), it is more likely that advantageous bonuses will be granted. Furthermore, it is not limited to this, but it may be possible to make it easier to receive more favorable rewards when a different sequence of button presses for the bell combination is won (when a different character is selected).
[0230] Furthermore, in the case of character combinations, if the combination of ally character B and enemy character B is selected in the battle clear lottery, the gameplay in the next set's AT stage will be controlled to an Episode AT. Furthermore, in the case of character combinations, the special AT stage can only be accessed if the combination of ally character C and enemy character C is selected in the battle clear lottery.
[0231] As described above, the combination of characters can be varied depending on the combination of button presses, and the type of reward can be varied depending on the combination of characters. Therefore, it becomes possible to offer variations in the content of the bonuses, and the differences in the characters that are selected can pique interest in the bonuses that are granted, thereby increasing the level of engagement. Furthermore, since bonuses can be awarded based on the combination of characters determined over multiple gameplay rounds leading up to the battle stage (preparation stage → normal AT stage → battle preparation stage), it becomes possible to maintain the anticipation of bonus rewards for an extended period.
[0232] Furthermore, as shown in Figure 43, when controlled by Episode AT and the number of times Pseudo Bonus B is executed is between 0 and 7, for all character combinations, there is a 204 / 256 probability that "Continue (Preparation Stage)" will be selected, a 40 / 256 probability that "Special Stage A" will be selected, and a 12 / 256 probability that "Special Stage B" will be selected. Furthermore, if the game is controlled by Episode AT and the number of times Pseudo Bonus B has been executed is 8, then for all character combinations, there is a 64 / 256 chance that "Special Stage A" will be selected and a 192 / 256 chance that "Special Stage B" will be selected. Furthermore, the probability of winning may vary depending on the combination of ally and enemy characters.
[0233] If it is determined in S281 that the game start operation has not been performed (S281: No), then it is determined whether or not the third reel stop operation has been performed (S284). If it is determined that the third reel has been stopped (S284: Yes), then it is determined whether or not a set stock lottery prize has been won in this game (S285). If it is determined that the set stock lottery role has been won (S285:Yes), the set stock lottery is executed (S286). The set stock lottery is performed in the same way as in S154 of the pseudo-bonus A1 control process described above. Thus, in the battle stage, a lottery for acquiring set stock is conducted when rare roles or other winning combinations are achieved. In other words, a separate lottery for continuing the AT stage is conducted in addition to the lottery for winning the battle. This allows players to transition to the AT stage regardless of the battle victory lottery result, thus enhancing the enjoyment of the game. In other words, even if a player fails to win the battle victory lottery and transitions to the end-of-game waiting stage, they can still transition from the end-of-game waiting stage to the AT stage.
[0234] Next, it is determined whether the current game is the final game (10th game) of the battle stage (S287). If it is the final game (S287: Yes), the main control unit 10 operates as a continuation determination means to determine whether or not the battle breakthrough lottery has been won (S288). If the battle victory lottery is not won (S288: No), the system controls the game to proceed to the end waiting stage (S293) (arrow j in Figure 10). On the other hand, if you have won the battle breakthrough lottery (S288: Yes), it is determined whether or not you are currently in the third set of Episode AT (S289). If it is not the third set of Episode AT (S289: No), the game will transition to the respective game state according to the determined winning prize (S291). Specifically, if "Continue (Preparation Stage)" is determined, the system is controlled to transition to the preparation stage (arrow i in Figure 10); if "Specialization Stage A" is determined, the system is controlled to transition to Specialization Stage A (arrow k in Figure 10); if "Specialization Stage B" is determined, the system is controlled to transition to Specialization Stage B (arrow k in Figure 10); and if "Special AT Stage" is determined, the system is controlled to transition to the Special AT Stage (arrow l in Figure 10).
[0235] If it is the third set of Episode AT (S289: Yes), the system is controlled to transition to Ending B because the maximum number of Episode AT sets (3 sets) has been consumed (Ending transition condition 1 has been met). In this case, the main control unit 10 acts as a determination means to determine whether or not the conditions for restricting the transition to an ending have been met. Specifically, it is determined whether the difference in the number of coins in the advantageous period is less than or equal to a predetermined number (2109 coins) and whether the number of games in the advantageous period is less than or equal to a predetermined number (1470 games) (S290). In other words, it determines whether the advantageous period does not end even after acquiring 290 coins, and whether the advantageous period does not end even after playing 29 games. In other words, it determines whether the transition regulation conditions are met, namely, that the difference in the number of coins in the advantageous period is 2110 or more, or that the number of games played in the advantageous period is 1471 or more.
[0236] If the transition restriction conditions are met (S290: No), the set stock is erased (initialized) (S292), and control is performed to transition to the termination waiting stage (S293) (arrow j in Figure 10). On the other hand, if the transition control conditions are not met (S290: Yes), the system is controlled to transition to ending B (S291) (arrow m in Figure 10).
