Gaming machine
The gaming machine employs a variable display, lottery, and control system to manage advantageous sections and bonuses, improving player engagement and reward distribution.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- KITA DENSHI CORP
- Filing Date
- 2022-05-31
- Publication Date
- 2026-06-08
AI Technical Summary
Conventional gaming machines lack dynamic control mechanisms to enhance player engagement and reward distribution, particularly during advantageous sections, leading to inefficiencies and limited player satisfaction.
A gaming machine with a variable display system, lottery mechanism, stop operation, and control system that manages advantageous sections based on game value, difference information, and bonus probabilities, allowing for dynamic stop modes and bonus grants.
Enhances player engagement through dynamic game states and reward distribution, ensuring fair and exciting gameplay experiences.
Smart Images

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Abstract
Description
Technical Field
[0004] , , , , , , , , , , , , Based on the execution of the game, a variable display means capable of displaying multiple identification pieces of information in a variable manner; a lottery means capable of performing a lottery for a winning combination based on the execution of the game; a stop operation means capable of performing a stop operation on the variable display means; and a stop control means capable of performing control to cause the variable display means to derive a stop configuration corresponding to the lottery result by the lottery means when the stop operation means is operated. ,
[0005]
[0001] The present invention relates to a gaming machine.
Background Art
[0002] Conventionally, as a gaming machine, there is known a slot machine that includes a plurality of reels, starts a game by variably displaying the plurality of reels based on a start operation by a player, and ends the game by stopping the plurality of reels based on a stop operation by the player, and pays out medals to the player according to the result of the game. In such a slot machine, there are provided an advantageous section that enables the player to activate an instruction function for obtaining medals and a normal section that disables the activation of the instruction function, and the player can obtain a large number of medals during the advantageous section. In recent years, there is also known a gaming machine provided with a function for ending the advantageous section when the number of games during the advantageous section exceeds a predetermined number or when the number of medals obtained by the player during the game section exceeds a predetermined number (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, the conventional gaming machine has room for improvement.
Means for Solving the Problems
[0005] In order to solve the above problems, the gaming machine of the present invention is a gaming machine that executes a game based on the input of gaming value and can give the gaming value to the player in relation to the result of the game. Based on the execution of the game, a variable display means capable of displaying multiple identification pieces of information in a variable manner; a lottery means capable of performing a lottery for a winning combination based on the execution of the game; a stop operation means capable of performing a stop operation on the variable display means; and a stop control means capable of performing control to cause the variable display means to derive a stop configuration corresponding to the lottery result by the lottery means when the stop operation means is operated.The system comprises: advantageous section control means capable of controlling the system to enter an advantageous section in which the player receives a favorable outcome; difference information counting means capable of executing control that subtracts difference information in accordance with the game value invested in the advantageous section and adds the difference information in accordance with the game value granted in the advantageous section; advantageous section termination control means capable of executing control that terminates the advantageous section when the difference information counted by the difference information counting means reaches a specific number; and bonus granting means capable of granting bonuses with a predetermined probability in connection with the execution of the game. The stop control means is capable of executing control such that when the lottery result of the lottery means results in a special role win, if the player's operation of the stop operation means is in the normal operation mode, the change display means will be caused to derive a first special stop mode, and if the player's operation of the stop operation means is in a specific operation mode, the change display means will be caused to derive a second special stop mode. The stop control means is capable of executing control such that when the lottery result of the lottery means results in a special role win, if the difference information counted by the difference information counting means is greater than or equal to a predetermined number, the player will be instructed to derive the second special stop mode with a specific probability, and if the difference information is less than the predetermined number, the player will be instructed to derive the second special stop mode with a special probability higher than the specific probability. The bonus granting means grants the bonus based on the fact that the second special stop mode has been derived from the change display means. This configuration was made possible. [Brief explanation of the drawing]
[0006] [Figure 1] This is a schematic front view showing the external appearance of the gaming machine according to the first embodiment. [Figure 2] This is a block diagram showing the control configuration of a gaming machine in the first embodiment. [Figure 3] This is a diagram illustrating the transition of game states in the gaming machine of the first embodiment. [Figure 4] This is a flowchart illustrating the net increase in tokens counting process in the main control unit of the gaming machine according to the first embodiment. [Figure 5] This is a flowchart illustrating the first limiter monitoring process in the main control unit of the gaming machine according to the first embodiment. [Figure 6] This is a flowchart illustrating the coin counting process in the main control unit of the gaming machine according to the first embodiment. [Figure 7] This is a flowchart illustrating the second limiter monitoring process in the main control unit of the gaming machine according to the first embodiment. [Figure 8] This is a flowchart illustrating the process of displaying the difference in the number of tokens in the main control unit of the gaming machine according to the first embodiment. [Figure 9] This figure shows the image on the main display unit when the net number of tokens display processing is performed in the gaming machine of the first embodiment. [Figure 10]This figure shows the display images on the main display unit during a pseudo-bonus state in the gaming machine of the first embodiment. [Figure 11] This figure shows the display image on the main display when the AT state starts in the gaming machine of the first embodiment. [Figure 12] This is a diagram illustrating the probability of increasing the remaining number of medals during the AT state in the gaming machine of the first embodiment. [Figure 13] This is a diagram illustrating the transition destination of the game section after the end of the AT state in the gaming machine of the first embodiment. [Figure 14] This is a diagram illustrating the forced selection of the limiter mode in the gaming machine of the first embodiment. [Figure 15] This figure shows the display image on the main display during the ending sequence of the gaming machine according to the first embodiment. [Figure 16] This is a diagram illustrating the transition of gameplay during a pseudo-bonus state in the gaming machine of the first embodiment. [Figure 17] This is a flowchart illustrating the process for setting high-probability lottery rights in the main control unit of the gaming machine according to the first embodiment. [Figure 18] This figure shows the display image on the main display when a watermelon symbol is won during a pseudo-bonus state in the gaming machine of the first embodiment. [Figure 19] This figure shows the display images on the main display unit during the AT Challenge state in the gaming machine of the first embodiment. [Figure 20] This figure shows the display image on the main display when a watermelon symbol is won during the AT state in the first embodiment of the gaming machine. [Figure 21] This figure shows the display image on the main display when a challenge game is being played during a pseudo-bonus state in a modified version of the first embodiment. [Figure 22] This figure shows the display image on the main display when a challenge game is being played during a pseudo-bonus state in a modified version of the first embodiment. [Figure 23] This is a diagram illustrating the special roles in the gaming machine of the second embodiment. [Figure 24] A chart for explaining the execution probability of the reverse pressing operation navigator at the time of selecting a special role in the gaming machine of the second embodiment. [Figure 25] A flowchart for explaining the special role winning process in the main control device of the gaming machine of the second embodiment. [Figure 26] A chart for explaining the execution probability of the reverse pressing operation navigator at the time of selecting a replay role in the gaming machine of the second embodiment. [Figure 27] A chart for explaining the execution probability of the reverse pressing operation navigator at the time of selecting a special role when a predetermined condition is satisfied in the gaming machine of the second embodiment. [Figure 28] A diagram showing the production image on the main display when the reverse pressing operation navigator is executed in the gaming machine of the second embodiment. [Figure 29] A diagram for explaining the probability state in a modification of the second embodiment. [Figure 30] A chart for explaining the trigger for the transition of the probability state in a modification of the second embodiment. [Figure 31] A diagram showing the production image on the main display when transitioning to the AT state in a modification of the second embodiment. [Figure 32] A diagram for explaining the transition of the gaming state in the gaming machine of the third embodiment. [Figure 33] A chart for explaining the selection rate of the added value of the first game point in the gaming machine of the third embodiment. [Figure 34] A chart for explaining the selection rate of the added value of the second game point in the gaming machine of the third embodiment. [Figure 35] A chart for explaining the selection rate of the ceiling point zone in the gaming machine of the third embodiment. [Figure 36] A diagram showing the production image on the main display during the normal gaming state and the first pseudo-bonus state in the gaming machine of the third embodiment. [Figure 37] A diagram showing the production image on the main display during the second pseudo-bonus state in the gaming machine of the third embodiment. [Figure 38] This figure shows the display images on the main display unit during the AT state in the gaming machine of the third embodiment. [Figure 39] This is a diagram illustrating the initial number of tokens in the AT state of the gaming machine according to the third embodiment. [Figure 40] This figure shows the display image on the main display when the transition to the AT state is confirmed during the normal gameplay state in the gaming machine of the third embodiment. [Modes for carrying out the invention]
[0007] Embodiments of the present invention will be described below with reference to the drawings. Here, we will describe a slot machine as a suitable example of a gaming machine according to an embodiment of the present invention.
[0008] <First Embodiment> A first embodiment of the gaming machine according to the present invention will be described with reference to Figures 1 to 22.
[0009] First, the overall configuration of slot machine 1 will be explained with reference to Figures 1 and 2. Slot machine 1 is intended to be installed in amusement facilities, etc. As shown in Figures 1 and 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, a special effect button 2d, an upper special effect button 2f, a coin slot 2, a start lever 3, reels 4, a stop button 5, a display window 6, a coin dispensing device 7, a coin dispensing outlet 7b, a main display 8, a sub-display 17, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, a favorable section lamp 13, a probability setting device 14, a display decorative frame 15, a drum unit 4d, an external output terminal 18, a main control device 10, and a sub-control device 20.
[0010] The main control unit 10 and the sub-control unit 20 are each equipped with a memory unit and a control unit, and are devices capable of various calculations and controls, and are included in the concept of a computer. Each memory unit is equipped with a memory device such as a semiconductor memory element that stores programs, information, etc., necessary for the operation of the slot machine 1. Each control unit is equipped with a CPU, etc. Each control unit realizes the various functions of this first embodiment by appropriately reading and executing various programs, etc., stored in each memory unit.
[0011] [Schematic front view showing the exterior of the gaming machine] As shown in Figure 1, a front door 1a is provided on the front of the slot machine 1. The front door 1a is pivotally attached to one side (left side when viewed from the front) of the main body (not shown), which is located on the rear side of the front door 1a and attached to the island equipment (not shown), and is configured to open and close in a single-opening manner, allowing it to open and close towards the front. Hereafter, the left and right directions are indicated when viewing the slot machine 1 from the front.
[0012] When viewing slot machine 1 from the front, the main display unit 8 is positioned in the center of the left-right direction at the top of the front door 1a. The main display unit 8 is composed of a liquid crystal display or the like, which can display multiple pieces of information, such as information related to the effects (effect images) as described later, and constitutes a display means. A display decorative frame 15 having an opening in the center is provided above the front door 1a and in front of the main display unit 8, and the main display unit 8 is positioned so that its display surface faces forward through the opening of the display decorative frame 15.
[0013] Speakers 9 are provided on both the left and right sides of the main display unit 8, enabling them to output sound effects corresponding to the visuals displayed on the main display unit 8, for example. Furthermore, lamps 11, consisting of LEDs or the like, are provided on both the left and right sides of the main display unit 8, and can output light in patterns corresponding to the effects displayed on the main display unit 8, for example, when a winning combination is achieved.
[0014] To the right of the main display unit 8, an upper performance button 2f is provided, which is an example of an operating means (performance operation means). The upper performance button 2f is a push-button that moves in the forward and backward directions. The pressing operation of the upper performance button 2f is detected by a non-contact sensor or the like, and output to the sub-control device 20 as operation information for the upper performance button 2f. In addition, the upper performance button 2f is equipped with a light source (not shown) consisting of an LED or the like, and the illumination of the light source can be used to indicate that the operation of the upper performance button 2f is valid.
[0015] In slot machine 1, a flat front panel 19, which has decorative elements and various function displays on its surface, is positioned in the vertical center of the front door 1a. Behind the front panel 19, a drum unit 4d equipped with a reel 4 as a variable display means is provided. Furthermore, a display window 6 made of a translucent material is formed approximately in the center of the front panel 19, allowing the design attached to the reel 4 to be viewed from the front.
[0016] Reel 4 consists of a left reel 4a, a middle reel 4b, and a right reel 4c arranged side by side in the left-right direction. The rotation axes of each reel 4a to 4c extend in the left-right direction, and their centers of rotation are set to be the same. Reels 4 (4a to 4c) have continuous patterns (identification information) on their circumferential surfaces, and these patterns are configured to be identifiable from outside the machine through the display window 6. As Reel 4 rotates in one direction, the patterns can be displayed in the display window 6, for example, by moving from top to bottom. Each reel 4a to 4c displays multiple patterns (for example, 20), and the types of patterns include, for example, "replay," "watermelon," "cherry," "bell," and "7." However, the form of reel 4 is not limited to this; for example, the number of symbols on the surface may be other than 20.
[0017] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, and 12c, which can indicate the stopping order of the stop button 5 (described later), are provided corresponding to each reel 4a, 4b, and 4c. Furthermore, a favorable period lamp 13, for example, consisting of an LED, is provided on the lower left side of the display window 6 on the front panel 19. The favorable period lamp 13 is controlled to light up during the favorable period (described later).
[0018] In addition, the slot machine 1 may be controlled to light up, for example, the "dots" of a 7-segment display (also called "7-segment") that constitutes a payout display unit that displays the number of medals dispensed, instead of the advantageous section lamp 13. Furthermore, it is not necessary to provide the advantageous section lamp 13, or instead of the advantageous section lamp 13, an AT state lamp that lights up during the AT state (or AT state + pseudo-bonus state) may be provided.
[0019] A sub-display unit 17 is positioned to the right of the display window 6 (reel 4) on the front panel 19. The sub-display 17 is composed of a liquid crystal display or the like capable of displaying multiple pieces of information, such as information related to the performance (performance images), as described later, and constitutes a display means. Furthermore, although the sub-display unit 17 has a smaller display area than the main display unit 8, it is positioned closer to the reel 4 than the main display unit 8, making it easier to view the displayed image while observing the rotation and stopping status of the reel 4. Furthermore, the sub-display unit 17 is a touch panel display that allows players to perform various operations related to the game's presentation by touching the screen. For example, it enables switching between presentation modes and switching to explanatory images of the game's content.
[0020] Below the front panel 19, a step is formed that protrudes forward, and on the upper surface of the step, there is a coin slot 2, a bet button 2a as an example of an operating means, and an effect button 2d as an example of an operating means (effect operation means). The medal slot 2 is the part where the player inserts medals (game currency). Inside the medal slot 2 is a medal selector 2b (medal detection means), which is a sensor or similar device that detects the medals inserted into the medal slot 2. Bet button 2a is a push-button used by the player to input the number of bets that will be the start of the game. With a single operation, the maximum number of bets allowed by slot machine 1 can be entered.
[0021] The performance button 2d is a push-button that moves vertically. The pressing operation of the performance button 2d is detected by a non-contact sensor or the like, and the operation information of the performance button 2d is output to the sub-control device 20. In addition, the performance button 2d is equipped with a light source (not shown) consisting of an LED or the like, and the illumination of the light source can be used to indicate that the operation of the corresponding performance button 2d is valid. The performance button 2d is positioned closer to the reel 4 than the upper performance button 2f mentioned above.
[0022] The front of the stepped section is equipped with a start lever 3, a return button 2c, and a stop button 5, which is an example of an operating means (stopping operation means). Start Lever 3 is a lever operated by the player to start the game. After the bet amount is entered, Start Lever 3 becomes active and the game can be started. The return button 2c is a push-button that moves in the forward and backward directions. It is used to cancel the set number of bets or to dispense medals stored as credit medals. The stop buttons 5 are buttons for stopping the rotating reels 4, and consist of push-type buttons that move in the forward and backward directions. The left stop button 5a, middle stop button 5b, and right stop button 5c are arranged horizontally at predetermined intervals, corresponding to the left reel 4a, middle reel 4b, and right reel 4c. Furthermore, each stop button 5 is equipped with a light source (not shown) consisting of an LED or the like, and the operation of each stop button 5 can be indicated by changing the color of the emitted light (red to blue).
[0023] Below the front door 1a of the slot machine 1, there is a medal payout port 7b from which medals dispensed from the medal payout device 7 are discharged.
[0024] [Block diagram showing the control configuration of a gaming machine] Figure 2 shows a block diagram of the control system in the slot machine 1 in this first embodiment. As shown in Figure 2, the slot machine 1 includes a main control unit 10 that performs tasks such as drawing winning combinations and controlling the progress of the game, and a sub-control unit 20 that is configured to communicate with the main control unit 10 and performs various performance control tasks based on control information from the main control unit 10. The transmission of control information between the main control unit 10 and the sub-control unit 20 is restricted to one direction only, from the main control unit 10 to the sub-control unit 20, preventing the input of unauthorized signals from the sub-control unit 20 to the main control unit 10.
[0025] The main control unit 10 is connected to the bet button 2a, medal selector 2b, return button 2c, start lever 3, stop button 5, probability setting device 14 (setting means), external output terminal 18, medal payout device 7, drum unit 4d, and advantageous section lamp 13 by communication cables, and is capable of controlling each of these devices. The main control unit 10 also includes a memory unit (memory means) and a control unit.
[0026] The probability setting device 14, as a setting means, allows the player to change the degree of advantage in multiple stages by changing the probability of winning a special game state (for example, a pseudo-bonus state) in multiple stages (for example, 6 stages). The main control device 10 performs a process to set the probability of winning a special game state to one of multiple probability values with different probabilities based on the probability setting operation in the probability setting device 14. The probability setting device 14 sets the probability values such that setting 1 is the lowest probability value, and the probability value increases with larger numbers, with setting 6 being the highest probability value. Therefore, setting 1 is the setting least advantageous to the player (the setting with the lowest degree of advantage), and the probability value increases with larger numbers, with setting 6 being the setting most advantageous to the player (the setting with the highest degree of advantage).
[0027] The procedure for changing the setting value in the probability setting device 14 involves inserting a setting key (not shown) into the key slot of the probability setting device 14 and rotating the setting key in a predetermined direction, then turning on the power to the slot machine 1 to switch to setting change mode. Upon switching to this setting change mode, the current setting value is displayed on the setting confirmation display (not shown), and after changing to the desired setting value by operating the setting change button, the setting value is changed, for example, by operating the start lever 3.
[0028] Furthermore, after the power to the slot machine 1 is turned on with the setting key (not shown) inserted into the key slot of the probability setting device 14 and the setting key rotated in a predetermined direction, operating the reset switch (not shown) will reset the main control device 10, initializing the setting value in the probability setting device 14 (to setting 1), and also initializing (zeroing down) the difference counter, which will be described later. Note that the difference counter will also be initialized if the setting value is changed in any way other than by operating the reset switch. In other words, the main control device 10 is equipped with an initialization means capable of initializing the difference information (value of the difference counter) counted by the difference information counting means (main control device 10).
[0029] Furthermore, the current setting value in the probability setting device 14 can also be checked. After powering on, inserting the setting key into the key slot of the probability setting device 14 and rotating it in a predetermined direction will display the current setting value on the setting confirmation display.
[0030] Alternatively, the probability of winning in the special game state may be controlled by a fixed probability value, without being affected by the setting value of the probability setting device 14. Furthermore, by changing the probability of transitioning to the CZ state or AT state based on the setting value in the probability setting device 14, the degree of advantage for the player can be changed in multiple stages. In addition to the special game state, the probability of winning a predetermined minor role (for example, the bell role) may be changed to multiple levels (for example, 6 levels).
[0031] The external output terminal 18 outputs information related to gameplay on slot machine 1 to a management device (not shown) and a calling device (not shown) installed in the amusement parlor. The main control device 10 controls the output of information for collecting various data such as the number of games played on slot machine 1, the number of tokens inserted, the number of tokens paid out, and the number of occurrences and transition periods of advantageous game states for the player (for example, the pseudo-bonus state and AT state described later).
[0032] The drum unit 4d is a device that integrates reels 4a to 4c and stepping motors (not shown) that rotate each of the reels 4a to 4c. The medal dispensing device 7 has a medal storage unit (not shown) that collects medals inserted into the medal selector 2b as medals before dispensing, and dispenses the medals stored in the medal storage unit to the medal dispensing port 7b. The medal dispensing device 7 is equipped with a sensor that detects the dispensed medals. The medal selector 2b is located downstream of the medal slot 2 and is equipped with a sensor that detects medals inserted into the medal slot 2.
[0033] The storage unit of the main control device 10 stores various information such as game programs related to the game, tables for determining small wins and AT status, etc. Furthermore, the main control unit 10 operates using a control unit and a storage unit that stores programs, thereby performing processing related to the progress of gameplay on the slot machine 1.
[0034] The main control unit 10 performs processes such as starting the game and sampling random numbers from a random number generator (not shown) based on the signal from the start lever 3. It then performs a lottery process for winning combinations based on the sampled random numbers. Furthermore, according to the control program of the memory unit, it performs a random number generation process by updating the random numbers at predetermined timings, and performs a lottery process for transitioning to a pseudo-bonus state, a lottery process for transitioning during the AT state, and a lottery process for adding bonuses during the AT state based on the generated random numbers.
