Gaming machine

The gaming machine improves player engagement by integrating a lottery system with variable displays and bonus mechanisms, enhancing gameplay through dynamic prize displays and frequent rewards.

JP7867705B2Active Publication Date: 2026-06-01KITA DENSHI CORP

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
KITA DENSHI CORP
Filing Date
2023-09-29
Publication Date
2026-06-01

AI Technical Summary

Technical Problem

Conventional gaming machines lack engaging and rewarding gameplay mechanics, particularly in determining and displaying lottery results and player interactions, leading to a need for improved gaming states and bonus structures.

Method used

The gaming machine incorporates a lottery system with multiple results, variable display mechanisms, and operation modes to enhance player engagement through special gaming states, including a first and second game period with changing prize information display based on lottery outcomes, and a determination mechanism to grant bonuses during the second period.

Benefits of technology

This enhances player interaction and reward frequency, making gameplay more engaging and rewarding by providing variable and dynamic prize displays and bonus opportunities.

✦ Generated by Eureka AI based on patent content.

Smart Images

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Patent Text Reader

Abstract

To provide a game machine which has high excitement and enjoyment that has not been seen before.SOLUTION: A game machine includes: state control means capable of controlling a game state to a first state and a second state different from the first state; first determination means capable of determining whether the first state is to be continued in the first state; second determination means capable of determining whether the game state is to be shifted to the second state in the first state; imparting means capable of imparting a privilege related to the second state when the second determination means determines that the game state is to be shifted to the second state; and storage means capable of storing the privilege related to the second state imparted by the imparting means. When the first determination means does not determine that the first state is to be continued, the state control means can perform control to end the first state, regardless of the determination result by the second determination means.SELECTED DRAWING: Figure 32
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Description

Technical Field

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

Background Art

[0002] As a gaming machine, for example, a slot machine is known. In a slot machine, there is a gaming state called AT (Assist Time) that notifies the player that winning of a small combination or replay combination is possible as a gaming state advantageous to the player. In such a slot machine, when a specific combination (for example, a rare combination) is won, a lottery is executed to determine whether to give a privilege to the player, and if the player wins the lottery, a privilege is given (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

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

Means for Solving the Problems

[0005] To solve the above problems, the gaming machine of the present invention includes a lottery means capable of deriving any one of a plurality of lottery results including a first lottery result and a second lottery result, an operation means operable by a player, a lottery result derived by the lottery means, and an operation mode to the operation means. A variable display means capable of stopping and displaying identification information that is variably displayed in a stop mode based on the above, a gaming state control means capable of controlling to a special gaming state advantageous to the player, and in the special gaming state, a display means capable of displaying a plurality of privilege information, the A game state that includes a first game period and a second game period that is later than the first game period. First period of play ​In this, a changing means capable of changing the display manner of the benefit information displayed on the display means based on the lottery result by the lottery means, During the second game period, a determination means capable of determining any of the multiple bonus information displayed on the display means, and a granting means capable of granting a bonus corresponding to the bonus information determined by the determination means during the second game period, The variable display means is capable of stopping the variable display of identification information in a first stop state when the first lottery result is derived by the lottery means and the operation means is operated in a first operation state, and when the second lottery result is derived by the lottery means and the operation means is operated in a second operation state, the variable display means is capable of stopping the variable display of identification information in a first stop state, the display means is capable of displaying first prize information corresponding to the first lottery result and second prize information corresponding to the second lottery result, the changing means is capable of changing the display state of the first prize information when the first lottery result is derived by the lottery means, and is capable of changing the display state of the second prize information when the second lottery result is derived by the lottery means. The second game period is a game period that ends when the bonus corresponding to the bonus information determined by the determination means is granted by the granting means. It is structured as follows. [Brief explanation of the drawing]

[0006] [Figure 1] This is a schematic front view showing the exterior of a coinless gaming machine. [Figure 2] This is a schematic perspective showing the internal structure of a coinless gaming machine. [Figure 3] This is a block diagram showing the control configuration for a coinless gaming machine. [Figure 4] This is a guide on how to play a coinless gaming machine. [Figure 5] This is a chart showing the dividend table. [Figure 6] This is a diagram showing the internal lottery table. [Figure 7] This is a state transition diagram showing the transitions between RT states. [Figure 8] This is a state transition diagram showing the transitions between game states. [Figure 9] This diagram explains the benefits granted for each game state. [Figure 10] This is a chart showing the game point predetermined value lottery table. [Figure 11]It is a chart showing the bonus mode lottery table. [Figure 12] It is a chart showing the privilege awarding lottery table (normal game state). [Figure 13] It is a chart showing the bonus navigation lottery table (normal game state). [Figure 14] It is a chart showing the bonus mode fall / upgrade lottery table. [Figure 15] It is a chart showing the privilege awarding lottery table (CZ state). [Figure 16] It is a chart showing the privilege awarding lottery table (red 7 bonus). [Figure 17] It is a chart showing the AT continuation lottery table. [Figure 18] It is a chart showing the privilege awarding lottery table (AT1 stage). [Figure 19] It is a chart showing the initial panel lottery table (ATCZ1). [Figure 20] It is a chart showing the initial panel lottery table (ATCZ2). [Figure 21] It is a chart showing the privilege awarding lottery table (ATCZ1·2 stages). [Figure 22] It is a chart showing the privilege awarding lottery table (AT2 stage). [Figure 23] It is a chart showing the privilege awarding lottery table (blue 7 bonus 1). [Figure 24] It is a chart showing the privilege awarding lottery table (AT3 stage). [Figure 25] It is a chart showing the favorable section continuation lottery table. [Figure 26] It is a chart showing the privilege awarding lottery table (continuation judgment stage). [Figure 27] It is a chart showing the privilege awarding lottery table (blue 7 bonus 2). [Figure 28] It is a figure for explaining an example of the production during the bonus state. [Figure 29] It is a figure for explaining an example of the production of aiming navigation and avoidance navigation. [Figure 30]This diagram illustrates an example of a performance during the ATCZ1 stage. [Figure 31] This is a diagram illustrating the display configuration of the panel. [Figure 32] This diagram illustrates an example of a stage presentation during the ATCZ2 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. The gaming machine of this embodiment does not use physical tokens (game tokens), but manages tokens as data (so-called credit tokens), and dispenses tokens using electronic information, so that players can play without touching the game tokens. Thus, the gaming machine is a gaming machine (referred to as a medalless gaming machine in this embodiment) that uses a pseudo-gaming medium in the said data format to play games. Such gaming machines are also called Smart Pachislo (registered trademark), Smaslo (registered trademark), etc. The following describes an example of applying this to a 6th generation slot machine with an AT (ART) state as a medalless gaming machine. However, it is not limited to this; for example, it can also be applied to a normal type (so-called A-type) slot machine that allows for real bonus gameplay. Furthermore, tokens used as data in tokenless gaming machines are referred to as "game tokens," while tokens that have been acquired in past games and deposited with the gaming parlor (management device, dedicated unit) as data are referred to as "held tokens."

[0008] First, let's explain the overall configuration of the medalless gaming machine 1. A display window 6 is formed in the center of the front door 1a, allowing the rear to be seen, and the symbols displayed on the reel 41 can be seen through this display window 6. Below the display window 6, a stepped portion is formed that protrudes forward. Around this stepped portion, operating means such as the bet button 2a, MAX bet button 2b, performance button 2g, counting button 2c, payout button 2d, start lever 3, and stop button 5 are provided, as well as notification means such as the game token count display device 7, counting button lamp 2e, and bet count lamp 2f. The game token count display device 7 may also be provided on the upper or front side of the stepped portion. Above the display window 6 is a navigation lamp 12 that guides the player through the sequence of operations for the stop button 5. The upper part of the front door 1a is equipped with a display unit 8 that operates as a notification means. The display unit 8 may be, for example, a single-screen liquid crystal display, but is not limited to this, and may also be configured with multiple screens (for example, a main screen and a sub-screen). Alternatively, a liquid crystal display may be provided on the lower part (lower panel) of the front door 1a instead of or in addition to the display unit 8, and the display unit 8 is not necessarily required.

[0009] On the side of the display unit 8 are a speaker 9 that provides sound effects and notifications, and a lamp 11 that provides light effects and notifications in response to winning each role or the effects displayed on the display unit 8.

[0010] The enclosure 1b contains a main control unit 10 which has a CPU that comprehensively controls the game, and a sub-control unit 20 which has a CPU that controls game effects and other related aspects under the control of the main control unit 10. Furthermore, the housing 1b is equipped with a drum unit 4. The drum unit 4 has three reels 41a to 41c (variable display means) arranged horizontally, and each of these reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). Multiple symbols (identification information) are displayed on the outer surface of each reel 41a to 41c according to a predetermined arrangement, and when the reel 41 is stopped, a predetermined number of consecutive symbols (for example, 3) for each reel 41a to 41c can be seen through the display window 6. Inside the enclosure 1b, there is a power supply unit 15 for supplying power to each device, including the main control unit 10 and the sub-control unit 20. Inside the cabinet 1b, there is a game token count clear button 14 and a probability setting device 16, and a dedicated inter-machine device 19 is located adjacent to the outside of each tokenless game machine 1 (not shown).

[0011] As shown in Figure 3, the main control unit 10 is connected to various components such as the bet button 2a, MAX bet button 2b, payout button 2d, start lever 3, stop button 5, dedicated unit 19, drum unit 4, counting button 2c, game token count display device 7, game token count clear button 14, probability setting device 16, and power supply device 15. Note that the dashed line in Figure 3 (dedicated unit 19) indicates that it is an external device. The main control unit 10 functions as a lottery means capable of executing lotteries related to the game, as well as detecting and controlling the operation of each of the above parts, transitioning game states, and outputting predetermined commands (control information) to the sub-control unit 20 at predetermined timings. For example, it outputs a winning target command that shows the lottery result of the internal lottery process that determines the winning role in the current game, and a winning determination command that shows the result of the winning determination. The sub-control unit 20 is connected to various components such as the navigation lamp 12, the counting button lamp 2e, the bet count lamp 2f, the performance button 2g, the display unit 8, the speaker 9, and the lamp 11. The sub-control unit 20 operates as a performance control means and controls the operation of each of the above parts in accordance with commands (control information) from the main control unit 10.

[0012] I will now explain the operation of the main components. The game token count display device 7 is a game value display means and displays the total number of game tokens (game value) that can be used for playing the game. Therefore, players can play the game by inserting game tokens within the range of the number of game tokens displayed on the game token count display device 7. The game token count display device 7 includes a storage means (such as RAM) and a display means (such as a 7-segment LED). When game tokens are lent out or dispensed, the main control unit 10 adds up the number of tokens lent out or dispensed, stores the sum (total) as the "number of game tokens" in the storage means, and displays it on the display means. Furthermore, when a game token is inserted, the main control unit 10 subtracts the number of tokens inserted from the "number of game tokens stored and displayed" in the game token count display device 7. The dispensing of game tokens is performed by operating the dispensing operation of the dedicated unit 19, which is an inter-machine device, and the insertion of game tokens is performed by operating the bet button 2a or the MAX bet button 2b. The game token count display device 7 has an upper limit (for example, 16,300) set for the number of game tokens (amount of game value) that can be stored and displayed. If, for example, the total number of game tokens exceeds this upper limit due to payouts from winning, the game will be disabled by executing a "game disabled" control. When the game is in "unplayable" mode, the start lever 3, bet button 2a, MAX bet button 2b, and payout button 2d are all disabled.

[0013] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game tokens at the start of a game. The bet button 2a sets the bet number to "1" (temporarily stored in RAM) when pressed, and the MAX bet button 2b sets the maximum bet number to "3" (temporarily stored in RAM). The main control unit 10, in response to the pressing of the bet button 2a or the MAX bet button 2b, subtracts the corresponding bet amount from the number of game tokens stored and displayed on the game token display device 7.

[0014] The start lever 3 is a means of operation that the player uses to start playing after inserting game tokens. The stop button 5 is an operating means (stop operation means) that can be operated to stop multiple symbols (identification information) that are displayed variably according to the progress of the game, and comprises multiple stop operation units (5a to 5c). The effect button 2g is an operating means that can be operated by the player to change the effects displayed on the display unit 8.

[0015] The counting button 2c is an operating means used by the player to count the game tokens they have acquired. Specifically, the counting button 2c is a counting operation means that is operated to output at least a portion of the game tokens (game value) displayed on the game token count display device 7 (game value display means) as counting data to a dedicated unit 19 (external) outside the machine. Therefore, the counting button 2c is operated when ending a game, but it is not limited to this; in principle, it can be operated at any time (even during gameplay or when the game is unavailable). The counting amount of the counting button 2c varies depending on how it is pressed. For example, if the counting button 2c is "short-pressed" (for example, pressed for less than 500 milliseconds), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies that "1" game tokens have been counted, i.e., the counted quantity is "1". In this case, the main control unit 10 performs a process to subtract the counted quantity "1" from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is "pressed and held" (for example, for 500 milliseconds or more), the main control unit 10 outputs counting data to the dedicated unit 19 that identifies a maximum of "50" game tokens, i.e., a maximum counting quantity of "50". In this case, the main control unit 10 performs a process to subtract the counting quantity (maximum "50") from the number of game tokens stored and displayed in the game token display device 7. For example, if the counting button 2c is pressed and held while the game token count display device 7 is showing a game token count of "50 or less", all game tokens will be counted, as a maximum of "50" tokens will be counted. In this case, the main control unit 10 outputs counting data that allows for the identification of the counted quantity to the dedicated unit 19, and subtracts the counted quantity from the number of game tokens stored and displayed on the game token display device 7. As a result, the number of game tokens stored and displayed in the game token display device 7 is updated to "0". Furthermore, if the counting button 2c is held down while the game token count display device 7 is showing a game token count of "more than 50", the game token count will be "50" in response to the first long press detection, and a maximum of "50" game tokens will be counted each time a long press is detected from the second time onward (for example, every 300 milliseconds). In this case, the main control unit 10 outputs counting data that allows for the identification of the total count to the dedicated unit 19, and subtracts the total count from the number of game tokens stored and displayed in the game token display device 7. Furthermore, the output of counting data to the dedicated unit 19 based on the continuous long press may be a batch output of counting data that can identify the total counted amount when the long press ends, or counting data that can identify the counted amount (maximum 50) may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of tokens collected until the return button is pressed is managed as the number of tokens held. In addition to the standard counting button 2c, separate counting buttons may be provided, such as a button that counts 100 coins with a short press, or a counting button that stops counting at 500 coins even with a long press.

[0016] Thus, the number of game tokens stored and displayed in the game token display device 7 can be subtracted by counting. Therefore, if the number of game tokens exceeds the upper limit and the game becomes "unplayable," the solution is to reduce the number of game tokens to below the upper limit by operating the counting button 2c, thereby releasing the "unplayable" state.

[0017] The game token count clear button 14 is an operation means for store staff to reset (set to 0) the number of game tokens stored and displayed on the game token count display device 7. When the game token count clear button 14 is pressed, the main control unit 10 updates the game token count stored and displayed on the game token count display device 7 to "0". Therefore, the "unavailable to play" state can also be cleared by a store employee operating the game token count clear button 14.

[0018] The settlement button 2d is an operating means used to return the set bet amount to the game token display device 7. For example, if the payout button 2d is pressed while the bet number is set to "1", the main control unit 10 clears the bet number and adds "1" to the number of game tokens stored and displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "2", the main control unit 10 clears the number of bets and adds "2" to the number of game tokens displayed on the game token display device 7. If the payout button 2d is pressed while the number of bets is set to "3", the main control unit 10 clears the number of bets and adds "3" to the number of game tokens displayed on the game token display device 7. In other words, the settlement button 2d is a specific operating means that can be operated to add the number of game tokens (game value) set as the number of bets (multiplier) to the number of game tokens (game value) displayed on the game token count display device 7 (game value display means). Therefore, when a player wants to end their game, they should press the payout button 2d after confirming that the number of bets has been set by the bet number lamp 2f being lit. As a result, the number of game tokens for the set bet amount is added to the number of game tokens stored and displayed on the game token display device 7. After that, pressing the counting button 2c will return the bet amount as well.

[0019] Furthermore, other operating methods such as the bet button 2a and the counting button 2c can also be assigned the function of the payout button 2d. For example, a short press of the bet button 2a can be used to set the bet quantity to "1", while a long press of the bet button 2a can be used to perform the action of the payout button 2d (the return action described above). Furthermore, when the counting button 2c is operated, the operation of the settlement button 2d (the return operation described above) can be performed before the counting operation. This allows the player to simply perform the counting operation and have the bet amount of tokens returned to the number of tokens being played before outputting (counting) the number of tokens to the dedicated unit 19.

[0020] The bet count lamp 2f is a notification device that indicates when the number of bets has been set or the number of bets (1 to 3 bets) by lighting up an LED before the game starts. The sub-control unit 20 controls the following: when the number of bets is set to "1", it lights up one lamp (for example, the "1BET" lamp shown in Figure 1); when the number of bets is set to "2", it lights up two lamps (for example, the "1BET" and "2BET" lamps shown in Figure 1); and when the number of bets is set to "3", it lights up three lamps (for example, the "1BET", "2BET", and "3BET" lamps shown in Figure 1). In other words, the bet number lamp 2f is a means of displaying the bet amount, and it is designed to display the bet amount (game value) set as the bet amount in the game at least before the game starts. When the sub-control unit 20 detects the start of a game (operation of the start lever 3), it controls the bet count lamp 2f to turn off. Furthermore, when the sub-control unit 20 detects that game tokens corresponding to the number of bets have been inserted in response to the operation of the settlement button 2d, it performs control to turn off the bet number lamp 2f. In other words, the bet count lamp 2f lights up when the bet count is set and turns off when game tokens are inserted.

[0021] The probability setting device 16 can change the probability of transitioning to a specific game state (AT state) (winning probability) to multiple levels (for example, 6 levels), and the degree of advantage for the player can be set and changed in multiple levels. The main control unit 10 stores one of the setting values ​​in its memory unit based on the probability setting operation performed by the arcade staff in the probability setting device 16, and controls the probability of winning the AT state based on the stored setting value. For example, setting 1 has the lowest winning probability, and the larger the number, the higher the winning probability.

[0022] The dedicated unit 19 is a dispensing device that dispenses game tokens. The dedicated unit 19 is located externally to the coinless gaming machine 1 and is connected to the coinless gaming machine 1 via a connection terminal board, enabling data communication. When a lending operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs lending data that allows the number of game tokens to be lent to the tokenless gaming machine 1. In the coinless gaming machine 1, the main control unit 10 identifies the number of gaming tokens to be dispensed based on the input dispensing data, and adds that number to the number of gaming tokens stored and displayed on the gaming token display device 7.