[0237] Thus, even if Ending Transition Condition 1 is met in the Battle Stage by winning the Battle Breakthrough Lottery for the 3rd set of Episode AT, if the Transition Restriction Condition is met, the result of the Battle Breakthrough Lottery will be invalidated and the transition to Ending B will be restricted. This type of control is implemented because if the game transitions to the ending near the end of the advantageous period and the advantageous period limiter is reached during the ending, the ending will be forcibly terminated midway, potentially causing dissatisfaction among players.
[0238] Therefore, to prevent such situations, transition restrictions are in place to control the transition to the ending. Specifically, this applies to the following cases: In the battle stage, if Ending transition condition 1 is met and the number of games played in the advantageous section is 1471 or more, the advantageous section limiter (1500 games) will be reached before the number of games played in Ending B (30 games) is completed, thus restricting the transition to the ending. Furthermore, if the difference in the number of coins in the advantageous period is 2110 or more, the advantageous period limiter (2400 coins) will be reached before the number of games spent in Ending B (30 games) is completed, thus restricting the transition to the ending.
[0239] For example, the following method can be used to determine whether or not the transition regulatory conditions are met. If the remaining number of coins in the advantageous section until the advantageous section limiter is greater than a special number (29 × 10 = 290 coins) obtained by multiplying a specific number of times (29 games), which is one less than the number of games spent in Ending B (30 games), by the maximum difference between the number of game values used by the player in one game (3 coins) and the number of game values granted to the player (13 coins) (10 coins), then it is determined that the transition restriction conditions are met. In other words, if you win either the push-order bell combination B or the push-order bell combination C during Ending B and continue to acquire the maximum number of coins (10 coins), you will reach the advantageous section limiter (2400 coins) before 30 games have been played, thus restricting the transition to the ending. As described above, the battle stage control process is performed.
[0240] Furthermore, the battle stage control process may be modified as shown below. If Ending Transition Condition 1 is met, the system may be controlled to transition to Ending B even if the transition restriction condition is met. In this case, Ending B will end prematurely due to reaching the advantageous section limiter, but the system may make it appear as if the advantageous section has not ended (the ending has not ended) by, for example, executing the remaining ending sequences. This allows the player to see all of the ending sequences. Additionally, when the limiter for the advantageous period is reached, it may be possible to make it appear as if the advantageous period has ended, and then announce the transition to the ending. Furthermore, while the battle victory lottery was explained using the example of a lottery conducted based on the number of times pseudo-bonus B has been executed within the set, it is not limited to this; the lottery may also be conducted based on the sum of the number of times pseudo-bonus B has been executed and the number of chance stocks currently held.
[0241] (Waiting stage for completion) The end-of-game waiting stage is a game state that you enter from the battle stage and remain in for two games. Furthermore, the end-of-game waiting stage is controlled to an AT (Automatic Trigger) state, and only the push-button navigation corresponding to the first reel stop operation for the winning push-button bell combination is displayed. In the first game of the waiting stage for termination, the game will notify the player that the AT stage gameplay has ended, and in the second game, the game will provide a predetermined notification depending on the game state to which it will transition next. For example, if the transition destination is a non-advantageous state or a normal stage, the results screen is displayed on display unit 8. The results screen displays information to inform the player of the results of the game during the AT stage, such as the number of games played during the AT stage (total number of games) and the number of medals acquired (total number of medals acquired). Furthermore, on the results screen, setting suggestion information may be provided by notification means (display 8, speaker 9) to suggest or definitively inform the player of the setting value set by the probability setting device 15. For example, the display 8 may display a predetermined character, making it possible to predict the setting value to some extent based on the displayed character. Furthermore, if the player possesses a set stock and the next destination is the preparation stage, a message will be displayed indicating that gameplay related to one set of AT stages will begin again. For example, on display unit 8, an animation will be performed in which an ally character is revived, and the player will return to the preparation stage.
[0242] Next, the termination waiting stage control process performed by the main control unit 10 will be described with reference to Figure 63. The termination waiting stage control process is initiated when the current game state is the termination waiting stage. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S301). If it is determined that the third reel has not been stopped (S301: No), the process ends. If it is determined that the third reel has been stopped (S301: Yes), it is determined whether or not a set stock lottery prize has been won in this game (S302). If it is determined that the set stock lottery role has been won (S302: Yes), the set stock lottery is executed (S303). The set stock lottery is performed in the same way as in S154 of the pseudo-bonus A1 control process described above.
[0243] Next, it is determined whether or not the set stock is owned (S304). If you own a set stock (S304: No), continue the stage promotion lottery (S305). Furthermore, the processing in S305 to S308 is the same as the processing in S176 to S179 in the pseudo-bonus A1 control processing described above, and is controlled to transition to the preparation stage (arrow o in Figure 10).