[0035] In other words, the main control device 10 is equipped with a lottery means that, in response to the execution of a game, determines whether or not to grant benefits such as minor roles, pseudo-bonus states, or AT states. Furthermore, the lottery patterns using random numbers are not limited to those mentioned above. For example, the lottery for winning combinations may be based on random numbers generated by software, and the lottery for transitioning to pseudo-bonus states or AT states, or for adding bonuses, may be based on random numbers generated by a random number generator. Alternatively, all lotteries may be performed using random numbers generated by software or random numbers generated by a random number generator.
[0036] Furthermore, the main control unit 10 controls the rotation of the reels 4 based on signals from the start lever 3. Based on signals from sensors (not shown) provided on each reel 4a, 4b, and 4c, the main control unit 10 detects the rotational position of each reel 4a, 4b, and 4c, and is able to determine the rotational position of the symbols on each reel 4a, 4b, and 4c. Then, based on signals from the stop button 5, it controls the reels to stop the desired symbols within the display window 6.
[0037] Furthermore, the main control device 10 enables gameplay of the slot machine 1 by controlling game progression processing, including internal lottery processing, management of various information stored in the memory unit, and devices such as the medal payout device 7, in response to the operation of the operation unit such as the start lever 3.
[0038] The sub-control unit 20 is connected to the performance button 2d, upper performance button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, and sub-display 17 via communication cables and is capable of communication. The sub-control unit 20 controls these devices according to the control information from the main control unit 10. The sub-control unit 20 also includes a memory unit and a control unit.
[0039] The storage unit of the sub-control device 20 stores various information such as programs related to the performance, performance image data, and audio data. The sub-control unit 20 operates using a control unit and a memory unit that stores programs, and performs processing such as effects synchronized with the gameplay of the slot machine 1 in response to commands (control information) from the main control unit 10. For example, it controls the main display unit 8, lamps 11, speaker 9, etc., to display effect images indicating transitions in game state, output sound effects, and lamp effects.
[0040] Furthermore, the sub-control device 20 can control the switching timing of each effect based on signals from the effect button 2d, the upper effect button 2f, and the touch panel of the sub-display 17. Either or both of the main control device 10 and the sub-control device 20 are configured to include the following: section control means, special game state control means, difference information counting means, first advantageous section end control means, second advantageous section end control means, selection means, difference information suggestion means, minimum number changing means, bonus granting probability changing means, forced activation means, ending performance control means, fake ending performance control means, game value notification means, lottery means, stop control means, game value granting means, bonus granting lottery means, special game state end control means, performance control means, notification control means, advantageous section control means, difference information counting means, advantageous section end control means, bonus granting means, stop control means, first high probability state control means, second high probability state control means, first progress management means, first special game state control means, second progress management means, second special game state control means, third special game state control means, and pre-notification means.
[0041] Such a slot machine 1 is configured to be able to perform the following slot machine games under the control of the main control device 10.
[0042] To start the game, insert tokens into token slot 2, or set the number of tokens to bet using credit tokens by pressing the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, 3), one of the conditions for starting the game is met, and the player enters a state where they have the right to play one game.
[0043] In this game-startable state, the operation of start lever 3 becomes active. When start lever 3 is tilted in this active state, all the conditions for starting the game are met, the game starts, and reels 4a to 4c, which display multiple symbols, begin to move. At the same time, an internal lottery process is executed to determine the results of the current game's draw for multiple roles (including misses), such as replays and minor roles, as well as transitions to pseudo-bonus states and AT states, before reel 4 stops. In the internal lottery process, the winning combination for the current game is determined by drawing lots from among multiple winning combinations based on predetermined winning probabilities. For example, the lottery may yield results such as a replay combination or a bell combination.
[0044] Furthermore, even if the main control unit 10 receives a signal from the start lever 3, if the elapsed time since the start of reel 4 rotation in the previous game has not reached a predetermined time (for example, 4.1 seconds), it will temporarily delay the start of reel 4 rotation (inserting a waiting time) to limit the number of games played per unit time (for example, 1 minute) to a predetermined number (for example, 14). In other words, the main control unit 10 is equipped with a game count limiting means that can limit the number of games played per unit time to a predetermined number. This control ensures that the minimum execution time required for one game is set to a predetermined time (for example, 4.1 seconds). Furthermore, the period for monitoring the shortest execution time mentioned above does not have to be set based on the start of reel 4's rotation between games. For example, it could be based on the point in time when the stop button 5 is activated. Any point in time can be used as the basis as long as the number of games per unit time can be monitored.
[0045] Each reel 4a to 4c is an example of a display means, and on the circumferential surface of each reel 4a to 4c, multiple symbols (replay, bell, watermelon, cherry, BAR, 7) are displayed in a predetermined arrangement, and the rotation speed is gradually increased from a stopped state until it reaches a steady rotation at a constant speed. When this steady rotation is reached, the stop buttons 5a to 5c, which are provided for each reel 4a to 4c, become pressable.
[0046] In this state, when each stop button 5a to 5c is pressed, each reel 4a to 4c is controlled to stop in a combination of symbols that is permitted based on the timing of the operation and the result of the internal lottery process. Each reel 4a to 4c has a set stop control (pull-in stop control) with a pull-in range. When the stop operation is performed, a predetermined number of symbols (for example, 4) located in the reverse rotation direction (upward) from the symbol at the time of the stop operation can be pulled in, and only any of the symbols within this pull-in range can stop on the active line.
[0047] When stopped, the three consecutive symbols displayed on reels 4a to 4c, which are arranged vertically, stop (stop display) so that they face out of the machine through the display window 6. Whether or not a prize has been won is determined based on the manner in which the symbols are displayed at this time. Winning is determined based on the combination of symbols that stop on the middle winning line connecting the middle symbols of each reel 4 within the display window 6. Therefore, for example, even if the predetermined symbols line up on a diagonal line, the winning combination will actually be determined by the combination of symbols that are not lined up but are stopped in the middle at that time.
[0048] Winning combinations, such as minor roles and replay roles, are determined based on the combination of symbols on these winning lines. Minor roles include, for example, the bell role, the watermelon role, and the cherry role.
[0049] There are two types of bell symbols, each with a different combination of corresponding symbols. For example, there can be a common bell symbol where the corresponding symbols are "bell-replay-bell" in the order of "left reel 4a, middle reel 4b, right reel 4c" (and so on) on the winning line, and a push-order bell symbol where the corresponding symbols are "bell-bell-bell".
[0050] The common bell symbol is a small win in which the corresponding combination of symbols ("bell-replay-bell") stops regardless of the order in which the stop buttons 5a to 5c are pressed. The ordered bell symbol is a small win in which the corresponding combination of symbols ("bell-bell-bell") stops when a specific order of pressing the buttons is followed.
[0051] Furthermore, the push-order bell symbols include six types, 1 to 6, where pressing one of the six possible button presses (for example, "5a→5b→5c", "5c→5b→5a", etc.) to operate the stop buttons 5a to 5c, resulting in the corresponding symbol combination ("bell, bell, bell") being displayed. If the stop buttons 5a to 5c are operated using any of the other five button presses (any button presses other than the specific one), the corresponding symbol combination ("bell, bell, bell") will not be displayed, and instead, other symbol combinations such as "bell, bell, replay" (referred to as "bell spill") will be displayed.
[0052] Furthermore, when a push-order bell combination is won, regardless of whether the second or third stop button 5 is operated, if only the first stop button 5 is operated in a specific order, the reel 4 may be controlled to stop in a way that the combination of symbols corresponding to the push-order bell combination stops. Also, the push-order bell combination is not limited to 6 types, but may be set to 3 types, push-order bells 1 to 3.
[0053] The watermelon symbol is a minor symbol (rare symbol) where the corresponding symbol combination is "watermelon, watermelon, watermelon". There is a weak watermelon symbol where "watermelon, watermelon, watermelon" stops on the upper or lower line, and a strong watermelon symbol where "watermelon, watermelon, watermelon" stops on the upward-sloping line or the downward-sloping line. The Cherry symbol is a minor (rare) symbol combination that results in "Cherry-ANY-ANY". There are two types of Cherry symbols: the weak Cherry symbol, where the Cherry stops in the upper or lower position of the left reel 4a, and the strong Cherry symbol, where the Cherry stops in the middle position of the left reel 4a.
[0054] There are two types of replay symbols, each with a different combination of symbols: a regular replay symbol (hereinafter referred to as the replay symbol) with the combination of symbols "replay-replay-replay", and a chance replay symbol (chance symbol) with the combination of symbols "replay-bell-bell". "Replay-Bell-Bell" (Chance Symbol) is a combination of symbols that stops and displays when a Chance Replay is won. Along with the Watermelon and Cherry symbols, it is set as a so-called rare symbol with a relatively low probability of winning in the internal lottery process. Of these, the Weak Watermelon and Weak Cherry symbols are set as Weak Rare Symbols, while all other symbols are set as Strong Rare Symbols.
[0055] Furthermore, the main control unit 10 and the sub-control unit 20 are capable of generating AT (Assist Time) as a game state related to the push-order bell role. In AT, when a push-order bell role is won, the main display unit 8 and the navigation lamp 12 notify the player of the order in which to press the buttons for the won push-order bell role (execute push-order navigation). In other words, the sub-control device 20 is capable of executing control that notifies operation information (specific operation information) for deriving a specific result ("Bell, Bell, Bell") as a result of the game. Therefore, the occurrence of AT makes it easy for players to acquire medals, and this is controlled during the pseudo-bonus state and AT state, which will be described later. Alternatively, the navigation lamp 12 may be configured to be directly driven and controlled by the main control unit 10 without going through the sub-control unit 20.
[0056] Based on the combinations of symbols described above, the winning of minor roles, replay roles, and bonus roles is determined (determination means). If the result of the determination is that the combination of symbols corresponds to the respective combinations described above, a win is achieved and a game value corresponding to the achievement of each win is awarded. For example, when a combination of symbols corresponding to minor winning combinations such as bell, cherry, or watermelon stops, it is determined that a minor winning combination has been achieved, and the medal payout device 7 is driven and controlled so that a predetermined number of medals are dispensed through the medal payout port 7b.
[0057] Specifically, in the case of bell symbols (common bell symbols and ordered bell symbols), if the corresponding combination of symbols stops and is displayed, 8 medals will be dispensed. Furthermore, when a specific button sequence bell is won, if the stop buttons 5a to 5c are operated in a sequence other than the designated sequence (one of five possible sequences), no medals will be dispensed. Furthermore, when a button sequence bell is won, if the stop buttons 5a to 5c are operated in a sequence other than the specific sequence (5 possible sequences), the machine may dispense fewer than 8 medals (for example, 1 medal), or it may dispense fewer than 8 medals (for example, 1 medal) in some sequences other than the specific sequence, and not dispense medals in the other sequences. Furthermore, the probability of winning the bell symbol is set so that the number of medals held by the player increases during the AT state, which will be described later.
[0058] Additionally, if a combination of symbols corresponding to the weak watermelon or strong watermelon combination stops and is displayed, two medals will be dispensed. Additionally, if a combination of symbols corresponding to a weak cherry or a strong cherry stops on the reels, one medal will be dispensed. Furthermore, the number of medals dispensed when a combination of symbols corresponding to each role is displayed may be different from the numbers mentioned above.
[0059] Furthermore, the stopping display of combinations of symbols corresponding to the replay and chance replay roles determines whether a replay or chance replay role has occurred, allowing the next game to be played with the same bet amount as the previous game without inserting any more tokens (without setting a bet amount).
[0060] Furthermore, the probability of winning each minor role and replay role is set such that, at each setting value, the relationship is bell role > replay role > weak cherry role > weak watermelon role > chance replay role > strong cherry role > strong watermelon role, meaning that the bell role is the easiest to win and the strong watermelon role is the hardest to win. Furthermore, the relationship between the winning probabilities of each role may be different from that described above.
[0061] [Transition of game state in a gaming machine] Next, the transition of the game state in the slot machine 1 in this first embodiment will be explained with reference to Figure 3. In the slot machine 1 of this first embodiment, it is possible to play a 3-bet game by spending 3 tokens (3 bets) to play the game. Figure 3 shows the transition of the game state when a 3-bet game is being played, which is realized by the control of the main control device 10. In this first embodiment, the game state transition control is performed only when a 3-bet game is being played, and control is performed to prevent the game state transition in other games (for example, a 2-bet game). However, it is also possible to allow the game to be played only when a 3-bet is played, and to prohibit the game from being played with any other number of bets. From now on, the 3-bet game will be referred to simply as "the game."
[0062] As shown in Figure 3, the gameplay of the slot machine 1 in this first embodiment is performed in multiple game states: normal game state, CZ state, pseudo-bonus state, and AT state. The main control device 10 can control the transition from one game state to another based on the fulfillment of predetermined transition conditions.
[0063] Furthermore, the main control device 10 of this first embodiment is equipped with a section control means that can control the game section to either a normal section or a favorable section, separate from the game state described above. The normal section is a gameplay section in which no button-pressing navigation 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. During normal operation, the advantageous section lamp 13 is controlled to be off.
[0064] Furthermore, in the normal section, the transition to the advantageous section is determined when the conditions for transitioning to the advantageous section are met, for example, when a specific role (for example, the bell role) is won in the internal lottery. Furthermore, the conditions for transitioning to the AT state may be met based on the winning of a predetermined rare role during the normal section, and in this case, it is preferable to transition to the AT state after the conditions for transitioning to the advantageous section have been met. Therefore, since the push-button navigation will be executed after the conditions for transitioning to the advantageous section have been met, the push-button navigation will not be performed during the normal section. Furthermore, when the main control unit 10 is reset, it is controlled to the normal section.
[0065] The advantageous period is a game period in which button-press order navigation may be performed, and because button-press order navigation may be performed, it is a game period that is more advantageous for the player compared to the normal period. Furthermore, the advantageous period begins when the conditions for transitioning to the advantageous period are met in the normal period and the next game starts, and ends when the predetermined conditions for ending the advantageous period are met. In other words, the main control device 10 is equipped with a favorable section control means that can control the game section into a favorable section in which control is performed in a manner that is advantageous to the player. During the advantageous period, the advantageous period lamp 13 is controlled to be lit.
[0066] Furthermore, after transitioning to the advantageous section, the advantageous section lamp 13 may be turned on when the number of medals held by the player increases due to the execution of the push-button navigation (for example, a pseudo-bonus state). Furthermore, the advantageous section lamp 13 may be kept off even when transitioning to the advantageous section, or it may be made to light up only when transitioning to the AT state, even when transitioning to the advantageous section. Furthermore, while it is not necessary to provide the advantageous section lamp 13, it is preferable to provide an AT status lamp controlled by the main control device 10 instead, so that the AT status lamp lights up when the AT state is active.
[0067] Furthermore, the advantageous period transitions to the normal period based on the fulfillment of the conditions for ending the advantageous period during that period. Examples of conditions for ending the advantageous period include when slot machine 1 (main control device 10) is reset (including when settings are changed). As will be explained in more detail later, the advantageous period generally continues when the AT state ends, but it may also end depending on the value of the net payout counter at the end of the AT state. In addition, it is also possible to set conditions for ending the advantageous period to be met in some cases when the AT state ends.
[0068] Furthermore, as will be explained in detail later, slot machine 1 is equipped with a limiter function (hereinafter simply referred to as the limiter) which is a limiting function to restrict the number of medals that the player can win, and the conditions for ending the advantageous period are met even when the limiter is activated. For example, a limiter is activated if the difference in the number of tokens dispensed (number of tokens paid out - number of tokens inserted) during a single advantageous period exceeds the upper limit (for example, +2400 tokens).
[0069] In addition to the above, the limiter may also be activated when the number of games in a single advantageous period (advantageous period games) reaches the upper limit (for example, 3000 games). Furthermore, the advantageous period ends when any of the above-mentioned conditions for ending the advantageous period are met.
[0070] Furthermore, in this first embodiment, although the details will be described later, the operation of the limiter is determined in advance while the AT state is in progress, and the period from this determination until the limiter is activated is set as the ending period. An ending sequence is then performed to celebrate in advance that the advantageous state for the player has continued to the maximum limit.
[0071] Furthermore, in the slot machine 1 of this first embodiment, the transition between the normal section, which is a section where the push-button navigation cannot be performed, and the advantageous section, which is a section where the push-button navigation can be performed, is controlled based on the execution of the game. Initially, the slot machine 1 is controlled to the normal section, and when a predetermined transition condition is met during the execution of a game in the normal section (for example, when a bell symbol is won), a transition to the advantageous section occurs.
[0072] (Normal gameplay state) The normal game state is the state in which the player remains when the main control device 10 of slot machine 1 is reset, etc., and it is a disadvantageous state for the player. As shown in Figure 3, the main control unit 10 performs a lottery process to determine the transition to the CZ state, pseudo-bonus state, or AT state while the player is in the normal game state. Depending on the specifications of the slot machine 1, it is also possible to prevent a direct transition from the normal game state to the AT state. In normal gameplay states, such as when the main control device 10 of slot machine 1 is reset, the gameplay section is controlled to the normal section, and when the conditions for transitioning to the advantageous section during normal gameplay are met, the gameplay section transitions from the normal section to the advantageous section.
[0073] Furthermore, the main control device 10 determines the number of games until the next pseudo-bonus state is reached when transitioning to an advantageous section, when the pseudo-bonus state ends, and when the AT state ends. When the number of games played during normal gameplay reaches the determined number of games, the game state is transitioned from normal gameplay to the pseudo-bonus state. When determining the ceiling game count, the main control device 10 selectively selects one of several predetermined ceiling game counts. If the determined ceiling game count is a relatively small value, the next pseudo-bonus state will occur relatively early. Therefore, the transition to the pseudo-bonus state will occur when the number of games reaches the ceiling number of games, or when the lottery for transitioning to the pseudo-bonus state is won.
[0074] The maximum number of games to be played may be any of several maximum number of games to be played, and for example, the selection result may be changed according to the setting value in the probability setting device 14, or a mode for determining the maximum number of games to be played may be provided, and the manner in which the maximum number of games to be played may be changed according to the type of mode.
[0075] Furthermore, the game has two states: a normal probability state and a high probability state. In each game, the probability of transitioning to a pseudo-bonus state is controlled to be higher in the high probability state than in the normal probability state.
[0076] The transition between probability states is controlled such that, for example, when a weak watermelon or weak cherry is won, there is a 30% chance of transitioning from the normal probability state to the high probability state. On the other hand, as a predetermined condition for dropping out of the high probability state, for example, when a replay, a bell, or a miss is won, there is a 5% chance of transitioning from the high probability state to the normal probability state.
[0077] The probability of winning a pseudo-bonus state is set at 20% in the normal probability state, for example, when a chance role or strong cherry role is won, and at 50% in the high probability state when a chance role or strong cherry role is won. When the probability state changes from the normal probability state to the high probability state, the sub-control device 20 controls the main display 8 to notify that it is in the high probability state. For example, if the stage displayed during normal gameplay shows the main character moving through a grassland, the background of that stage is changed from a daytime background to an evening background to notify that it is in the high probability state.
[0078] However, instead of automatically changing the stage when a high probability state is reached, a stage change lottery is conducted during the high probability state with a predetermined probability (for example, 30%), and the stage is changed only if this lottery is won. Furthermore, even during normal probability states, a lottery to change to a different stage is held with a predetermined probability (2%), and if this lottery is won, control is implemented to change the stage to one that indicates a high probability state.
[0079] On the other hand, even when staying on a stage with an evening background, a lottery is held to change to a daytime background. In games with normal probability, the probability of winning the change lottery is relatively high (for example, 20%), while in games with high probability, the probability of winning the change lottery is relatively low (for example, 5%). Therefore, even if a stage features an evening background, it doesn't necessarily mean you're in a high-probability state; an evening background merely indicates a high-probability state.
[0080] Furthermore, if the setting value in the probability setting device 14 is changed, or if the main control device 10 is reset, after transitioning to the advantageous section via the normal section, the game can be effectively started in the normal game state in the normal probability state. However, for each setting value in the probability setting device 14, the normal game state may be started in a high probability state with a predetermined probability. Furthermore, during the high-probability state, it may be possible to increase the probability of winning the CZ state or AT state, in addition to the pseudo-bonus state.
[0081] Furthermore, during normal gameplay, a simulated game is executed based on the fulfillment of predetermined conditions, and a game is executed that notifies the player of a transition to a predetermined game state (for example, a simulated bonus state). Furthermore, the above-mentioned benefits (CZ state, pseudo-bonus state, AT state) may also be determined by a lottery based on simulated gameplay.