[0023] The dedicated unit 19 also serves as a return device for returning game tokens. Specifically, the coinless gaming machine 1 outputs counting data that can identify the number of game tokens to a dedicated unit 19 based on the operation of the counting button 2c. The dedicated unit 19 receives counting data output from the medalless gaming machine 1 and manages the total number of gaming tokens identified based on that counting data as the number of tokens held. The dedicated unit 19 is equipped with a card unit (not shown), and the number of medals held can be stored (recorded) on an IC card in the card unit (not shown). The IC card can be ejected from the card unit by performing a return operation (pressing the return button). The dispensed IC card can be handed to the prize exchange corner set up in the arcade to exchange the number of tokens held for prizes, or it can be inserted into the card unit of another dedicated unit 19 to use the number of tokens held to play again. The dedicated unit 19 and the game token count display device 7 are linked, and if the number of game tokens stored and displayed in the game token count display device 7 is at least "1", the IC card cannot be ejected by the return operation, and only if the number of game tokens is "0" can the IC card be ejected by the return operation. In other words, players cannot obtain an IC card until all of their game tokens have been counted. This eliminates the possibility of players forgetting to return any remaining game tokens.

[0024] The dedicated unit 19 can be connected to a computer, such as a hall computer or management device, via a relay device or directly, and can output game information such as "out" and "safe" and sales information to the computer. This allows, for example, a computer to collect data such as the number of outs, safes, and prize balls for each gaming machine, and to calculate the error in ball count based on this gaming information.

[0025] Furthermore, the dedicated unit 19 can be connected via a relay device or directly to a calling device (not shown) which is equipped with a call button operated by the player when calling an attendant (store clerk) and a call lamp that notifies the attendant when they have been called. The unit 19 can output game information such as game execution information and AT status information received from the medalless gaming machine 1 to the calling device.

[0026] The gameplay (also called medalless gameplay) on medalless gaming machine 1 will be explained with reference to the flowchart in Figure 4. The game start process is executed (S1). In the game start process, the coinless gaming machine 1 first receives the loan data output from the dedicated unit 19. Specifically, when a player performs a token dispensing operation on the dedicated unit 19, the dedicated unit 19 outputs dispensing data that allows the number of tokens to be dispensed to be identified, and the tokenless gaming machine 1 inputs this dispensing data. When the coinless gaming machine 1 receives lending data, the main control unit 10 identifies the number of tokens to be lent based on the lending data, and stores and displays the number of gaming tokens corresponding to that number of tokens on the gaming token display device 7. If the "number of tokens to be lent" is "100", the initial number of tokens displayed on the token count display device 7 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, the next step is to insert game tokens in response to the player's input. Specifically, the number of bets is set as the number of game tokens used in one game, depending on whether the bet button 2a or the MAX bet button 2b is pressed. When the number of game tokens displayed on the game token count display device 7 is set to "100" and the number of bets is set to "3", the main control unit 10 updates the number of game tokens stored and displayed on the game token count display device 7 from "100" to "97" (=100-3), and the sub-control unit 20 lights up all three lamps of the bet lamp 2f. When the number of bets (for example, 3 bets) is set as the number of game tokens to be used in one game, the game becomes ready to start, and the operation of start lever 3 becomes effective.

[0027] Perform the lottery process (S2). When the game is in the start state, the game starts when the start lever 3 is tilted, and the main control unit 10 performs an internal lottery process to determine the winning combination for this game from among multiple winning combinations. The sub-control unit 20 controls the bed number lamp 2f to turn off in response to the tilting operation of the start lever 3. The turning off of the bet count lamp 2f indicates that the number of game tokens inserted (bet) has been used.

[0028] Perform the reel rotation process (S3). Specifically, the main control unit 10 starts the rotation of the reels 41a to 41c, which display multiple patterns. Each reel 41a to 41c gradually increases its rotation speed from a stopped state, and when it reaches a steady rotation at a constant speed, the stop buttons 5a to 5c, which are provided for each reel 41a to 41c, become pressable.

[0029] The reel stop process is executed (S4). When each of the stop buttons 5a to 5c is pressed, the main control unit 10 controls the stopping of each reel 41a to 41c so that it stops and displays a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process.

[0030] Execute the award processing (S5). In controlling the stopping of the reels 41, the main control unit 10 controls the reels to stop in a combination of symbols corresponding to the lottery result (winning combination) of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control unit 10 determines that a win has been achieved if the combination of symbols that stopped on the active line (winning line) is a predetermined combination. Furthermore, "after the third stop operation" refers to the moment after the player releases their finger or other object from the stop button 5 used to stop the third reel, and the third reel refers to the reel that was stopped in the third and final operation (third stop operation) when the three reels 41a to 41c have each been stopped once for a total of three operations. Furthermore, in this embodiment, the determination of a prize is made based on the combination of symbols that stop on the middle line, out of a total of five lines: the upper, middle, and lower lines, the downward-sloping line to the right, and the upward-sloping line to the right. Furthermore, the number of winning lines used to determine a prize is not limited to one line; it can be changed as appropriate depending on the arrangement of the symbols, the types of symbols, and the combinations of symbols corresponding to the winning combinations.

[0031] Execute the disbursement process (S6). If it is determined that a specific minor role has been achieved, the process of dispensing the corresponding number of game tokens (hereinafter also referred to simply as dispensing tokens) is executed. For example, if the main control unit 10 determines that a 10-coin payout has been achieved, it adds the payout amount "10" to the number of game tokens stored and displayed on the game token count display device 7.

[0032] The game termination process is executed (S7). The game end process executes the counting of game tokens. Specifically, when the player operates the counting button 2c, the main control unit 10 counts the number of game tokens stored and displayed on the game token display device 7. More specifically, when the counting button 2c is briefly pressed, the counting quantity "1" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is pressed and held, the maximum counting amount "50" is subtracted from the number of game tokens stored and displayed in the game token display device 7. If the counting button 2c is held down continuously, the maximum counting amount "50" is continuously subtracted from the number of game tokens stored and displayed in the game token display device 7. This allows counting data that can identify the quantity to be counted to be output to the dedicated unit 19. The dedicated unit 19 stores the total number of counted items as the number of medals held, based on the input counting data. In the dedicated unit 19, upon receiving a return operation, the number of medals held is stored on the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can only be ejected when the number of game tokens stored and displayed on the game token count display device 7 is "0". Therefore, the player must operate the counting button 2c on the game token display device 7 until the number of game tokens displayed becomes "0" to execute the counting process. Players can use the IC card they receive to play again or exchange prizes. To play again, instead of inserting cash in S1, you insert an IC card into the card unit. This enables the game start process (S1) to be executed in response to lending operations, etc., in the dedicated unit 19, and then the lottery process (S2) to payout process (S6) can be executed.

[0033] The medalless gaming machine 1 according to the present invention has the following characteristic configurations in addition to the above-described configuration. Each of the configurations may be installed individually or in combination.

[0034] (Winning combination and corresponding symbol combination) Next, we will explain each winning combination and the corresponding symbols. Winning combinations include, for example, minor wins, replay wins, and bonus wins. Small wins include, for example, the bell, watermelon, cherry, chance, and single-coin wins. Additionally, there are two types of bell symbols: the sequence-based bell symbol and the common bell symbol. Additionally, there are two types of cherry symbols: weak cherry symbols and strong cherry symbols. Additionally, there are two types of single-coin combinations: single-coin combination A and single-coin combination B. In the following explanation, the cherry, watermelon, and common bell symbols will be collectively referred to as "rare symbols." Furthermore, rare roles are categorized as follows: the weak cherry and watermelon roles, which have a relatively high probability of being won, are designated as "weak rare roles," while the strong cherry and common bell roles, which have a relatively low probability of being won, are designated as "strong rare roles."

[0035] Among the bell symbols, the order-of-press bell symbols are winning symbols where the combination of symbols is determined by following a specific sequence of operations (called the order of pressing) on ​​the stop button 5. In this embodiment, there are 10 order-of-press bell symbols A1-A6 and B3-B6. In the following description, the order-of-press bell symbols A1-A6 and B3-B6 will be collectively referred to simply as the order-of-press bell symbols. For the button-press sequence bell symbols A1-A6, if one of the six possible button press sequences (the correct sequence) is pressed, stop buttons 5a-5c will be operated, and the corresponding symbol combination ("bell, bell, bell") will be displayed. If stop button 5 is pressed using one of the other five incorrect button press sequences, the corresponding symbol combination will not be displayed. Specifically, for the button-pressing bell combination A1, the correct button press order is set to "5a→5b→5c" (left→middle→right: left 1ST press), for the button-pressing bell combination A2, the correct button press order is set to "5a→5c→5b" (left→right→middle: left 1ST press), for the button-pressing bell combination A3, the correct button press order is set to "5b→5a→5c" (middle→left→right: middle 1ST press), for the button-pressing bell combination A4, the correct button press order is set to "5b→5c→5a" (middle→right→left: middle 1ST press), for the button-pressing bell combination A5, the correct button press order is set to "5c→5a→5b" (right→left→middle: right 1ST press), and for the button-pressing bell combination A6, the correct button press order is set to "5c→5b→5a" (right→middle→left: right 1ST press).

[0036] For the button-press sequence bell symbols B3 to B6, if one of the six possible button press sequences is pressed in the correct sequence, the stop buttons 5a to 5c will be operated, and the corresponding symbol combination will be displayed. If the stop button 5 is pressed in one of the other five incorrect sequences, the corresponding symbol combination will not be displayed. Specifically, for the button-pressing bell combination B3, the correct button press order is set to "5b→5a→5c" (middle→left→right: middle 1ST press), for the button-pressing bell combination B4, the correct button press order is set to "5b→5c→5a" (middle→right→left: middle 1ST press), for the button-pressing bell combination B5, the correct button press order is set to "5c→5a→5b" (right→left→middle: right 1ST press), and for the button-pressing bell combination B6, the correct button press order is set to "5c→5b→5a" (right→middle→left: right 1ST press).

[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 cannot be stopped, a missed win will occur, and a losing combination (such as "Replay, Cherry, Bell") will be displayed as the stop. If the symbols stop on a combination corresponding to a missed bell combination, one medal is awarded. If the symbols stop on a combination corresponding to a losing combination, no medal is awarded. Furthermore, as for other symbol combinations that stop displaying due to incorrect button press order, it may be possible to include only the "bell miss" combination and not include any "losing" combinations.

[0038] The common bell combination is a winning combination where the corresponding symbol combination ("bell-replay-bell") stops and displays regardless of the order in which stop button 5 is pressed.

[0039] Furthermore, the medalless gaming machine 1 according to this embodiment is capable of generating an AT (Assist Time) as a game state related to the push-order bell combination. In AT mode, when a player wins a button-press sequence bell combination through an internal lottery process, the sub-control unit 20 controls the display unit 8, etc., to notify the player of the correct button-press sequence for stop buttons 5a to 5c, as well as symbols that serve as a guide for timing button presses. In other words, the main control unit 10 and the sub-control unit 20 perform control to notify information regarding stop operations for deriving the combination of symbols in a game where the result of the internal lottery process is a push-order bell combination. Therefore, the occurrence of AT makes it easier for players to acquire medals, and the rate of medal payout is faster during AT compared to when AT is not active. The AT state, which is a game state in which AT is continuously executed, is described later.

[0040] For example, when the button-pressing order is selected, if the button-pressing order bell combination A1 is won, the button-pressing order consisting of the characters "1", "2", and "3" is displayed on the display unit 8 from left to right, the voices "left", "middle", and "right" are output from the speaker 9, and the navigation lamps 12 light up in the order of 12a (left), 12b (middle), and 12c (right) to indicate the order in which to press the stop button 5. Furthermore, the process of navigating the button-pressing sequence using output and notification means such as the display unit 8, lamp 11, navigation lamp 12, and speaker 9 is also referred to as "button-pressing sequence navigation." In non-AT (Automatic Trigger) mode, even if the internal lottery results in a sequence of button presses for a bell symbol, the order in which to press stop button 5 is not announced. Therefore, unless the sequence in which the player operates stop button 5 coincidentally matches the sequence corresponding to the sequence of button presses for the bell symbol they won, they are basically unable to stop and display the combination of symbols corresponding to the winning sequence of button presses for the bell symbol. Therefore, the gameplay of the medalless gaming machine 1 involves increasing the number of balls won by having the player engage in gameplay that keeps them under the control of the AT (Automatic Trigger) for an extended period of time.

[0041] In each game state described later, the frequency of button press order navigation is controlled to change. Specifically, in game states that are not controlled by AT (for example, normal game state, CZ state, continuation judgment stage), the push-button navigation is not executed when push-button bell role A or push-button bell role B is won. Additionally, in certain game states controlled by the AT (for example, AT1 stage, AT2 stage), the push-button navigation is executed only when the push-button bell role A is won. Furthermore, in game states controlled by AT (for example, Red 7 Bonus, Blue 7 Bonus 1, Blue 7 Bonus 2, ATCZ Stage, AT3 Stage), push-order navigation is executed when push-order bell role A or push-order bell role B is won. As a result, in gameplay controlled by AT, the number of medals that can be obtained per game is increased (the net increase in medals is increased). Furthermore, in game states not controlled by AT, the push-order navigation may be executed only when push-order bell role A or push-order bell role B is won; in game states partially controlled by AT, the push-order navigation may be executed when push-order bell role A and push-order bell role B are won; and in game states controlled by AT, if push-order bell role B is won, the push-order navigation may be executed at a predetermined probability (other than 100%).

[0042] The Cherry role is a minor role where the corresponding symbol combination is "Cherry-ANY-ANY". There is a weak Cherry role where the "Cherry" symbol stops in the upper or lower position of the left reel 41a, and a strong Cherry role where the "Cherry" symbol stops in the middle position of the left reel 41a. The watermelon combination is a minor win where the corresponding symbols are arranged as "watermelon, watermelon, watermelon".

[0043] There are two types of single-coin wins, Single-Coin Win A and Single-Coin Win B. These wins occur when the combination of symbols is matched by pressing stop button 5 in the correct order. In the following explanation, Single-Coin Win A and Single-Coin Win B will be collectively referred to simply as "Single-Coin Win". For a single-symbol win, if you press the stop buttons 5a to 5c in one of the six possible order combinations (the correct order), the corresponding symbol combination ("Replay, Watermelon, Bell") will be displayed. If you press the stop button 5 in one of the other four incorrect order combinations, the corresponding symbol combination will not be displayed. Specifically, for single-coin win A, the correct button press order is set to "5b→5a→5c" (middle→left→right: middle 1ST press) and "5b→5c→5a" (middle→right→left: middle 1ST press), and for single-coin win B, the correct button press order is set to "5c→5a→5b" (right→left→middle: right 1ST press) and "5c→5b→5a" (right→middle→left: right 1ST press). In other words, if any operation other than pressing the middle 1ST button is performed for single-coin payout A, a loss will occur, and if any operation other than pressing the right 1ST button is performed for single-coin payout B, a loss will occur and no medals will be awarded.

[0044] The replay symbol combination appears regardless of the order in which the buttons are pressed, and the combination of symbols "Replay, Replay, Replay" stops and is displayed on the winning line. Furthermore, rare roles (other than the common bell role) require a stopping operation (so-called "eye-stopping") aimed at the symbols corresponding to the winning combination on the designated reels, and even if a win occurs and the reel stop control is performed, it is not guaranteed that the corresponding symbol combination will stop. Furthermore, if the player makes a mistake in timing their button presses and fails to stop the corresponding combination of symbols, a missed opportunity occurs, and one medal is awarded.

[0045] The bonus role is a combination of symbols that results in "BAR·BAR·BAR," and based on the operation of stop button 5 resulting in this combination of symbols (special form), the game state is transitioned to the bonus state. When a bonus is won, the right to win can be carried over to the game in which it was won and to subsequent games, as long as the corresponding combination of symbols does not stop (a bonus is awarded). Therefore, the state in which a bonus is won is maintained until the corresponding combination of symbols stops and a bonus is awarded (hereinafter, this state will be referred to as the "bonus-winning state"). In normal games, the game will be played for most of the time while in the bonus-winning state. On the other hand, if a bonus role is won and the combination of symbols corresponding to the bonus role is displayed when the symbols stop (a bonus role is won), the game transitions to a bonus state. After the end of that bonus state, the game returns to a non-carryover state where the right to win a bonus role is not carried over (hereinafter referred to as the "non-bonus state").

[0046] Additionally, bonus symbols can be won in conjunction with a replay symbol at a predetermined probability. If a bonus symbol is won at the same time as a replay symbol, the main control unit 10 controls the reels with the lowest priority for the combination of symbols corresponding to the bonus symbol. Therefore, in games where a bonus role and a replay role are won simultaneously, the combination of symbols corresponding to the bonus role cannot be stopped, and the combination of symbols corresponding to the replay role will stop instead, resulting in the bonus winning state continuing (carrying over) to subsequent games. Furthermore, bonus roles can be won independently, not just in this case.

[0047] Based on the combinations of symbols described above, it is determined whether a minor win, a replay win, or a bonus win has been achieved. If the determination is made that a win has been achieved, game value is awarded (medals are paid out) as shown in Figure 5. In other words, the main control unit 10 is equipped with a game value awarding means that awards game value (medals) according to the stopping pattern of the symbols. For example, in the push-order bell combinations A1 to A6, if the corresponding combination of symbols stops and is displayed, 8 medals will be dispensed, and in the push-order bell combinations B3 to B6, if the corresponding combination of symbols stops and is displayed, 15 medals will be dispensed. Additionally, if a combination of symbols corresponding to the common bell symbol stops, 15 medals will be dispensed. Furthermore, the probability of winning the "Push Order Bell" combination is set to increase the number of medals the player possesses during the AT (Attack Time) state.

[0048] If a combination of symbols corresponding to the watermelon symbol stops, 6 medals will be dispensed. If a combination of symbols corresponding to the weak cherry symbol, strong cherry symbol, 1-coin symbol A, or 1-coin symbol B stops, 1 medal will be dispensed for each of these symbols. 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.

[0049] Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be different from the numbers mentioned above. Furthermore, the combinations of symbols corresponding to each winning combination may be other than those listed above. They may consist of symbols that require precise timing, or they may consist of symbols that do not require precise timing. Furthermore, in this embodiment, the number of medals dispensed is assumed to be the same regardless of the number of bets, but the number of medals dispensed may be different depending on the number of bets.