[0244] On the other hand, if no set stock is owned (S304: Yes), it is determined whether the number of games played in the advantageous period (the value indicated by counter A1) is equal to or greater than a predetermined number (S309). For example, it is determined whether it is "900 games" or more. If it is determined that the number of games played during the advantageous period is equal to or greater than a predetermined number (S309: Yes), the system is controlled to transition to a non-advantageous state (S310) (arrow q in Figure 10). Thus, at the end of one set of AT stage gameplay, if the number of remaining advantageous section games is small, the game is forcibly controlled to a non-advantageous state. In other words, the advantageous section ends and the game is controlled to a normal section. This is because, if the advantageous period is carried over, when transitioning to the AT state (pseudo-bonus, AT stage, etc.) in the next normal stage, the period until the advantageous period limiter (1500 games) is shortened, and the duration of stay in the AT state is shortened, which is disadvantageous to the player.
[0245] On the other hand, if it is determined that the number of games played during the advantageous period is not equal to or greater than a predetermined number (S309: No), the pre-processing for transitioning to the normal stage (cycle number lottery (S311) ~ transition to the normal stage (S316) (arrow p in Figure 10)) is executed. In other words, at the end of one set in the AT stage, if there are many games remaining in the advantageous period, the advantageous period will be carried over and the game will transition to the normal stage. Note that steps S311 (cycle number lottery) to S316 (transition to normal stage) execute the same process as steps S7 (cycle number lottery) to S12 (transition to normal stage) in the non-advantageous state control process. As described above, the termination waiting stage control process is performed.
[0246] Furthermore, the termination waiting stage control process may be modified as follows. Before processing S302, it may be determined whether S292 was executed in the preceding battle stage control process. That is, it may be determined whether the set stock was erased (initialized) because the transition restriction conditions were met in the battle stage. If the set stock is deleted during the battle stage, the system may be controlled to transition to S310, resulting in a non-advantageous state. On the other hand, if the set stock is not deleted, the system may be controlled to transition to S302. This prevents the player from winning the set stock lottery (S303) during the end-of-stage control process and transitioning to the AT stage, even though the set stock has been deleted to forcibly control the player into a non-advantageous state due to the low number of remaining advantageous games in the battle stage.
[0247] (Specialized Stage) Specialized stages can be accessed from battle stages and last for a predetermined period (for example, 5 games). The special stage consists of Special Stage A and Special Stage B, and in each game, a lottery is held to determine whether to acquire chance stocks and set stocks, and this is a game state where the probability of acquiring stocks is high.
[0248] Next, the specialized stage control process performed by the main control unit 10 will be described with reference to Figure 64. The specialization stage control process is initiated when the current game state is Specialization Stage A or Specialization Stage B. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S321). If it is determined that the third reel has not been stopped (S321: No), the process ends. If it is determined that the third reel has been stopped (S321: Yes), a determination is made as to whether the conditions for executing the chance stock lottery have been met in this game (S322). If it is determined that the conditions for executing the chance stock lottery are met (S322: Yes), then it is determined whether or not the player is in Special Stage A (S323).
[0249] In the case of Special Stage A (S323: Yes), the chance stock acquisition lottery is performed based on the winning combination in this game by referring to the "Chance Stock Lottery Table (Special Stage A)" shown in Figure 44 (S324). In the case of Special Stage B (S323: No), the chance stock acquisition lottery is performed based on the winning role in this game by referring to the "Chance Stock Lottery Table (Special Stage B)" shown in Figure 44 (S325). Specifically, the probability of winning is set higher in Special Stage B than in Special Stage A. In addition, the probability of winning is set higher based on the relationship between the common single-coin role < weak cherry role, watermelon role < chance role < strong cherry role.
[0250] Furthermore, the lottery for acquiring chance stock in S324 may be conducted as follows: For example, during the third set of Episode AT, if the number of chance stocks owned is 5, the chance stock acquisition lottery may be performed based on the winning role in the current game by referring to the "Chance Stock Lottery Table" shown in Figure 48. On the other hand, during the third set of Episode AT, if the number of chance stocks owned is not 5, the lottery may be performed based on the winning role in the current game by referring to the "Chance Stock Lottery Table" shown in Figure 44.
[0251] Next, a set stock lottery is performed (S326). The set stock lottery is performed in the same way as in S254 of the pseudo-bonus B1 control process described above. The system determines whether it is the final game (5th game) of the specialization stage (S327). If it is not the final game (S327: No), the process ends. If it is the final game (S327: Yes), the system controls the system to move to the preparation stage (S328) (arrow n in Figure 10), and the process ends. As described above, specialized stage control processing is performed.
[0252] (Special AT Stage) The special AT stage can be entered from the battle stage, and is a set-continuation type game state in which the game progresses in sets of predetermined periods (for example, 10 games). Furthermore, the special AT stage is controlled to an AT state, and all push-order navigation corresponding to the stop operation of the 1st to 3rd reels for the winning push-order bell combination is displayed. Therefore, it is a game state in which an increase in medals can be expected.