[0082] During normal gameplay, individual animations that are completed in a single game are executed with a predetermined probability on the main display 8 or the sub-display 17. Individual effects are effects that are primarily performed to heighten the player's anticipation, and include winning effects that are performed based on the results of the role lottery in the main control device 10. In addition, individual effects include those that are executed based on the probability state at that time (normal probability state or high probability state), and those that are executed to explain the game, etc.
[0083] Furthermore, the individual effects, as will be explained in detail later, include dialogue effects in which a predetermined character image is displayed on the main display unit 8, along with a predetermined dialogue image depending on the limiter mode. Winning animations are animations primarily performed to announce the results of the prize draw. They involve displaying an item that indicates the winning prize (e.g., a rare prize) along with the appearance of a designated character, or displaying text information such as "Chance" or "Super Hot" to indicate the likelihood of a bonus (e.g., a pseudo-bonus state) occurring along with the appearance of a designated character. These animations display images corresponding to the type of prize won and the results of the draw related to the awarding of bonuses triggered by that winning prize (e.g., a rare prize).
[0084] • Transition process from normal gameplay to pseudo-bonus state (arrow a in Figure 3) During normal gameplay (advantageous period), the number of games played is counted, and when the number of games played reaches a predetermined number (special number: ceiling game count), the game transitions from normal gameplay to a pseudo-bonus state. The maximum number of games to be played is determined when the game transitions from the normal game phase to the advantageous game phase, when the pseudo-bonus state ends, and when the AT state ends, and the maximum number of games to be played at that time is set.
[0085] Furthermore, during normal gameplay, when a specific combination of symbols is achieved, a lottery is held to determine whether the player will transition to a pseudo-bonus state. If the player wins the transition lottery with a predetermined probability, the player will transition from normal gameplay to a pseudo-bonus state.
[0086] More specifically, the main control unit 10 performs a preliminary lottery process for transitioning to a pseudo-bonus state based on the winning of a predetermined rare role as a specific lottery result. For example, when a chance role or a strong cherry role is won, the transition to a pseudo-bonus state is performed at a predetermined probability (for example, 20%). The pseudo-bonus state is a game state that continues until a predetermined number of games are played, during which a lottery is held to determine whether the player will transition to the AT state. Details of the pseudo-bonus state will be described later.
[0087] Furthermore, in normal gameplay, the probability of winning a pseudo-bonus state when a predetermined rare role is won can be changed according to the setting value in the probability setting device 14, which is a setting means. For example, when a strong cherry role is won, the probability of transitioning to the pseudo-bonus state is 10% for setting 1, 12% for setting 2, 14% for setting 3, 16% for setting 4, 18% for setting 5, and 20% for setting 6.
[0088] Furthermore, the decision to transition to a pseudo-bonus state, that is, whether or not to grant a bonus, may be made in a manner other than consuming the ceiling number of games or drawing rare roles by a lottery method. For example, the decision to transition to a pseudo-bonus state may be made when a predetermined role (e.g., the bell role) is won (or actually occurs a predetermined number of times) or a lottery for the pseudo-bonus state may be held at that time. Alternatively, predetermined points may be added according to the lottery for the role, and the points added may be changed depending on the type of role won and the state in which the role was won, and the decision to transition to a pseudo-bonus state may be made when these points reach a predetermined number or a lottery for the pseudo-bonus state may be held at that time.
[0089] Furthermore, a pseudo-bonus state may be generated during the AT state, as described later. Furthermore, in this first embodiment, the triggers for the pseudo-bonus state are set to the chance role and the strong cherry role, but the pseudo-bonus state may be drawn when other roles are won.
[0090] During a predetermined period immediately before the number of game plays reaches the maximum number of games, and if the player wins the lottery for transitioning to the pseudo-bonus state, a pre-announcement sequence for a predetermined number of games (for example, 18 games) is executed on the main display 8 to increase the player's anticipation of transitioning to the pseudo-bonus state and to inform the player that they will ultimately transition to the pseudo-bonus state.
[0091] In other words, even if the main control unit 10 has decided in advance to transition to a pseudo-bonus state, it does not immediately transition to the pseudo-bonus state, but rather causes the pseudo-bonus state to occur after a predetermined number of games have been played from that point onward. The sub-control unit 20, based on the fact that the main control unit 10 has decided in advance to cause the pseudo-bonus state to occur, controls the execution of a pre-bonus performance as a pre-bonus performance during a predetermined number of game play periods before transitioning to the pseudo-bonus state. Therefore, the sub-control device 20 is capable of executing a pre-bonus sequence over multiple games during a predetermined period before the bonus is awarded, in cases where the transition to a pseudo-bonus state is predetermined as the awarding of a bonus.
[0092] Furthermore, before reaching the ceiling game count, and when the pseudo-bonus state is determined by the above transition lottery, a predetermined waiting period of a certain number of games (for example, 12 games) is set in the period immediately before the main pre-bonus sequence is executed, and the main pre-bonus sequence is executed after the end of this waiting period. During the waiting period, for example, the probability of individual animations being performed is increased, raising the player's anticipation for the main pre-announcement animation to be performed. Therefore, when transitioning to the pseudo-bonus state, the transition will occur after the waiting period and the execution of the pre-bonus sequence.
[0093] During the pre-announcement sequence, the main display 8 switches to a stage image with a different background than that seen during normal gameplay, and a sequence of animations is performed on the pre-announcement stage in which the characters perform actions different from those seen during normal gameplay. For example, an animation on the pre-announcement stage in which a character moves through a cave is performed over multiple games. These animations do not change even after one game ends. For example, even if the screen changes due to various events in a given game, the animation itself, such as the character moving through a cave, remains unchanged and continues into the next game. Therefore, the pre-announcement sequence is a series of animations that are performed across multiple games. Furthermore, the pre-bonus stage has multiple patterns with different backgrounds, etc., and the sub-control device 20 controls which pre-bonus stage pattern is selected depending on whether or not the pseudo-bonus state has been won at that time.
[0094] Furthermore, if the number of game plays is not immediately before reaching the maximum number of games, and if a rare role (for example, a chance role) that triggers a transition to the pseudo-bonus state is won, but the lottery for transitioning to the pseudo-bonus state is not won, a fake premonition sequence of a predetermined number of games (for example, 18 games) is executed on the main display 8 to inform the player that the player will not ultimately transition to the pseudo-bonus state, just as when the player wins the pseudo-bonus state.
[0095] In other words, the sub-control device 20 can execute fake pre-bonus sequences over multiple games based on the fulfillment of predetermined conditions when the main control device 10 has not predetermined the transition to the pseudo-bonus state. Therefore, regardless of whether the main control device 10 has decided in advance to transition to a pseudo-bonus state, the sub-control device 20 can execute a performance (a genuine pre-bonus performance or a fake pre-bonus performance) that can indicate whether or not a bonus will be granted, if predetermined conditions such as winning a chance role are met, across multiple games.
[0096] Furthermore, the fake premonition sequence may be executed at a predetermined probability (for example, 50%) when a rare role that triggers a transition to the pseudo-bonus state is won, but the lottery for transitioning to the pseudo-bonus state is not won, or it may be executed in all cases. Furthermore, when executing a fake premonition sequence at a time when the number of game plays is not immediately before reaching the ceiling game count, it is preferable to execute the fake premonition sequence in a period (zone) that is likely to be selected based on a predetermined setting. In this way, even if the game does not transition to a pseudo-bonus state when the period in which the ceiling game count is likely to be selected is reached, it is possible to increase the player's sense of anticipation.
[0097] Furthermore, when a fake pre-announcement sequence is executed based on the winning of a rare role, a fake waiting period of a predetermined number of games (for example, 12 games) is set immediately before the fake pre-announcement sequence is executed, similar to when a pseudo-bonus state is won. Both genuine and fake pre-announcement sequences basically consist of a series of sequences spanning multiple games, with the same visuals (stage or characters appearing, etc.), but the content of the announcement at the end differs, thus maintaining the player's anticipation until the very end.
[0098] Furthermore, in both the genuine pre-announcement and fake pre-announcement sequences, notification is given as to whether or not the game will ultimately transition to a pseudo-bonus state. In this case, the main display 8 will execute a continuous sequence of events starting a few games before the final game of the pre-announcement sequence (for example, two games before). The continuous sequence of events is executed, for example, as a battle sequence consisting of images in which an ally character and an enemy character battle for a predetermined number of games (for example, three games).
[0099] In the continuous animation (battle animation), an animation sequence is executed for each game in which allied and enemy characters compete in a predetermined battle event, and the animation content of each game is carried over to the next game. For example, if an allied character is in a disadvantageous situation in a given game, the animation will be executed in such a way that the situation is carried over to the next game, and ultimately an animation will be executed in which one of the characters wins. Furthermore, in continuous sequences (battle sequences), the types of allied characters, enemy characters, and types of battle events that appear may be changed depending on whether or not the game transitions to a pseudo-bonus state.
[0100] Furthermore, the content of the battle between allied and enemy characters in each game is determined by whether or not a predetermined pseudo-bonus state is entered. For example, when a pseudo-bonus state is entered, the game is set up so that allied characters have an advantage more often than when the state is not entered. In other words, a continuous sequence of events is a series of events that are executed across multiple games. Additionally, button-pressing sequences may be executed concurrently with continuous sequences.
[0101] Then, if the game transitions to a pseudo-bonus state (in the case of a genuine pre-bonus sequence), an image showing the allied character ultimately winning will be displayed to indicate the transition to the pseudo-bonus state. If the game does not transition to a pseudo-bonus state (in the case of a fake pre-bonus sequence), an image showing the allied character ultimately losing will be displayed to indicate that the game will not transition to a pseudo-bonus state.
[0102] Furthermore, instead of a continuous sequence of events, a sequence that concludes only in the final game of the main pre-announcement sequence and the fake pre-announcement sequence may be performed, and notification regarding the transition to the pseudo-bonus state may be given based on the result of that sequence. Furthermore, the main pre-announcement and fake pre-announcement sequences may be triggered without executing the above-mentioned waiting period. Also, the fake pre-announcement sequence may be triggered only when a rare role that triggers a transition to the pseudo-bonus state is won, or it may be triggered at a predetermined probability.
[0103] Alternatively, after a rare role is won, the game may be configured to execute only the consecutive sequences during the pre-bonus sequence to transition to a pseudo-bonus state or similar. Furthermore, the number of games for the main pre-announcement sequence and the fake pre-announcement sequence can be any number of games, or it may be selectively determined from multiple numbers of games (for example, 15 to 20 games). Similarly, the waiting period may also be selectively determined from multiple numbers of games (for example, 10 to 15 games), so that the waiting period changes.
[0104] Furthermore, the number of selectable games for the execution period of both the genuine pre-announcement and the fake pre-announcement may be set to be the same, but during the genuine pre-announcement, it may be possible to select a number of games that would not be available in the fake pre-announcement. In this way, if the pre-announcement ends after a number of games that would not be possible in the fake pre-announcement, or if the pre-announcement continues for a number of games that would not be possible in the fake pre-announcement, it will be confirmed that it is a genuine pre-announcement, thereby increasing the player's sense of anticipation.
[0105] • Transition process from normal gameplay state to CZ state (arrow c in Figure 3) In the normal game state, the main control unit 10 performs a lottery process to determine the transition to the CZ state based on the winning of a predetermined rare role. For example, when a strong watermelon role is won, the transition to the CZ state is performed with a predetermined probability (for example, 10%). The condition for transitioning to the CZ state is winning this transition lottery.
[0106] Furthermore, in order to increase the player's anticipation of transitioning to the CZ state, even if a predetermined rare role is won and the transition to the CZ state is determined, the main display 8 may not immediately transition to the CZ state, but instead execute a predetermined number of CZ state sequences (for example, 3 games) to notify the player that they will eventually transition to the CZ state.
[0107] Furthermore, even if a player wins a predetermined rare role but fails to win the lottery for transitioning to the CZ state, the main display 8 may execute a fake CZ state sequence for a predetermined number of games (for example, 3 games) to inform the player that they will not ultimately transition to the CZ state. In this case, the CZ state sequence and the fake sequence may basically feature the same characters, etc., but the content of the final announcement may differ to maintain the player's anticipation until the very end.
[0108] For example, as a continuous sequence of events (or a fake continuous sequence) during the CZ state, the game may execute a sequence of images in which the character participates in a sports competition. In this case, during the continuous sequence (or fake continuous sequence), the sports competition is executed continuously throughout the games in between, and if the CZ state is won, the character ultimately succeeds in the competition (for example, scoring a goal in soccer), while if the CZ state is not won, an image of the character failing the competition is executed.
[0109] • Transition process from normal gameplay state to AT state (arrow g in Figure 3) In the normal game state, the main control unit 10 performs a lottery process to determine the transition to the AT state based on the winning of a predetermined rare role. For example, when a strong cherry role is won, the transition to the AT state process is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. Furthermore, in addition to transitioning to the AT state during normal gameplay based on the winning of a predetermined rare role, the transition may also occur at a predetermined probability (for example, 1%) when a losing lottery result is obtained in which no minor role is won.
[0110] In this first embodiment, the transition to the AT state is mainly performed via a pseudo-bonus state in order to enhance the player's expectations; therefore, the probability of transitioning directly from the normal game state to the AT state is set to an extremely low probability. Furthermore, the probability of transitioning directly from the normal game state to the AT state may be changed according to the probability setting in the probability setting device 14, or the probability of winning the lottery to transition directly from the normal game state to the AT state may be limited to relatively high setting values (for example, settings 4 to 6). Furthermore, in normal gameplay, if the player wins the lottery for transitioning to the AT state, a waiting period and a pre-announcement sequence will be executed, similar to when the pseudo-bonus state occurs as described above, and the AT state will be activated after the pre-announcement sequence ends.
[0111] Furthermore, if the player wins the lottery to transition directly from the normal game state to the AT state, the selection control of the pre-announcement effects may be different from that when the pseudo-bonus state occurs. For example, when transitioning directly to the AT state, the selection rate of pre-announcement effects consisting of characters and backgrounds that have a low appearance rate (or do not appear) in the fake pre-announcement effects may be increased compared to when the pseudo-bonus state occurs. In addition, pre-announcement effects that are not executed when the pseudo-bonus state occurs may be executed only when transitioning directly to the AT state.
[0112] (CZ state) In the CZ state, when a push-order bell combination is won, no push-order navigation is provided. However, the probability of transitioning to the pseudo-bonus state is higher in each game than in the normal game state, making it a game state where it is easier to transition to the pseudo-bonus state than when in the normal game state. Note that while button-pressing navigation is not performed when a button-pressing bell combination is won, it is also possible to perform button-pressing navigation when a button-pressing bell combination is won, or to perform button-pressing navigation only in a portion of the cases when a button-pressing bell combination is won, i.e., with a predetermined probability (for example, 40%) when a button-pressing bell combination is won.
[0113] While in the CZ state, it is easier to transition to the pseudo-bonus state than when in the normal gameplay state, so the CZ state is positioned as a chance zone in the flow of gameplay. The number of times the CZ state can be played is set to a minimum of 10 games. After 10 games, the main control device 10 will perform a lottery to determine when the CZ state will end. If the lottery is won, the CZ state will end in that game. During the CZ state, control information regarding the CZ state is transmitted from the main control unit 10 to the sub-control unit 20, and under the control of the main control unit 10 and the sub-control unit 20, various effects and the remaining number of games during the CZ state are displayed on the main display unit 8.
[0114] • Transition process from CZ state to pseudo-bonus state (arrow e in Figure 3) During the CZ (Chance Zone) state, a lottery process is performed in each game to determine whether to transition to a pseudo-bonus state. The probability of winning the lottery process for transitioning to the pseudo-bonus state is set according to the winning role in each game. For example, the probability of winning the lottery process for transitioning to the pseudo-bonus state is 50% when a rare role is won, 10% when a bell role or replay role is won, and 5% when it is a miss. The lottery for transitioning to the pseudo-bonus state is performed for each game during the CZ state, but whether or not a transition to the pseudo-bonus state occurs is determined in the final game of the CZ state. If a transition to the pseudo-bonus state is announced in the final game, the game state will transition to the pseudo-bonus state, just as in the normal game state.
[0115] In other words, the CZ state is similar to the high-probability state mentioned above in that the probability of transitioning to the pseudo-bonus state is higher than in the normal gameplay state. However, in the CZ state, even roles that do not trigger the pseudo-bonus state transition lottery in the normal gameplay state (such as bell roles and replay roles) can potentially transition to the pseudo-bonus state, making it a more advantageous state for the player than the high-probability state. Note that the lottery for transitioning to the pseudo-bonus state is executed when each winning combination is internally determined, so even if the symbol corresponding to the winning combination does not stop on reel 4 (in the case of a missed win), the lottery for transitioning to the pseudo-bonus state will still be executed. Furthermore, if the game transitions to a pseudo-bonus state upon the end of the CZ state, the gameplay period will continue as the advantageous period.
[0116] Furthermore, the probability of winning a pseudo-bonus state for some or all of the winning roles may be different from those described above. Also, the trigger role for the transition to the pseudo-bonus state during the CZ state may be different from those described above. Furthermore, while the system currently performs a lottery to determine the transition to a pseudo-bonus state when the bell symbol is won, it may also be possible to perform the lottery to determine the transition to a pseudo-bonus state based on whether the symbol corresponding to the bell symbol is won.
[0117] Furthermore, during the CZ state, a CZ state image is displayed on the main display 8 throughout the game, allowing the player to recognize that they are in the CZ state. Furthermore, if a game is played in which the player has won the lottery for transitioning to the pseudo-bonus state, a predetermined preparatory animation image (video) will be displayed during the game, and after the game ends, an announcement image will be displayed indicating that the player has transitioned to the pseudo-bonus state. For example, during the CZ state, the CZ state image will show an image of the main character sleeping. During a game in which the player wins the lottery to transition to the pseudo-bonus state, a preparatory video will be shown showing the main character in close-up, indicating whether or not he will wake up. After the game ends, an image will be displayed showing the main character waking up, indicating that the player has won the pseudo-bonus state.
[0118] Furthermore, even if a game is played during the CZ state that does not result in a pseudo-bonus state, the above preparation image will be displayed at a predetermined probability (for example, 10%). In this case, after the game ends, an image will be displayed showing the main character not waking up, indicating that the pseudo-bonus state was not won.
[0119] Furthermore, during the 10th game and beyond while in the CZ state, a lottery is held to determine the end of the CZ state. If the player wins this lottery, the screen will gradually darken during gameplay, and after the game ends, the screen will completely darken to indicate that the CZ state has ended. Furthermore, during the execution of games from the 10th game onward while in the CZ state, even if the termination lottery is not won (continuation), the same gradual darkening of the screen will be performed with a predetermined probability. In this case, the screen will brighten again after the game ends, indicating that the CZ state will continue.
[0120] Furthermore, the performance used to notify whether or not a pseudo-bonus state has been won during the CZ state does not have to be as described above. For example, a performance in which an ally character and an enemy character battle each other over a predetermined number of games may be performed, and the performance may be used to notify whether or not a player has transitioned to a pseudo-bonus state based on the result of that battle.
[0121] • Transition process from CZ state to normal game state (arrow d in Figure 3) If, while in the CZ state, the player does not win the lottery for transitioning to the pseudo-bonus state, but wins the lottery for ending the CZ state, the player will return to the normal game state after the end of that game. At this point, after the game ends, the screen of the main display unit 8 goes completely dark, and the end of the CZ state is announced without transitioning to the pseudo-bonus state. Furthermore, if the game transitions to a normal game state upon the end of the CZ state, the game period will continue as the advantageous period, but the game period may be transitioned from the advantageous period to the normal period.
[0122] Furthermore, when transitioning from the CZ state to the normal game state, the main control device 10 and the sub-control device 20 may, under their control, provide notification means (main display 8, speaker 9) that indicate the setting value set by the probability setting device 14. For example, the main display 8 and the sub-display 17 may display a predetermined character from among several characters. The character to be displayed is selected according to a pre-set selection probability corresponding to each setting value of the probability setting device 14, so it becomes possible to predict the setting value to some extent by the displayed character.
[0123] (Pseudo-bonus state) The pseudo-bonus state, a special game state, is a game state in which, during the game in the pseudo-bonus state, the player is notified of advantageous operation methods, such as the execution of push-order navigation for the push-order bell symbol, making it extremely easy to acquire medals.