[0050] (Recommended button press order) In this embodiment, the medalless gaming machine 1 has a recommended button press sequence of "left 1ST press," where the stop button 5a is the first stop operation. Therefore, if a player performs a button press sequence other than pressing the left button first, such as pressing the middle button first with stop button 5b as the first stop operation, or pressing the right button first with stop button 5c as the first stop operation (hereinafter collectively referred to as irregular pressing), specific information can be output. "Output of specific information" refers to, for example, the display on the display unit 8, such as "Pressing left is recommended," the output of a prohibition sound from the speaker 9, or a change in the lighting pattern of the lamp 11. Furthermore, as mentioned above, during game states that are not controlled by AT (for example, normal game state, CZ state, and continuation judgment stage) and during game states that are partially controlled by AT (for example, AT1 stage, AT2 stage), in principle, the push-order navigation is not executed in games in which push-order bell roles B3 to B6 are won. Furthermore, in games where such button-pressing navigation is not implemented, if players actively press buttons in an irregular order, the frequency of winning combinations corresponding to those irregular presses (button-pressing bell combinations B3-B6) increases, resulting in a payout of 15 medals. This affects the game performance, such as the payout rate, that the medalless gaming machine 1 is designed for. Therefore, in the medalless gaming machine 1 of this embodiment, if the game is not being played with a button-pressing navigation system, the display unit 8 displays a warning message such as "Pressing left is recommended," thereby preventing players from actively pressing buttons in an unintended manner and preventing the unexpected payout of 15 medals. Furthermore, penalties may be imposed when irregular button presses occur. These penalties may include, for example, withholding the prize draw or game point awarding for the game in question. Furthermore, if an irregular button press occurs while in AT mode, no penalty may be imposed.

[0051] (Winning probability for each role) Next, we will explain the probability of winning each role, referring to Figure 6. Figure 6 shows the internal lottery table used for drawing each winning combination in each state related to bonuses (non-bonus state (RT0), bonus state (RT2), bonus state (RT1)). 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 6 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 16 is common to all setting values ​​from setting 1 to 6.

[0052] As shown in Figure 6, the probability of winning each role is set to follow this relationship in the non-bonus winning state (RT0): Push-order bell role A > Push-order bell role B > Replay role + Bonus role > 1-coin role > Weak cherry role > Watermelon role > Common bell role > Strong cherry role. Furthermore, in the bonus winning state (RT2), the relationship between the push-order bell role A > push-order bell role B > replay role > single-coin role > weak cherry role > watermelon role > common bell role > strong cherry role is set to be the same. Furthermore, in bonus mode (RT1), the relationship between the push-order bell symbol A > push-order bell symbol B > single-coin symbol > weak cherry symbol > watermelon symbol > strong cherry symbol > common bell symbol is set to occur. Also, the replay symbol does not result in a win.

[0053] As shown in Figure 6, the bonus state is a game state in which rare roles (specific lottery results) are more likely to occur than the non-bonus state (state where a bonus is not won and state where a bonus is won). In other words, during bonus mode, the probability of winning rare roles is controlled to a high probability state, increasing the likelihood of the player receiving benefits. As will be explained in more detail later, for example, during normal gameplay (first gameplay state), a lottery is held to determine whether to transition to the CZ state (second gameplay state) when a rare role is won. Therefore, if the game is controlled to enter a bonus state during normal gameplay, the opportunities to take part in the CZ state lottery are increased, which is advantageous for the player. Furthermore, if the player wins the lottery to transition to the CZ state during the bonus state, the game state will transition from the normal game state to the CZ state while still in the bonus state. In other words, during the bonus state, the player can be sequentially transitioned to a game state that is advantageous to them by triggering the winning of a rare role. Therefore, it is possible to transition to an advantageous game state during the bonus state and start from an advantageous game state after the bonus ends. During the bonus state, the game is controlled to have a high probability of triggering rare roles, which draws attention to the winning roles and enhances the enjoyment of the game and the players' expectations. Furthermore, the game states corresponding to the first and second game states are not limited to the normal game state and the CZ state, but can be any state to which a bonus is granted when a rare role is won. For example, the CZ state and AT1 stage, the red 7 bonus and AT1 stage, the AT2 stage and blue 7 bonus 1, the AT3 stage and blue 7 bonus 2, etc. are also considered. Furthermore, details regarding the awarding of bonuses triggered by winning rare roles in each game state will be described later.

[0054] Note that the relationship between the winning probabilities of each role may be different from that shown in Figure 6. Furthermore, while the winning probability is assumed to be the same for all settings, it is not limited to this, and it is also possible to have winning roles where the winning probability changes depending on the setting and winning roles where the winning probability does not change depending on the setting. For example, 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, the probability of winning may be set to increase with higher settings, or to decrease with higher settings. Furthermore, while the probabilities of winning each hand are assumed for a 3-bet game, the probabilities of winning each hand in games other than 3-bet games may also be used. Furthermore, while there are currently no losing roles among the winning roles, it is permissible to include losing roles.

[0055] (Internal lottery status) As shown in Figure 7, the main control unit 10 can control the lottery state (RT state) of the internal lottery process to one of several lottery states. There are three different lottery states: RT0, RT2, and RT0. As mentioned above, RT0, RT2 differ in the configuration of the internal lottery table used in the internal lottery process. Although this embodiment has three lottery states, there may be other states besides three.

[0056] RT0 is controlled as a state where no bonus has been won. RT0 is triggered by a system reset of the medalless gaming machine 1, a change in settings (including resetting the same settings), and the end of RT1. Furthermore, RT0 ends when a bonus role is won, and the game transitions to RT2 (arrow a in Figure 7). Thus, RT0 is an infinite game state (infinite RT) that does not transition to any other game state unless a bonus role is won.

[0057] RT2 is controlled as a bonus winning state. RT2 is entered when a bonus role is won in RT0, but the combination of symbols corresponding to the bonus role does not stop and display (a bonus role is won) in the winning game. Furthermore, RT2 ends when a combination of symbols corresponding to a bonus role is displayed (a bonus role is won), and the game transitions to RT1 (arrow b in Figure 7). In other words, RT2 continues from the moment a bonus role is won until the bonus role is actually achieved, and the game proceeds in a state where a bonus role has been internally won (bonus winning state). Thus, RT2 is an infinite game state (infinite RT) that does not transition to any other game state unless a bonus role is won.

[0058] The medalless gaming machine 1 of this embodiment is controlled so that the majority of the game is played in RT2. As mentioned above, if a bonus role is won in RT0, the replay role, which may be won simultaneously in the same game, takes priority and the bonus role is not awarded, and the game transitions to RT2 from the next game. In RT2, one of the winning roles is always won (see Figure 6), and the drawing of symbols corresponding to these winning roles takes priority, so it is rare for a bonus role to be awarded. Therefore, in this embodiment, the majority of the gameplay takes place during RT2.

[0059] Furthermore, in RT2, when it is possible to win a bonus role (when a single-coin role is won), a "Aim Navi" (specific information) may be displayed that allows the player to stop and display the combination of symbols (special pattern) corresponding to the bonus role. In other words, it informs the player of the timing when it is possible to win a bonus role. Then, by following the "Aim Navi" instructions and performing the button-pressing operation, the player can enter RT1 (bonus state) after hitting a bonus role. Further details about "Aim Navi" will be provided later.

[0060] RT1 is controlled as a bonus state, which is what is known as a real bonus. RT1 is triggered by winning a bonus role in RT2. Furthermore, RT1 ends after 8 wins or 12 games have been played, and transitions to RT0 (arrow c in Figure 7). Thus, RT1 is a game state that ends upon the execution of a predetermined game.

[0061] Additionally, RT1 (bonus state) can be entered even if the "Aim Navi" is not displayed in RT2, by landing a bonus role. For example, in RT2, when the "Avoidance Navigation" (see Figure 29(b)) described later is displayed, if the buttons are pressed in a different order than the displayed order (irregular pressing), it may be possible to win a bonus role by chance. Furthermore, in irregular bonus states not anticipated by such a medalless gaming machine 1 (hereinafter referred to as irregular bonus states), various processes that are normally performed during bonus states are controlled to not be carried out. For example, the system is controlled so that the lottery for awarding bonuses triggered by winning a rare role, the awarding of game points, and the execution of button-press navigation are not performed. In other words, the irregular bonus state is extremely disadvantageous for the player. Furthermore, even when an irregular bonus state is in progress, some processing may still be performed.

[0062] Next, with reference to Figure 28, an example of the screen display on the display unit 8 during RT1 (bonus state) will be explained. Figure 28(a) shows an example of the screen display during a bonus state that was entered during normal gameplay, Figure 28(b) shows an example of the screen display during an irregular bonus state that was entered during normal gameplay, and Figure 28(c) shows an example of the screen display during normal gameplay. During a bonus state that is entered during normal gameplay, as shown in Figure 28(a), in addition to the display format for normal gameplay shown in Figure 28(c), text information (such as "High probability of rare roles") will be displayed on both sides of the screen in a scrolling manner to inform the player that they are in a high probability state for rare roles. Note that the display format does not have to directly inform the player of the high probability state for rare roles, but rather the notification may be made to an extent that the player can predict.

[0063] During the irregular bonus state, as shown in Figure 28(b), for example, a dark image is displayed across the entire screen of the display unit 8, and text information indicating that the game is returning to normal gameplay (for example, "Returning") is displayed. In other words, the current game state 81 and the current number of game points 82, which are displayed during the normal bonus state as shown in Figure 28(a), cannot be recognized. This can create a sense of unease in the player and, by displaying the information in a way that is disadvantageous to the player, it can serve as a warning to the player against making irregular button presses that do not follow the button press order instructions. Furthermore, the method is not limited to this, as long as it suggests a warning about the order in which to press the buttons. For example, it could also include outputting a forbidden sound from speaker 9 or changing the lighting pattern of lamp 11.

[0064] Furthermore, in RT1 (bonus state), control related to the button-pressing sequence navigation, which is determined for each game state, is executed. Specifically, in game states that are not controlled by AT (e.g., normal game state, CZ state), the button press navigation is not executed. In game states that are partially controlled by AT (e.g., AT1 stage, AT2 stage), the button press navigation is executed only when the button press bell role A is won. In game states that are controlled by AT (e.g., Red 7 bonus, Blue 7 bonus, ATCZ stage, AT3 stage), the button press navigation is executed when the button press bell role A and the button press bell role B are won. Furthermore, in addition to the above, when the game state is controlled by a non-AT system, the push-order navigation may be executed only when either push-order bell role A or push-order bell role B is won, and when the game state is controlled by a partial AT system, the push-order navigation may be executed when both push-order bell role A and push-order bell role B are won.

[0065] (Normal section, advantageous section) The main control unit 10 according to this embodiment includes a section control means that can control the game section to either a normal section (non-advantageous section) or an advantageous section, separately from the game state described later. The normal section is a gameplay section in which no button-pressing navigation related to the button-pressing bell symbol is performed. It begins when the next game starts after the advantageous section ends and ends when the conditions for transitioning to the advantageous section are met. Furthermore, the main control unit 10 is controlled to the normal range during its initial state (when reset).

[0066] In this embodiment, the condition for transitioning to the advantageous section is met by winning any combination in the internal lottery process. That is, the normal section ends after one game, and after the third reel stops in that game, the game transitions from the normal section to the advantageous section.

[0067] Furthermore, the conditions for transitioning to the advantageous section may be met when a predetermined winning combination is won, or the transition may be made by, for example, the stopping display of a combination of symbols corresponding to a predetermined winning combination or the stopping display of a combination of symbols that does not correspond to a predetermined winning combination (for example, a losing combination or a missed bell combination). Alternatively, the game may transition to a favorable zone when the number of medals increases, which is advantageous for the player (for example, an AT state), and the favorable zone may be continued if the favorable game state continues for a period of time.

[0068] The advantageous period is a gameplay period in which button-pressing navigation related to the button-pressing bell symbol can be executed, and because button-pressing navigation is executed, it is a gameplay period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period ends when the conditions for transitioning to the advantageous period are met in the normal period, and then the conditions for ending the advantageous period are met. One of the conditions for ending the advantageous period is when the medalless gaming machine 1 (main control unit 10) is reset (including when the settings are changed). Furthermore, as will be explained in more detail later, the conditions for ending the advantageous period also include failing to win the advantageous period continuation lottery, which is conducted at the end of the AT3 stage (the advantageous period ends). Furthermore, when transitioning from the advantageous period to the normal period after the advantageous period ends, if the player is in a bonus winning state (RT2), the game state will transition to the normal game state, and after the start of the new advantageous period, the game will begin from the continuation judgment stage. On the other hand, when transitioning from the advantageous period to the normal period after the advantageous period ends, if the game state is anything other than a bonus win state (RT0, RT1), the game state will transition to the normal game state, and after the start of the new advantageous period, the game will begin from the normal game state. Therefore, in the case of a bonus win state (RT2), after the advantageous period ends, the AT state can be played continuously. In this embodiment, the advantageous period generally continues when the AT state (excluding AT3 stage) ends. However, the conditions for ending the advantageous period may be met in some of these endings, or the decision on whether or not to end the advantageous period may be made based on the difference in the number of tokens at the end. Furthermore, in the normal game state, if the player remains in the advantageous section for a predetermined number of games, the advantageous section may end and the player may return to the normal section.

[0069] Alternatively, a special-advantageous-period lamp that indicates the player is in an advantageous-period zone when lit may be provided, and the main control unit 10 may control the lighting of this lamp. Furthermore, if a special zone lamp is provided, it may be configured to light up during the special zone and while the game is in a state where the number of medals increases (for example, during AT mode).

[0070] Furthermore, the medalless gaming machine 1 is equipped with a limiter function (hereinafter also referred to as the advantageous section limiter) to limit the number of medals that a player can acquire, and the conditions for ending the advantageous section are met even when the advantageous section limiter is activated. For example, the advantageous section limiter is triggered when the number of coins acquired during a single advantageous section (the difference in coins (number of coins inserted - number of coins paid out)) reaches the upper limit (for example, +2400 coins). Therefore, the advantageous period limiter will activate when the difference in the number of tokens in a single advantageous period reaches the upper limit. Alternatively, the condition for the maximum number of coins may be defined as "the total number of coins acquired during a single advantageous period (net increase in coins (so-called MY)) reaching the maximum number of coins (for example, 2400 coins)."

[0071] Furthermore, the conditions for ending the advantageous period are not limited to those mentioned above; they may also include, for example, "at least one notification of a sequenced bell has been given" or "a combination of symbols corresponding to a bonus role has been displayed as a stop." Alternatively, the system may be configured so that the advantageous period ends and the player transitions to the normal period when a predetermined winning combination (a combination that transitions to the normal period) is won during the advantageous period.

[0072] When the advantageous period ends, while the right to win a bonus is carried over, other information related to the game is reset. For example, the values ​​of each counter described later and various information managed during each game state (for example, probability state, number of consecutive wins of small roles, history of winning roles, AT stock (described later), blue 7 stock (described later)) are reset when the advantageous period ends. Furthermore, this is not limited to the above; some or all of the information that is initialized at the end of the advantageous period may be prevented from being initialized.

[0073] Furthermore, the medalless gaming machine 1 of this embodiment is equipped with a so-called complete function (also simply called complete) that limits the number of medals that the player actually acquires (net increase in medals) from the time the power to the medalless gaming machine 1 is turned on until it is turned off, as a function to limit the number of medals that the player acquires. Specifically, when the net increase in tokens (MY) from the time the tokenless gaming machine 1 is powered on until it is powered off reaches a predetermined number (the complete value of +19,000 tokens), the machine is put into a game-stop state where the game cannot be played and subsequent games cannot be played. Therefore, the number of tokens a player can win during the operating hours of the amusement arcade will be limited. Furthermore, even if the net number of tokens won during a single advantageous period is extremely small during the operation of the amusement arcade, and a player is able to acquire a very large number of tokens before the advantageous period limiter function is activated, the complete function will activate first, preventing the amusement arcade from incurring a significant loss even if the net number of tokens won is extremely small.

[0074] (Counter related to gaming) During the advantageous period, the main control unit 10 operates as a counting means and stores the counting results of the counters shown below in the storage unit. • Advantageous Period Game Count Counter (hereinafter also referred to as Counter A): The total number of games played during the advantageous period. • Advantageous Period Difference Counter (hereinafter also referred to as Counter B): The total number of coins acquired (difference) during the advantageous period. • Game Point Counter (hereinafter also referred to as Counter C): The total number of game points during the advantageous period.

[0075] Counter B is a counter related to the advantageous period limiter. When the main control unit 10 transitions from the normal section to the advantageous section, it starts counting the number of games played during the advantageous section (counter A) and the number of medals acquired during the advantageous section (counter B). When the value indicated by counter B reaches a specific value (+2400 medals), the main control unit 10 forcibly terminates the advantageous section. The values ​​of counters A and B are reset (reset to zero) when the advantageous period ends.

[0076] Counter B is a counter used by the main control unit 10 to monitor the difference between the number of medals consumed (input as bets) by the player during a single advantageous period and the number of medals paid out (given). It can count the difference in the number of medals consumed and the number of medals paid out (difference in game value). Furthermore, unless initialized, counter B will also count the total number of medals consumed during gameplay if that number exceeds the total number of medals paid out as a result of the game.

[0077] This makes it possible to count the number of medals consumed (the number of medals lost by the player) even if the player does not actually acquire any medals during the advantageous period, but only consumes medals. In other words, the main control unit 10 can count the value of counter B even when the number of game value (medals) consumed in the advantageous period exceeds the number of game value (medals) awarded in the advantageous period.

[0078] Counter C is a counter used by the main control unit 10 to monitor the "game points" awarded during the advantageous period. The main control unit 10 adds (counts) one or more game points for each game and stores the cumulative number of game points. Specifically, the number of points awarded in this game varies depending on the type of winning combination and the number of consecutive wins. For example, game points are added (counted) based on the following conditions. • 1 point is added when a win occurs, except for rare roles. • 2 points are added when a rare role is achieved. • When the ordered bell symbol or rare symbol is triggered consecutively, points are added up to a maximum of 10 points, with the number of consecutive triggers depending on the number of triggers.

[0079] Based on these conditions, for example, if the winning sequence is Replay → Ordered Bell → Ordered Bell → Rare → Replay, game points will be awarded sequentially in each game as follows. Replay (1 point) → Ordered Bell (1 point) → Ordered Bell (2 points (2 consecutive wins)) → Rare (4 points (3 consecutive wins)) → Replay (1 point). Furthermore, for example, if you win in the following order: push-order bell → push-order bell → push-order bell → replay → rare → rare, game points will be awarded sequentially in each game as follows. Ordered bell symbol (1 point) → Ordered bell symbol (2 points (2 consecutive wins)) → Ordered bell symbol (3 points (3 consecutive wins)) → Replay symbol (1 point) → Rare symbol (2 points) → Rare symbol (4 points (2 consecutive wins)). Furthermore, if a rare role is won, points will be added even if the win is missed (not awarded) due to an error in timing the button presses. Also, if a role other than a rare role (for example, a button-press order bell role) is won, points may not be awarded if the win is missed (not awarded) due to not following the button-press order navigation when it appears. As will be explained in more detail later, when the value of counter C (the cumulative number of game points added) reaches a predetermined value, the player is granted a reward depending on their current game state (see Figure 9). Therefore, players can focus on the number of game points awarded during gameplay, which can enhance the enjoyment of the game and increase their expectations.