[0253] In the special AT stage, after each set of gameplay ends, a lottery is held to determine whether you can acquire a loop stock, which is the right to continue (continue) the special AT stage again. Therefore, the more loop stocks you acquire, the longer you can stay in the special AT stage, which is advantageous. Furthermore, when a loop stock is acquired, the player is notified in a way that makes it clear that they have acquired it. The special AT stage can continue for up to 30 sets (consecutive wins), and once the 30th set is confirmed (ending transition condition 2), the game transitions to ending C. On the other hand, if the special AT stage does not continue (consecutive wins), the game transitions to a non-advantageous state. Therefore, players will focus on whether or not the special AT stage will trigger consecutively, and will proceed with the game hoping to transition to ending C.
[0254] Next, the special AT stage control process performed by the main control unit 10 will be described with reference to Figure 65. The special AT stage is designed to last for at least 3 sets. In other words, at the start of the special AT stage, the game begins with "3" loop stocks granted as a guaranteed number of sets. However, the initial value of the guaranteed number of sets may be other than 3 (including 0). Furthermore, at the start of the special AT stage, the currently held chance stock and set stock are converted into loop stock. Therefore, any stock that has not been used up by the time of the special AT stage is used efficiently, preventing a decline in the player's enjoyment.
[0255] The special AT stage control process is initiated when the current game state is the special AT stage. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S331). If it is determined that the third reel has not been stopped (S331: No), the process ends. If it is determined that the third reel has been stopped (S331: Yes), it is determined whether or not a loop stock lottery prize has been won in this game (S332). Loop stock lottery winning combinations include, for example, the common single-coin combination, weak cherry combination, strong cherry combination, watermelon combination, and chance combination. However, they are not limited to these; for example, non-rare combinations can also be used.
[0256] If it is determined that the loop stock lottery role has been won (S332: Yes), the loop stock lottery is executed (S333). The loop stock lottery is conducted by referring to the "loop stock lottery table" shown in Figure 45, based on the winning combinations in the current game. In this case, the probability of winning is increased based on the relationship between the common single combination < weak cherry combination, watermelon combination < chance combination < strong cherry combination. If the loop stock lottery is won, the main control unit 10 operates as an execution right granting means and an execution right storage means to grant one loop stock and store it in the storage unit. However, the number of loop stocks granted is not limited to one.
[0257] Next, it is determined whether it is the final game (10th game) of the special AT stage (S334), and if it is the final game (S334: Yes), it is determined whether it is currently the 30th set (S335). In the case of the 30th set (S335: Yes), the maximum number of sets (30 sets) for the special AT stage has been used up (ending transition condition 2 has been met), and the system is controlled to transition to ending C (S336) (arrow r in Figure 10).
[0258] On the other hand, if it is not the 30th set (S335: No), the main control unit 10 operates as a continuation determination means to determine whether or not it owns a loop stock (S337). If the loop stock is not owned (S337: Yes), it is determined whether the current set is between 20 and 29 (S338). If it is not between 20 and 29 (S338: No), control is performed to transition to a non-advantageous state (S342) (arrow s in Figure 10). On the other hand, if no loop stock is owned and it is the 20th to 29th set (S338: No), the main control unit 10 acts as a determination means to determine whether or not the conditions for restricting the transition to the ending have been met. Specifically, it is determined whether the difference in the number of coins in the advantageous period is less than or equal to a predetermined number (2109 coins) and whether the number of games in the advantageous period is less than or equal to a predetermined number (1470 games) (S339). In other words, it determines whether the advantageous period does not end even after acquiring 290 coins, and whether the advantageous period does not end even after playing 29 games. In other words, it determines whether the transition regulation conditions are met, namely, that the difference in the number of coins in the advantageous period is 2110 or more, or that the number of games played in the advantageous period is 1471 or more.
[0259] If the transition restriction conditions are met (S339: No), control is performed to transition to a non-favorable state (S342) (arrow s in Figure 10). On the other hand, if the transition restriction conditions are not met (S339: Yes), the Ending C lottery is performed (S340). The Ending C lottery is conducted by referring to the "Ending C lottery table" shown in Figure 46, and the transition to Ending C is determined based on the number of set continuations (consecutive wins). Specifically, the more sets you play, the higher your chances of winning. For example, you have a 160 / 256 chance of winning in sets 20-22, a 192 / 256 chance in sets 23-25, a 224 / 256 chance in sets 26-27, and a 240 / 256 chance in sets 28-29. If the Ending C lottery is won (S341: Yes), the system is controlled to proceed to Ending C (S343) (arrow r in Figure 10).