[0124] Furthermore, the pseudo-bonus state continues for a predetermined period, and during that period, a lottery is held to determine whether the player will transition to the AT state. In this first embodiment, the pseudo-bonus state continues until the number of medals actually acquired by the player during the pseudo-bonus state (number of medals paid out - number of bets = net increase in medals) reaches a predetermined number (for example, 100 medals). In other words, the main control device 10 is equipped with a special game state control means that can control the game state to a pseudo-bonus state, which is a special game state advantageous to the player, during the advantageous period. Furthermore, the main control device 10 includes a special game state termination control means that can execute control to terminate the special game state based on the total number of game value points (net increase in tokens) granted to the player during the special game state reaching a specific number (for example, 100 tokens). Furthermore, the pseudo-bonus state may be terminated when the number of medals paid out during the pseudo-bonus state reaches a predetermined number, rather than when the net increase in medals reaches a predetermined number, or when the number of games played during the pseudo-bonus state reaches a predetermined number.
[0125] During the pseudo-bonus state, button-press navigation is performed, and the probability of winning the button-press bell is such that the number of medals increases if the player follows the button-press navigation. Therefore, if the player wins the lottery to transition to the AT state during the pseudo-bonus state, which is capable of acquiring a large number of medals, the AT state will be activated after the pseudo-bonus state ends. This allows the player to acquire a certain number of medals while playing the game to trigger the next pseudo-bonus state, resulting in a synergistically advantageous situation for the player.
[0126] Furthermore, in the first game after transitioning to the pseudo-bonus state, the control of the main control unit 10 extends the period from the operation of the start lever 3 to the operation of the stop button 5, which is longer than in a normal game. During this period, a pseudo-game (notification pseudo-game) is executed in which the reels 4 are rotated forward, then stopped at a special combination of symbols on the reels 4, and then rotated forward again, a so-called reel effect, and the player is notified that the pseudo-bonus state has been activated. Furthermore, instead of performing a notification-based simulated game in the first game after transitioning to the simulated bonus state to temporarily stop a special symbol combination (such as "7-7-7"), the simulated bonus state may be initiated in the game following the winning of a predetermined role (for example, a replay role). In this scenario, when the predetermined role is won, the stopping control of reel 4 is performed so that the special symbol combination stops when reel 4 is stopped in a predetermined order (for example, "5c→5b→5a"). By notifying the predetermined order of pressing when the predetermined role is won, the special symbol combination may be formed one game before the simulated bonus state begins.
[0127] The period during which the notification simulation is performed is set to, for example, 15 seconds. During this time, the operation of stop button 5 is disabled, so even if reel 4 is operating, the game cannot proceed. Furthermore, at the end of the notification-based simulated game, a special combination of symbols (such as "7, 7, 7") will temporarily stop (automatically stop). Therefore, although the simulated bonus state is a state in which navigation is executed in the same way as the AT state in terms of gameplay, it visually appears as if a so-called bonus state (real bonus state) has occurred, thus differentiating it from the AT state.
[0128] Furthermore, once the notification simulation game ends, reel 4 automatically starts rotating in the normal direction, and the stop button 5 becomes active, initiating the main game. From this point onward, the stopping operation for the first game after transitioning to the simulation bonus state becomes possible, just like in a normal game. Furthermore, during the reel animation, the sub-control device 20 controls the main display 8 to display an image corresponding to the reel animation, indicating the occurrence of a pseudo-bonus state.
[0129] • Transition process from pseudo-bonus state to AT state (arrow f in Figure 3) In the slot machine 1 of this first embodiment, as will be described in detail later, an AT challenge state occurs towards the end of the pseudo-bonus state, and a lottery process for transitioning to the AT state is performed for each game during this AT challenge state to determine whether or not to transition to the AT state. Furthermore, during games in the pseudo-bonus state, a lottery is conducted to increase the probability of winning during games in the AT Challenge state. Then, as a result of the AT state transition lottery process, if the conditions for transitioning to the AT state are met as a special condition, the game state will transition to the AT state after the AT Challenge state ends. Furthermore, if the game transitions to AT mode, the gameplay period will continue as the advantageous period.
[0130] In this first embodiment, the AT state transition lottery process is performed during the AT Challenge state in the pseudo-bonus state. However, it may also be performed in each game during the pseudo-bonus state without setting up an AT Challenge state, or it may be performed in a part of the pseudo-bonus state. Furthermore, when performing a lottery to determine the transition to the AT state in each game during the pseudo-bonus state, the lottery for the transition to the AT state may be performed at a fixed probability in each game, or if a rare role is won, the lottery for the transition to the AT state may be performed at a higher probability than when a role other than a rare role is won. In addition to the process for determining the transition to the AT state during a game in the pseudo-bonus state, the process for determining the transition to the AT state may also be performed when the pseudo-bonus state is transitioned to (started).
[0131] Furthermore, during the pseudo-bonus state, in response to the execution of the game, a predetermined performance is executed on the main display 8 by the control of the sub-control device 20, which acts as a performance control means, based on the reception of control information from the main control device 10.
[0132] • Transition process from pseudo-bonus state to normal game state (arrow b in Figure 3) If, after the pseudo-bonus state ends, no special conditions are met and the right to transition to the AT state is not granted, that is, if the result of the AT state transition lottery process during the pseudo-bonus state is not a win, the game will transition to the normal game state after the pseudo-bonus state ends. Furthermore, in some cases where the game transitions to the normal game state after the pseudo-bonus state ends, it may be possible to prevent the game section from transitioning from the advantageous section to the normal section.
[0133] Furthermore, when transitioning from a pseudo-bonus state to a normal game state, the main control device 10 and the sub-control device 20 may, under their control, provide notification information (setting suggestion information) that can indicate the setting value set in the probability setting device 14 via notification means (main display 8, sub-display 17, speaker 9). For example, by displaying a predetermined character from among multiple characters on the main display 8 or sub-display 17, and selecting the character to display according to a pre-set selection probability corresponding to each setting value of the probability setting device 14, it becomes possible to predict the setting value to some extent based on the displayed character.
[0134] (AT state) In this first embodiment, the AT state is a game state in which, during the game in the AT state, the player is notified of an operation method that is advantageous to the player, and the button press order navigation for the button press order bell symbol is provided, making it easier to acquire medals.
[0135] The AT (Automatic Trigger) state continues until the number of medals actually acquired by the player during that AT state (net increase in medals) reaches a predetermined number (for example, 100 medals). In other words, the main control device 10 is equipped with a special game state control means that can control the game state to an AT state, which is a special game state that is advantageous to the player, during the advantageous period. Furthermore, the termination condition for the AT state may be set to be when the number of medals dispensed during the AT state reaches a predetermined number, or when the number of games played during the AT state reaches a predetermined number. Furthermore, multiple types of AT states with different durations may be provided, allowing the player to selectively enter any of the AT states when acquiring the right to transition between AT states.
[0136] Furthermore, when the game transitions to AT mode, as will be explained in more detail later, a limiter mode is selected based on the player's actions, and control related to the operation of the limiter is performed based on the limiter mode selected by the player.
[0137] Furthermore, during AT mode, a bonus lottery is held based on the winning of a predetermined rare role, which grants predetermined benefits (such as an increase in the remaining number of tokens). If the bonus lottery is won, the duration of the AT mode will be extended according to the benefits granted. Furthermore, the trigger for the bonus draw can be any combination, and players may choose from multiple rewards of varying sizes. Additionally, the size of the reward awarded may be varied depending on the winning combination.
[0138] Furthermore, in this first embodiment, if a predetermined condition is met during a game in AT state, a special bonus zone is generated for a predetermined period of time, and during this special zone, the lottery for increasing the number of games is performed at a higher rate than outside of the special bonus zone. Furthermore, since the special zone is a state that is extremely advantageous to the player, it is preferable that the above predetermined conditions be met with a predetermined probability when a rare role with a low probability of winning is won.
[0139] • Transition process from AT state to pseudo-bonus state (arrow i in Figure 3) Even during AT mode, just as during normal gameplay, the main control device 10 performs a lottery process to determine the transition to a pseudo-bonus state based on the winning of a predetermined rare role as a specific lottery result. For example, when a chance role or a strong cherry role is won, the transition to a pseudo-bonus state is performed with a predetermined probability (for example, 20%). Furthermore, if the game transitions to a pseudo-bonus state while in AT mode, the gameplay period will continue as an advantageous period.
[0140] Furthermore, if the player wins the lottery for transitioning to the pseudo-bonus state while in AT state, the ongoing AT state will be temporarily interrupted, and the game state will transition to the pseudo-bonus state. Therefore, the remaining number of games in the AT state is held in reserve when transitioning to the pseudo-bonus state, and when returning to the AT state, the AT state will resume based on the reserved number of remaining games. Furthermore, if the game transitions to a pseudo-bonus state while in AT mode, the pseudo-bonus state will be executed for a predetermined period (for example, 20 games), as described above.
[0141] However, if the game transitions to a pseudo-bonus state while in AT mode, unlike when the game transitions to a pseudo-bonus state during normal gameplay, the AT state transition lottery process will not be performed. Instead, the pseudo-bonus state will end and the game will return to AT mode after a predetermined number of games have been played.
[0142] Furthermore, if the game transitions to a pseudo-bonus state during the AT state, a bonus draw may be conducted during that pseudo-bonus state when a predetermined role is won. Furthermore, if the player wins the lottery to transition to the pseudo-bonus state while in AT state, the player may not immediately transition to the pseudo-bonus state. Instead, a battle sequence (a battle sequence in which the player's character wins) may be performed for a predetermined period (for example, 3 games) as described above before transitioning to the pseudo-bonus state. Furthermore, if a predetermined rare role is won during the AT state but the lottery for transitioning to the pseudo-bonus state is not won, a battle sequence (a battle sequence in which the allied character is defeated) may be executed.
[0143] • Transition process from AT state to normal gameplay state (arrow h in Figure 3) In AT mode, if the conditions for ending AT mode are met, the game will transition to normal gameplay mode after AT mode ends. Furthermore, if the game transitions to normal gameplay after the AT state ends, the gameplay period will continue as the advantageous period. Furthermore, in some cases where the game transitions to the normal game state upon the end of the AT state, the game section may be changed to the normal section.
[0144] Furthermore, when the AT state ends, a predetermined period (for example, 5 seconds) of AT termination state is set. During this AT termination state, game progression becomes temporarily impossible, and after the AT termination state ends, the game returns to the normal gameplay state. During the AT termination state, setting-related information that can suggest the setting value set by the probability setting device 14 is notified by notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed on the main display 8 and the sub-display 17, and a predetermined sound is output from the speaker 9. As described above, the transition of the game state occurs in the slot machine 1 of the first embodiment.
[0145] [Processes related to the limiter] Next, with reference to Figures 4 to 7, the processes related to the limiter (limiting function) in the slot machine 1 of this first embodiment will be described. As mentioned above, in the slot machine 1 of this first embodiment, a limiter function is provided to limit the number of medals that a player can acquire during the advantageous period.
[0146] In the slot machine 1 of this first embodiment, there are two types of limiters, a first limiter and a second limiter, and one of the limiters is activated by the player's selection at the start of the AT state. The first limiter is activated when the number of medals actually acquired by the player during a single advantageous period (net increase in medals) exceeds a predetermined number (for example, 2400 medals). Therefore, if the first limiter is selected, the number of medals a player can acquire (net increase) during a single advantageous period will be limited to approximately 2400 medals or less.
[0147] On the other hand, the second limiter is activated when the difference in the number of tokens (number of tokens paid out - number of tokens inserted) during a single advantageous period exceeds a specific number (for example, a specific number of +2400 tokens). During the advantageous period, the net number of tokens counted includes the negative amount where the number of tokens inserted exceeds the number of tokens paid out. Therefore, depending on the net number of tokens when transitioning to the AT state, it is possible to acquire more tokens than the net increase in tokens for the player during a single advantageous period.
[0148] For example, if you enter AT mode (or pseudo-bonus mode) with a net gain of +1000 coins, you will be able to acquire 1400 coins (2400 coins - 1000 coins) before the second limiter activates. However, if you enter AT mode with a net gain of -2000 coins, you will be able to acquire 4400 coins (2400 coins + 2000 coins) before the second limiter activates. In other words, the greater the difference between the number of tokens won during the advantageous period when transitioning to the AT state and a specific number, the more tokens the player can win before the second limiter activates.
[0149] First, the first limiter will be explained with reference to Figures 4 and 5. The flowchart in Figure 4 shows the net increase counting process performed by the main control unit 10 to count the number of medals actually acquired by the player (net increase) based on the number of medals inserted and dispensed during one advantageous period.
[0150] First, when the net increase in tokens counting process begins, step S1 determines whether or not the game is in a favorable period. This process determines whether the game is in a favorable period. If it is in a favorable period, the process proceeds to step S2. If it is not in a favorable period (i.e., it is in a normal period), the net increase in tokens counting process ends.
[0151] Next, in step S2, it is determined whether or not the game was executed. This process determines whether or not a game was played during the advantageous period. If a game was played during the advantageous period, the process proceeds to step S3. If no game was played, the net increase in tokens counting process ends.
[0152] Next, in step S3, the number of bets is subtracted from the net increase counter. The net increase counter is a counter used to monitor the increase or decrease in the number of medals (net increase) actually acquired by the player during a single advantageous period. When a game is played, the number of medals (bets) put into the game is subtracted from the net increase counter.
[0153] Next, in step S4, it is determined whether or not a medal has been dispensed. This is a process that determines whether or not medals have been paid out based on the results of the game during the advantageous period. If a predetermined combination is achieved and a predetermined number of medals are paid out, the process proceeds to step S5. If no medals have been paid out, the process proceeds to step S6. Note that medal payouts include those added to credits and those automatically set when a replay combination is won.
[0154] Next, in step S5, the number of payout medals is added to the net increase counter. Therefore, if a predetermined number of medals are paid out as a result of a game played during the advantageous period, the number of medals paid out will be added to the net increase counter. Furthermore, since the net increase counter subtracts the number of bets, the net increase counter will count the actual number of medals won by the player (net increase).
[0155] Next, in step S6, it is determined whether the value of the net increase counter is less than 0. If the net increase counter value is less than 0, proceed to step S7. If the net increase counter value is not less than 0, terminate this net increase counting process. Next, in step S7, the net increase counter is reset to 0. Therefore, when the lower limit of the net increase counter becomes 0, and the value of the net increase counter increases due to the occurrence of a special game state, the counting of the increase from the lower limit of the net increase counter will begin. After that, the net increase in the number of units counted is terminated.
[0156] As described above, in the main control device 10, when a game is played during a single advantageous period, the net increase counter is counted according to the number of bets and the number of medals paid out. Furthermore, since the lower limit of the net increase counter is 0, this net increase counter manages the increase in the number of medals given to the player as game value, that is, the number of medals actually acquired by the player (net increase).
[0157] Next, the first limiter monitoring process performed in the main control unit 10 will be described with reference to the flowchart in Figure 5. Figure 5 shows the first limiter monitoring process, which activates the first limiter when the value of the net increase in coins counter during a single advantageous period exceeds the upper limit, by referring to the net increase in coins counter mentioned above.
[0158] First, when the first limiter monitoring process is started, step S10 determines whether or not the game is in a favorable period. If the system is in a favorable period, the process proceeds to step S11. If the system is not in a favorable period (i.e., in a normal period), this first limiter monitoring process is terminated.
[0159] Next, in step S11, it is determined whether or not the first limiter mode is selected. If the first limiter mode is selected, the process proceeds to step S12. If the first limiter mode is not selected (i.e., the second limiter mode is selected), the first limiter monitoring process is terminated. The limiter mode, as will be explained in more detail later, is a mode that determines whether to activate (make active) the first limiter or the second limiter. One of the limiter modes will be selected by the player's selection at the start of the AT state. Note that this process may also occur when the system is not in AT mode (i.e., when no limiter mode has been selected). In such cases, it is preferable to forcibly select one of the limiter modes (for example, the first limiter mode).
[0160] Next, in step S12, it is determined whether or not the game has ended. If the game ends during the advantageous period, the process proceeds to step S13. If the game has not ended (including cases where the game is not being played), this first limiter monitoring process terminates.
[0161] Next, in step S13, it is determined whether the value of the net increase counter exceeds the upper limit (first limit value) of "+2400 coins". This is a process to determine whether the value of the net increase counter calculated in the aforementioned net increase counting process exceeds the first limit value, which is the condition for activating the first limiter. If the value of the net increase counter exceeds the first limit value, the process proceeds to step S14. If it does not exceed the first limit value, this first limiter monitoring process is terminated.
[0162] Next, in step S14, a process is performed to terminate the special game state. Therefore, the game state will transition from a special game state (pseudo-bonus state or AT state) to a normal game state. Next, in step S15, the process of transitioning to the normal section is performed. Therefore, the game period will transition from the advantageous period to the normal period. Next, in step S16, the net increase counter is initialized (reset to zero). Therefore, the processing in steps S14 to S16 above activates the first limiter, limiting the acquisition of medals during a single advantageous period. After that, the first limiter monitoring process is terminated.
[0163] As described above, the main control device 10 activates the first limiter when the value of the net increase counter exceeds the first limit value (+2400 coins), ending the special game state and transitioning the game section from the advantageous section to the normal section. Furthermore, the net increase counter shows the number of medals (net increase) actually acquired by the player during one advantageous period, and the first limiter will activate when this number of medals (net increase) reaches the first limit value. In other words, the main control device 10 is equipped with a first advantageous period termination control means that can execute control to terminate the advantageous period based on the increase in the number of game value granted to the player (net increase in tokens counter) reaching a specific increase (first limit value).
[0164] Therefore, the number of medals a player can win is limited, which reduces the gambling aspect of slot machine 1. Furthermore, regardless of whether medals have been paid out in the past, the first limiter can be activated when the number of medals actually acquired by the player (net increase in medals) reaches the first limit value. For example, even if the player has suffered a significant disadvantage before that point (i.e., the difference in medals is significantly negative), the first limiter can always be activated at a certain number of medal payouts.
[0165] Furthermore, the first limit value may be anything other than the above, as long as it limits the number of medals that a player can acquire. Furthermore, while the net increase counter is initialized based on the activation of the first limiter, it may also be initialized when the AT state ends without reaching the first limiter. In this way, it becomes possible to ensure that the number of medals a player can actually win is always 2400 at the start of the AT (Automatic Trigger) state.
[0166] Next, the second limiter will be explained with reference to Figures 6 and 7. The flowchart in Figure 6 shows the net coin counting process performed by the main control device 10 to count the net coins (number of coins paid out - number of coins inserted) based on the number of coins inserted and the number of coins paid out during a single advantageous period.
[0167] First, when the net number counting process begins, step S20 determines whether or not the game is in a favorable period. This is a process to determine whether the game period is within the advantageous period. If it is within the advantageous period, the process proceeds to step S21. If it is not within the advantageous period (i.e., it is within the normal period), the net payout counting process ends.
[0168] Next, in step S21, it is determined whether or not the game was executed. This is a process to determine whether or not a game was played during the advantageous period. If a game was played during the advantageous period, the process proceeds to step S22. If a game was not played, the main coin counting process ends.
[0169] Next, in step S22, the number of bets is subtracted from the difference in the number of tokens counter. The difference in tokens counter is a counter used to monitor the increase or decrease in the difference in the number of tokens (number of tokens paid out - number of tokens inserted) during a single advantageous period. When a game is played, the number of tokens inserted (bet set) into that game (number of bets) is subtracted from the difference in tokens counter.
[0170] Next, in step S23, it is determined whether or not a medal has been dispensed. This process determines whether or not medals have been paid out based on the game results during the advantageous period. If a predetermined combination is achieved and a predetermined number of medals are paid out, the process proceeds to step S24. If no medals have been paid out, this medal counting process ends. Note that medal payouts include those added to credits and those automatically set when a replay combination is won.
[0171] Next, in step S24, the number of payout medals is added to the difference counter. Therefore, if a predetermined number of medals are paid out as a result of a game played during the advantageous period, the number of medals paid out will be added to the difference counter. After that, the final counting process is terminated.
[0172] As described above, in the main control device 10, when a game is played during a single advantageous period, the difference counter is counted according to the number of bets and the number of medals paid out. In other words, the main control device 10 is equipped with a difference information counting means capable of performing control that subtracts difference information (value of the difference counter) in accordance with the inserted game value (medals) based on the insertion of game value in the advantageous period, and adds difference information in accordance with the granted game value based on the granting of game value (payout of medals) in the advantageous period. Furthermore, while the net increase counter has a lower limit of 0, the difference counter does not have a lower limit. Therefore, if no medals are paid out during gameplay, the difference counter will be reduced accordingly, and negative values will also be counted.
[0173] While the system does count negative values for the net number of tokens, you can set the initial value of the net number of tokens counter to, for example, +9000 to minimize the chances of the counter showing a negative value even if no tokens are paid out in any of the 3000 games.