[0080] Furthermore, the awarding of game points is not limited to this method; the following methods may also be used. A normal probability state with a relatively low point accrual rate per game and a high probability state with a relatively high point accrual rate may be provided. For example, a predetermined game state (e.g., the ATCZ stage) may be controlled to be in the high probability state. Furthermore, the maximum number of points awarded per game may be set at 11 points or more, or there may be no upper limit at all. Furthermore, the number of points awarded may vary depending on the type of winning combination. For example, more points may be awarded for winning a strong cherry combination than for winning a weak cherry combination. Furthermore, for example, if a rare role occurs consecutively, a larger number of points may be awarded than if a sequence of bell roles occurs consecutively.

[0081] In addition to the configuration described above, the medalless gaming machine 1 according to this embodiment has the following game states and characteristic gameplay based on these game states.

[0082] (Details of each game state) Next, with reference to Figure 8, the game states of the medalless gaming machine 1 according to this embodiment and the transitions between each game state will be explained. Furthermore, the main control unit 10 can independently control the lottery state (RT state) of the internal lottery process, the transition between the normal section and the advantageous section, and the transition between game states. Unless otherwise specified, the timing of the transition from one game state to another is generally after the third reel is stopped in the game in which the transition conditions are met (or after the medal payout is complete). However, it is not limited to this; the transition may also occur from the next game after the transition conditions are met.

[0083] As shown in Figure 8, the gameplay of the medalless gaming machine 1 according to this embodiment is performed in multiple game states, such as normal game state, CZ state, AT state, red 7 bonus, and blue 7 bonus. Furthermore, the AT state includes AT1 stage, AT2 stage, AT3 stage, ATCZ stage, and continuation judgment stage. The main control unit 10 operates as a game state control means and a state control means, and can control the transition from one game state (state) to another game state (state) based on whether predetermined transition conditions are met. In normal gameplay, which is not controlled by AT (Automatic Trigger), the longer you stay in this state, the longer the period during which it is difficult for the player to increase their medal count, which is disadvantageous to the player. On the other hand, in AT state, it is easier to increase medal count by continuing to play, making it a favorable gameplay state for the player. Therefore, players will aim to transition from normal gameplay to AT (Automatic Trigger) mode and try to stay in AT mode for as long as possible.

[0084] (Normal gameplay state) The normal game state is entered when the coinless gaming machine 1 is reset, when the setting value is changed (including re-entering the setting value), or when the advantageous period ends, etc. Additionally, it may be entered after the end of the CZ state, Red 7 Bonus, or AT state. When the medalless gaming machine 1 (main control unit 10) is reset, it is controlled to the normal game state, which is the state it remains in, in the normal section (non-advantageous section). Then, in the normal game state within the normal section, if the conditions for transitioning to the advantageous section are met, the main control unit 10 controls the machine from the normal section to the advantageous section. In other words, in the normal game state, the period spent in the normal section is extremely short (for example, 1 game), and the machine remains in the advantageous section for almost the entire duration. If the main control unit 10 is reset, the game will remain in a non-bonus winning state (RT0). Therefore, when transitioning from the normal section to the advantageous section, the game state will remain the normal game state. Furthermore, it is possible to make it indistinguishable from the outside that the game is controlled to a normal section during normal gameplay. For example, the display screen shown on the display unit 8 may use the same background image during both the normal section and the advantageous section. Furthermore, if the game is controlled to the normal section, it may be configured to remain in a different game state from the normal game state (for example, a non-advantageous game state).

[0085] (Processing when transitioning to a favorable period) Next, we will explain the process that is executed when the conditions for transitioning to the advantageous section are met during normal gameplay in the normal section. The main control unit 10 executes a lottery for predetermined game points when the conditions for transitioning to the advantageous section are met. Specifically, the main control unit 10 refers to the "Game Point Default Value Lottery Table" (Figure 10) and determines the default value of game points by lottery based on the lottery state (RT state) and the setting value set in the probability setting device 16. As mentioned above, game points are accumulated and added according to the progress of gameplay during the advantageous period, and when the number of points reaches a predetermined value, the player is granted a reward. Therefore, the lower the predetermined value determined at the start of the advantageous period, the more advantageous it is for the player.

[0086] As shown in Figure 10(a), the game point predetermined value lottery is set such that, for example, when controlled to a non-bonus winning state (RT0) and setting 3 is set, "100" and "200" are selected with a probability of 64 / 256, "500" and "700" are selected with a probability of 48 / 256, and "900" is selected with a probability of 32 / 256. Although I will omit a detailed explanation, the probabilities for cases where a setting other than setting 3 is selected are also set to the values ​​shown in the diagram. Furthermore, as shown in Figure 10(b), for example, when controlled in a bonus winning state (RT2), if an odd number setting is selected, there is a 64 / 256 probability that "100" or "200" will be selected, a 32 / 256 probability that "500" or "700" will be selected, and a 64 / 256 probability that "900" will be selected. Although I will omit a detailed explanation, the probability when an even number setting is selected is also set to the value shown in the diagram. Thus, when the game is controlled to be in a non-bonus-winning state (RT0), the probability of selecting a lower default value is higher than when it is controlled to be in a bonus-winning state (RT2). In other words, when the coinless gaming machine 1 (main control unit 10) is reset, the predetermined value that is mainly determined at the start of business at the gaming arcade (first thing in the morning) is lowered. This makes it possible to promote the operation of the coinless gaming machine 1 at the start of business at the gaming arcade (first thing in the morning). Furthermore, if the game points reach a predetermined value as the game progresses, the next predetermined value will be determined by a lottery. Furthermore, the system is not limited to this example; the same default value may be referenced throughout a single advantageous period. Additionally, if the system is controlled to a bonus state (RT0) when transitioning to an advantageous period, a specific default value (for example, 100) may be determined.

[0087] Furthermore, the main control unit 10 executes a bonus mode lottery when the conditions for transitioning to the advantageous section are met. The bonus mode is a mode that affects the probability of the "Aim Navi" feature being executed, and can be set in four stages, for example (Mode 1 to Mode 4). As will be explained in more detail later, the higher the mode selected, the higher the probability of the "Aim Navi" feature being executed. The main control unit 10 operates as a mode control means, determining the initial value of the bonus mode when transitioning to the advantageous section, and upgrading or downgrading the mode as the game progresses during the advantageous section. Furthermore, the bonus mode is not limited to four levels; it may also consist of three or fewer levels, or five or more levels.

[0088] Specifically, the main control unit 10 refers to the "bonus mode lottery table" (Figure 11) and determines the bonus mode by lottery based on the lottery state (RT state) and the setting value set in the probability setting device 16. As shown in Figure 11(a), when the bonus mode is controlled to a non-bonus state (RT0), if setting 1 is set, "Mode 3" is selected with a probability of 96 / 256, "Mode 4" is selected with a probability of 160 / 256, and "Mode 1" and "Mode 2" are not selected. Although I will omit a detailed explanation, the probabilities for cases where a setting other than setting 1 is selected are also set to the values ​​shown in the diagram. Furthermore, as shown in Figure 11(b), for example, when controlled in a bonus winning state (RT2), if setting 1 is set, the system is configured so that "Mode 1" is selected with a probability of 128 / 256, "Mode 2" is selected with a probability of 48 / 256, "Mode 3" is selected with a probability of 48 / 256, and "Mode 4" is selected with a probability of 32 / 256. Although I will omit a detailed explanation, the probabilities for cases where a setting other than setting 1 is selected are also set to the values ​​shown in the diagram. Thus, when the game is controlled to be in a non-bonus-winning state (RT0), the probability of selecting a higher mode is higher than when it is controlled to be in a bonus-winning state (RT2). In other words, when the coinless gaming machine 1 (main control unit 10) is reset, the bonus mode, which is mainly determined at the start of business at the gaming arcade (first thing in the morning), tends to be higher. This can promote the operation of the coinless gaming machine 1 at the start of business at the gaming arcade (first thing in the morning).

[0089] (Processing during the advantageous period) Next, we will explain the processes that are executed during normal gameplay in the advantageous period. In normal gameplay, a lottery for awarding bonuses is held based on whether a rare role is achieved. Specifically, the main control unit 10, acting as a determination means, refers to the "bonus granting lottery table (normal game state)" (Figure 12) and performs a lottery based on the winning role in the current game and the setting value set in the probability setting device 16. As shown in Figure 12(a), for example, when a weak rare role (weak cherry role, watermelon role) is won, if setting 1 is set, the probability of winning is 24 / 256; if setting 2 is set, the probability of winning is 28 / 256; if setting 3 is set, the probability of winning is 32 / 256; if setting 4 is set, the probability of winning is 36 / 256; if setting 5 is set, the probability of winning is 40 / 256; and if setting 6 is set, the probability of winning is 44 / 256. Furthermore, as shown in Figure 12(b), for example, if a strong rare role (common bell role) is won, the probability of winning is set to 128 / 256, and if a strong rare role (strong cherry role) is won, the probability of winning is set to 160 / 256. Thus, the lower the probability of winning a role, the higher the probability of winning the prize draw, and the higher the setting value set in the probability setting device 16, the higher the probability of winning. Furthermore, even if a rare or strong role is won, the lottery may be conducted based on the setting value set in the probability setting device 16.

[0090] If the player wins the bonus lottery during normal gameplay, the main control unit 10 grants the player the right to transition to the CZ state as a bonus (see Figure 9). The main control unit 10 then controls the system to transition to the CZ state from the next game (arrow a in Figure 8). Furthermore, when transitioning to the CZ state, the transition may be made after a predetermined number of pre-announcement sequences (for example, 5 games) have been performed. Any pre-announcement sequence is acceptable as long as it allows the player to recognize a change in the sequence content and increases their sense of anticipation. Furthermore, if the game transitions to the CZ state after the pre-announcement sequence ends, if a rare role is won during the pre-announcement sequence, the "Benefit Granting Lottery Table (Normal Gameplay State)" (Figure 12) may be used to conduct a further lottery for the right to transition to the CZ state (CZ stock), or a lottery for upgrading to a guaranteed CZ state (a CZ state that transitions to the 100% AT state) may be conducted.

[0091] In normal gameplay, a bonus navigation lottery is held when either a single-coin combination A or B is won. In other words, a lottery is held to determine whether the "Aim for Navigation" feature will be executed. Specifically, the main control unit 10 refers to the "Bonus Navigation Lottery Table (Normal Gameplay State)" (Figure 13) and decides to execute "Aim Navigation" based on the current bonus mode. The Bonus Navi lottery is decided by the results of two separate draws. As shown in Figure 13(a), the first draw is set up so that, for example, if the current bonus mode is Mode 1, the probability of winning is 1 / 256; if it is Mode 2, the probability of winning is 6 / 256; if it is Mode 3, the probability of winning is 52 / 256; and if it is Mode 4, the probability of winning is 256 / 256. As shown in Figure 13(b), the second draw is set to have a winning probability of 13 / 256 in all bonus modes.

[0092] If the user wins in both of these draws, the main control unit 10 grants the user the right to execute "Aim Navi". If the right to execute "Aim Navi" is granted, the sub-control unit 20 executes "Aim Navi" on the display unit 8. The "Aim Navi" feature, as shown in Figure 29(a), displays an image prompting the player to stop the "BAR" symbol (for example, "Aim for the BAR!") based on the operation of the start lever 3, and also displays a push-order navigation prompting the player to press the buttons in the correct order, thereby encouraging the player to win a bonus. Then, if the "BAR" symbols line up in a straight line and stop on an active payline, the game will transition to bonus mode from the next game, and the display unit 8 will show the screen for bonus mode (Figure 28(a)). Furthermore, in the case of a winning game in "Aim Navi," it is possible to prevent the addition of 82 game points.

[0093] On the other hand, in a game where "Aim Navi" is being used, if the "BAR" symbols do not line up and stop in a straight line due to an error in the timing operation, the right to use "Aim Navi" is forfeited, and the "Aim Navi" execution screen will end. Furthermore, the right to execute "Aim Navi" may be carried over until the next time a single-coin combination A or single-coin combination B is won. In this case, it is preferable to stop updating various counters, such as awarding game points (updating counter C), during the period until a single-coin combination A or single-coin combination B is won.

[0094] If the user fails to win in both of the two bonus navigation lotteries, the main control unit 10 grants the right to execute "Avoidance Navigation". If the right to execute "Avoidance Navigation" is granted, the sub-control unit 20 executes "Avoidance Navigation" on the display unit 8. The "Avoidance Navigation" system, for example as shown in Figure 29(b), displays a push-button sequence guide based on the operation of the start lever 3, prompting the player to aim for a single-coin payout. Specifically, if a single-coin win (winning combination A) is achieved, the button press sequence consisting of the character "1" will be displayed at the position corresponding to reel 41b, and the button press sequence for stop button 5 (middle 1ST press) will be announced. If a single-coin win (B) is achieved, the button press sequence consisting of the character "1" will be displayed at the position corresponding to reel 41c, and the button press sequence for stop button 5 (press right 1ST) will be announced. In this way, if the bonus navigation lottery is unsuccessful, the bonus payout can be avoided by executing the avoidance navigation, which prompts the player to aim for a single-coin payout.

[0095] Additionally, during normal gameplay, a lottery to determine whether or not to drop out of bonus mode is held when a single-coin win occurs. Specifically, when a single-coin win (A) or a single-coin win (B) is achieved, the main control unit 10 refers to the "bonus mode drop lottery table" (Figure 14(a)) and performs a lottery based on the current bonus mode. As shown in Figure 14(a), the bonus mode drop lottery is set up so that, for example, if the current bonus mode is Mode 1, there is a 256 / 256 probability of winning (continuing) Mode 1; if it is Mode 2, there is a 32 / 256 probability of winning (dropping) Mode 1; if it is Mode 3, there is a 32 / 256 probability of winning (dropping) Mode 2; and if it is Mode 4, there is a 32 / 256 probability of winning (dropping) Mode 3. In other words, one card is used while in modes 2-4. The role Winning may trigger a drop in mode by one level (for example, from Mode 2 (Second Mode) to Mode 1 (First Mode)). Note that the drop is not limited to one level; it may be two or more levels. While the bonus mode downgrade lottery is intended to be performed after the bonus navigation lottery described above, it may also be performed before the bonus navigation lottery. In other words, the bonus navigation lottery may be performed based on the result of the bonus mode downgrade lottery (change in bonus mode).

[0096] In addition, during normal gameplay, a lottery for upgrading to a bonus mode is held when a bell symbol (ordered bell symbol, common bell symbol) is won. Specifically, if the main control unit 10 receives two consecutive payouts of 8 or more coins (two consecutive bells), it refers to the "bonus mode upgrade lottery table" (Figure 14(b)) and conducts a lottery based on the current bonus mode. If the payout of 8 or more coins occurs three or more consecutive times (three or more consecutive bells), it refers to the "bonus mode upgrade lottery table" (Figure 14(c)) and conducts a lottery based on the current bonus mode. For example, in the case of two consecutive bells, as shown in Figure 14(b), if the current bonus mode is Mode 1, there is a 64 / 256 chance of winning (upgrading) to Mode 2; if it is Mode 2, there is a 48 / 256 chance of winning (upgrading) to Mode 3; if it is Mode 3, there is a 32 / 256 chance of winning (upgrading) to Mode 4; and if it is Mode 4, there is a 256 / 256 chance of winning (continuing) to Mode 4. Furthermore, in the case of three or more consecutive bells, as shown in Figure 14(c), if the current bonus mode is Mode 1, there is a 64 / 256 chance of winning (upgrading) to Mode 2 and a 16 / 256 chance of winning (upgrading) to Mode 3. If the current mode is Mode 2, there is a 48 / 256 chance of winning (upgrading) to Mode 3 and a 4 / 256 chance of winning (upgrading) to Mode 4. If the current mode is Mode 3, there is a 36 / 256 chance of winning (upgrading) to Mode 4, and if the current mode is Mode 4, there is a 256 / 256 chance of winning (continuing) to Mode 4. In other words, while in Modes 1-3, the bell symbol (ordered bell symbol, common bell symbol) )of Winning may trigger a mode upgrade by one level (for example, from Mode 1 (First Mode) to Mode 2 (Second Mode)). It is also possible to allow for a drop of two or more levels, not just one. Furthermore, the probability of upgrading to bonus mode is higher when three or more bells appear in a row compared to when two bells appear in a row.

[0097] Furthermore, the aforementioned "bonus navigation lottery," "bonus mode downgrade lottery," and "bonus mode upgrade lottery" are also executed in game states other than normal gameplay based on the same triggers. In this case, the bonus navigation lottery performed in other game states may have different winning probabilities in one or more game states. For example, it may be set so that the probability of winning is higher in one or more game states than in the normal game state. Alternatively, it may be set so that a win is guaranteed in one or more game states, or conversely, so that a win is not guaranteed.

[0098] Furthermore, in the bonus navigation lottery conducted during the AT3 stage (third game state), which will be described later, the system is controlled so that no win occurs (no "Aim!" navigation is generated), regardless of the current bonus mode. In other words, the system is controlled so that the game does not enter a bonus state during the AT3 stage. The reason for implementing this type of control is as follows: As will be explained in more detail later, the medalless gaming machine 1 according to this embodiment has a gameplay feature that allows for continuous gameplay in AT state across advantageous periods. In other words, it has a specification that allows for the acquisition of a large payout in one go across multiple advantageous periods. To achieve this level of gameplay, if the advantageous period ends during the advantageous period continuation lottery (described later) which is performed at the end of AT3 stage, the system is controlled so that the AT state can be played continuously after the start of the new advantageous period. However, in the medalless gaming machine 1 according to this embodiment, as described above, when controlling the game to the normal section after the end of the advantageous section, if the game state is anything other than a bonus winning state (bonus state), the game state will transition to the normal game state, and after the start of a new advantageous section, the game will start from the normal game state. Therefore, in the medalless gaming machine 1 of this embodiment, in order to enable continuous gameplay in the AT state after the start of a new advantageous period, the AT3 stage is controlled so that it does not enter the bonus state. In other words, during the AT3 stage, the system is controlled to maintain the bonus winning state, and if the advantageous period ends when the AT3 stage ends, the system is controlled to allow transitions from the AT3 stage (advantageous period) → normal gameplay state (normal period) → continuation judgment stage (advantageous period), making it possible to play in the AT state continuously across the advantageous period.

[0099] Furthermore, in the bonus mode downgrade lottery and bonus mode upgrade lottery performed in other game states, the probability of changing the bonus mode may be different in one or more game states. For example, in game states controlled by certain ATs (e.g., AT1 stage, AT2 stage) or game states controlled by ATs (e.g., Red 7 bonus, Blue 7 bonus, ATCZ stage, AT3 stage), the probability of winning (dropping out) is higher than in normal game states, and / or the probability of winning (upgrading) is lower than in normal game states, as the sequence of bell symbols is more likely to be awarded consecutively. Furthermore, in other game states, if a button press order navigation occurs and an incorrect button press order results in a missed bell combination or a losing combination being displayed, it may be considered that 8 or more coins have been paid out.