[0260] On the other hand, if it is determined in S337 that it owns a loop stock (S337: No), it is determined whether or not it is currently the 29th set (S344). If it is not the 29th set (S344: No), the main control unit 10 operates as an execution right usage means, consuming one loop stock and continuing the special AT stage to execute the next set (S347). On the other hand, if it is the 29th set (S344:Yes), the maximum number of sets for the special AT stage (30 sets) has been reached (ending transition condition 2 has been met), and the game is controlled to transition to ending C. In this case, a check is performed to determine whether or not the conditions for restricting the transition to an ending have been met.
[0261] Specifically, it is determined whether the difference in the number of coins in the advantageous period is less than or equal to a predetermined number (2009 coins) and whether the number of games in the advantageous period is less than or equal to a predetermined number (1460 games) (S345). In other words, it determines whether the advantageous period does not end even after acquiring 390 coins, and whether the advantageous period does not end even after playing 39 games. In other words, it determines whether the transition regulation conditions are met, namely, that the difference in the number of coins in the advantageous period is 2010 or more, or that the number of games played in the advantageous period is 1461 or more. If the transition restriction conditions are met (S345: No), control is performed to transition to a non-favorable state (S346) (arrow s in Figure 10). On the other hand, if the transition restriction conditions are not met (S345: Yes), the main control unit 10 operates as an execution right usage means, consuming one loop stock and continuing the special AT stage to execute the 30th set (S347).
[0262] Thus, in the special AT stage, even if the transition to the 30th set is confirmed and Ending transition condition 2 is met, if the transition restriction condition is met, the continuation judgment result for the 30th set will be invalidated and the transition to Ending C will be restricted. This type of control is similar to the restriction on transitioning to Ending B in the battle stage mentioned earlier, and is intended to prevent players from becoming dissatisfied by the ending being cut short. For example, the following method can be used to determine whether or not the transition regulatory conditions are met. If the remaining number of coins in the advantageous section until the advantageous section limiter is greater than a special number (39 × 10 = 390 coins) obtained by multiplying a specific number (39 games), which is one less than the sum of the number of games played in Ending C (30 games) and the number of games played in the 30th set (10 games), by the maximum difference between the number of coins used by the player in one game (3 coins) and the number of coins awarded to the player (13 coins) (10 coins), then it is determined that the transition restriction conditions are met. In other words, if you win either the push-order bell combination B or C during the 30th set of the special AT stage and during ending C, and continue to acquire the maximum number of coins (10 coins), you will reach the advantageous section limiter (2400 coins) before 40 games have been played, thus restricting the transition to the ending. As described above, the special AT stage control process is performed.
[0263] (Special AT stage performance control processing) Next, with reference to Figure 66, the special AT stage performance control processing performed by the sub-control unit 20 will be described. As mentioned above, when a loop stock is acquired during a special AT stage, the player will, in principle, be notified of information (specific information) indicating that a loop stock has been acquired. On the other hand, the notification of information regarding the acquisition of loop stock is restricted if certain conditions are met. For example, if the number of times information has been reported reaches a certain number, the reporting of that specific information will be restricted. Furthermore, during gameplay related to the latter half of the special AT stage (just before completion), the system will be controlled to make it difficult to receive specific information.
[0264] First, the sub-control unit 20 determines whether or not the game start operation for the first game (betting operation, start lever operation, etc.) has been performed (S351). Specifically, the sub-control unit 20 determines that the operation has been performed when it receives a signal related to the game start operation from the main control unit 10. If it is determined that the game start operation has been performed (S351: Yes), the value of the number of times the loop stock has been acquired is initialized to "0" (S352).
[0265] Next, it is determined whether or not a loop stock has been acquired (won in the loop stock lottery) (S353). In this case, the sub-control unit 20 makes the determination by receiving a command from the main control unit 10 indicating that a loop stock has been won in the loop stock lottery. If it is determined that a loop stock has been acquired (S353:Yes), it is determined whether the number of loop stock acquisition notifications is less than "26" (S354). In other words, the system determines whether or not a notification indicating that a loop stock has already been acquired has been sent 26 times, triggered by winning the loop stock lottery. If the number of loop stock acquisition notifications is not less than "26" (S354: No), the process is terminated. In other words, the system is controlled not to notify the acquisition of loop stock.
[0266] This determination process is based on the number of sets of 30, which is the maximum number of continuous sets in the special AT stage, and the number of sets of 3, which is the guaranteed number of sets. The situation where the number of loop stock acquisition notifications is "26" means that 26 notifications have already been given, and it is a state where it is possible to recognize that the game will proceed to the ending once the 27th notification is given. Therefore, if a notification is made after 26 notifications have already been given, it will inform the player that the ending has been confirmed. However, if notification is given under these circumstances, and the aforementioned conditions for transitioning to Ending C are met, a situation may arise where the player is notified that the ending has been determined, but does not transition to Ending C, potentially leading to distrust or doubt among the player. Therefore, to prevent such a situation, the system is designed to restrict notifications when the number of loop stock acquisition notifications reaches a specific number (for example, 26 times). Note that while the "specific number" in this example only considers the guaranteed set number granted at the start of the special AT stage, it is not limited to this; the specific number may also include the loop stock obtained by converting chance stock and set stock at the start of the special AT stage.