[0174] Next, the second limiter monitoring process performed in the main control unit 10 will be described with reference to the flowchart in Figure 7. Figure 7 shows the second limiter monitoring process, which activates the second limiter when the value of the difference in the number of tokens counter during a single advantageous period exceeds the upper limit, by referring to the difference in the number of tokens counter mentioned above.
[0175] First, when the second limiter monitoring process is started, in step S30, a determination is made as to whether or not the game is in a favorable period. If the system is in a favorable period, the process proceeds to step S31. If the system is not in a favorable period (i.e., in a normal period), this second limiter monitoring process is terminated.
[0176] Next, in step S31, it is determined whether or not the second limiter mode is selected. If the second limiter mode is selected, the process proceeds to step S32. If the second limiter mode is not selected (i.e., the first limiter mode is selected), the second limiter monitoring process is terminated. Note that this process may also occur when the system is not in AT mode (i.e., when no limiter mode has been selected). In such cases, it is preferable to forcibly select one of the limiter modes (for example, the first limiter mode), and the second limiter monitoring process will terminate.
[0177] Next, in step S32, it is determined whether or not the game has ended. If the game ends during the advantageous period, the process proceeds to step S33. If the game has not ended (including cases where the game is not being played), this second limiter monitoring process terminates.
[0178] Next, in step S33, it is determined whether the value of the difference counter has exceeded the upper limit (second limit value) of "+2400 coins". This process determines whether the value of the difference counter calculated in the aforementioned difference counter counting process exceeds the second limit value, which is the condition for activating the second limiter. If the value of the difference counter exceeds the second limit value, the process proceeds to step S34. If it does not exceed the second limit value, this second limiter monitoring process ends.
[0179] Next, in step S34, a process is performed to terminate the special game state. Therefore, the game state will transition from a special game state (pseudo-bonus state or AT state) to a normal game state. Next, in step S35, the process of transitioning to the normal section is performed. Therefore, the game period will transition from the advantageous period to the normal period. Next, in step S36, the process of initializing (resetting to zero) the difference counter is performed. Therefore, the processing in steps S34 to S36 above activates the second limiter, limiting the acquisition of medals during a single advantageous period. After that, the monitoring process for the second limiter is terminated.
[0180] As described above, when the value of the net number of coins counter exceeds the second limit value ("+2400 coins"), the main control device 10 activates the second limiter to terminate the special game state and transition the game section from the advantageous section to the normal section. Furthermore, the difference in tokens counter shows the difference in tokens (number of tokens paid out - number of tokens inserted) during one advantageous period, and the second limiter will activate when this difference reaches the second limit value.
[0181] In other words, the main control device 10 is equipped with a second advantageous period termination control means that can execute control to terminate the advantageous period based on the fact that the difference information (value of the difference counter) counted by the difference information counting means (main control device 10) has reached a specific number (+2400 coins). Therefore, the number of medals a player can win is limited, which reduces the gambling aspect of slot machine 1. Furthermore, if the value of the net number of tokens counter is small (a large negative value) at the start of the AT state, the number of tokens the player can acquire before reaching the second limit value will increase accordingly, thus increasing the player's sense of anticipation. Furthermore, the second limit value does not have to be the one mentioned above, as long as it limits the number of medals a player can acquire. As described above, each process related to the limiter in the slot machine 1 of the first embodiment is performed.
[0182] [Notification of difference in the number of tokens] Next, we will explain the function for notifying the difference in the number of tokens, referring to Figures 8 and 9. First, please refer to Figure 8 to explain the notification function (confirmation function) for the difference in the number of tokens. As described above, in the slot machine 1 of this first embodiment, when the second limiter is enabled, the second limiter is activated when the difference in the number of tokens counter (number of tokens paid out - number of tokens inserted) during one advantageous period exceeds the second limit value (a specific number of "+2400 tokens").
[0183] Therefore, if the AT state (or pseudo-bonus state) is entered when the net number of tokens counter is at a small value such as a negative value, the number of tokens the player can actually acquire before reaching the second limit value will be greater than if the AT state is entered when the net number of tokens counter is at a large value such as a positive value.
[0184] For example, if the AT state (or pseudo-bonus state) is entered when the net coin counter is "+1000 coins", it will be possible to acquire 1400 coins (2400 coins - 1000 coins) before the second limiter activates. However, if the AT state is entered when the net coin counter is "-2000 coins", it will be possible to acquire 4400 coins (2400 coins + 2000 coins) before the second limiter activates. In other words, the larger the difference between the net number of tokens counter during the advantageous period when transitioning to the AT state and the second limit value (a specific number), the more tokens the player can acquire before the second limiter activates.
[0185] Thus, when the second limiter is enabled, the value of the net payout counter will have a significant impact on the profit balance between the player and the arcade. The slot machine 1 of this first embodiment has a function that allows the value of the net number of tokens counter, which is of great importance for business purposes, to be checked.
[0186] Figure 8 shows the net difference display process executed in the main control device 10 to notify (confirm) the net difference in the number of tokens (value of the net difference counter).
[0187] First, when the difference count display process starts, at step S40, it is determined whether the setting key is on. This is a process of detecting the setting key switch (not shown in the figure) which turns on when the setting key is inserted into the key insertion slot of the probability setting device 14 and rotated in a predetermined direction after the power of the slot machine 1 is turned on. If the setting key is on, the process proceeds to step S41; if the setting key is not on, this difference count display process ends.
[0188] Next, at step S41, a difference count display instruction process is performed. The difference count display instruction process is a process for causing the sub-control device 20 to display the difference count (the value of the difference count counter). Information that can identify the value of the difference count counter at that time and information instructing the display of the difference count are transmitted to the sub-control device 20. After that, this difference count display process ends.
[0189] As described above, after the power of the slot machine 1 is turned on, when the setting key is inserted into the key insertion slot of the probability setting device 14 and rotated in a predetermined direction by an operation on the game store side, the main control device 10 transmits information for displaying the difference count (the value of the difference count counter) at that time to the sub-control device 20. And, although details will be described later, in the sub-control device 20, control for displaying the difference count (the value of the difference count counter) at that time on the main display 8 is performed based on the received information. <000In the first embodiment, the difference number of medals is displayed by a predetermined operation based on inserting a setting key into the key insertion slot of the probability setting device 14. However, if it is possible to display the difference number of medals by an operation on the game parlor side (an operation impossible for the player), the difference number of medals may be displayed by operating other operation means provided on the slot machine 1.
[0192] Next, referring to FIG. 9, the notification of the difference number of medals (the value of the difference number of medals counter) on the main display 8 in the slot machine 1 of the first embodiment will be described.
[0193] As described above, in the slot machine 1 of the first embodiment, since the second limiter operates according to the difference number of medals (the difference number of medals counter), when the game parlor starts business without resetting the main control device 10, the difference number of medals at that time will affect the business content.
[0194] Also, on the game parlor side, it is possible to initialize the difference number of medals counter by resetting the main control device 10 (or changing the setting value of the probability setting device 14). Therefore, for example, if a function is provided to notify the value of the difference number of medals counter at the time of opening a game parlor, it is possible to provide important information for the game parlor to determine whether to initialize the value of the difference number of medals counter.
[0195] FIG. 9 shows a difference number of medals confirmation image displayed on the main display 8 when the difference number of medals display process (refer to FIG. 8) in the main control device 10 is performed, and the difference number of medals display process for notifying (displaying) the difference number of medals is performed in the sub-control device 20 based on the information indicating the display of the difference number of medals and the information of the difference number of medals counter transmitted from the main control device 10. That is, it shows the difference number of medals confirmation image at that time when the setting key is inserted into the key insertion slot of the probability setting device 14 and rotated in a predetermined direction by an operation on the game parlor side after the power of the slot machine 1 is turned on.
[0196] Furthermore, the main control unit 10 has a function to store (back up) the information of the difference in the number of tokens counter, and when the difference in the number of tokens display process is performed after power is turned on, it displays a token count confirmation image based on the stored information of the difference in the number of tokens counter. Therefore, when the pachinko parlor opens and the main control unit 10 has not been reset, a net difference confirmation image will be displayed based on the net difference counter information stored at the time of closing the previous day.
[0197] First, Figure 9(a) shows an image of the difference in the number of tokens displayed on the main display unit 8 when the difference in tokens counter is, for example, "-3500 tokens". As shown in Figure 9(a), when the net difference confirmation image is displayed on the main display unit 8, a net difference image 30a ("Net difference -3500 coins") showing the current net difference counter value and a potential winnings image 30b ("Remaining until the second limiter activates +5900 coins") showing the number of medals that can be won before the second limiter activates are displayed side by side vertically in the upper right corner of the screen.
[0198] In other words, it displays that the current value of the difference counter is "-3500 coins" and that the number of times the difference counter can be increased before the second limiter activates (the difference between the current value of the difference counter and the second limit value) is "5900 coins" (2400 coins + 3500 coins). Although not shown in the diagram, the main display unit 8 also displays other images (for example, an image indicating that the game is in normal play mode), but the image confirming the number of tokens won or lost is displayed with a higher priority than those other images.
[0199] Next, Figure 9(b) shows an image of the difference in the number of coins displayed on the main display unit 8 when the difference in the number of coins counter is, for example, "+900 coins". As shown in Figure 9(b), when the net difference confirmation image is displayed on the main display unit 8, a net difference image 30a ("Net difference + 900 coins") showing the current net difference counter value and a specific number of coins that can be acquired ("Number of coins remaining until the second limiter activates + 1500 coins") are displayed side by side vertically in the upper right corner of the screen.
[0200] In this first embodiment, when the number of medals that can be acquired before the second limiter is activated falls below a predetermined number (for example, "2000 medals"), control is performed to switch from the image of the number of medals that can be acquired 30b to the image of the specific number of medals that can be acquired 30c. Therefore, the specific number of obtainable images 30c are displayed in a manner that allows the player to recognize that they are different from the number of obtainable images 30b. For example, the background color of the image portion is made red or some other relatively conspicuous image processing is applied to the display.
[0201] This is to emphasize that if the number of medals that can be acquired before the second limiter activates falls below a predetermined number, and the AT state is activated immediately afterward, the second limiter may activate with a relatively small number of medals acquired.
[0202] Then, when the setting key inserted into the key slot of the probability setting device 14 is rotated back to its original position, the difference in the number of tokens display process ends, and the difference in the number of tokens confirmation image on the main display unit 8 is erased.
[0203] As described above, the sub-control device 20 displays a difference count confirmation image, including the difference count image 30a, on the main display unit 8 based on information that allows it to identify the difference count counter received from the main control device 10. In other words, the sub-control device 20, as a notification control means, is capable of executing control to notify the difference information (value of the difference counter) counted by the difference information counting means (main control device 10) based on the fulfillment of predetermined conditions.
[0204] Therefore, the amusement parlor can obtain important information to decide whether or not to reset the payout counter, and can handle the payout counter appropriately in accordance with the parlor's business policies. For example, if the net payout counter shows an extremely small value, continuing operations as is could result in a very large number of tokens being dispensed before the second limiter activates, potentially causing significant losses for the arcade. In such cases, it is possible to reset the net payout counter.
[0205] Furthermore, the sub-control device 20 displays a difference count confirmation image based on the fact that a setting key has been inserted into the key insertion slot of the probability setting device 14 and rotated in a predetermined direction. In other words, the sub-control device 20, as a notification control means, enables the execution of control that notifies the difference information (value of the difference counter) to the setting means (probability setting device 14) which can set the player's advantage, based on a predetermined operation performed by the setting key. Therefore, the value of the net payout counter is kept secret and can only be checked by the arcade operator, making it possible to prevent fraudulent activities.
[0206] Furthermore, the sub-control device 20 displays the image 30b of the number of obtainable coins, which is the difference information between the value of the difference counter at that time and the second limit value. In other words, the sub-control device 20, acting as a notification control means, is capable of performing control to notify the difference information between the difference information (value of the difference counter) counted by the difference information counting means (main control device 10) and a specific number (second limit value). Therefore, it becomes easy to determine the number of medals that can be won before the second limiter activates, providing more useful information to the amusement parlor.
[0207] Furthermore, in the difference number confirmation image, when the number of medals that can be acquired before the second limiter operates is less than or equal to a predetermined number (for example, "2000"), the image switches from the acquirable number image 30b to the specific acquirable number image 30c. Thus, the game store side can immediately determine that the acquirable number is small, and it becomes possible to provide useful information to the game store.
[0208] Although the difference number confirmation image is displayed on the main display 8, it may be displayed on the sub-display 17. Also, the predetermined number when switching from the acquirable number image 30b to the specific acquirable number image 30c may be other than the above. As described above, the difference number is notified in the slot machine 1 of the first embodiment.
[0209] [Effect using the difference number] Next, referring to FIG. 10, the effect using the difference number in the slot machine 1 of the first embodiment will be described.
[0210] As described above, in the slot machine 1 of the first embodiment, since the second limiter operates according to the difference number (difference number counter), for the player, the smaller the difference number is, the higher the expectation for obtaining a large number of medals before the second limiter operates. Therefore, in the slot machine 1 of the first embodiment, the following is done to change the player's expectation by changing the effect mode in the pseudo-bonus state according to the difference number (difference number counter).
[0211] Based on receiving control information from the main control device 10, the sub-control device 20 causes the main display 8 to execute the effect during the pseudo-bonus state during the pseudo-bonus state.
[0212] During the pseudo-bonus state, the effects are executed by displaying predetermined effect images on the main display unit 8, which notifies the player that they are in the pseudo-bonus state and enhances the excitement of the pseudo-bonus state. For example, character introduction images and various action images will be displayed, and the resulting presentation will be enhanced. During the pseudo-bonus state, a predetermined sound effect will be output from speaker 9, and lamp 11 will light up in a predetermined manner.
[0213] Figure 10 shows the animation images displayed on the main display 8 during the pseudo-bonus state, controlled by the sub-control device 20.
[0214] First, Figure 10(a) shows the basic image of the animation during the pseudo-bonus state. As shown in Figure 10(a), when the game state transitions to a pseudo-bonus state, a pseudo-bonus state image 31a indicating that the game is in a pseudo-bonus state is displayed in the main part of the screen of the main display unit 8. Although simplified in the illustration, the pseudo-bonus state image 31a is displayed as a video consisting of, for example, a predetermined character image and a background image representing a daytime grassland.
[0215] Additionally, the upper right corner of the main display 8 screen displays an image 32 showing the remaining number of medals ("100 medals remaining"), which contains numerical information indicating the number of medals remaining during the pseudo-bonus state. The upper left corner of the main display 8 screen displays a hold image 33, which will be explained in more detail later, and is used during the challenge game. Furthermore, the remaining medal count image 32 displays "100 medals remaining" at the start of the pseudo-bonus state. Based on the medals acquired (net increase) by the player, the numerical information in the remaining medal count image 32 is subtracted, and when this number runs out, the pseudo-bonus state ends. Therefore, the remaining medal count image 32 indicates the duration of the pseudo-bonus state.
[0216] Next, Figure 10(b) shows a special image in the animation during the pseudo-bonus state. The sub-control device 20 changes the display image during the pseudo-bonus state to a special image with a predetermined probability (for example, 10%) when the value of the difference counter at the time of transitioning to the pseudo-bonus state is less than or equal to a predetermined number (for example, "-2000 coins"). Furthermore, the sub-control device 20, when the value of the difference counter is less than or equal to a predetermined number and the game transitions to a pseudo-bonus state, extracts a predetermined random number to determine whether or not to change the presentation image during the pseudo-bonus state to a special image.
[0217] As shown in Figure 10(b), when the value of the net number counter is less than or equal to a predetermined number, and the game state transitions to a pseudo-bonus state, a special pseudo-bonus state image 31b is displayed as a special image on the main part of the screen of the main display unit 8 with a predetermined probability (for example, 10%). The special image 31b for the pseudo-bonus state differs from the pseudo-bonus state image 31a by, for example, changing the background image from a daytime grassland to an evening grassland. In addition, the main display unit 8 displays the pending image 33 and the remaining medal count image 32, just as when the basic image described above is displayed.
[0218] Therefore, normally, the image displayed during the pseudo-bonus state is the basic image shown in Figure 10(a), but if the value of the net payout counter at the time of transitioning to the pseudo-bonus state is less than or equal to a predetermined number (for example, "-2000 coins"), it will change to the special image shown in Figure 10(b) with a predetermined probability.
[0219] As described above, in the slot machine 1 of the first embodiment, when the game transitions to a pseudo-bonus state, the sub-control device 20 executes the performance during the pseudo-bonus state by displaying the performance images during the pseudo-bonus state on the main display 8 based on the control information from the main control device 10.
[0220] Furthermore, the sub-control device 20, when the value of the net difference counter at the time of transitioning to the pseudo-bonus state is less than or equal to a predetermined number, changes the display image during the pseudo-bonus state to a special image with a predetermined probability, thereby indicating the value of the net difference counter. Therefore, the value of the net payout counter at that time is suggested by the visual effects during the pseudo-bonus state, making it possible to change the player's expectations. Furthermore, displaying special images can enhance the player's sense of anticipation.
[0221] Furthermore, as will be described in detail later, in the slot machine 1 of this first embodiment, the limiter mode can be selected by the player to either a first limiter mode in which the limiter (first limiter) is activated based on the net increase counter, or a second limiter mode in which the limiter (second limiter) is activated based on the difference counter. This selection operation is performed at the start of the AT state, and the value of the difference counter is indicated during the pseudo-bonus state before transitioning to the AT state. In other words, the sub-control device 20 is equipped with a difference information suggestion means that can suggest the difference information at that time before the selection means for selecting the limiter mode is operated by the player. Therefore, by providing hints about the value of the net payout counter during the pseudo-bonus state, it becomes possible to provide players with important reference information when selecting the limiter mode.
[0222] Furthermore, any special image is acceptable as long as the player can recognize that it is different from the basic image, and it may also be displayed on the sub-display 17 instead of the main display 8. Furthermore, if the selection control for basic and special images is suggested by the value of the difference counter at that time, each image may be selected using selection control other than those described above. Furthermore, similar to the difference in the number of tokens counter, the value of the net increase in tokens counter may be referenced when transitioning to a pseudo-bonus state to provide an indication of the net increase in tokens counter, or an image that simultaneously suggests both the value of the difference in the number of tokens counter and the value of the net increase in tokens counter may be provided as an option.
[0223] Furthermore, the predetermined condition for switching from the basic image to the special image is a predetermined probability when the value of the net difference counter at the time of transitioning to the pseudo-bonus state is less than or equal to a predetermined number. However, the predetermined condition may be anything other than the above, as long as it suggests the value of the net difference counter. Furthermore, while the game currently uses different images during the pseudo-bonus state to suggest the difference in the number of tokens won, it would also be possible to suggest the difference by changing the start and end images of the pseudo-bonus state. Furthermore, similar to the pseudo-bonus state, the number of displayed images during the CZ state and AT state may be changed to indicate the difference in the number of tokens. As described above, the performance in the slot machine 1 of the first embodiment utilizes the difference in the number of tokens.
[0224] [Limiter Mode] Next, the limiter mode in the slot machine 1 of this first embodiment will be described with reference to Figures 11 to 14. As mentioned above, the limiter mode is a mode for determining whether to activate the first limiter or the second limiter. In the slot machine 1 of this first embodiment, there is a first limiter mode in which the limiter (first limiter) is activated based on the net increase counter, and a second limiter mode in which the limiter (second limiter) is activated based on the difference counter. The player can select either limiter mode based on their operation.
[0225] Specifically, the main control unit 10 executes a simulated game in the first game after transitioning to the AT state, and determines one of the limiter modes depending on how the stop button 5 is operated during this simulated game. In other words, the main control device 10 is capable of receiving input from the stop button 5 during simulated gameplay, and determines one of the limiter modes according to the type of input from the stop button 5. Therefore, when transitioning to the AT state, the limiter mode is determined before the actual game (not a simulated game) during the AT state begins, and the subsequent AT state is controlled by the determined limiter mode.
[0226] Furthermore, the sub-control device 20, based on control information from the main control device 10, displays various visual effects related to the selection of the limiter mode on the main display 8 during the first game in AT mode, thereby enabling the player to select the desired limiter mode without any problems.
[0227] Figure 11 shows the display image on the main display 8 when the player selects limiter mode during the transition to AT state. First, Figure 11(a) shows the display image on the main display 8 at the end of a game that will transition to the AT state in the next game, that is, during normal gameplay or a pseudo-bonus state.
[0228] As shown in Figure 11(a), at the end of the game just before transitioning to the AT state, an AT state notification image 34 consisting of the text information "Congratulations, AT state confirmed" is displayed on the main part of the screen of the main display unit 8 to notify that the game has transitioned to the AT state. Furthermore, at the end of the game immediately before transitioning to the AT state, an image indicating the value of the net payout counter at that time may be displayed along with the AT state notification image 34.