[0100] Note that the "bonus navigation lottery," "bonus mode downgrade lottery," and "bonus mode upgrade lottery," which are performed in game states other than the normal game state, are performed in the same manner as described above during the normal game state, and therefore will be omitted from the explanation of each game state below.

[0101] Additionally, during normal gameplay, a bonus is awarded when a certain number of game points are reached. Specifically, the main control unit 10 grants the right to transition to the Red 7 Bonus as a reward (see Figure 9), and controls the game to transition to the Red 7 Bonus from the next game (arrow c in Figure 8).

[0102] Furthermore, during normal gameplay, if you win the aforementioned prize lottery when you reach a specified number of game points, the prize will be awarded. Specifically, the main control unit 10 grants the right to transition to the Red 7 Bonus and the right to transition to the AT state as a bonus (see Figure 9), and controls the system to transition to the AT state (AT1 stage) after the Red 7 Bonus ends (arrow h in Figure 8). In other words, when a player reaches a certain number of game points and wins the prize draw, they will be granted even more advantageous rewards. In this way, reaching a predetermined number of game points grants various rewards, which can enhance the enjoyment of the game and reliably increase players' expectations.

[0103] Furthermore, the transition conditions for moving from the normal game state to other game states do not have to be those specified above. For example, the game may transition to the CZ (Chance Zone) state when the number of games played during normal gameplay reaches a predetermined number. Alternatively, during normal gameplay, a lottery may be held every game with a predetermined winning probability (for example, 0.01%) to determine whether the game will transition to the AT (Attack Time) state. Furthermore, in the normal gameplay state, the transition probability may be changed by providing a normal probability state where the probability of transitioning to the CZ state is relatively low, and a high probability state where the probability of transitioning to the CZ state is relatively high. The transition of probability states may be controlled, for example, by transitioning (promoting) from the normal probability state to the high probability state at a predetermined probability when a rare role is won, and by controlling it by transitioning (demoting) from the high probability state to the normal probability state at a predetermined probability when a replay role is won.

[0104] (CZ state) Although the CZ state is not an AT state, it is a favorable game state for the player because a lottery is held to determine whether or not to transition to an AT state, and it is positioned as a chance zone (CZ) in the flow of the game. The maximum number of games that can be played during the CZ (Chance Zone) state is 10.

[0105] During the CZ (Chance Zone) state, a lottery is held to determine who will receive a bonus based on the winning combination in the current game. Specifically, the main control unit 10 refers to the "bonus granting lottery table (CZ state)" (Figure 15) and performs a lottery based on the winning combination in the current game. As shown in Figure 15, for example, if you win a role other than a rare role, the probability of winning is 16 / 256; if you win a weak cherry role, the probability of winning is 128 / 256; and if you win a strong cherry role, the probability of winning is 256 / 256. In this way, winning a prize with a low probability of winning actually increases the probability of winning, making it possible to conduct a more interesting lottery and increase the players' expectations. Furthermore, this is not the only option; you could also set it so that if a specific role (for example, a rare role) is won, it will always result in a win.

[0106] Furthermore, the "1-coin win (bonus navigation lottery win)" in the bonus award lottery table (CZ state) indicates the case where the bonus navigation lottery is won as a result of winning a 1-coin win. In other words, if you are granted the right to execute "Aim for Navi" by winning the Bonus Navi lottery, you are guaranteed to win the bonus grant lottery (256 / 256). The same applies to "1-coin win (Bonus Navi lottery win)" in each of the following tables.

[0107] If the bonus grant lottery is won in the CZ state, the main control unit 10 grants the right to transition to the AT state as a bonus (see Figure 9). The main control unit 10 then controls the system to transition to the AT state from the next game (arrow e in Figure 8).

[0108] Additionally, during the CZ (Chance Zone) state, a bonus will be awarded if the game points reach a predetermined number. Specifically, the main control unit 10 grants the right to transition to the Red 7 Bonus and the right to transition to the AT state as a bonus (see Figure 9). The main control unit 10 then controls the game to transition to the Red 7 bonus from the next game (arrow f in Figure 8), and after the Red 7 bonus ends, it controls the game to transition to the AT state (AT1 stage) (arrow h in Figure 8).

[0109] Furthermore, during the CZ (Chance Zone) state, if you win the aforementioned prize lottery when you reach a predetermined number of game points, you will receive the prize. Specifically, the main control unit 10 grants the right to transition to Blue 7 Bonus 1 (hereinafter also referred to as Blue 7 Stock) as a bonus (see Figure 9). In this case, after the CZ state ends, it controls the system to transition to Blue 7 Bonus 1 (arrow g in Figure 8). The Blue 7 stock is a right that can be controlled to either Blue 7 Bonus 1 or Blue 7 Bonus 2 depending on the current game state. It is stored (stocked) in the memory unit of the main control unit 10, and one stock is lost when the game transitions to either Blue 7 Bonus 1 or Blue 7 Bonus 2.

[0110] The main control unit 10 controls the game to transition to normal gameplay from the next game if, during the CZ state, the bonus grant lottery is unsuccessful and the number of game points does not reach the predetermined number after 10 games (arrow b in Figure 8).

[0111] (Red 7 Bonus) The Red 7 Bonus is controlled by the AT (Action Time), and the game state is such that an increase in medals can be expected as push-order navigation is provided for the push-order bell symbols. The number of games you can play after triggering the Red 7 bonus is 20.

[0112] In the Red 7 Bonus, a lottery is held to determine who receives the bonus based on the winning combination in this game. Specifically, the main control unit 10 refers to the "bonus award lottery table (red 7 bonus)" (Figure 16) and performs a lottery based on the winning combination in this game. As shown in Figure 16, for example, if you win a role other than a rare role, the probability of winning is 8 / 256; if you win a weak cherry role, the probability of winning is 32 / 256; and if you win a strong cherry role, the probability of winning is 128 / 256. In this way, winning a prize with a low probability of winning actually increases the probability of winning, making it possible to conduct a more interesting lottery and increase the players' expectations.

[0113] If the bonus is awarded in the Red 7 Bonus, the main control unit 10 will, if the transition to the AT state is not yet confirmed, grant the right to continue the AT state (hereinafter also called AT stock) as a bonus, and if the transition to the AT state is confirmed, grant the number of additional games for AT Stage 1 (20 games) as a bonus (see Figure 9). In addition, if the transition to AT state is confirmed, the number of games for the Red 7 bonus may be increased by 20. Then, the main control unit 10 controls the system to transition to the AT state after the red 7 bonus ends (arrow h in Figure 8).

[0114] Additionally, with the Red 7 Bonus, a reward is given when the game points reach a specified number. Specifically, the main control unit 10 grants AT stock as a bonus when the transition to the AT state is not yet confirmed, and grants an additional number of games for AT Stage 1 (20 games) as a bonus when the transition to the AT state is confirmed (see Figure 9).

[0115] Furthermore, in the Red 7 Bonus, if you win the aforementioned bonus lottery when you reach a certain number of game points, you will receive a bonus. Specifically, the main control unit 10 grants a Blue 7 stock as a bonus when the transition to the AT state is not yet confirmed, and grants two Blue 7 stocks as a bonus when the transition to the AT state is confirmed (see Figure 9).

[0116] The main control unit 10 controls the game to transition to normal gameplay from the next game if, during the Red 7 bonus, the bonus grant lottery is not won and the number of game points does not reach the specified number after 20 games (arrow d in Figure 8).

[0117] (AT state) The AT state is a game state in which it is easier to acquire medals by being controlled by AT or a partial AT. The AT state includes AT1 stage, AT2 stage, AT3 stage, ATCZ stage, and continuation judgment stage, each of which allows for different gameplay. During AT mode, the game generally progresses in the order of AT1 stage → AT2 stage → AT3 stage → continuation judgment stage. If the continuation of AT mode is confirmed at the end of the continuation judgment stage, the game will proceed to AT3 stage again and you can continue playing. The expected degree of AT continuation at each stage is set such that the relationship is AT1 stage < AT2 stage < AT3 stage. Therefore, by aiming to transition to the AT3 stage, the player will expect to stay in the AT state for a long time and play the game. Also, during the AT state, it is possible to transition from the AT1 stage and the AT2 stage to the blue 7 bonus 1, and it is possible to transition from the continuous judgment stage to the blue 7 bonus 2.

[0118] (AT1 stage) At the AT1 stage, when entering, a specified number of games (for example, 30 games) is given as the remaining number of games, and as the game is executed, the remaining number of games is subtracted and continues until the remaining number of games becomes "0". Also, if there is a "bonus number of games" given as a privilege before entering the AT state, it is added (bonused) to the remaining number of games. Note that the bonus number of games may be added at the start of the game in the AT1 stage or during the game in the AT1 stage. During the AT1 stage, the player will play the game aiming to confirm the transition to the AT2 stage before the remaining number of games becomes "0".

[0119] In the AT1 stage, an AT continuation lottery is conducted at the start of the game (when operating the start lever 3) when entering the AT1 stage. Specifically, the main control unit 10 refers to the "AT continuation lottery table" (Figure 17) to conduct a lottery on whether it is possible to transition to the AT2 stage. As shown in Figure 17, for example, it is set to win at a probability of 64 / 256. If winning the AT continuation lottery, the main control unit 10 grants the right to continue the AT state (hereinafter, also referred to as AT stock). The granted AT stock is stored in the storage unit of the main control unit 10.

[0120] Note that the AT continuation lottery in the AT1 stage may be conducted not at the time of entering the AT1 stage but at the end of the final game of the game state (for example, CZ state or red 7 bonus) before entering the AT1 stage. Furthermore, if the AT continuation lottery is won (i.e., if AT stock is owned), a specific background music may be played with a predetermined probability (for example, 40%) to indicate that continuation is guaranteed during the AT Stage 1. Furthermore, if the AT continuation lottery is won, the system may be controlled to transition to AT2 stage from the next game without using up the remaining games in AT1 stage.

[0121] Additionally, in the AT1 stage, a lottery is held to determine who receives a bonus based on whether they have won a rare role. Specifically, the main control unit 10 refers to the "bonus award lottery table (AT1 stage)" (Figure 18) and performs a lottery based on the winning combination in this game. As shown in Figure 18, for example, if you win the watermelon symbol, there is a 16 / 256 chance of winning the ATCZ1 stage and a 32 / 256 chance of winning the ATCZ2 stage. If you win the weak cherry symbol, there is a 32 / 256 chance of winning the ATCZ1 stage and a 16 / 256 chance of winning the ATCZ2 stage. If you win the strong cherry symbol, there is a 96 / 256 chance of winning the ATCZ1 stage and a 96 / 256 chance of winning the ATCZ2 stage.

[0122] If the bonus prize lottery is won in the AT1 stage, the main control unit 10 grants the right to transition to the ATCZ1 stage or the ATCZ2 stage as a bonus (see Figure 9). The main control unit 10 then controls the game to transition to the ATCZ1 stage or the ATCZ2 stage from the next game (arrow l in Figure 8). In this way, winning a prize with a low probability of winning actually increases the probability of winning, making it possible to conduct a more interesting lottery and increase the players' expectations. Furthermore, if you win the watermelon symbol, the probability of winning the ATCZ2 stage is higher compared to winning the weak cherry symbol, while if you win the weak cherry symbol, the probability of winning the ATCZ1 stage is higher compared to winning the watermelon symbol. In other words, the characteristics of the lottery change depending on the symbol you win. Furthermore, in the case of a "single-coin win (bonus navigation lottery win)," it may be possible to set the probability of winning either the ATCZ1 stage or the ATCZ2 stage to 256 / 256.

[0123] Additionally, in the AT1 stage, a bonus will be awarded if the game points reach a specified number. Specifically, the main control unit 10 grants the right to transition to either the ATCZ1 stage or the ATCZ2 stage as a reward (see Figure 9). For example, there is a 50% probability that the right to transition to either the ATCZ1 stage or the ATCZ2 stage will be selected. Furthermore, in the AT1 stage, if you win the aforementioned prize lottery when you reach a certain number of game points, you will receive the prize. Specifically, the main control unit 10 grants a blue 7 stock as a bonus (see Figure 9).

[0124] Then, when the remaining number of games in the AT1 stage becomes "0", the main control unit 10 controls the system to transition to the AT2 stage from the next game if an AT stock is owned (arrow j in Figure 8), and to transition to the Blue 7 Bonus 1 from the next game if a Blue 7 stock is owned (arrow k in Figure 8). Furthermore, if the remaining number of games in the AT1 stage becomes "0", and the player does not possess any AT stock or blue 7 stock, the main control unit 10 controls the game to transition to normal gameplay from the next game (arrow x in Figure 8). Furthermore, if a Blue 7 stock is awarded during the AT1 stage, the game may be controlled to transition to Blue 7 Bonus 1 from the next game without using up the remaining games in the AT1 stage.

[0125] Furthermore, in the AT1 stage, if you win the aforementioned prize lottery, an initial panel lottery will be held. Specifically, if you win the ATCZ1 stage in the prize distribution lottery, an initial panel lottery (ATCZ1) will be held, and if you win the ATCZ2 stage, an initial panel lottery (ATCZ2) will be held.

[0126] As will be explained in more detail later, in the ATCZ stage, the display unit 8 uses a "panel" to show the level of anticipation (see Figures 30-32, etc.). The panel provides information that allows the player to recognize the expected continuation rate of the AT state during the ATCZ stage. For example, the display pattern on the panel allows the player to recognize the level of the expected continuation rate. Furthermore, the panel is set up to correspond to the sequence of button presses for the bell symbol. For example, there is a panel A corresponding to push-order bell combination A3 and B3, a panel B corresponding to push-order bell combination A4 and B4, a panel C corresponding to push-order bell combination A5 and B5, a panel D corresponding to push-order bell combination A6 and B6, a panel E corresponding to push-order bell combination A3, B3, A4 and B4, and a panel F corresponding to push-order bell combination A5, B5, A6 and B6. The correspondence between the types of button-press sequence bell symbols and the types of panels is stored in the memory unit. With this configuration, the ATCZ stage features a system where the display of the corresponding panel changes depending on the type of bell combination that is won.

[0127] Furthermore, each panel is assigned either a "continuation rate" or a "stock rate." The continuation rate is an indicator of how easily the ATCZ2 stage can be continued, and the stock rate is an indicator of how easily the AT stock acquisition lottery can be won (how easily AT stocks can be awarded). At the end of the ATCZ stage, a lottery is held to determine whether an AT stock will be acquired based on the stock rate assigned to each panel. Therefore, having a higher stock rate at the end of the ATCZ stage is advantageous. Furthermore, at the end of the ATCZ2 stage, a continuation lottery is held based on the continuation rate assigned to each panel, and the ATCZ2 stage can be extended until the lottery is unsuccessful. Therefore, having a higher continuation rate at the end of the ATCZ stage is advantageous.

[0128] The initial values ​​for these continuation rates and stock rates are determined in the AT1 stage before transitioning to the ATCZ stage. In the initial panel lottery (ATCZ1), the initial stock rate for each panel (Panels A to D) is determined by lottery. Specifically, the main control unit 10 refers to the "initial panel lottery table (ATCZ1)" (Figure 19) and performs a lottery based on the setting values ​​set in the probability setting device 16. In this case, the initial stock rates corresponding to panels A through D are determined by repeating the lottery four times. However, this is not the only option; the initial stock rates for all panels may be determined in a single draw. For example, to avoid all panels having the same stock rate, a table could be created that defines multiple patterns for the stock rates of the four panels, and the initial stock rates for all panels could be determined in a single draw by referring to this table.

[0129] As shown in Figure 19, the initial panel lottery (ATCZ1) is set such that, for example, when setting 1 is set, there is a 204 / 256 probability of selecting a stock rate of "25%", a 32 / 256 probability of selecting a stock rate of "33%", a 12 / 256 probability of selecting a stock rate of "50%", and an 8 / 256 probability of selecting a stock rate of "80%". Although I will omit a detailed explanation, the probabilities for cases where a setting other than setting 1 is selected are also set to the values ​​shown in the diagram. As illustrated in the diagram, the general trend of the lottery is that a larger setting value in the probability setting device 16 makes it less likely to win the minimum stock rate (25%), and the stock rate selected is biased depending on whether the setting value is odd or even. This allows players to estimate the setting value to some extent based on the selected stock rate, thereby enhancing the enjoyment of the game and the players' sense of anticipation.

[0130] The initial panel selection (ATCZ1) may also be modified as follows. For example, panels corresponding to the sequence bell combinations A1, B1, A2, and B2 may be provided, and their initial values ​​may be determined by lottery. Alternatively, the correspondence between the panels and the corresponding bell symbols may be based on the same sequence of button presses for each bell symbol. For example, panels corresponding to bell symbols A3, B3, A4, and B4, which are all 1ST middle button presses, may be provided, and their initial values ​​may be determined by lottery. Alternatively, the correspondence between the panels and the corresponding bell symbols may be differentiated for each bell symbol, where the initial stopping sequence differs. For example, panels corresponding to bell symbols A3, B3, A5, and B5 may be provided, and their initial values ​​may be determined by lottery. Alternatively, the initial stock rate for each panel to be determined may be set uniformly (for example, 25%). Alternatively, panels corresponding to the push-order bell combination with a relatively low winning probability may be given a high stock rate, while panels corresponding to the push-order bell combination with a relatively high winning probability may be given a low stock rate.

[0131] In the initial panel lottery (ATCZ2), the initial values ​​of the continuation rate for panel E and the stock rate for panel F are determined by lottery. Specifically, the main control unit 10 refers to the "initial panel lottery table (ATCZ2)" (Figure 20) and performs a lottery based on the setting values ​​set in the probability setting device 16. The initial value of the continuation rate corresponding to panel E is determined by referring to the "Initial Panel Lottery Table (ATCZ2)" (Figure 20(a)), and the initial value of the stock rate corresponding to panel F is determined by referring to the "Initial Panel Lottery Table (ATCZ2)" (Figure 20(b)). However, this is not the only option; the initial values ​​of the continuation rate and stock rate for all panels may be determined in a single draw. For example, a table could be created that defines multiple patterns for the continuation rate of panel E and the stock rate of panel F, and the initial values ​​of all panels may be determined in a single draw by referring to this table.