[0267] On the other hand, if the number of loop stock acquisition notifications in S354 is less than "26" (S354:Yes), a loop stock acquisition notification lottery is performed (S355). The loop stock acquisition notification lottery determines whether or not to notify based on the number of games played in the advantageous section (the value indicated by counter A1) by referring to the "loop stock notification lottery table" shown in Figure 47.
[0268] For example, if the number of games played in the advantageous period is "399 games or less", there is a 224 / 256 chance that "notification" will be selected; if it is "400 to 599 games", there is a 192 / 256 chance that "notification" will be selected; if it is "600 to 699 games", there is a 128 / 256 chance that "notification" will be selected; if it is "700 to 799 games", there is a 224 / 256 chance that "notification" will be selected; and if it is "800 to 1500 games", there is a 32 / 256 chance that "notification" will be selected. Thus, the more games played during the advantageous period, the less likely it is that "Notification" will be selected. This prevents players from developing distrust or suspicion, even if they win the ending transition lottery during the latter half of the special AT stage (for example, sets 20-29) but are not able to transition to the ending because they meet the transition restriction conditions. This is because during this period, it is difficult to receive notification of the acquisition of loop stock.
[0269] Next, it is determined whether or not the loop stock acquisition notification lottery has been won (S356). If it is determined that the winner has been won (S356:Yes), the value of the loop stock acquisition notification count is increased by 1 (S357), and the loop stock acquisition notification is performed (S358). For example, the display unit 8 displays a performance image including a predetermined background image and text information that allows the player to recognize that they have won the stock acquisition lottery. In addition, in response to the display of the performance image on the display unit 8, a predetermined sound effect is output from the speaker 9 and the lamp 11 lights up in a predetermined lighting pattern. Furthermore, the performance image may differ depending on the type of rare role won. As described above, the special AT stage performance control processing is performed.
[0270] (ending) The ending is a game state that can be entered when the advantageous period is nearing its end, and it is positioned as the final stage of a game state that is advantageous to the player. The ending is controlled to an AT (Automatic Trigger) state, and all push-button navigation corresponding to the stop operation of the 1st to 3rd reels for the winning push-button bell combination is displayed. Furthermore, the ending consists of three parts: Ending A, Ending B, and Ending C. Ending A is entered from any stage when the ending limiter is reached during the advantageous period. It can also be entered after the end of Ending B or Ending C. After that, Ending A continues until the advantageous period limiter is reached. Ending B is triggered when the maximum number of Episode AT sets (3 sets) is used up (Ending transition condition 1). The player enters the battle stage, continues for a predetermined period (for example, 30 games), and after it ends, transitions to Ending A. Ending C is triggered when the maximum number of sets (30 sets) of the special AT stage is used up (Ending transition condition 2). The player enters the special AT stage, continues for a predetermined period (for example, 30 games), and after it ends, transitions to Ending A. Furthermore, if the ending limiter is reached during ending B or ending C, the game will be controlled so that it does not transition to ending A until a predetermined period (for example, 30 games) has been played, after which it will transition to ending A. During endings B and C, a special animation (completion animation) is performed to celebrate the fact that the player's advantageous state has continued to the maximum extent. The ending consists of three parts: Ending A, Ending B, and Ending C, each with its own set of features depending on the game state. However, the game state may also include all features in a single ending.
[0271] Furthermore, as mentioned above, if the transition restriction conditions are met when Ending Transition Condition 1 or Ending Transition Condition 2 is met, the transition to the ending will be restricted. Specifically, in the battle stage, if the transition restriction conditions are met (the difference in the number of coins in the advantageous period is 2110 or more, or the number of games played in the advantageous period is 1471 or more), the transition to Ending B will be restricted even if Ending Transition Condition 1 is met. Furthermore, in the special AT stage, if the transition restriction conditions are met (the difference in the number of coins in the advantageous section is 2110 or more, or the number of games played in the advantageous section is 1471 or more), the transition to Ending C will be restricted even if Ending Transition Condition 2 is met.
[0272] Next, the ending control process performed by the main control unit 10 will be explained with reference to Figure 67. The ending control process begins when the current game state is Ending A, Ending B, or Ending C. First, the main control unit 10 determines whether or not the third reel stop operation has been performed (S361). If it is determined that the third reel has not been stopped (S361: No), the process ends. If it is determined that the third reel has been stopped (S361: Yes), it is determined whether or not the advantageous section limiter has been reached (S362). In other words, it determines whether the number of games played during the advantageous period (the value indicated by counter A) has reached 1500 games, or whether the net number of coins played during the advantageous period (the value indicated by counter B) has reached 2400 coins.