[0229] Next, Figure 11(b) shows the display images on the main display 8 during the first game execution after transitioning to the AT state. In the first game after transitioning to AT state, a simulated game is executed at the start of the game, similar to the first game in the simulated bonus state. In the slot machine 1 of this first embodiment, the main control device 10 is capable of executing a simulated game as a simulated game in the first game after transitioning to the AT state.
[0230] The simulated gameplay is a visual gameplay feature in which, based on the operation of the start lever 3, the reels 4 are rotated, the stop button 5 is activated, and the rotating reels 4 are simulated to stop when the stop button 5 is operated. Therefore, unlike the simulated gameplay (notification simulated gameplay) performed in the first game of the simulated bonus state, the simulated gameplay involves stopping the spinning reel 4 through the player's operation. Furthermore, the stopping patterns (symbol combinations) that occur during simulated gameplay are unrelated to the random numbers used for prize draws extracted when operating the start lever 3.
[0231] As shown in Figure 11(b), when a simulated gameplay is performed at the start of the first game after transitioning to the AT state, the main display 8 executes a limiter mode selection animation. When the limiter mode selection animation is performed, the left side of the main display 8 screen displays a first limiter mode selection image 35a consisting of the text information "First Limiter Mode" indicating that the first limiter mode is selected, and below the first limiter mode selection image 35a, a sequential press image 35b consisting of the text information "Sequential Press" and an arrow image indicating the sequential press direction, instructing the player to press the buttons in the sequential press order ("5a→5b→5c") during the simulated gameplay.
[0232] Meanwhile, on the right side of the main display 8 screen, a second limiter mode selection image 36a is displayed, consisting of the text information "Second Limiter Mode" indicating that the second limiter mode is selected. Below the second limiter mode selection image 36a, a reverse press image 36b is displayed, consisting of the text information "Reverse Press" and an arrow image indicating the direction of the reverse press, instructing the player to press in reverse order ("5c→5b→5a") during the simulated gameplay. Furthermore, at the bottom of the main display 8 screen, an operation instruction image 37 is displayed, consisting of the text "Stop the reels and select limiter mode" which indicates that the limiter mode will be selected depending on the stopping order (stopping direction) of the reels 4 during simulated gameplay.
[0233] In other words, during simulated gameplay, if the stop button 5 is pressed in the normal direction to simulate stopping the reels 4, the first limiter mode is selected, and if the stop button 5 is pressed in the reverse direction to simulate stopping the reels 4, the second limiter mode is selected, and this is communicated to the player. In the main control unit 10, when it first receives an input signal from the left reel 4a during simulated gameplay, it determines the first limiter mode as the result of selecting the limiter mode, and when it first receives an input signal from the right reel 4c, it determines the second limiter mode as the result of selecting the limiter mode.
[0234] Then, in the simulated gameplay, if the stop button 5 is operated by pressing in order and the reels 4 are simulated to stop, the first limiter mode confirmation image 38a, consisting of the text information "First limiter mode confirmed" indicating that the first limiter mode has been selected, will be displayed on the main part of the screen of the main display unit 8, as shown in Figure 11(c). In addition, any simulated stopping pattern on reel 4 during simulated gameplay is acceptable. For example, if the stop button 5 is pressed in the normal direction, the symbol combination "BAR·BAR·BAR" may be simulated to stop, and if the stop button 5 is pressed in the reverse direction, the symbol combination "7·7·7" may be simulated to stop. In this case, it is preferable to ignore the reel 4's pull-in control during the simulated stop and forcibly simulate the corresponding symbol to stop.
[0235] Then, once all reels 4 have been simulated to stop during the simulated gameplay, the operation of the start lever 3 becomes active again. When the start lever 3 is operated, the simulated gameplay ends, the reels 4 start spinning again, and the first game of the AT state (the actual game) begins.
[0236] When the first game (main gameplay) in AT mode begins, as shown in Figure 11(d), the first AT state image 39a is displayed on the main part of the screen of the main display unit 8 to indicate that the first AT state is in which the first limiter mode has been activated. The first AT state image 39a may be any image that indicates that the system is in the first AT state, but it may also be a video in which a predetermined character appears to indicate that the system is in the first AT state.
[0237] Additionally, the upper left of the screen displays an image 40a showing the remaining number of medals during AT mode ("300 medals remaining"), while the upper right of the screen displays an image 40b showing the number of medals acquired (net increase) by the player during pseudo-bonus mode and AT mode ("100 medals acquired"). In the slot machine 1 of this first embodiment, if the first limiter mode is selected, the number of remaining medals (minimum number of medals that can be obtained) that are initially given in the AT state will be set to "300 medals", and if the second limiter mode is selected, the number of remaining medals (minimum number of medals that can be obtained) that are initially given in the AT state will be set to "100 medals".
[0238] Therefore, when the first limiter mode is selected, as shown in the figure, the remaining AT medal count image 40a will display "300 medals remaining" at the start of the AT state. Then, based on the number of medals acquired (net increase) by the player, the numerical information in the AT remaining medal count image 40a is subtracted, and when this number runs out, the AT state ends. Therefore, the AT remaining medal count image 40a indicates the duration of the AT state.
[0239] Thus, when the first limiter mode is selected, the main control device 10 sets the number of remaining medals to be awarded at the start of the AT state to "300 medals," and when the second limiter mode is selected, it sets the number of remaining medals to be awarded at the start of the AT state to "100 medals." As mentioned above, when the first limiter mode is selected, the operation of the first limiter is monitored by the net increase counter, and when the second limiter mode is selected, the operation of the second limiter is monitored by the difference counter. Therefore, when the second limiter mode is selected, there is a higher probability of winning more medals before the limiter activates.
[0240] However, if the first limiter mode is selected, the initial number of remaining medals will be greater than if the second limiter mode is selected. Therefore, when the first limiter mode is selected, it becomes possible to acquire a more stable number of medals than when the second limiter mode is selected, and when the second limiter mode is selected, it becomes possible to acquire a larger number of medals than when the first limiter mode is selected.
[0241] Even if a simulated gameplay is performed, the player may not immediately perform a simulated stop on reel 4. In this case, the system may be configured to automatically perform a simulated stop on reel 4 and forcibly select a predetermined limiter mode (for example, the first limiter mode) after a predetermined time (e.g., 3 minutes) has elapsed since the start of the simulated gameplay.
[0242] On the other hand, in simulated gameplay, if the stop button 5 is operated by reverse pressing and the reels 4 are simulated to stop, as shown in Figure 11(e), a second limiter mode confirmation image 38b consisting of the text information "Second Limiter Mode Confirmed" will be displayed on the main part of the screen of the main display unit 8 to indicate that the second limiter mode has been selected.
[0243] Then, once all reels 4 have been simulated to stop during the simulated gameplay, the operation of the start lever 3 becomes active again. When the start lever 3 is operated, the simulated gameplay ends, the reels 4 start spinning again, and the first game of the AT state (the actual game) begins.
[0244] When the first game (main gameplay) in AT mode begins, as shown in Figure 11(f), the second AT state image 39b is displayed on the main part of the screen of the main display unit 8 to indicate that the second AT state is in which the second limiter mode has been activated. The second AT state image 39b may be any image that indicates that the system is in a second AT state, which is different from the first AT state. For example, it may be a video in which a predetermined character appears to indicate that the system is in a second AT state.
[0245] Also, similar to the first AT state, the remaining AT medal count image 40a and the acquired medal count image 40b ("acquired 100 medals") will be displayed in the upper left and upper right corners of the screen. Furthermore, if the second limiter mode is selected, the number of remaining medals granted at the start of the AT state will be set to "100 medals". As shown in the figure, the AT remaining medal count image 40a will display "100 medals remaining" at the start of the AT state.
[0246] As described above, in the slot machine 1 of this first embodiment, the main control device 10 enables monitoring and control of the limiter in either a first limiter mode in which the limiter (first limiter) is activated based on the net increase counter, or a second limiter mode in which the limiter (second limiter) is activated based on the difference counter. The player can select whether to activate (make active) the first limiter mode or the second limiter mode by pressing the buttons in a forward or reverse direction during simulated gameplay.
[0247] In other words, the main control device 10 is equipped with a selection means that allows the player to select, based on their operation, whether to activate a first advantageous period termination control means that can terminate the advantageous period based on a net increase counter, or a second advantageous period termination control means that can terminate the advantageous period based on a difference counter. Therefore, it becomes possible to select a limiter mode according to the player's preference, making it possible to create a game experience that satisfies a large number of players.
[0248] Furthermore, if you select the first limiter mode, the initial number of remaining medals awarded will be set to "300," and if you select the second limiter mode, the initial number of remaining medals awarded will be set to "100." In other words, the main control device 10, as a special game state control means, is equipped with a minimum number changing means that can change the minimum number of game value (medals) granted to the player during a special game state (pseudo-bonus state, AT state) according to the selection result of the selection means (main control device 10).
[0249] Therefore, the minimum game value granted to the player during the special game state changes depending on the player's choice, making it possible to improve the enjoyment of the game. Furthermore, selecting the first limiter mode allows for a relatively stable number of medals to be won, thus preventing players from becoming dissatisfied due to a low number of medals won despite the occurrence of a special game state. Furthermore, if the second limiter mode is selected, and the second limiter is activated, there is a possibility of winning a very large number of medals, which can increase the player's motivation to play.
[0250] Furthermore, since the player can select a limiter mode in the first game of the AT state, it becomes possible to select a limiter mode each time the AT state occurs. This allows the player to choose a limiter mode while anticipating which limiter mode will be more advantageous for them each time the AT state occurs, thereby improving player satisfaction.
[0251] Furthermore, since the selection of the limiter mode is performed by the simulated stopping of reel 4 during the simulated gameplay, it is possible to select the limiter mode in a more engaging and reliable manner. Furthermore, since the limiter mode is selected by operating stop button 5 during simulated gameplay, it is possible to efficiently select the limiter mode without providing dedicated operating means. Furthermore, since the selection of the limiter mode is performed during simulated gameplay, it is possible to select the limiter mode without affecting the progress of the AT state or anything else.
[0252] During the simulated gameplay, the system instructs the player to either press the buttons in the normal order (forward operation) or in the reverse order (reverse operation). Alternatively, it may instruct the player to either press the left stop button 5a or the right stop button 5c.
[0253] Next, with reference to the diagram in Figure 12, the bonus lottery during the AT state in the slot machine 1 of this first embodiment will be explained. In the slot machine 1 of this first embodiment, when a predetermined role (for example, a rare role) is won during a game in AT state, a bonus lottery is performed in which a predetermined number of medals is added to the remaining number of medals at that time. Therefore, if the bonus draw is won, the number of remaining medals increases, which increases the profit the player earns, and the duration of the AT state is extended accordingly.
[0254] Figure 12 shows the selection rate of the number of additional medals when a rare role is won in a game during AT state, as determined by the main control device 10. Furthermore, the main control unit 10 is configured to select the number of additional medals by extracting a predetermined random number when a rare role is won during a game in AT mode.
[0255] First, Figure 12(a) shows the probability of additional wins (selection rate of additional medal counts) during the AT state when the first limiter mode is activated. As shown in Figure 12(a), when a weak rare role (weak cherry role, weak watermelon role) is won during a game in AT state, a selection control is performed such that there is a 50% chance that "0 coins" (no addition) will be selected as the number of added coins, a 30% chance that "10 coins" will be selected, a 20% chance that "20 coins" will be selected, and a 0% chance that "50 coins" will be selected. Furthermore, during AT mode, if a strong rare role (chance role, strong cherry role, strong watermelon role) is won, a selection control is implemented such that there is a 0% chance that "0 coins" (no coins added) will be selected as the number of added coins, a 50% chance that "10 coins" will be selected, a 45% chance that "20 coins" will be selected, and a 5% chance that "50 coins" will be selected.
[0256] Next, Figure 12(b) shows the probability of additional wins (selection rate of additional medal counts) during the AT state when the second limiter mode is activated. As shown in Figure 12(b), when a weak rare role (weak cherry role, weak watermelon role) is won during a game in AT state, a selection control is performed such that there is a 30% chance that "0 coins" (no addition) will be selected as the number of added coins, a 45% chance that "10 coins" will be selected, a 30% chance that "20 coins" will be selected, and a 5% chance that "50 coins" will be selected. Furthermore, in games played during AT mode, if a strong rare role (chance role, strong cherry role, strong watermelon role) is won, a selection control is implemented such that there is a 0% chance that "0 coins" (no coins added) will be selected as the number of added coins, a 40% chance that "10 coins" will be selected, a 50% chance that "20 coins" will be selected, and a 10% chance that "50 coins" will be selected. Therefore, when the second limiter mode is activated, the probability of winning the bonus lottery itself, and the number of bonus medals awarded when the bonus lottery is won, will be more favorable than when the first limiter mode is activated.
[0257] As described above, in the slot machine 1 of this first embodiment, when a rare role is won in a game during AT state, the main control device 10 performs a bonus lottery in which the number of bonus medals is added to the remaining number of medals as a bonus, according to the probabilities described above. Therefore, if a rare role is won during AT mode, it is possible to increase the player's sense of anticipation. Furthermore, when a strong rare role is won, the probability of winning the bonus draw and the number of medals added are more favorable than when a weak rare role is won, which can further enhance the player's sense of anticipation.
[0258] Furthermore, the main control unit 10 changes the probability of winning the bonus lottery according to the selection result of the limiter mode. In other words, the main control device 10, as a special game state control means, is equipped with a bonus granting probability changing means that can change the probability of granting a bonus (increase in the number of medals) during the special game state (AT state) according to the selection result of the selection means (main control device 10). Therefore, depending on the selection of the limiter mode, the game content related to the granting of benefits during the AT state will change in various ways, making it possible to improve the enjoyment of the game.
[0259] Furthermore, when the second limiter mode is activated, the main control device 10 conducts a bonus lottery that is more favorable than when the first limiter mode is activated, in terms of the probability of winning the bonus lottery itself and the number of medals added if the bonus lottery is won. Therefore, by selecting the first limiter mode, the number of remaining medals awarded at the start will be larger, but the bonus medal lottery will be less favorable. Conversely, by selecting the second limiter mode, the number of remaining medals awarded at the start will be smaller, but the bonus medal lottery will be more favorable. This allows for gameplay that changes the player's expectations, thereby improving the enjoyment of the game. Furthermore, while selecting the second limiter mode increases the likelihood of the AT state ending prematurely, the probability of the second limiter activating also increases depending on the way the winning combinations are drawn during the AT state. Moreover, if the second limiter is activated, there is a higher chance of winning more medals than when the first limiter is activated, thus increasing the player's motivation to continue playing.
[0260] Furthermore, the probability of winning each bonus draw and the number of bonus medals awarded may be different from those stated above, as long as selecting the second limiter mode is more advantageous to the player than selecting the first limiter mode. Furthermore, the winning combinations for the bonus draw do not have to be rare combinations. The probability of transitioning to the bonus zone may be increased when selecting the second limiter mode compared to when selecting the first limiter mode.
[0261] Next, referring to the diagram in Figure 13, we will explain the transition destination of the game section after the AT state ends. Figure 13 shows the destination of the game section after the AT state ends, which is realized by the control of the main control device 10.
[0262] As mentioned above, when the game transitions to the AT state during the advantageous period, the net increase counter and the difference counter are increased by the payout of medals during the AT state. In this first embodiment, however, the game is configured to determine whether to continue the game in the advantageous period or to end the advantageous period and transition to the normal period, based on the values of the net increase counter and the difference counter at the end of the AT state.
[0263] As shown in Figure 13, the main control device 10 continues the advantageous period if the net increase in coins counter value at the end of the AT state is less than +1000, and terminates the advantageous period and transitions to the normal period if the net increase in coins counter value at the end of the AT state is +1000 or more.
[0264] Furthermore, if the net payout counter value at the end of the AT state is less than +1500, the advantageous period will continue as is. If the net payout counter value at the end of the AT state is +1500 or more, the advantageous period will end and the game will return to the normal period. Furthermore, the main control device 10 is configured to initialize the values of the net increase counter and the difference counter when the game section transitions to the normal section. In other words, the main control device 10 is equipped with a difference information initialization means that can initialize the difference information (value of the difference counter) based on the fact that the difference information (value of the difference counter) exceeds a predetermined number at the end of the special game state (AT state).
[0265] Therefore, the game section changes depending on the values of the net increase counter and the difference counter at the end of the AT state. If the net increase counter and the difference counter are relatively small, the advantageous section continues as is and the values of the net increase counter and the difference counter are maintained. However, if the net increase counter and the difference counter are relatively large, the advantageous section ends and the game transitions to the normal section, and the values of the net increase counter and the difference counter are reset.
[0266] This is a control mechanism to ensure that the number of medals a player can actually acquire during the transition to the AT state is above a certain number. Regardless of the value of the net increase counter or the difference counter when transitioning to the AT state, it is possible to ensure that the number of medals that can be acquired during that AT state before the limiter function is activated is above a certain number.
[0267] In other words, if a player acquires a large number of medals during the AT state, and the net increase counter and difference counter values at the end of the AT state exceed the respective thresholds, then if the next AT state occurs immediately afterward, there is a possibility that the limiter will activate before the next player acquires many medals. This system makes it possible to prevent such a situation.
[0268] Furthermore, as long as the player can secure a certain number of medals before the limiter function activates during the AT state, the threshold for changing the above-mentioned game section can be any other than those mentioned above.
[0269] Next, we will explain the forced selection of the limiter mode, referring to the diagram in Figure 14. Figure 14 shows the forced selection of the limiter mode based on the values of the net increase counter and the difference counter, which is achieved by the control of the main control device 10. As mentioned above, in the slot machine 1 of this first embodiment, the limiter mode can be selected by the player. However, depending on the values of the net increase counter and the difference counter, the player may be prevented from selecting the limiter mode, and a predetermined limiter mode may be forcibly determined (selected).
[0270] Figure 14 shows the ranges of the net increase counter and difference counter that are forcibly determined (selected) to a predetermined limiter mode when transitioning to the AT state. As shown in Figure 14, if the net increase counter value is "0 to +500" and the difference counter value is "less than 0", then "player selection" is enabled, meaning the player can choose the limiter mode. If the net increase counter value is "0 to +500" and the difference counter value is "0 to +1000", then "first limiter mode forced" is enabled, meaning the player cannot choose the limiter mode and the first limiter mode is forcibly determined. If the net increase counter value is "0 to +500" and the difference counter value is "+1001 to +1499", then "first limiter mode forced" is determined.
[0271] Furthermore, if the net increase counter value is "+501 to +999" and the difference counter value is "less than 0", the "second limiter mode is forced", meaning the player cannot select a limiter mode and the second limiter mode is forcibly determined. If the net increase counter value is "+501 to +999" and the difference counter value is "0 to +1000", the "second limiter mode is forced" is determined. If the net increase counter value is "+501 to +999" and the difference counter value is "+1001 to +1499", the "first limiter mode is forced" is determined. Note that if the net increase counter value is "+1000 or more" and the difference counter value is "+1500 or more", the game section will transition to the normal section (each counter will be reset) at the end of the AT state, as shown in Figure 13 above, so this range is excluded from the chart.
[0272] As described above, the main control device 10 will determine one of the following modes depending on the values of the net increase counter and the difference counter when transitioning to the AT state: the player selects the limiter mode, the first limiter mode is forcibly determined (selected), or the second limiter mode is forcibly determined (selected). In other words, the main control device 10 includes a forced activation means that can forcibly activate either a first advantageous section termination control means for activating the first limiter or a second advantageous section termination control means for activating the second limiter, based on the increase in the number of game value (medals) granted to the player (net increase in medals counter) and the difference information (value of the difference in medals counter) counted by the difference information counting means (main control device 10).
[0273] Therefore, if the number of medals that can be won becomes small before any limiter is activated, the player will be unable to select a limiter mode that is disadvantageous to them, thus preventing player dissatisfaction when a limiter is activated. For example, if the game transitions to the next AT state immediately after the end of the current AT state, and the net increase counter shows "+600" while the difference counter shows "-1000", if the player selects the first limiter mode, the number of medals that can be acquired before the first limiter activates will be extremely small. In such cases, the second limiter mode will be forcibly selected, preventing player dissatisfaction.
[0274] While the current setup compares the range of the net increase counter and the difference counter, it would also be possible to directly compare the values of the net increase counter and the difference counter and forcibly determine the limiter mode corresponding to the smaller counter. Furthermore, if any limiter mode is forcibly determined, it is preferable to execute the confirmation notification of any limiter mode (see Figure 11(c) or (e)) without executing the aforementioned limiter mode selection animation (see Figure 11(b)). As described above, each process related to the limiter mode in the slot machine 1 of the first embodiment is performed.