[0132] As shown in Figure 20(a), the continuation rates corresponding to panel E are set such that, for example, when setting 1 is set, "25%" is selected with a probability of 232 / 256, "33%" is selected with a probability of 12 / 256, "50%" is selected with a probability of 4 / 256, "66%" is selected with a probability of 4 / 256, and "80%" is selected with a probability of 4 / 256. Although I will omit a detailed explanation, the probabilities for cases where a setting other than setting 1 is selected are also set to the values ​​shown in the diagram. Furthermore, the stock rates corresponding to panel F are set as shown in Figure 20(b). For example, when setting 1 is set, "25%" is selected with a probability of 240 / 256, "33%" with a probability of 10 / 256, "50%" with a probability of 2 / 256, "66%" with a probability of 2 / 256, and "80%" with a probability of 2 / 256. Although I will omit a detailed explanation, the probabilities for cases where a setting other than setting 1 is selected are also set to the values ​​shown in the diagram. As illustrated in the diagram, the above lottery tends to result in a lower probability setting value for the probability setting device 16, making it less likely to win the minimum continuation rate (25%) or the minimum stock rate (25%). Furthermore, the settings are configured to create a bias in the stock rate values ​​selected depending on whether the setting value is odd or even. As a result, the player can also infer the set value to some extent based on the value of the selected stock rate, and it becomes possible to improve the趣味性 of the game and the player's sense of expectation.

[0133] Note that the initial panel lottery (ATCZ2) may be in the following modified examples. For example, the initial values of the continuation rate and the stock rate determined by the initial panel lottery (ATCZ2) define the same numerical value, but not limited to this, different numerical values may be defined for some or all of them. Also, instead of the continuation rate, the number of lottery times (1 time, 2 times, 3 times, etc.) may be defined.

[0134] (ATCZ stage) The ATCZ stage is controlled by AT and is a game state with a high expectation of obtaining AT stock, and is positioned as a so-called chance zone during AT. The ATCZ stage includes the ATCZ1 stage and the ATCZ2 stage, and is allocated to one of the stages according to the winning result of the privilege lottery in the previous AT1 stage. The number of playable games in the ATCZ stage is 10 games + α. The number of games of "+α" will be described later.

[0135] The ATCZ1 stage and the ATCZ2 stage are divided into the first half part (the first game period) as the preparation state and the second half part (the second game period) as the lottery state, and different game contents can be realized respectively. In the first half part, the specified number of games (for example, 10 games) is given as the remaining number of games, and the remaining number of games is subtracted by the execution of the game, and it continues until the remaining number of games becomes "0". Also, during the first half part, a panel upgrade lottery is performed based on the lottery result of the combination. The panel upgrade lottery is a lottery that can upgrade the initial values of the continuation rate and the stock rate of each panel determined by the initial panel lottery in the previous AT1 stage. When winning this lottery, for example, it can be upgraded as stock rate 25% → stock rate 33%. And at the end of the first half part, the continuation rate and stock rate of each panel upgraded in each game will be reflected in the game content in the subsequent second half part. That is, during the first half part, the winning probability of the AT stock acquisition lottery conducted in the second half part is increased.

[0136] The second half part starts after the end of the first half part and continues for a predetermined number of games (the number of games of “+α”). The second half part of the ATCZ1 stage continues until a winning occurs for any of the push-order bell roles (push-order bell role A3, push-order bell role A4, push-order bell role B4, push-order bell role A5, push-order bell role B5, push-order bell role A6, push-order bell role B6). That is, the second half part of the ATCZ1 stage continues for the number of games of “+α” until a winning occurs for any of these push-order bell roles. And in the ATCZ1 stage, after the start of the second half part, if a winning occurs for any of these push-order bell roles, an AT stock acquisition lottery is conducted based on the stock rate of the panel corresponding to the winning push-order bell role. That is, if a winning occurs for any of these push-order bell roles in the first game after the start of the second half part, that game becomes a lottery game. If a winning does not occur for any of these push-order bell roles in the first game, then the game in which a winning occurs for a push-order bell role later becomes a lottery game.

[0137] In the second half part of the ATCZ2 stage, although details will be described later, an ATCZ2 stage continuation lottery and an AT stock acquisition lottery are conducted in each game. The ATCZ2 stage continuation lottery is conducted based on the continuation rate of panel E, and the lottery is repeatedly executed in each game until a non-winning occurs in the lottery, so that the ATCZ2 stage continues. That is, the second half part of the ATCZ2 stage continues for the number of games of “+α” until a non-winning occurs in the ATCZ2 stage continuation lottery. Therefore, if you win the ATCZ2 stage continuation lottery, the ATCZ2 stage will continue, and the AT stock acquisition lottery will be held repeatedly.

[0138] (ATCZ1 Stage) In the ATCZ1 stage, during the first half, a prize draw (panel upgrade draw) will be held based on the winning combination in this game. Specifically, the main control unit 10 refers to the "prize granting lottery table (ATCZ1 stage)" (Figure 21(a)) and conducts a lottery based on the winning combination in this game. As shown in Figure 21(a), for example, if you win the push-order bell combination A3 or B3, there is a 256 / 256 chance of winning panel A; if you win the push-order bell combination A4 or B4, there is a 256 / 256 chance of winning panel B; if you win the push-order bell combination A5 or B5, there is a 256 / 256 chance of winning panel C; if you win the push-order bell combination A6 or B6, there is a 256 / 256 chance of winning panel D; if you win the strong cherry combination, there is a 256 / 256 chance of winning all panels (panels A to D); and if you win a rare combination other than the strong cherry combination, there is a 42 / 256 chance of winning two panels and a 4 / 256 chance of winning all panels (panels A to D). In this way, panels corresponding to the ordered bell symbols are awarded as upgraded panels, and if a rare symbol is won, multiple panels are awarded as upgraded panels. This makes it possible to conduct a highly engaging lottery and increases the players' anticipation. In the following explanation, the following will also be referred to as "panel upgrade roles": push-order bell role A3, push-order bell role B3, push-order bell role A4, push-order bell role B4, push-order bell role A5, push-order bell role B5, push-order bell role A6, push-order bell role B6, and rare roles.

[0139] If the reward lottery (panel upgrade lottery) is won in the ATCZ1 stage, the main control unit 10 will upgrade the target panel as a reward (see Figure 9). Specifically, the stock rate of the target panel will be increased by one level. For example, it will be increased one level at a time in the following order: "25%" → "33%" → "50%" → "80%" → "100%" → "100% + α". For example, if you win either the A3 or B3 button sequence bell combination, the current stock rate of panel A will be increased. However, this is not limited to this; it may be increased by two or more levels. The "α" in "100%+α", which represents the maximum stock rate, indicates a Blue 7 stock. In other words, when the panel is upgraded to "100%+α", the continuation of the AT state (transition to AT2 stage) is confirmed, as is the transition to Blue 7 Bonus 1. Furthermore, the "α" assigned may be just one blue 7 stock, or multiple blue 7 stocks may be assigned by repeatedly performing the blue 7 stock acquisition lottery based on a predetermined loop probability (for example, 50% to 80%) until the result is not a win. Thus, in the first half of the ATCZ1 stage, you can upgrade the panel corresponding to the winning role based on the results of the role lottery. This allows players to draw attention to the winning combination, thereby increasing the enjoyment of the game and the players' anticipation.

[0140] In the ATCZ1 stage, a lottery for acquiring AT stock takes place during the latter half of the stage. Specifically, after entering the second half of the game, the main control unit 10 conducts a lottery in the game in which the player first wins one of the following button combinations (button combination A3, button combination B3, button combination A4, button combination B4, button combination A5, button combination B5, button combination A6, button combination B6). At this time, the main control unit 10 conducts a lottery based on the stock rate specified on the panel corresponding to the winning button-press sequence bell role. For example, if you win the push-order bell combination A3 or B3, a lottery will be held based on the stock rate of panel A; if you win the push-order bell combination A4 or B4, a lottery will be held based on the stock rate of panel B; if you win the push-order bell combination A5 or B5, a lottery will be held based on the stock rate of panel C; and if you win the push-order bell combination A6 or B6, a lottery will be held based on the stock rate of panel D. If the lottery is won, the main control unit 10 will grant AT stock as a bonus if the player does not already own AT stock, and will grant blue 7 stock as a bonus if the player already owns AT stock. Furthermore, the main control unit 10 controls the system to transition (return) to the AT1 stage from the game following the lottery (arrow m in Figure 8).

[0141] Additionally, in the ATCZ1 stage, a bonus will be awarded if the game points reach a specified number. Specifically, the main control unit 10 increases the stock rate of one panel to its maximum value (100% + α) as a bonus (see Figure 9). In this case, for example, there is a 25% probability that one of panels A through D will be selected. If the selected panel has already reached its maximum value (100% + α), another panel may be selected. Also, if all panels have already reached their maximum value (100% + α), other benefits (for example, a stock of 7 blue cards) may be granted.

[0142] Furthermore, in the ATCZ1 stage, if you win the aforementioned prize lottery when you reach a certain number of game points, you will receive the prize. Specifically, the main control unit 10 will upgrade the stock rate of all panels to "100%" as a bonus (see Figure 9). Panels that are already at the maximum value (100% + α) will maintain "100% + α". In addition, if a panel is already at the maximum value (100% + α), other bonuses (for example, a blue 7 stock) may be granted.

[0143] Next, I will explain some examples of the effects during the ATCZ1 stage. The sub-control unit 20 displays various screens on the display unit 8 as the game progresses during the ATCZ1 stage, as shown in Figure 30. Figures 30(a) to 30(d) show example screens from the first part, and Figures 30(e) to 30(f) show example screens from the second part.

[0144] First, when entering the ATCZ1 stage, the screen shown in Figure 30(a) will be displayed. The top of the display unit 8 screen shows the game status 81, the number of game points 82, and the number of remaining games. A panel image 83, which resembles a panel, is displayed in the center of the display unit 8's screen. Panel images 83 are displayed from left to right on the screen, in the following order: panel image 83a corresponding to panel A, panel image 83b corresponding to panel B, panel image 83c corresponding to panel C, and panel image 83d corresponding to panel D. Additionally, the background navigation 84 and the corresponding button press sequence 85 are displayed within the panel image 83. Background Navigation 84 is an area where information regarding the expected value of each panel is displayed. Specifically, background navigation 84a displays information suggesting the current stock rate of panel A, background navigation 84b displays information suggesting the current stock rate of panel B, background navigation 84c displays information suggesting the current stock rate of panel C, and background navigation 84d displays information suggesting the current stock rate of panel D. More specifically, as shown in Figure 31, the display is set to show in a format corresponding to the current stock rate. For example, if the current stock rate is 25%, it will be displayed with a blue background; if the current stock rate is 33%, it will be displayed with a yellow background; if the current stock rate is 50%, it will be displayed with a green background; if the current stock rate is 80%, it will be displayed with a red background; if the current stock rate is 100%, it will be displayed with a rainbow background and the letter V; and if the current stock rate is 100%+α, it will be displayed with a rainbow background and the letters V+α. Therefore, the player can determine the level of continuous expectation based on the color of the background navigator 84. Note that the display mode of the background navigator 84 is not limited to this as long as the player can recognize the current stock rate.

[0145] The corresponding pressing order 85 is an area where the correct pressing order of the bell role corresponding to each panel is displayed. Specifically, in the corresponding pressing order 85a, the correct pressing order (middle → left → right) corresponding to panel A is displayed, in the corresponding pressing order 85b, the correct pressing order (middle → right → left) corresponding to panel B is displayed, in the corresponding pressing order 85c, the correct pressing order (right → left → middle) corresponding to panel C is displayed, and in the corresponding pressing order 85d, the correct pressing order (right → middle → left) corresponding to panel D is displayed. With such a display mode, it is possible to easily recognize which panel will be promoted when operated in which pressing order.

[0146] In the example shown in FIG. 30(a), it is suggested from the display mode of the background navigator 84 that the stock rate of panel A is 25%, the stock rate of panel B is 25%, the stock rate of panel C is 50%, and the stock rate of panel D is 33%. Then, when a game start operation (operation of the start lever 3, etc.) is performed in the state of FIG. 30(a), the first half part starts. In the example shown in FIG. 30(b), it shows the case where the bell role A3 or the bell role B3 of the pressing order is selected in the first game of the first half part, and a pressing order navigator 86 showing the correct pressing order is displayed on the screen. When a stop operation is performed according to the pressing order of the pressing order navigator 86, the panel to be promoted is notified. For example, as shown in FIG. 30(c), it is displayed that the panel image 83a has been selected together with the character "promoted", and by changing the display mode of the background navigator 84a, it is notified that the promotion has occurred. In the example shown in FIG. 30(c), it is notified that the stock rate of panel A has been promoted from 25% to 33%. Also, when a rare role (other than the strong cherry role) is selected, two panels are promoted, and when the strong cherry role is selected, all panels are promoted.

[0147] After completing all the remaining games (10 games) from the first half, the panel upgrade results will be displayed. In the example shown in Figure 30(d), the stock rate of panel A increased to "100%", the stock rate of panel B increased to "50%", the stock rate of panel C increased to "100%+α", and the stock rate of panel D increased to "33%".

[0148] After the first half ends, the second half begins with a game start operation (such as operating the start lever 3), and the panel upgrade results from the first half are continuously displayed, as shown in Figure 30(e). After the start of the second half, if you win any of the following combinations of button-pressing bell combinations: A3, B3, A4, B4, A5, B5, A6, or B6, the correct button-pressing sequence, indicated by button-pressing navigation 86, will be displayed on the screen. In the example shown in Figure 30(e), the case where either the push-order bell combination A4 or B4 is won is shown, and the push-order navigation 86 indicating the correct push order is displayed. Then, if the stop operation is performed according to the button press sequence 86, the corresponding panel is displayed. For example, as shown in Figure 30(f), the selection of panel image 83b is displayed along with the words "Let's go!". In other words, it is announced that the AT stock acquisition lottery will be conducted based on the stock rate (50%) suggested by background navigation 84b. The results of the AT stock acquisition lottery are announced, for example, through the outcome of the battle sequence. For example, a battle sequence in which the main character and the enemy character repeatedly battle is executed on the display 8. If the main character wins the lottery, a sequence in which the main character wins is executed; if the main character does not win the lottery, a sequence in which the main character loses is executed.

[0149] Thus, in the ATCZ1 stage, during the second half, a lottery is held to determine who will acquire AT stocks based on the stock rate of each panel that was upgraded in the first half. Therefore, among the multiple panels (Panels A to D), the probability of winning the AT stock acquisition lottery is higher if the push-order bell symbol corresponding to the panel with the highest stock rate is won. This allows players to focus on the winning combinations during the ATCZ1 stage, thereby increasing the enjoyment of the game and the players' anticipation.

[0150] Furthermore, the various processes during the ATCZ1 stage may be modified as follows. For example, in the latter half of the game, if a rare role is won, the "bonus granting lottery table (ATCZ1 stage)" (Figure 21(a)) may be used to perform a panel upgrade lottery. Furthermore, in the latter half of the game, if a rare role is achieved, the AT stock acquisition lottery may be performed by referring to the stock rate of the panel with the highest stock rate, or by referring to two or more panels. Furthermore, in the first half of the game, even if a panel upgrade is selected, the panel may not be upgraded, or the upgrade rate may vary depending on the current stock rate. For example, if the current stock rate is 25%, the upgrade rate may be 100%, if the current stock rate is 33%, the upgrade rate may be 80%, if the current stock rate is 50%, the upgrade rate may be 60%, and so on. Furthermore, multiple modes related to the promotion rate may be provided, and promotion lotteries may be performed according to the mode. For example, in mode A, the promotion rate may be fixed at 50%, while in mode B, the promotion rates may alternate between 33% and 66%. Furthermore, if a panel upgrade role is won for a panel whose stock rate has reached its limit, other panels may be upgraded. In this case, when upgrading other panels, the upgrade may be done with a 100% probability or with a probability of less than 100%. Additionally, if the stock rate of all panels reaches its maximum value, a predetermined reward (such as the right to transition to the AT3 stage) may be granted. Additionally, if the bonus navigation lottery (the lottery for executing "Aim for Navi") is won, a designated panel may be upgraded.

[0151] (ATCZ2 stage) In the ATCZ2 stage, during the first half, a lottery will be held to award bonuses (panel upgrade lottery) based on the winning combination in this game. Specifically, the main control unit 10 refers to the "prize granting lottery table (ATCZ2 stage)" (Figure 21(b)) and conducts a lottery based on the winning combination in this game. As shown in Figure 21(b), for example, if you win the push-order bell combination A3, B3, A4, or B4, there is a 256 / 256 chance of winning panel E. If you win the push-order bell combination A5, B5, A6, or B6, there is a 256 / 256 chance of winning panel F. If you win the strong cherry combination, there is a 256 / 256 chance of winning any panel (panels E to F). If you win any rare combination other than the strong cherry combination, there is a 128 / 256 chance of winning panel E and a 128 / 256 chance of winning panel F.

[0152] If the reward lottery (panel upgrade lottery) is won in the ATCZ2 stage, the main control unit 10 will upgrade the target panel as a reward (see Figure 9). Specifically, the main control unit 10 acts as a decision-making means, and when it is determined that the button-press sequence bell role A3, button-press sequence bell role B3, button-press sequence bell role A4, or button-press sequence bell role B4 has been won, If, It is possible to determine the continuation rate of panel E to be high, and when you win the push-order bell role A5, push-order bell role B5, push-order bell role A6, or push-order bell role B6 If, It is possible to determine that the stock rate of panel F will be high, and when a rare role is won If, It is possible to determine the continuation rate of panel E and the stock rate of panel F in a way that maximizes their potential. In this case, the continuation rate of panel E or the stock rate of panel F is increased by one level. For example, it is increased by one level in the following order: "25%" → "33%" → "50%" → "66%" → "80%". However, it is not limited to this, and it is also possible to increase it by two or more levels. Thus, in the first half of the ATCZ2 stage, you can upgrade the panel corresponding to the winning role based on the results of the role lottery. This allows players to draw attention to the winning combination, thereby increasing the enjoyment of the game and the players' anticipation.

[0153] In the ATCZ2 stage, during the latter half, an ATCZ2 stage continuation lottery (first determination) is held to determine whether to continue in the ATCZ2 stage (first state), and an AT stock acquisition lottery (second determination) is held to determine whether to transition to the AT2 stage (second state). Specifically, the main control unit 10 operates as a first determination means to determine whether to continue the ATCZ2 stage based on the current continuation rate of panel E (ATCZ2 stage continuation lottery). Furthermore, the main control unit 10 operates as a second determination means to determine whether to proceed to the AT2 stage (second state) based on the current stock rate (bonus grant rate) of panel F (AT stock acquisition lottery).