[0273] If it is determined that the advantageous section limiter has been reached (S362: No), the advantageous section is terminated and the system is controlled to transition to a non-advantageous state (S364) (arrow t in Figure 10), and the process is terminated. On the other hand, if it is determined that the advantageous section limiter has not been reached (S362:Yes), it is determined whether it is the final game (30th game) of Ending B or Ending C (S363), and if it is the final game (S363:Yes), the system is controlled to transition to Ending A (S365), and the process ends. As described above, the ending control process is performed.
[0274] As described above, in the present invention, a game machine (slot machine 1) is configured such that one cycle can consist of multiple states including a first state (e.g., cycle A) and a second state (e.g., cycle C), and the game can be controlled to a predetermined game state that is advantageous to the player based on the execution of a game that takes a predetermined number of cycles. The present invention includes a game state control means (main control unit 10) that can control the game to a specific game state that is advantageous to the player (e.g., pseudo bonus A) when a predetermined condition is met in the first state (e.g., when the player wins a transition lottery associated with the winning of a rare role), and the game state control means is configured to control the game to a special game state that is advantageous to the player (e.g., CZ stage) when a predetermined condition is met in the second state (e.g., when the player wins a transition lottery associated with the winning of a rare role).
[0275] By having such a configuration, the slot machine 1 according to the present invention can divide one cycle into multiple states (cycles A to C), and the type of reward (for example, the destination of the game state) when a prize is won in the prize lottery that is performed for each divided cycle can be made different. This prevents the game from becoming monotonous and helps to prevent a decline in enjoyment.
[0276] On the other hand, Patent Document 1 discloses a gaming machine in which the number of games played per cycle consists of a predetermined number of games (300 games), and the probability of winning an AT (Automatic Trigger) is controlled to a relatively low probability state until the predetermined number of games are played. In this gaming machine, the first cycle ends after a predetermined number of games are played in a low-probability state, and the machine transitions to a high-probability state where the probability of winning the AT (Attack Time) is relatively higher. If the AT is not won within a specific number of games (50 games) played in the high-probability state, the machine transitions to the low-probability state for the second cycle, and is controlled to return to the low-probability state for a predetermined number of games. However, in this gaming machine, the number of games played while in a low-probability state is fixed, and the degree of advantage of the AT (Attack Time) remains the same regardless of the circumstances under which the AT lottery is won. This could lead to monotonous gameplay and a decrease in enjoyment. Thus, the slot machine 1 of this embodiment can solve all or part of the problems that conventional gaming machines have to improve.
[0277] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine according to 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 this embodiment, the allied characters are determined from the second game onwards in the preparation stage, and then the enemy characters are determined from the second game onwards in the battle preparation stage. However, this is not limited to this, and the enemy characters may be determined in the preparation stage, and then the allied characters may be determined in the battle preparation stage.
[0278] Furthermore, the relationships (compatibility) between allied characters A-C and enemy characters A-C may be set in advance, and if related characters are selected, the probability of winning the battle victory lottery may be increased, or the probability of receiving advantageous rewards as a victory reward may be increased, or both may be done. Additionally, the ally characters A-C and special ally characters A-C may be associated with each other. For example, special ally characters A-C may be associated with the transformed versions of ally characters A-C, making it possible to recognize that selecting special ally characters A-C is advantageous. This allows players to focus on character selection, thereby increasing their interest in the game.
[0279] Furthermore, a third character may be determined. For example, before entering the battle stage, if the third character is determined by the player's stopping operation triggered by winning a sequence bell combination, and an ally character is selected, the probability of winning the battle breakthrough lottery may be increased, or the probability of selecting a stage other than Special Stage A as a winning bonus may be increased, or both may be done. If an enemy character is selected as the third character, the opposite may be made: the probability of winning the battle clear lottery may be made lower, or the probability of selecting Special Stage A as a reward for winning may be made higher, or both may be made.
[0280] Furthermore, although this embodiment describes a case where one character is assigned to one stopping operation performed by the player, it is not limited to this, and one character may be assigned to two or more stopping operation types.
[0281] Furthermore, in this embodiment, when a single payout occurs a predetermined number of times consecutively in the normal AT stage, the benefits to be granted are described as control to a high probability state and the granting of high probability game rounds. However, the benefits are not limited to these, and may also include transitioning to pseudo-bonus B, granting set stock, or other benefits.