[0275] [Ending sequence] Next, with reference to Figure 15, the ending sequence in the slot machine 1 of this first embodiment will be described. In the slot machine 1 of this first embodiment, the sub-control device 20 controls the main display 8 to execute various effects corresponding to each game state based on the control information received from the main control device 10. For example, during AT mode, the main display unit 8 is configured to execute the AT mode-specific effects.
[0276] During AT mode, the effects are executed by displaying predetermined effect images on the main display unit 8, which serves to inform the player that AT mode is active and to enhance the enjoyment of the AT mode. For example, a visual (or video) sequence might be displayed showing a character appearing and running through a designated location (such as a city street). In addition, along with the display of the above-mentioned image, a predetermined sound effect is output from speaker 9, and a predetermined pattern of illumination occurs in lamp 11, thereby executing the performance during AT mode.
[0277] Furthermore, if the first or second limiter is activated during AT mode, the maximum number of medals the player can win will be awarded according to the limiter mode selected at that time. Therefore, when each limiter is activated, the main display 8 will execute an ending sequence that celebrates the activation of the limiter. In the main control unit 10, if it is determined in advance that each limiter will be activated while in AT mode, the period from that point until the limiter is activated is set as the ending period. In the sub-control unit 20, when this ending period is reached, the ending sequence is executed on the main display unit 8, and the sequence images displayed during AT mode are switched from the normal sequence images for AT mode to sequence images corresponding to the ending period.
[0278] For example, if the value of the net increase counter or difference counter, which is calculated based on the remaining number of medals during AT mode, reaches the first limit value or the second limit value, it is predetermined that the limiter in the limiter mode at that time will activate. The period from that point until the limiter activates is set as the ending period, and the ending sequence is executed. In other words, if the number of remaining medals during AT mode increases due to bonus draws or other means, and the sum of the number of medals already acquired and the number of remaining medals reaches any limit value, it is guaranteed that one of the limiters will activate afterward. In such cases, the ending period is set before the corresponding limiter activates.
[0279] The ending period can be any period before the predetermined period in which the first or second limiter activates. For example, provided that it has been determined in advance that the first limiter will activate, it may be set to begin a predetermined period before the net increase counter reaches the second limit value (for example, when the net increase counter reaches +1400), or it may be set to begin a predetermined number of games in advance.
[0280] Furthermore, in the slot machine 1 of this first embodiment, the limiter mode can be changed by the player's selection, and the timing of the transition to the ending period during the AT state will change depending on the selected limiter mode. Therefore, if the first limiter mode is selected, the first ending period will be set as the ending period, and if the second limiter mode is selected, the second ending period will be set as the ending period. Furthermore, the main display 8 may either execute the same ending sequence during the first ending period and the second ending period, or it may execute different ending sequences.
[0281] Furthermore, in the slot machine 1 of this first embodiment, in order to enhance the player's sense of anticipation and the enjoyment of the game, when the second limiter mode is selected, a fake ending sequence is executed in the same manner as the ending sequence, even when it is not the ending period during the AT state. In other words, when the second limiter mode is selected, the player will not be aware of the number of medals that can be won before the second limiter activates. However, by executing a fake ending sequence for players who are unaware of when the second limiter will activate, the game aims to increase their anticipation and surprise regarding the activation of the second limiter.
[0282] For example, if the AT state is entered when the net number of tokens counter is "-2000 tokens", the number of tokens the player can acquire before the second limiter activates will be "+4400 tokens" (2000 tokens + 2400 tokens). In this case, in addition to the ending sequence that is executed when the sum of the tokens already acquired and the remaining tokens (to be acquired) reaches "+4400 tokens", a fake ending sequence will also be executed for a predetermined period (for example, 30 games) when the net number of tokens counter reaches a predetermined number (for example, "+500 tokens"). Therefore, if there are still medals remaining, even if a fake ending sequence is performed, the AT state will continue after the fake ending sequence ends. Thus, the execution of the fake ending sequence can concentrate the player's interest on whether or not the AT state will end, and if the AT state continues after the fake ending sequence ends, it is possible to increase the player's sense of anticipation. The timing of the fake ending sequence can be anytime as long as it enhances the player's sense of anticipation, but it is preferable to determine the timing by lottery based on a predetermined random number.
[0283] Figure 15 shows the display images on the main display 8 when the second limiter mode is selected and the fake ending sequence and the ending sequence are executed, which are displayed under the control of the sub-control device 20. Figure 15 shows the case where the game transitions to a pseudo-bonus state when the net number of tokens counter reaches "-2000 tokens," and then to an AT state. Therefore, with respect to the second limit value ("+2400 coins"), the number of coins a player can acquire (net increase) before the second limiter activates will be "+4400 coins". Furthermore, this indicates that when the net payout counter reaches "+4000 coins," it is predetermined that the second limiter will activate and the game will transition to the second ending period.
[0284] First, as shown in Figure 15(a), when the system transitions to the AT state, the second AT state image 39b is displayed on the main part of the screen of the main display unit 8, as described above, to indicate that the system is in the second AT state with the second limiter mode activated. Additionally, images 40a ("500 medals remaining") and 40b ("1000 medals acquired") will be displayed in the upper left and upper right corners of the screen. Image 40b, showing the number of medals acquired by the player throughout the pseudo-bonus state and AT state, displays the same information as during the pseudo-bonus state.
[0285] Next, Figure 15(b) shows the display image on the main display 8 when a fake ending sequence is executed during the AT state. In the example shown in Figure 15, the fake ending sequence is executed when the net number of coins counter reaches "+500 coins". Therefore, if the game transitions to a pseudo-bonus state when the difference in the number of tokens counter is "-2000 tokens", the acquired token count image 40b will display "2500 tokens acquired" (2000 tokens + 500 tokens).
[0286] As shown in Figure 15(b), when the fake ending sequence is executed, an ending image 42 is displayed on the main part of the screen of the main display unit 8, celebrating or informing in advance that the limiter function will be activated, just as when the ending period begins. In other words, even when a fake ending sequence is performed, the player is unaware that it is a fake ending sequence. Therefore, the images displayed during the fake ending sequence are the same as those displayed during the actual ending sequence (second ending period). The ending image 42 may be a video or still image in which a specific character appears or a specific background image is displayed. Furthermore, during the fake ending sequence, just as during the ending sequence (second ending period), sound effects corresponding to the ending sequence are output from speaker 9, and lamp 11 illuminates in a manner corresponding to the ending sequence.
[0287] Furthermore, in the slot machine 1 of this first embodiment, when the second limiter mode is selected, if the number of medals acquired by the player exceeds the number of medals acquired when the first limiter is activated, a difference medal count image 41, indicating the number of medals acquired in excess of the first limit value, is displayed below the acquired medal count image 40b. For example, if the number of medals acquired in image 40b exceeds the first limit value of "2400 medals acquired," the difference in medals acquired will be displayed in image 41. Therefore, as shown in the diagram, if the number of medals acquired in image 40b becomes "2500 medals acquired," then "(+100 medals)" will be displayed in image 41. Additionally, the execution of the fake ending sequence will cause the AT remaining medal count image 40a, which was displayed in the upper left corner of the screen, to disappear.
[0288] Next, Figure 15(c) shows the animation image on the main display 8 of a game after a predetermined period (for example, 30 games) has elapsed since the fake ending animation began. In other words, it shows the in-game animation during gameplay in the final game, where the fake ending sequence concludes.
[0289] As shown in Figure 15(c), if the final game of the fake ending sequence is executed, the battle sequence image 43 is displayed in the main part of the screen of the main display unit 8 during the execution of that game, and the battle sequence is executed. Additionally, the image of the number of medals earned (40b) and the image of the difference in medals (41) will be updated as the fake ending sequence progresses.
[0290] A battle sequence is a sequence that is completed within a single game. For example, it is a sequence in which an ally character and an enemy character battle, and the outcome of the battle indicates whether or not the ending sequence (fake ending sequence) will continue. Therefore, during the execution of the final game in the fake ending sequence, a battle sequence image 43 is displayed by showing a video of an ally character and an enemy character fighting, and after the game ends, a victory sequence image is displayed showing one of the characters winning.
[0291] Figure 15(c) shows the battle sequence during the fake ending sequence, so after the final game ends, an image will be displayed showing the victory of the player's character based on the outcome of the battle sequence. Therefore, as shown in Figure 15(d), after the game in which the battle sequence is performed ends, a battle victory image 44 indicating that the allied character has won is displayed on the main part of the screen of the main display unit 8, and the player is notified that the AT state will continue without the limiter function activating. In other words, the victory of the allied characters signals that the ending sequence being performed is a fake ending sequence, and that the limiter (second limiter) is not yet about to activate.
[0292] Furthermore, instead of a fake ending sequence, even during the execution of the actual ending sequence (the ending sequence during the second ending period), a random battle sequence will be executed. During the execution of the actual ending sequence, after the game in which the battle sequence was executed ends, an image showing the enemy character winning based on the result of the battle sequence will be displayed, and then the ending sequence will continue. In other words, the ending sequence being executed is taking place during the second ending period, and the fact that the limiter (second limiter) is about to activate is indicated by the enemy character's victory.
[0293] Then, as shown in Figure 15(e), when the next game is played, the second AT state image 39b that was displayed before the ending sequence was executed is displayed again, and the player is once again informed that they are in the second AT state. Additionally, the continuously displayed image 40b showing the number of medals won ("2600 medals won") and the image 41 showing the difference in medals will now also display the image 40a showing the remaining medals for the AT ("300 medals remaining") in the upper left corner of the screen, in addition to "(+200 medals)".
[0294] Then, as the game progresses, if the difference in the number of tokens (the value on the token counter) exceeds the second limit value ("+2400 tokens"), the second limiter will be activated. Therefore, if the second limiter mode is selected, the game will transition to the second ending period when the number of remaining medals in the AT state reaches the value that activates the second limiter. As shown in Figure 15(f), the ending image 42 will be displayed again on the main display 8, and the ending sequence will be executed. In Figure 15(f), the game transitions to a pseudo-bonus state when the difference in tokens counter reaches "-2000 tokens," and the second limiter activates when the number of tokens acquired by the player (net increase) exceeds "4400 tokens." However, in Figure 15(f), the game transitions to the second ending period when the token count reaches "4000 tokens," just before that point. Therefore, the acquired token count image 40b will display "4000 tokens acquired," and the difference in token count image 41 will display ("+1600 tokens").
[0295] The ending sequence will continue until the number of medals (net increase) acquired by the player exceeds 4400. Once the number of medals (net increase) exceeds 4400, the second limiter function will activate, and the AT state (advantageous period) will end.
[0296] As described above, in the slot machine 1 of this first embodiment, if it is determined in advance that the limiter will be activated during the AT state, the sub-control device 20 will execute the ending sequence. For example, if the second limiter mode is selected, it is predetermined that the second limiter will activate when the value of the expected increase in the difference in the number of medals counter, which is calculated based on the remaining number of medals during the AT state, reaches the second limit value. The period from that point until the second limiter activates is set as the second ending period, and the ending sequence is executed.
[0297] In other words, the sub-control device 20 includes an ending sequence control means that can execute an ending sequence that allows the player to recognize in advance that the advantageous period is ending during a specific period (for example, the second ending period) before the end of the advantageous period by the second advantageous period end control means (main control device 10). Therefore, by executing the ending sequence, it is possible to increase the player's satisfaction with reaching the limiter, as well as to increase the player's motivation to continue playing.
[0298] Furthermore, during the AT state, even before the setting of the ending period (first ending period, second ending period), a fake ending sequence is executed in the same manner as the actual ending sequence. In other words, the sub-control device 20 is equipped with a fake ending effect control means that can execute a fake ending effect in the same manner as the ending effect during a predetermined period prior to a specific period (for example, the second ending period). Therefore, it becomes possible to diversify the presentation patterns during AT mode, improving the enjoyment of the game, and also to enhance the sense of anticipation and surprise regarding the activation of the second limiter.
[0299] Furthermore, when the second limiter mode is selected, if the number of medals acquired by the player exceeds the number of medals acquired when the first limiter is activated, the amount of medals acquired in excess of the first limit value will be displayed as the difference in medal count image 41. In other words, the sub-control device 20 includes a game value notification means that, when the second advantageous period termination control means (main control device 10) is activated, notifies the player of a game value that has been assigned in a greater amount than when the first advantageous period termination control means (main control device 10) is activated, in a manner that the player can recognize. Therefore, by selecting the second limiter mode, players can recognize the benefits they would not have obtained if they had selected the first limiter mode, thereby increasing their satisfaction with their choice and boosting their motivation to play.
[0300] Furthermore, the fake ending sequence can be executed at any time before the ending period is set. Furthermore, the fake ending sequence may be executed multiple times during the period prior to the setting of the ending period. As described above, the ending sequence (fake ending sequence) is executed.
[0301] [Lottery for transitioning to AT state during pseudo-bonus state] Next, with reference to Figures 16 and 17, the lottery for transitioning to the AT state during the pseudo-bonus state will be explained in detail. As mentioned above, during games in the pseudo-bonus state, a lottery is held to determine whether the game will transition to the AT state. If the lottery for transitioning to the AT state is successful, the game state will transition to the AT state after the pseudo-bonus state ends.
[0302] As shown in Figure 16, the lottery for transitioning to the AT state is conducted during the AT Challenge state, which is set up during a predetermined number of games (3 times) towards the end of the pseudo-bonus state. During each game in the AT Challenge state, a lottery is held with a predetermined probability to determine whether or not to transition to the AT state. In other words, the main control device 10 is equipped with a bonus granting lottery means that can perform a lottery to determine whether or not to grant a bonus (AT state) to the player in connection with the execution of the game. Therefore, the pseudo-bonus state is divided into a medal acquisition period in which button-press navigation is performed to make it easier to acquire medals, and a lottery period in which a lottery is held to determine the transition to the AT state. When the number of remaining medals in the pseudo-bonus state runs out, the medal acquisition period ends, and the player then transitions to the AT Challenge state, which is the lottery period.
[0303] Then, if the player wins the lottery for transitioning to the AT state during any game while in the AT Challenge state, the game state will transition to the AT state after the pseudo-bonus state (AT Challenge state) ends (arrow k). On the other hand, if the player does not win the lottery to transition to the AT state during any game in the AT Challenge state, the game state will transition to the normal game state after the pseudo-bonus state (AT Challenge state) ends (arrow j).
[0304] The probability of winning the AT state transition lottery in each game during the AT Challenge state is normally set to a predetermined probability, but it is possible to increase (change the probability of) the probability based on the results of the games during the medal acquisition period in the pseudo-bonus state. The probability of transitioning to the AT state is triggered when, for example, the result of the draw for a winning combination during the medal acquisition period is a common bell combination. Furthermore, the probability of winning the common bell symbol is set lower than that of the sequenced bell symbol, for example, it has a probability of being won of 1 / 15.
[0305] Here, we will explain the stopping control of reel 4 when the common bell role, which triggers the above-mentioned probability fluctuation, is won, as executed by the main control device 10. As mentioned above, the main control unit 10 controls the stopping of the reels 4 based on the results of the lottery for the winning combinations drawn during the game and the stopping operation of the stop button 5. In other words, the main control device 10 is equipped with a stop control means that, when the stop button 5, which is a stop operation means, is operated, controls the reel 4, which is a variable display means, to derive a stop mode corresponding to the lottery result by the lottery means (main control device 10).
[0306] In the slot machine 1 of this first embodiment, the main control device 10 controls the stopping of reel 4 so that when the common bell symbol is won in a game, the reel 4 is stopped in reverse order ("4c→4b→4c") and the combination of "bell-bell-bell" symbols stops on the middle line. However, only when the stopping operation (a special operation known as a "perfect stop") is performed at the exact moment the "BAR" symbol on the left reel 4a, which is the last to be stopped, passes over the middle line, is it possible to stop the combination of "BAR-bell-bell" symbols (a specific symbol combination) on the middle line.
[0307] In other words, on the left reel 4a, each "bell" symbol is basically set to be within a pull-in range (4 frames) based on the middle line, but there is one gap (5 frames) that is outside the pull-in range, and the "BAR" symbol is placed directly above the "bell" symbol at the bottom of that gap. If you perform a precise stop operation (special operation) aiming for this "BAR" symbol, the "bell" symbol will not be able to be pulled in (pull-stop control will become impossible), and as a result the combination of "BAR-bell-bell" symbols will stop on the middle line.
[0308] Furthermore, all of the "bell" symbols on the middle reel 4b and the right reel 4c are arranged so that they are within a pull-in range (4 frames) based on the middle line. Therefore, when performing a reverse spin operation upon winning a common bell symbol, a specific symbol combination will stop only if the precise stop operation on the left reel 4a is successful.
[0309] In the slot machine 1 of this first embodiment, the main control device 10 grants the right to change the probability of transitioning to the AT state based on the fact that when a common bell symbol is won during a game in the medal acquisition period, the combination of symbols "BAR-Bell-Bell" stops on the middle line as a result of the game. Specifically, if the "BAR-Bell-Bell" symbol combination (a specific symbol combination) stops once during the medal acquisition period, the probability of winning the AT state in the third of the three games played during the AT Challenge state will be changed from 10% to 30%.
[0310] Furthermore, if a specific symbol combination stops twice during the medal acquisition period, the probability of winning the AT state in the second game, as well as the third game in the AT Challenge state, will change from 10% to 30%. Similarly, if a specific symbol combination stops three times, the probability of winning the AT state in the first game, as well as the second and third games in the AT Challenge state, will also change from 10% to 30%.
[0311] Furthermore, if a specific symbol combination stops four times during the medal acquisition period, the probability of winning the AT state in the third game during the AT Challenge state will change from 30% to 100%. Similarly, if it stops five times, the probability of winning the AT state in the second game during the AT Challenge state will also change from 30% to 100%. If it stops six times, the probability of winning the AT state in the first game during the AT Challenge state will also change from 30% to 100%. Therefore, if a specific combination of symbols stops a total of six times during the medal acquisition period, all games in the AT Challenge state will have a 100% chance of winning the lottery for transitioning to the AT state.
[0312] Furthermore, in games where the AT Challenge state is active, if the player wins the AT state transition lottery again after winning the transition lottery in the previous transition lottery, it is preferable to grant a predetermined bonus. For example, at the initial stage of transitioning to the AT state, a bonus may be awarded that adds a predetermined number of medals (e.g., 50 medals) to the remaining number of medals, corresponding to the number of re-wins mentioned above. Therefore, if a specific combination of symbols stops a total of seven or more times during the medal acquisition period, the above-mentioned bonus will be guaranteed.
[0313] Furthermore, the probability variation mechanism for the AT state transition lottery may be other than those described above, as long as it is advantageous to the player in proportion to the number of times a specific symbol combination stops during the medal acquisition period. Furthermore, while the common bell symbol is set as the trigger for probability fluctuations, other symbols (for example, rare symbols) may also be used as triggers for probability fluctuations.
[0314] Furthermore, in the slot machine 1 of this first embodiment, the main control device 10 changes the number of medals awarded as a prize depending on the type of symbol combination that stops when a common bell symbol is won during a game in the medal acquisition period. For example, when a common bell symbol is won, if the combination of "bell-bell-bell" symbols stops on the middle line as a result of the game, 8 medals (net increase of "+5 medals") are paid out. If the combination of "BAR-bell-bell" symbols stops on the middle line, 1 medal (net increase of "-2 medals") is paid out. Therefore, when a common bell symbol is won, there will be a difference in the number of medals actually won by the player (a difference of 7 medals each time) depending on whether the symbol combination that stops is "Bell-Bell-Bell" or "BAR-Bell-Bell".
[0315] As mentioned above, the pseudo-bonus state (medal acquisition period) ends when the number of medals actually acquired by the player (net increase in medals) reaches a predetermined number (for example, 100 medals). Therefore, when the common bell symbol is won and the symbols stop in the "BAR-Bell-Bell" combination, the pseudo-bonus state (medal acquisition period) will be extended with each stop compared to when the symbols stop in the "Bell-Bell-Bell" combination. Therefore, if a specific symbol combination stops when a common bell symbol is won, in addition to the probability fluctuations during the AT Challenge state, the pseudo-bonus state (medal acquisition period) will be extended, and this extension will increase the possibility of the specific symbol combination stopping again.
[0316] The flowchart in Figure 17 shows the process for changing the probability of transitioning to the AT state during the AT Challenge state, and illustrates the high probability lottery right setting process executed by the main control device 10. First, when the high probability lottery right setting process begins, step S50 determines whether or not the player is in a pseudo-bonus state. If the system is in a pseudo-bonus state, proceed to step S51; otherwise, terminate the high probability lottery right setting process.