[0154] The main control unit 10 controls the system as follows, according to the results of the ATCZ2 stage continuation lottery and the AT stock acquisition lottery. For example, if the ATCZ2 stage continuation lottery is unsuccessful and the AT stock acquisition lottery is unsuccessful, the main control unit 10 controls the system to transition to the AT1 stage from the next game (arrow m in Figure 8). Furthermore, if the ATCZ2 stage continuation lottery is "not won" and the AT stock acquisition lottery is "won", the main control unit 10 acts as a granting means to grant AT stock (a benefit related to the second state), and controls the transition to the AT1 stage from the next game (arrow m in Figure 8), and then controls the transition to the AT2 stage (arrow j in Figure 8). Furthermore, if the ATCZ2 stage continuation lottery is "successful" but the AT stock acquisition lottery is "unsuccessful", the main control unit 10 controls the system so that the ATCZ2 stage continues in the next game. Furthermore, if the player "wins" the ATCZ2 stage continuation lottery and also "wins" the AT stock acquisition lottery, the main control unit 10 acts as a granting means to grant AT stock (a benefit related to the second state) and controls the game so that the ATCZ2 stage continues in the next game.

[0155] Additionally, in the ATCZ2 stage, a bonus will be awarded if the game points reach a specified number. Specifically, the main control unit 10 increases the continuation rate of panel E to its maximum value (80%) as a bonus (see Figure 9). If the continuation rate of panel E is already at its maximum value (80%), the stock rate of panel F is increased to its maximum value (80%). Furthermore, in the ATCZ2 stage, if you win the aforementioned prize lottery when you reach a certain number of game points, you will receive the prize. Specifically, the main control unit 10 increases the continuation rate of panel E to its maximum value (80%) and the stock rate of panel F to its maximum value (80%) as a bonus (see Figure 9). If all panels are already at their maximum value (80%), other bonuses (for example, a blue 7 stock) may be granted.

[0156] Next, I will explain some examples of the presentation during the ATCZ2 stage. The sub-control unit 20 displays a screen on the display unit 8 as shown in Figure 32, in accordance with the progress of the game during the ATCZ2 stage. Figures 32(a) to 32(d) show example screens from the first part, Figure 32(e) shows an example screen from the second part, and Figure 32(f) shows a modified version.

[0157] First, when entering the ATCZ2 stage, the screen shown in Figure 32(a) will be displayed. Since the basic screen layout is the same as in the ATCZ1 stage, redundant explanations will be omitted. In the center of the display unit 8 screen, panel image 83e, corresponding to panel E, and panel image 83f, corresponding to panel F, are displayed. Background navigation 84e displays the current continuation rate of panel E, and background navigation 84f displays the current stock rate of panel F. The corresponding button press sequence 85e displays the correct button press sequence for panel E (middle → left → right, middle → right → left), and the corresponding button press sequence 85f displays the correct button press sequence for panel F (right → left → middle, right → middle → left).

[0158] The example shown in Figure 32(a) indicates that the continuation rate for panel E is 25%, and the stock rate for panel F is 33%. Then, in the state shown in Figure 32(a), when the game start operation (such as operating the start lever 3) is performed, the first part of the game begins. In the example shown in Figure 32(b), one of the following is selected in the first game of the first half: push-order bell combination A3, push-order bell combination B3, push-order bell combination A4, or push-order bell combination B4. The correct push-order navigation 86 is displayed on the screen. Then, when a stop operation is performed according to the button press sequence 86, the panel to be upgraded is announced. For example, as shown in Figure 32(c), the selection of panel image 83e is indicated by the word "upgraded," and the display mode of background navigation 84e changes to indicate that an upgrade has occurred. In the example shown in Figure 32(c), it is announced that the continuation rate of panel E has been upgraded from 25% to 33%.

[0159] After completing all the remaining games (10 games) from the first half, the panel upgrade results will be displayed. In the example shown in Figure 32(d), the continuation rate of panel E increased to 50%, and the stock rate of panel F increased to 80%.

[0160] After the first half ends, the second half begins with a game start operation (such as operating the start lever 3), and as shown in Figure 32(e), the panel upgrade results from the first half continue to be displayed, along with the words "Let's go!". In other words, it is announced that the ATCZ2 stage continuation lottery will be conducted based on the continuation rate (50%) indicated by background navigation 84e, and the AT stock acquisition lottery will be conducted based on the stock rate (80%) indicated by background navigation 84f. The results of the ATCZ2 stage continuation lottery and the AT stock acquisition lottery will be announced, for example, through the results of the battle sequence. For example, if a battle sequence in which the main character and the enemy character repeatedly battle is executed on display 8, and the ATCZ2 stage continuation lottery is "not won" and the AT stock acquisition lottery is also "not won", then a sequence in which the main character is defeated is executed, and the sequence ends. Furthermore, if the ATCZ2 stage continuation lottery is "unsuccessful" and the AT stock acquisition lottery is "successful," a scene in which the main character wins will be performed, and the scene will end. Furthermore, if the player "wins" the ATCZ2 stage continuation lottery but "does not win" the AT stock acquisition lottery, an animation will be performed in which the main character and the enemy character draw, and an image such as "Next" will be displayed to indicate continuation to the next game. Furthermore, if you "win" the ATCZ2 stage continuation lottery and "win" the AT stock acquisition lottery, a victory animation will be performed for the main character, and an image such as "Next" will be displayed to indicate continuation to the next game. Furthermore, the method of notifying the lottery results is not limited to this, and for example, the method may be such that the lottery results for the ATCZ2 stage continuation lottery and the lottery results for the AT stock acquisition lottery are each recognizable.

[0161] Thus, in the latter half of the ATCZ2 stage, the medalless gaming machine 1 can perform a lottery to determine whether or not to continue the ATCZ2 stage (ATCZ2 stage continuation lottery) and a lottery to determine whether or not to transition to the AT2 stage (second state) (AT stock acquisition lottery) based on the continuation rate of panel E and the stock rate of panel F that were upgraded during the game in the first half of the ATCZ2 stage. Furthermore, if the lottery result is "not won" in the ATCZ2 stage continuation lottery, it is possible to control the system to terminate the ATCZ2 stage regardless of the result of the AT stock acquisition lottery. In other words, regardless of the results of the AT stock acquisition lottery, the continuation (or termination) of the ATCZ2 stage is determined solely based on the results of the ATCZ2 stage continuation lottery. This means that even if you "fail" to win the AT stock acquisition lottery, as long as you "win" the ATCZ2 stage continuation lottery, you can continue to stay in the ATCZ2 stage in the next game, allowing you to repeatedly try to acquire AT stocks. Therefore, it becomes possible to conduct a lottery that offers unexpected benefits, and the expectation of receiving a benefit increases, thereby improving the enjoyment of the game.

[0162] Furthermore, the various processes during the ATCZ2 stage may be modified as follows. For example, in the first half of the game, even if a panel upgrade is selected, the upgrade may not occur, or the upgrade rate may vary depending on the current continuation rate or stock rate. For example, if the current continuation rate or stock rate is 25%, the upgrade rate may be 100%, if it is 33%, the upgrade rate may be 80%, if it is 50%, the upgrade rate may be 60%, and so on. Also, the upgrade rates for panel E and panel F may be different. Furthermore, the continuation rate for panel E may be set to a value greater than 80% (e.g., 90% and 100%). In this case, a limiter on the number of continuations (e.g., 5 times) may or may not be set. Furthermore, the stock rate for panel F may be set to a value greater than 80% (e.g., 90% and 100%). Furthermore, if a panel upgrade role is won for a panel where the continuation rate of panel E has reached its upper limit, other panels may be upgraded. In this case, when upgrading other panels, they may be upgraded with a 100% probability, or with a probability of less than 100%. Additionally, if the continuation rate or stock rate of all panels reaches its maximum value, a predetermined bonus (AT stock) may be awarded. Furthermore, the panel image 83 and background navigation 84 may be displayed in the manner shown in Figure 32(f). In this case, it is preferable to perform a promotion lottery for the other panel when either the continuation rate of panel E or the stock rate of panel F reaches its maximum value (80%).

[0163] (AT2 stage) The AT2 stage is entered from the AT1 stage or the Blue 7 Bonus 1. Upon entry, a predetermined number of games (for example, 30 games) is assigned as the remaining games. The remaining games are reduced by playing games, and the game continues until the remaining games reach "0". In the AT2 stage, players aim to progress to the AT3 stage. The transition to AT3 stage is triggered by executing 10 sets of Blue 7 Bonus 1 during the period between transitioning from AT2 stage to normal gameplay. Furthermore, the transition from AT2 stage to Blue 7 Bonus 1 is triggered by acquiring AT stock or Blue 7 stock during AT2 stage. In other words, during the AT2 stage, the goal is to acquire AT stock or Blue 7 stock before the remaining number of games reaches "0", and to play with the expectation that Blue 7 Bonus 1 will be executed 10 times.

[0164] In the AT2 stage, a lottery for AT continuation is held during the initial gameplay upon entering the AT2 stage (when operating the start lever 3). Specifically, the main control unit 10 performs a lottery by referring to the "AT continuation lottery table" (Figure 17), and as shown in Figure 17, it is set to have a probability of winning of, for example, 162 / 256. If the AT continuation lottery is won, the main control unit 10 grants AT stock. The granted AT stock is stored in the memory unit of the main control unit 10.

[0165] Furthermore, the AT continuation lottery in AT2 stage may be conducted at the end of the final game in the game state prior to entering AT2 stage, rather than at the time of entering AT2 stage. Furthermore, if the AT continuation lottery is won (i.e., if AT stock is owned), a specific background music may be played with a predetermined probability (for example, 40%) to indicate that continuation is confirmed during AT Stage 2.

[0166] Additionally, in the AT2 stage, a lottery will be held to determine who receives the bonus prizes based on the winning combination in this game. Specifically, the main control unit 10 refers to the "bonus award lottery table (AT2 stage)" (Figure 22) and performs a lottery based on the winning combination in this game. As shown in Figure 22, for example, if you win a role other than a rare role, you have an 8 / 256 chance of winning; if you win a weak cherry role, you have a 32 / 256 chance of winning; and if you win a strong cherry role, you have a 128 / 256 chance of winning. In this way, winning a prize with a low probability of winning actually increases the probability of winning, making it possible to conduct a more interesting lottery and increase the players' expectations. Furthermore, this is not the only option; you could also set it so that if a specific role (for example, a rare role) is won, it will always result in a win. If the bonus is awarded in the AT2 stage, the main control unit 10 will award a Blue 7 stock as a bonus (see Figure 9).

[0167] Additionally, in the AT2 stage, a bonus is awarded when a certain number of game points are reached. Specifically, the main control unit 10 grants a blue 7 stock as a bonus (see Figure 9). Furthermore, in the AT2 stage, if you win the aforementioned prize lottery when you reach a certain number of game points, you will receive the prize. Specifically, the main control unit 10 grants two blue 7 stocks as a bonus (see Figure 9).

[0168] Then, in the AT2 stage, if the remaining number of games becomes "0", and if the player possesses an AT stock or a Blue 7 stock, the main control unit 10 controls the game to transition to Blue 7 Bonus 1 from the next game (arrow n in Figure 8). On the other hand, if the remaining number of games becomes "0" in the AT2 stage, and the player does not possess any AT stock or blue 7 stock, the main control unit 10 controls the game to transition to normal gameplay from the next game (arrow w in Figure 8). Furthermore, if you possess AT stock or Blue 7 stock, you may control the game to transition to Blue 7 Bonus 1 from the next game without using up the remaining games in AT2 stage.

[0169] (Blue 7 Bonus 1) Blue 7 Bonus 1 is controlled by the AT (Action Time), and is a game state where you can expect to increase your medal count as the button press order navigation is provided for the button press order bell symbols. The number of playable rounds for the Blue 7 Bonus 1 is 20 games.

[0170] In Blue 7 Bonus 1, a lottery is held to determine who receives the bonus based on the winning combination in this game. Specifically, the main control unit 10 refers to the "bonus granting lottery table (blue 7 bonus 1)" (Figure 23) and performs a lottery based on the winning combination in this game. As shown in Figure 23, for example, if you win a role other than a rare role, you have a 4 / 256 chance of winning; if you win a weak cherry role, you have a 24 / 256 chance of winning; and if you win a strong cherry role, you have a 96 / 256 chance of winning. In this way, winning a prize with a low probability of winning actually increases the probability of winning, making it possible to conduct a more interesting lottery and increase the players' expectations.

[0171] If the bonus is awarded in Blue 7 Bonus 1, the main control unit 10 will award an additional game count (20 games) for the AT2 stage as a bonus if the transition to AT3 stage is not yet confirmed (Blue 7 Bonus 1 has not been executed 10 times), and will award a Blue 7 stock (right to transition to Blue 7 Bonus 2) as a bonus if the transition to AT3 stage is confirmed (Blue 7 Bonus 1 has been executed 10 times) (see Figure 9). Furthermore, if the transition to the AT3 stage has not yet been confirmed, it is also possible to grant a Blue 7 stock.

[0172] Additionally, in Blue 7 Bonus 1, a bonus is awarded when the game points reach a specified number. Specifically, the main control unit 10 grants an additional number of games (20 games) for the AT2 stage as a bonus when the transition to the AT3 stage is not yet confirmed (10 sets of Blue 7 Bonus 1 have not been executed), and grants a Blue 7 stock (right to transition to Blue 7 Bonus 2) as a bonus when the transition to the AT3 stage is confirmed (10 sets of Blue 7 Bonus 1 have been executed) (see Figure 9).

[0173] Furthermore, in Blue 7 Bonus 1, if you win the aforementioned bonus lottery when you reach a specified number of game points, you will receive the bonus. Specifically, the main control unit 10 grants a Blue 7 stock as a bonus when the transition to the AT3 stage is not yet confirmed (10 sets of Blue 7 Bonus 1 have not been executed). In this case, Blue 7 Bonus 1 will be a 1G consecutive bonus (after Blue 7 Bonus 1 ends, the next game will transition to Blue 7 Bonus 1). On the other hand, if the transition to AT3 stage is confirmed (by executing 10 sets of Blue 7 Bonus 1), a Blue 7 stock (the right to transition to Blue 7 Bonus 2) is granted as a bonus (see Figure 9).

[0174] Then, if the remaining number of games becomes "0" in Blue 7 Bonus 1, and the transition to AT3 stage is not yet confirmed (Blue 7 Bonus 1 has not been executed 10 times), the main control unit 10 controls the transition to AT2 stage from the next game (arrow o in Figure 8). On the other hand, when the transition to the AT3 stage is confirmed (10 sets of Blue 7 Bonus 1 have been executed), the main control unit 10 controls the transition to the AT3 stage from the next game (arrow p in Figure 8).

[0175] (AT3 stage) The AT3 stage is entered from the AT2 stage or the Blue 7 Bonus 2. Upon entry, a predetermined number of games (for example, 30 games) is assigned as the remaining games. The remaining games are reduced as games are played, and the game continues until the remaining games reach "0". During AT3 stage, players aim to ensure the continuation of the AT state before the remaining number of games reaches "0". In other words, during the AT3 stage, you play with the expectation of acquiring AT stock, and then you play with the expectation of returning to the AT3 stage after passing through the subsequent continuation judgment stage.

[0176] In the AT3 stage, a lottery for AT continuation is held during the initial gameplay upon entering the AT3 stage (when operating the start lever 3). Specifically, the main control unit 10 performs a lottery by referring to the "AT continuation lottery table" (Figure 17), and as shown in Figure 17, it is set to have a probability of winning of, for example, 217 / 256. If the AT continuation lottery is won, the main control unit 10 grants AT stock. The granted AT stock is stored in the memory unit of the main control unit 10.

[0177] Furthermore, the AT continuation lottery in AT3 stage may be conducted at the end of the final game in the game state prior to entering AT3 stage, rather than at the time of entering AT3 stage. Furthermore, if the AT continuation lottery is won (i.e., if AT stock is owned), a specific background music may be played with a predetermined probability (for example, 40%) to indicate that continuation is guaranteed during the AT3 stage.

[0178] In addition, in the AT3 stage, a lottery will be held to determine who receives the bonus prizes based on the winning combination in this game. Specifically, the main control unit 10 refers to the "bonus award lottery table (AT3 stage)" (Figure 24) and performs a lottery based on the winning combination in this game. As shown in Figure 24, for example, if you win a role other than a rare role, you have a winning probability of 8 / 256; if you win a weak cherry role, you have a winning probability of 32 / 256; and if you win a strong cherry role, you have a winning probability of 128 / 256. In this way, winning a prize with a low probability of winning actually increases the probability of winning, making it possible to conduct a more interesting lottery and increase the players' expectations. Furthermore, this is not the only option; you could also set it so that if a specific role (for example, a rare role) is won, it will always result in a win.

[0179] If the bonus is awarded in the AT3 stage, the main control unit 10 will award an AT stock as a bonus if the continuation of the AT state is not confirmed (i.e., the player does not possess an AT stock), and will award a Blue 7 stock (the right to transition to Blue 7 Bonus 2) as a bonus if the continuation of the AT state is confirmed (i.e., the player possesses an AT stock) (see Figure 9). Furthermore, if the bonus is awarded through a "single-coin win (bonus navigation lottery win)," the sub-control unit 20 controls the display unit 8 not to execute "Aim Navi" for the reasons mentioned above.

[0180] Additionally, in the AT3 stage, a bonus will be awarded if the game points reach a specified number. Specifically, the main control unit 10 grants AT stock as a bonus when the continuation of the AT state is not confirmed (i.e., does not possess AT stock), and grants blue 7 stock (right to transition to blue 7 bonus 2) as a bonus when the continuation of the AT state is confirmed (i.e., possesses AT stock) (see Figure 9).

[0181] Furthermore, in the AT3 stage, if you win the aforementioned prize lottery when you reach a certain number of game points, you will receive the prize. Specifically, the main control unit 10 grants a Blue 7 stock (right to transition to Blue 7 Bonus 2) as a bonus when the continuation of the AT state is not confirmed (no AT stock is owned), and grants two Blue 7 stocks (right to transition to Blue 7 Bonus 2) as a bonus when the continuation of the AT state is confirmed (AT stock is owned) (see Figure 9).

[0182] Furthermore, in the AT3 stage, if the continuation of the AT state is confirmed at the end of the AT3 stage (i.e., the player possesses AT stock), a lottery for continuation of the advantageous section will be held. Specifically, the main control unit 10 refers to the "advantageous section continuation lottery table" (Figure 25) to determine by lottery whether the advantageous section will continue or end (transition to the normal section). As shown in Figure 25(a), for example, if you do not own any blue 7 stocks at the end of AT3 stage and the difference in tokens during the advantageous period is 2000 tokens or less, the advantageous period will continue with a probability of 240 / 256, and if the difference in tokens during the advantageous period is 2001 tokens or more, the advantageous period will continue with a probability of 0 / 256. Furthermore, as shown in Figure 25(b), for example, if you have a Blue 7 stock at the end of AT3 stage and the difference in tokens during the advantageous period is 2000 tokens or less, the advantageous period will continue with a probability of 256 / 256, and if the difference in tokens during the advantageous period is 2001 tokens or more, the advantageous period will continue with a probability of 0 / 256. Thus, at the end of AT3 stage, if the difference in the number of tokens during the advantageous period is relatively large, the advantageous period will end (transition to the normal period), and if the difference in the number of tokens during the advantageous period is not relatively large, the advantageous period will continue with a high probability. Furthermore, this tendency is more pronounced when you possess a Blue 7 stock at the end of AT3 stage.