[0282] Furthermore, in this embodiment, when transitioning to a game state advantageous to the player (pseudo-bonus A, AT stage, or pseudo-bonus B), a predetermined number of premonition sequences may be performed before transitioning to each game state in order to increase the player's anticipation. The premonition sequences can be any sequence that allows the player to recognize a change in the content of the sequences from other game states (states that are not premonition states) and that increases their anticipation. Furthermore, the pre-announcement effects may include a genuine pre-announcement effect for when the player wins the lottery for transitioning to each game state, and a fake pre-announcement effect for when the player does not win. If the genuine pre-announcement effect is executed, the player will be notified that they will ultimately transition to each game state, and if the fake pre-announcement effect is executed, the player will be notified that they will ultimately not transition to each game state.
[0283] Furthermore, in this embodiment, the number of games is used as the value that can manage the AT state, but it is not limited to this, and other values such as the difference in the number of tokens, the number of bell navigations, the number of small wins, the number of tokens acquired, the number of tokens paid out, etc., can also be used.
[0284] 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 at predetermined times during each performance to enhance 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 at predetermined times during each performance to enhance the player's sense of anticipation.
[0285] Furthermore, the tables referenced in each process are merely examples and are not limited to the tables mentioned above. Furthermore, the winning probabilities for each table are not limited to the aforementioned values, but can be set to any desired value.
[0286] Furthermore, in this embodiment, the main control unit 10 performs 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 perform various functions such as performance control means for executing performances on the display unit 8, the main control unit 10 may perform some or all of these functions, and the main control unit 10 may also perform various functions.
[0287] Furthermore, although this invention has been applied to slot machines, it can also be applied to other gaming machines such as pachinko machines. Furthermore, the present invention can also be applied to so-called enclosed gaming machines that can execute games using a data-formatted pseudo-gaming medium without using physical gaming media such as medals or game balls.
[0288] Furthermore, in this embodiment, a reel 41 driven and controlled by a motor is used as a variable display means, but instead of this, or in addition to this, an image of a reel or the like changing on a display 8 such as a liquid crystal display can be displayed, and the display can be used as a variable display means for identification information.
[0289] The above embodiments include the following forms. The first form is, In a gaming machine (slot machine 1) in which one cycle can consist of multiple states including a first state (e.g., cycle A) and a second state (e.g., cycle C), and which can control the game to a predetermined game state that is advantageous to the player based on the execution of a game over a predetermined number of cycles, In the first state, if a predetermined condition is met (for example, if the player wins the transition lottery associated with the winning of a rare role), the system is equipped with a game state control means (main control unit 10) that can control the game to a specific game state advantageous to the player (for example, pseudo bonus A). The aforementioned game state control means is: If a predetermined condition is met in the second state (for example, if the player wins the transition lottery associated with the winning of a rare role), the game can be controlled to a special game state that is advantageous to the player (for example, the CZ stage). A gaming machine characterized by the following features. The second form is, A first game count determination means (main control unit 10) that can determine the number of times the first state is played in one cycle to be one of several types, The system includes a second game count determination means (main control unit 10) that can determine the number of times the second state is played in one cycle from among several types. A first form of gaming machine characterized by the following: The third form is, The system includes a state control means (main control unit 10) capable of controlling the system to any of a plurality of states, including the first state and the second state. The state control means is In one cycle, it is possible to control the system to the first state and then to the second state (for example, cycle A → cycle C). In a single cycle, it is possible to control the system to the first state, then to the third state, and then to the second state (for example, cycle A → cycle B → cycle C). A first or second form of gaming machine characterized by the above. The fourth form is, If the current cycle is a specific cycle (ceiling cycle, winning cycle), and the system is controlled to the second state, the system includes a game state determination means (main control unit 10) capable of determining whether or not to control the system to one of the game states, including the specific game state and the special game state (for example, the AT stage), as predetermined game states. The aforementioned game state control means is: After the end of the second state in the specified period, the game state can be controlled to the game state determined by the game state determination means. A gaming machine of any of the first to third forms characterized by the above. The fifth form is, The aforementioned game state control means is: If a predetermined condition is met in the second state, it is possible to control the system to the special game state during the first state in the next cycle. A gaming machine of any of the first to fourth forms characterized by the above. [Explanation of Symbols]
[0290] 1 Slot Machine 5. Stop button 8 Display 10 Main Control Unit 20 Sub-control Unit
Claims
[Claim 1] A game result determination means capable of determining one of a plurality of game results, including a first game result and a second game result, based on whether predetermined conditions have been met, A stop operation means that the player can use to stop the machine, In a game in which the first game result has been determined, a game value-granting means that can grant more game value when the stopping operation method for the stopping operation means is the first stopping operation method than when it is the second stopping operation method, A reward determination means capable of determining the reward to be granted to a player based on the game result determined in a specific game during the advantageous period and the game result determined in a special game during the same advantageous period that follows the specific game, A game state control means capable of controlling the game state according to the prize determined by the prize determination means, Equipped with, The aforementioned means for assigning game value is, In a game in which the second game result has been determined, if the stopping operation method for the stopping operation means is the second stopping operation method, more game value can be assigned than if it is the first stopping operation method. A gaming machine characterized by the following features.