[0183] Thus, if the advantageous period ends during gameplay in AT mode as a result of the advantageous period continuation lottery, as described above, if the bonus is won (RT2), the game state is controlled to transition from AT3 stage (advantageous period) → normal gameplay state (normal period) → continuation judgment stage (advantageous period) (arrow i in Figure 8 → arrow q in Figure 8). Therefore, it is possible to continue playing in AT mode across advantageous periods. Furthermore, after the start of a new advantageous period, it is possible to secure a sufficient period of time to stay in the AT state, making it possible to win a large payout in one go across multiple advantageous periods. In this case, the same animation image (the animation image for the continuation judgment stage) may be displayed on the display unit 8 for both the normal game state (normal section) and the continuation judgment stage (advantageous section). This makes it difficult to recognize the boundary between the normal game state (normal section) and the continuation judgment stage (advantageous section), making it appear as if a series of games are being played. On the other hand, if the advantageous period continues as a result of the advantageous period continuation lottery, the system is controlled to transition from AT3 stage (advantageous period) to continuation judgment stage (advantageous period) (arrow r in Figure 8).

[0184] (Continuing Judging Stage) The continuation judgment stage is entered from the AT3 stage. Upon entering, a predetermined number of games (for example, 8 games) is assigned as the remaining number of games. The remaining number of games is reduced by the execution of games, and the stage continues until the remaining number of games reaches "0". The continuation judgment stage can be entered either when the advantageous period continues from the AT3 stage, or when the advantageous period ends in the AT3 stage and a new advantageous period begins, depending on the result of the advantageous period continuation lottery in the preceding AT3 stage. If the game enters while the advantageous period is still active, the game state will be controlled to transition from AT3 stage (advantageous period) to the continuation judgment stage (advantageous period), and the duration of the continuation judgment stage will be 8 games. On the other hand, if the advantageous period ends and a new advantageous period begins, the game state is controlled to transition from AT3 stage (advantageous period) → normal game state (normal period) → continuation judgment stage (advantageous period), so the game duration of the continuation judgment stage is 7 games (1 game is the normal game state (normal period)).

[0185] In the continuation judging stage, a lottery will be held to determine who receives the prizes based on the winning combination in this game. Specifically, the main control unit 10 refers to the "bonus granting lottery table (continuation judgment stage)" (Figure 26) and conducts a lottery based on the continuation status of the advantageous period and the winning combination in the current game. As shown in Figure 26(a), if the advantageous period continues from the previous AT3 stage, for example, if a role other than a rare role is won, the probability of winning is 4 / 256; if a weak cherry role is won, the probability of winning is 16 / 256; and if a strong cherry role is won, the probability of winning is 256 / 256. Furthermore, as shown in Figure 26(b), if the advantageous period ends in the previous AT3 stage and a new advantageous period begins, for example, if a role other than a rare role is won, the probability of winning is 32 / 256; if a weak cherry role is won, the probability of winning is 256 / 256; and if a strong cherry role is won, the probability of winning is 256 / 256. Thus, the probability of winning is set to be higher when a new advantageous period has started than when an advantageous period has continued. Therefore, once a new advantageous period begins, the AT state is more likely to continue, making it possible to win a large amount of payouts across multiple advantageous periods.

[0186] If the bonus is awarded in the continuation judgment stage, the main control unit 10 will award an AT stock as a bonus if the advantageous period continues and the continuation of the AT state is not confirmed (i.e., the player does not possess an AT stock), and will award a Blue 7 stock (right to transition to Blue 7 Bonus 2) as a bonus if the advantageous period continues and the continuation of the AT state is confirmed (i.e., the player possesses an AT stock) (see Figure 9). Furthermore, the main control unit 10 grants AT stock as a bonus when a new advantageous period has started and the continuation of the AT state is not confirmed (i.e., the player does not possess AT stock), and grants blue 7 stock (right to transition to blue 7 bonus 2) as a bonus when a new advantageous period has started and the continuation of the AT state is confirmed (i.e., the player possesses AT stock) (see Figure 9).

[0187] Additionally, in the ongoing judging stage, rewards will be given if the required number of game points is reached. Specifically, the main control unit 10 grants AT stock as a bonus when the advantageous period continues and the continuation of the AT state is not confirmed (i.e., does not possess AT stock), and grants blue 7 stock (right to transition to blue 7 bonus 2) as a bonus when the advantageous period continues and the continuation of the AT state is confirmed (i.e., possesses AT stock) (see Figure 9). Furthermore, in the continuous judging stage, if you win the aforementioned prize lottery when you reach the required number of game points, you will receive the prize. Specifically, the main control unit 10 grants a Blue 7 stock (right to transition to Blue 7 Bonus 2) as a bonus when the advantageous period continues and the continuation of the AT state is not confirmed (i.e., the player does not possess AT stock), and grants two Blue 7 stocks (right to transition to Blue 7 Bonus 2) as a bonus when the advantageous period continues and the continuation of the AT state is confirmed (i.e., the player possesses AT stock) (see Figure 9). Furthermore, in the continuation judgment stage after a new advantageous period has begun, although it is rare for the game points to reach the specified number, it is permissible to grant a bonus (blue 7 stock) by setting conditions under which the game points can reach the specified number.

[0188] Then, in the continuation judgment stage, if the number of remaining games becomes "0", and the continuation of the AT state is not confirmed (i.e., the player does not possess any AT stock), the main control unit 10 controls the system to transition to the normal game state from the next game (arrow v in Figure 8). On the other hand, when the continuation of the AT state is confirmed (i.e., the player possesses an AT stock), the main control unit 10 controls the system to transition to AT stage 3 from the next game (arrow s in Figure 8). Furthermore, if the continuation of the AT state is confirmed (i.e., an AT stock is owned) and a blue 7 stock is owned, the main control unit 10 controls the system to transition to blue 7 bonus 2 from the next game (arrow t in Figure 8).

[0189] (Blue 7 Bonus 2) Blue 7 Bonus 2 is controlled by the AT (Action Time), and is a game state where you can expect to increase your medal count as the button press order navigation is provided for the button press order bell symbols. The number of playable rounds for the Blue 7 Bonus 2 is 20 games. If the remaining number of games becomes "0" during the Blue 7 Bonus 2, the main control unit 10 controls the game to transition to the AT3 stage from the next game (arrow u in Figure 8). On the other hand, if the remaining number of games in Blue 7 Bonus 2 becomes "0", and you have Blue 7 stock, Blue 7 Bonus 2 will continue for 1 game.

[0190] In the Blue 7 Bonus 2, a lottery is held to determine who receives the bonus based on the winning combination in this game. Specifically, the main control unit 10 refers to the "bonus granting lottery table (blue 7 bonus 2)" (Figure 27) and performs a lottery based on the winning combination in this game. As shown in Figure 27, for example, if you win a role other than a rare role, you have a 4 / 256 chance of winning; if you win a weak cherry role, you have a 24 / 256 chance of winning; and if you win a strong cherry role, you have a 96 / 256 chance of winning. In this way, winning a prize with a low probability of winning actually increases the probability of winning, making it possible to conduct a more interesting lottery and increase the players' expectations. If the bonus is awarded in the Blue 7 Bonus 2, the main control unit 10 will award a Blue 7 stock (the right to transition to Blue 7 Bonus 2) as a bonus (see Figure 9).

[0191] Additionally, in Blue 7 Bonus 2, a bonus is awarded when the game points reach a specified number. Specifically, the main control unit 10 grants a Blue 7 stock (the right to transition to Blue 7 Bonus 2) as a bonus (see Figure 9). Furthermore, in Blue 7 Bonus 2, if you win the aforementioned bonus lottery when you reach a specified number of game points, you will receive the bonus. Specifically, the main control unit 10 grants two Blue 7 stocks (rights to transition to Blue 7 Bonus 2) as a bonus (see Figure 9).

[0192] (modified version) The medalless gaming machine 1 according to this embodiment can also be modified as shown below. For example, in the embodiment described above, the types of benefits granted in each game state are as shown in Figure 9, but the types of benefits are not limited to these and can be set arbitrarily. Furthermore, as a reward for the AT stock acquisition lottery conducted in the ATCZ stage, instead of granting AT stock, additional game rounds for the ATCZ2 stage or AT2 stage may be awarded. Furthermore, although the above embodiment was described as a transition from the AT1 stage to the ATCZ stage, it is not limited to this, and the transition may also be from the AT2 stage and / or the AT3 stage. Furthermore, if the advantageous period ends in the AT1 or AT2 stage due to reaching the advantageous period limiter, a so-called freeze animation may be executed in the game ending the advantageous period, temporarily pausing the game's progress, and the player may be notified at the end of the freeze animation that the game will proceed to a continuation judgment. This can give the player the impression that "the game proceeded to a continuation judgment because a freeze was triggered," thereby preventing the player from feeling a sense of loss due to reaching the advantageous period limiter. Furthermore, although the above embodiment described the bonus state in the case of a Type 1 special feature, it is not limited to this, and a "high probability state for rare features" may be achieved using features other than a Type 1 special feature (for example, a Type 2 special feature, etc.) or by using a continuous feature activation device.

[0193] As described above, the present invention comprises a first state (ATCZ2 stage), a state control means (main control unit 10) capable of controlling to a second state (AT2 stage, etc.) which is a different state from the first state, a first determination means (main control unit 10) capable of determining whether to continue the first state, a second determination means (main control unit 10) capable of determining whether to transition to the second state from the first state, a granting means (main control unit 10) capable of granting benefits related to the second state if the second determination means determines to transition to the second state, and a storage means (storage unit of the main control unit 10) capable of storing the benefits related to the second state granted by the granting means. The state control means is configured to terminate the first state regardless of the determination result by the second determination means if the first determination means does not determine to continue the first state.

[0194] The gaming machine according to the present invention, having such a configuration, is capable of performing a first determination (ATCZ2 stage continuation lottery) that determines whether to continue the first state (ATCZ2 stage) and a second determination (AT stock acquisition lottery) that determines whether to transition to a second state (AT2 stage, etc.). If the first determination does not determine that the first state should be continued, the machine can be controlled to terminate the first state regardless of the result of the second determination. This allows for variations in the lottery results, adding an element of surprise to the prize draw. For example, if the result of the first judgment does not allow the first state to continue (not a win), and the result of the second judgment does not allow the player to transition to the second state (not a win), then no bonus (AT stock) will be awarded as a result of the lottery. Furthermore, if the result of the first judgment is that the first state is not continued (non-winner), and the result of the second judgment is that the player transitions to the second state (winner), then a bonus (AT stock) will be awarded as a result of the lottery. Furthermore, if the result of the first judgment is to continue in the first state (win), and the result of the second judgment is not to transition to the second state (failure), then no bonus (AT stock) will be awarded as a result of the lottery, but the first state will continue in the next game. Furthermore, if the result of the first judgment is to continue in the first state (win), and the result of the second judgment is to transition to the second state (win), a bonus (AT stock) will be awarded as a result of the lottery, and the first state will continue in the next game.

[0195] Furthermore, regardless of the result of the second determination, the continuation (termination) of the first state can be determined based solely on the result of the first determination. As a result, even if the second judgment determines that the player will not transition to the second state (not win), if the first judgment determines that the player will remain in the first state (win), the player can continue to stay in the first state, allowing the second judgment to be executed repeatedly. Therefore, it becomes possible to conduct a lottery that offers unexpected benefits, and the expectation of receiving a benefit increases, thereby improving the enjoyment of the game.

[0196] In contrast, Patent Document 1 discloses a gaming machine that performs a prize award lottery when predetermined conditions are met, and awards the prize if the result of the lottery indicates that the prize should be awarded. However, in this gaming machine, the bonus award lottery is only conducted once, regardless of whether a bonus is awarded or not. Therefore, the bonus award lottery lacks surprise, which could lead to a decrease in interest. Thus, the medalless gaming machine 1 of this embodiment can solve all or part of the problems that conventional gaming machines have to improve.

[0197] Although preferred embodiments of the gaming machine of the present invention have been described above, it goes without saying that the gaming machine of the present invention is not limited to the embodiments described above, and various modifications can be made within the scope of the present invention. For example, in the above embodiment, the AT state was described as being controlled by a game count-managed AT, but it is not limited to this, and may be managed by at least one of the following, for example, the difference in the number of tokens, the number of times the push-button navigation occurred, the number of times a small role was won, the number of tokens acquired, the number of tokens paid out, etc. Furthermore, the targets managed may differ in each stage during the AT state.

[0198] Furthermore, although the above-described embodiment was explained using an AT machine as an example, the present invention may also be applied to machines other than AT machines (for example, RT machines, ART machines). Furthermore, although the above embodiment described the case where a game count subtraction method is applied during AT, it is not limited to this, and a game count addition method may be used in which the AT ends when the number of games added for each game reaches an upper limit.

[0199] Furthermore, in the above-described embodiment, the normal game state was assumed to be controlled to either the normal section or the advantageous section, and the AT state was assumed to be controlled to the advantageous section. However, the invention is not limited to this, and each game state may be controlled to either the normal section or the advantageous section, or both.

[0200] Furthermore, the tables referenced in the various processes in the above-described embodiment are merely examples and are not limited to the tables mentioned above. Moreover, the winning probabilities related to the various tables are not limited to the values ​​mentioned above and can be changed as appropriate. Furthermore, while some tables have the same winning probability across all settings, and others have different winning probabilities for each setting, this is not limited to these cases. All tables may have the same or different winning probabilities across all settings. Additionally, some settings (even settings only, odd settings only, high settings only) may have different winning probabilities or referenced tables. Furthermore, in the embodiments described above, if the expression includes content such as "the probability of the other is higher than that of the other" or "the probability of the other is lower than that of the other," the probability of one includes 0%, and the probability of the other includes 100%. Furthermore, in the above-described embodiment, the numerical value defined for control purposes is merely an example; it may be a numerical value with a range (2 or more) or a numerical value without a range (1).

[0201] Furthermore, in the above-described embodiment, the advantageous section limiter was explained as operating when the difference in the number of coins in one advantageous section reaches the upper limit, but it is not limited to this, and the advantageous section limiter may be set to operate when the number of games in one advantageous section reaches the upper limit. For example, the condition for ending the advantageous section may be set to be met when the condition "the number of games in one advantageous section (advantageous section game count) has reached the upper limit (for example, 4000 games)" is satisfied.

[0202] Furthermore, the front door 1a may be provided with a vibration mechanism that vibrates the front door 1a by operating a motor or speaker, and the vibration mechanism may be activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation. Furthermore, a fan is provided at the front door 1a to blow air towards the player, and the fan is activated when a relatively high-expectation performance occurs, thereby increasing the player's sense of anticipation.

[0203] Furthermore, in the above-described embodiment, the main control unit 10 performed the operation of various means such as game state control means, but the sub-control unit 20 can also perform some or all of these operations, and the sub-control unit 20 can operate as various means. Conversely, while the sub-control unit 20 may operate as a means to execute effects on the display unit 8, etc., the main control unit 10 may perform some or all of these effects, and the main control unit 10 may also operate as various means.

[0204] Furthermore, although the above-described embodiment showed the gaming machine as a slot machine, it is not limited to this. The gaming machine may be other gaming machines such as pachinko or tamaslo. Furthermore, the gaming machine may also be a gaming machine that uses physical game media such as tokens (slot machine).

[0205] Furthermore, in the above-described embodiment, a reel 41 driven and controlled by a motor was used as a variable display means, but instead of this, or in addition thereto, a display 8 such as a liquid crystal display can be used as a variable display means for identification information by displaying an image in which the pattern of the reel or the like changes on the display. [Explanation of symbols]

[0206] 1. Coinless gaming machine (gaming machine) 8. Display devices (display means, notification means) 10 Main control unit (game state control means, state control means, lottery means, determination means, first determination means, second determination means, assignment means) 20 Sub-control Unit

Claims

1. A lottery means capable of deriving any of multiple lottery results, including the first lottery result and the second lottery result, A means of operation that can be operated by the player, A variable display means capable of stopping the display of fluctuating identification information based on the lottery result derived by the lottery means and the operation method of the operation means, A game state control means capable of controlling the game state to a special game state that is advantageous to the player and includes a first game period and a second game period that is a game period later than the first game period, In the aforementioned special game state, a display means capable of displaying multiple bonus information, During the first game period, a changing means is provided that can change the display manner of the bonus information displayed on the display means based on the lottery result by the lottery means, During the second game period, a determination means capable of determining which of the multiple bonus information displayed on the display means is provided, During the second game period, a granting means capable of granting a benefit corresponding to the benefit information determined by the determination means, Equipped with, The variable display means is When the first lottery result is derived by the lottery means and the operating means is operated in the first operating mode, the fluctuating identification information can be stopped and displayed in the first stopping mode. When the second lottery result is derived by the lottery means and the operating means is operated in the second operating mode, the fluctuating identification information can be stopped and displayed in the first stopping mode. The aforementioned display means is The first prize information corresponding to the first lottery result, The second prize information corresponding to the second lottery result, It is possible to display, The aforementioned modification means is, If the first lottery result is derived by the lottery means, the display manner of the first prize information can be changed. If the second lottery result is derived by the lottery means, the display method of the second benefit information can be changed. The second game period is, This is a game period that ends when the bonus corresponding to the bonus information determined by the determination means is granted by the granting means. A gaming machine characterized by the following features.

2. The plurality of lottery results are, Including a third lottery result that is different from the first lottery result and the second lottery result mentioned above, The aforementioned modification means is, If the third lottery result is derived by the lottery means during the second game period, the display mode of the predetermined bonus information displayed on the display means can be changed. The gaming machine described in feature 1.

3. The modification means is Regarding the bonus information whose display format was changed during the second game period, the display format will not be changed back to the format before the change during the second game period. The gaming machine according to feature 2.

4. The manner in which the special offer information is displayed is: Including the first display mode and the second display mode, The aforementioned modification means is, While the first special offer information is displayed in the first display mode on the display means, If the first lottery result is derived by the lottery means, the display mode of the first prize information can be changed to the second display mode. When the second prize information is displayed on the display means in the first display mode, and the second lottery result is derived by the lottery means, the display mode of the second prize information can be changed to the second display mode. The aforementioned granting means is The second display mode of the reward information determined by the aforementioned determination means allows for the granting of more favorable rewards than the first display mode. The gaming machine according to feature 1 or 2.

5. The game state control means is: It is possible to control the game to a specific state that is advantageous to the player. The aforementioned granting means is If the display mode of the bonus information determined by the determination means is a specific display mode, the bonus may grant the right to control the specific game state. The gaming machine described in feature 1.