[0317] Next, in step S51, it is determined whether or not the game has ended. If the game ends, proceed to step S52; otherwise, terminate the high probability lottery right setting process.
[0318] Next, in step S52, it is determined whether or not a specific combination of symbols has stopped. If a common bell combination is won and a specific symbol combination ("BAR-Watermelon-Watermelon") stops (a single-coin win is achieved), the game proceeds to step S53. If the specific symbol combination does not stop (8 coins are paid out), the high probability lottery right setting process ends. In step S52, it is determined whether a specific combination of symbols has stopped, but it may also be determined whether or not one medal has been dispensed.
[0319] Next, in step S53, a process is performed to set the right to a high probability lottery based on the number of times a specific symbol combination stops. This is a process for changing the probability of transitioning to the AT state during the AT Challenge state. As mentioned above, each time a specific combination of symbols stops (a single-coin win occurs), a high-probability lottery right is set (stored) for the corresponding game during the AT Challenge state, which will result in a high probability of transitioning to the AT state. Furthermore, the high-probability lottery right includes information that allows you to identify whether it is a lottery right that gives you a 30% chance of winning the lottery for transitioning to the AT state, or a lottery right that gives you a 100% chance of winning.
[0320] Therefore, for example, if a high probability lottery right corresponding to one stop of a specific symbol combination is set (stored), the main control device 10 will conduct a high probability lottery to win the AT state transition lottery in the third game during the subsequent AT Challenge state with a probability of 10% to 30%, and if a high probability lottery right corresponding to four stops of a specific symbol combination is set, the main control device 10 will conduct a high probability lottery to win the AT state transition lottery in the third game during the AT Challenge state with a probability of 30% to 100%. After that, the process for setting the right to participate in the high probability lottery will be terminated.
[0321] As described above, the main control device 10 sets a high probability lottery right each time a specific symbol combination stops (a single-symbol win occurs), and when the high probability lottery right is set, a lottery for transitioning to the AT state is performed with a predetermined high probability for the corresponding game during the AT Challenge state. Therefore, when a specific combination of symbols stops appearing, the player is granted the right to participate in a high-probability lottery, which can increase the player's sense of anticipation. Furthermore, each time a specific symbol combination stops, a high-probability lottery right is granted. If the specific symbol combination stops multiple times, the likelihood of being granted a high-probability lottery right that leads to a transition lottery with an even higher probability increases. Therefore, if the specific symbol combination stops many times, it becomes possible to further enhance the player's sense of anticipation.
[0322] Furthermore, as mentioned above, if a specific combination of symbols stops appearing, the medal acquisition period will be extended according to the number of times that combination has occurred. This will grant the player the right to participate in a high-probability lottery, and will also increase the opportunities to participate in high-probability lottery rounds in subsequent games, thereby greatly enhancing the player's sense of anticipation. As described above, a lottery is held to determine the transition to the AT state while in the pseudo-bonus state.
[0323] [Control and presentation during pseudo-bonus state] Next, with reference to Figures 18 and 19, we will explain in detail the various controls during the pseudo-bonus state and the effects (effect images) displayed on the main display 8. First, Figure 18 shows the display image of the main display 8 when a common bell symbol is won during a game in a pseudo-bonus state. The sub-control device 20 performs control to display various visual effects on the main display 8 based on control information from the main control device 10. In addition, along with the display of the above-mentioned image, a predetermined sound effect is output from speaker 9, and a predetermined pattern of illumination occurs in lamp 11, thereby executing the effects during the pseudo-bonus state.
[0324] As shown in Figure 18, during gameplay (while reel 4 is spinning) when a common bell symbol is won in a game during a pseudo-bonus state, an image instructing the player to stop the reels to aim for a specific symbol combination, consisting of the text information "Aim for "BAR-Bell-Bell", is displayed approximately in the center of the main display 8 screen. Furthermore, below the symbol instruction image 50a, an operation instruction image 50b is displayed, which is an image instructing the player to stop reel 4 by pressing it in reverse order ("4c → 4b → 4c"), and consists of a left-pointing arrow image. Therefore, the display of the symbol instruction image 50a and the operation instruction image 50b triggers the execution of the instruction sequence, informing (instructing) the player to stop reel 4 with a reverse push operation while aiming for the "BAR-Bell-Bell" combination.
[0325] Additionally, the remaining medal count image 32 ("83 medals remaining") is displayed in the upper right corner of the main display unit 8, and the pending image 33 is displayed in the upper left corner of the screen. The pending image 33 shows the probability of winning the AT state in each challenge game performed during the AT Challenge state, which is the lottery period during the pseudo-bonus state, and consists of three circular images corresponding to the 1st to 3rd challenge games during the AT Challenge state. Furthermore, the remaining medal count shown in image 32 is after the bet amount has been set, so it represents the value after the bet amount has been added.
[0326] Furthermore, the color scheme of the circular image changes according to the probability fluctuations in the AT state transition lottery. When the probability of winning the AT state is the initial 10%, a white circular image is displayed; when the probability of winning the AT state changes to 30%, a green circular image is displayed; and when the probability of winning the AT state changes to 100%, a red circular image is displayed.
[0327] Therefore, in the initial stages of the pseudo-bonus state, as shown in the figure, the reserve image 33 is composed of a first white reserve image 33a consisting of a white circle image corresponding to the first challenge game, a second white reserve image 33b consisting of a white circle image corresponding to the second challenge game, and a third white reserve image 33c consisting of a white circle image corresponding to the third challenge game.
[0328] When the above instructions are executed, the player will stop reel 4 by pressing the buttons in reverse order to aim for a specific combination of symbols. However, as mentioned earlier, stopping the "BAR" symbol on the middle line of the left reel 4a requires a precise stop, so stopping a specific combination of symbols requires a highly difficult stopping operation.
[0329] As shown in Figure 18(b), when a reverse push operation is performed, the bell symbol 51a is forcibly stopped on the middle line of the middle reel 4b and the right reel 4c. However, if a precise push operation is performed on the left reel 4a, which is still spinning, aiming for the BAR symbol 51b on the middle line, the BAR symbol 51b will stop on the middle line of the left reel 4a, and a specific symbol combination will be displayed on the middle line. Furthermore, if an operation other than reverse pressing is performed in this game (for example, forward pressing), the combination of "bell-bell-bell" symbols will stop on a predetermined line. Therefore, an operation other than reverse pressing (for example, forward pressing) can also be considered the first operation mode.
[0330] When a specific combination of symbols stops on the middle line, as shown in Figure 18(c), after the game ends, a success image 52a consisting of the text "You did it!" is displayed in the center of the main display 8 screen, celebrating that the specific combination of symbols was stopped. Furthermore, if a specific symbol combination stops once during the pseudo-bonus state, the probability of winning the AT state in the third challenge game during the AT challenge state will change to 30%, and the third white reserve image 33c among the reserve images 33 will be changed to the third green reserve image 54 consisting of green circle images, indicating that the probability of the third challenge game has changed by one level (probability UP). Although not shown in the diagram, in subsequent games, if a specific symbol combination stops, the display of the held image 33 will change according to the number of times that combination stops. For example, if a specific symbol combination stops four times during the pseudo-bonus state, the held image 33 will change from left to right to a green circle image, a green circle image, and a red circle image.
[0331] Furthermore, when a specific combination of symbols stops, the main control device 10 controls the distribution of one medal (dispensing it). Then, in response to the awarding of one medal, the remaining medal count image 32 will be changed (to "82 medals remaining").
[0332] Furthermore, if a specific symbol combination is stopped and one medal is awarded (net increase of "-2 medals"), the reduction in the remaining number of medals will be smaller than if eight medals were awarded without being able to stop the specific symbol combination (net increase of "+5 medals"). As a result, the duration of the pseudo-bonus state (medal acquisition period) will be extended, and the number of playable games will increase. The net increase in tokens is calculated by subtracting the number of bets from the number of tokens awarded (paid out), and represents the actual increase in the number of tokens held by the player.
[0333] In this first embodiment, if the number of games playable during the pseudo-bonus state (medal acquisition period) increases due to the stopping of a specific symbol combination, a game count increase image 53 consisting of the text information "Game count + 2" (including numerical information) will be displayed in the lower right corner of the main display 8 screen to notify the player of this fact.
[0334] In other words, if a specific symbol combination is stopped and one medal is awarded, the remaining medal count image 32 will show "82 medals remaining," and assuming that all subsequent games result in the push-order bell combination (net increase of "+5 medals"), 17 more games will be playable during the pseudo-bonus state (medal acquisition period). However, if the specific symbol combination is not stopped and eight medals are awarded, the remaining medal count image 32 will show "75 medals remaining" (see Figure 18(e)), and 15 more games will be playable during the pseudo-bonus state (medal acquisition period), resulting in 2 extra games being playable. This increased number of games (2 games) is displayed by the game count increase image 53. Furthermore, even during the extended duration of the pseudo-bonus state (medal acquisition period), it becomes possible to stop at specific symbol combinations again. Furthermore, if the number of remaining medals reaches zero while the pseudo-bonus state is in progress and medal payouts are still being made, the medal payout will be completed without interruption.
[0335] On the other hand, as shown in Figure 18(d), if the precise stop operation on the left reel 4a is not performed, the bell symbol 51a will stop in the middle of the left reel 4a instead of the BAR symbol 51b, and a symbol combination of "bell-bell-bell" which is different from the specific symbol combination will be displayed on the middle line.
[0336] If the specific symbol combination cannot be stopped and the "Bell-Bell-Bell" symbol combination is displayed on the middle line, as shown in Figure 18(e), after the game ends, a failure image 52b consisting of the word "Too bad" will be displayed in the center of the main display 8 screen to inform the player that the specific symbol combination could not be stopped. Furthermore, if the game fails to stop on a specific symbol combination during the pseudo-bonus state, the reserve image 33 will not change, and the first white reserve image 33a, the second white reserve image 33b, and the third white reserve image 33c will remain displayed.
[0337] Furthermore, when the "Bell-Bell-Bell" pattern combination stops, the main control device 10 will control the machine and award (dispense) 8 medals. Then, in response to the awarding of 8 medals, the remaining medal count image 32 will be changed (to "75 medals remaining"). Therefore, in this case, the duration of the pseudo-bonus state (medal acquisition period) will not be extended.
[0338] Furthermore, if the player fails to perform a precise stop despite attempting to press the buttons in reverse order, resulting in the "Bell-Bell-Bell" symbol combination stopping, the player's chances of winning in the predetermined challenge game, which has already undergone probability changes, may be reduced by one level (for example, from 30% to 10%). In other words, if the "bell-bell-bell" symbol combination stops during an operation other than a reverse press (such as a forward press), the player retains their right to draw in the predetermined challenge game, which has already undergone probability change. However, if a reverse press is performed but the player fails to press the button precisely, the player's right to draw in the predetermined challenge game, which has already undergone probability change, is reduced by one level. This may give the player a certain sense of tension when performing a reverse press.
[0339] As described above, when a predetermined role (for example, the common bell role) is won, the main control device 10 will stop a specific symbol combination, which is the "BAR-bell-bell" combination, if a reverse push operation is performed when the reel 4 stops and a precise push operation is performed aiming for the "BAR" symbol on the middle line of the left reel 4a. If a reverse push operation is performed when the reel 4 stops and a precise push operation is not performed aiming for the "BAR" symbol on the middle line of the left reel 4a, the main control device 10 will stop a symbol combination other than the specific symbol combination, which is the "bell-bell-bell" combination.
[0340] In other words, the main control device 10, as a stop control means, is capable of executing control such that when the lottery result of the lottery means (main control device 10) is a special result (winning the common bell role), if the operation of the stop operation means (stop button 5) by the player is a first operation (reverse pressing operation, and an operation other than a precise pressing operation aiming for the "BAR" symbol), it causes the variable display means (reel 4) to derive a first specific stop pattern ("Bell, Bell, Bell"), and if the operation of the stop operation means by the player is a second operation (reverse pressing operation, and a precise pressing operation aiming for the "BAR" symbol), it causes the variable display means to derive a second specific stop pattern (specific symbol combination: "BAR, Bell, Bell").
[0341] Therefore, it becomes possible to reliably derive different stopping patterns for the variable display means (reel 4) depending on the player's operation. Note that the second operation method is described as a reverse-press operation with precise timing to hit the "BAR" symbol, but it may also be a reverse-press operation only. In this case, the first operation method becomes a forward-press operation, and the second operation method becomes a reverse-press operation.
[0342] Furthermore, the main control device 10 awards one medal when the second specific stop pattern ("BAR-Bell-Bell") is displayed on the variable display means (reel 4), and awards eight medals when the first specific stop pattern ("Bell-Bell-Bell") is displayed. In other words, the main control device 10, as a means of assigning game value, is able to assign less game value to the player when a second specific stop pattern is assigned to the variable display means than when a first specific stop pattern is assigned to the variable display means. Therefore, it becomes possible to reliably change the game value provided to the player according to the stopping pattern derived from the variable display means, thereby improving the player's sense of anticipation and enhancing the enjoyment of the game.
[0343] Furthermore, the sub-control device 20 displays the additional number of games that can be played during the pseudo-bonus state when a specific combination of symbols is stopped. In other words, the sub-control device 20 is equipped with a notification control means that can notify the display means (main display 8) of the number of additional games to be played during the special game state (pseudo-bonus state) when a second specific stop pattern (specific symbol combination) is derived from the variable display means (reel 4).
[0344] Therefore, by stopping a specific combination of symbols, it becomes possible to reliably notify the player that the duration of the pseudo-bonus state (medal acquisition period) has been extended, and to clearly indicate the duration of that extension. Furthermore, extending the duration of the pseudo-bonus state increases the likelihood of stopping on specific symbol combinations, thus enhancing the player's sense of anticipation.
[0345] While the special result is currently defined as winning the common bell role, winning any other role may also be considered a special result. For example, winning a weak watermelon symbol may also be considered a special result. In this case, if the player's operation of the stop operation means (stop button 5) is the first operation (reverse pressing operation, and an operation other than a precise stop operation aiming at the "BAR" symbol), the variable display means (reel 4) should be shown as the first specific stop pattern, awarding 8 medals. If the player's operation of the stop operation means is the second operation (reverse pressing operation, and a precise stop operation aiming at the "BAR" symbol), the variable display means should be shown as the second specific stop pattern, awarding 1 medal.
[0346] Furthermore, the number of medals awarded when the second specific stop pattern is derived may be less than the number of medals awarded when the first specific stop pattern is derived, and may be any number that increases the number of games in the pseudo-bonus state. For example, the number of medals awarded may be such that the number of games in the pseudo-bonus state increases by one.
[0347] Next, with reference to Figure 19, the effects (effect images) of the main display 8 during the AT Challenge state will be explained. As mentioned above, when the medal acquisition period ends in the pseudo-bonus state, the game transitions to the AT Challenge state, which is a lottery period during which a transition to the AT state is determined.
[0348] Furthermore, during the AT Challenge state, three challenge games are played, and a lottery is held in each challenge game to determine whether the game will transition to the AT state. The probability of winning the AT state in these challenge games will vary depending on the stopping pattern of specific symbol combinations during the medal acquisition period. During the AT Challenge state, the following visual effect image will be displayed on the main display unit 8.
[0349] Figure 19 shows the display image of the main display 8 when a challenge game is executed during the AT challenge state. The sub-control device 20 performs control based on control information from the main control device 10, such as displaying various visual effects images on the main display 8 as shown in the diagram. In addition, along with the display of the above-mentioned image, a predetermined sound effect is output from speaker 9, and a predetermined pattern of illumination occurs in lamp 11, thereby executing the performance during the AT Challenge state. Figure 19 shows the case where a specific symbol combination stops once during the medal acquisition period. In other words, it shows a case where the AT state transition lottery is conducted with a probability of 10% on the first challenge game, 10% on the second, and 30% on the third.
[0350] First, as shown in Figure 19(a), when the first challenge game in AT Challenge state is executed, a game count image 55a indicating the number of challenge games played is displayed at the top of the main display 8 screen during the execution of that game. In the first challenge game while in AT Challenge mode, the text information "Challenge Game 1st Time" will be displayed on the game count image 55a.
[0351] Additionally, a white box image 55b, which resembles a treasure chest and is colored white, is displayed in the center of the main display unit 8 screen. The color scheme of the white box image 55b indicates the probability of winning the AT state in the challenge game, and it changes according to the change in the winning probability. Additionally, the upper left corner of the main display unit 8 screen displays three pending images 33: a first white pending image 33a corresponding to the first challenge game, a second white pending image 33b corresponding to the second challenge game, and a third green pending image 54 corresponding to the third challenge game. Please note that this pending image 33 will continue to be displayed as it was during the medal acquisition period.
[0352] Furthermore, in response to the execution of the first challenge game, an upward arrow image 55c is displayed at the bottom of the first white reserve image 33a, indicating that the challenge game corresponds to the first white reserve image 33a, that is, that a transition lottery is conducted with a 10% probability of winning into the AT state. Furthermore, the main control unit 10 performs a lottery for transitioning to the AT state at predetermined probabilities by extracting a predetermined random number at the start of each challenge game (when the start lever 3 is operated). Therefore, when the first challenge game is executed, the main control unit 10 will perform a lottery to determine the transition to the AT state with a 10% probability of success.
[0353] Next, Figure 19(b) shows the display image on the main display 8 after the end of the first challenge game. Figure 19(b) shows the case where the player did not win the lottery for transitioning to the AT state in the first challenge game.
[0354] As shown in Figure 19(b), after the first challenge game in AT Challenge state ends, a video is displayed in which a non-winning image 55e consisting of the word "failure" appears from within a white box image 55b. Therefore, after the first challenge game in AT Challenge state ends, the appearance of the non-winning image 55e indicates that the player did not win the lottery for transitioning to the AT state in that challenge game. Please note that the non-winning image 55e will continue to be displayed until the next game starts.
[0355] Next, Figure 19(c) shows the display image on the main display 8 after the end of the third challenge game. Figure 19(c) shows the case where the player fails to win the AT state transition lottery in the first and second challenge games, but wins the AT state transition lottery in the third challenge game.
[0356] As shown in Figure 19(c), when the third challenge game in AT Challenge state is executed, the text information "Challenge Game 3rd Time" will be displayed as a game count image 55a at the top of the main display 8 screen during the execution of that game.
[0357] Additionally, a green box image 55d, which resembles a treasure chest and is colored green, is displayed in the center of the main display unit 8 screen. In other words, the color scheme of the green box image 55d indicates that the probability of winning the AT state in the challenge game is 30%. Therefore, when the third challenge game is executed, the main control unit 10 will perform a lottery to determine the transition to the AT state with a 30% probability of success. Although not shown in the diagram, a red box image will be displayed if the AT state transition lottery is conducted with a 100% probability of success.
[0358] Furthermore, in response to the execution of the third challenge game, the upward arrow image 55c is moved and displayed below the third green reserve image 54, indicating that the challenge game corresponds to the third green reserve image 54, that is, that a transition lottery is held with a 30% probability of winning into the AT state. Furthermore, if the AT state transition lottery in the first and second challenge games that have already been performed is unsuccessful, an X mark image 56 will be displayed on the front side of the first white reserve image 33a and the second white reserve image 33b, respectively, as shown in the figure.
[0359] Next, Figure 19(d) shows the display image on the main display 8 after the end of the third challenge game. Figure 19(d) shows the case where the player wins the AT state transition lottery in the third challenge game.
[0360] As shown in Figure 19(d), after the end of the third challenge game in AT Challenge state, a video is displayed in which a winning image 55f consisting of the word "Success" appears from within a green box image 55d. Therefore, after the third challenge game in AT Challenge mode ends, the appearance of winning image 55f will indicate that the player has won the lottery for transitioning to AT mode in that challenge game.
[0361] Although not shown in the diagram, if the player wins the lottery for transitioning to the AT state in any of the challenge games, the game state will transition to the AT state at the start of the next game after the AT challenge state ends, and a visual image corresponding to the AT state will be displayed on the main display 8. If the player does not win the lottery for transitioning to the AT state in any of the challenge games, the game state will transition to the normal game state at the start of the next game after the AT challenge state ends, and a visual image corresponding to the normal game state will be displayed on the main display 8.
[0362] As described above, the main control device 10 can change the probability of transitioning to the AT state in the challenge game during the AT challenge state to a higher probability if a specific symbol combination stops during the medal acquisition period in the pseudo-bonus state, according to the number of times the combination stops. For example, if a specific symbol combination stops once, the probability of winning the AT state in the third challenge game is changed from 10% to 30%.
[0363] In other words, the main control device 10, as a means for determining the awarding of a special prize, enables a lottery related to awarding a special prize (AT state) with a first probability (10%) when a first specific stop pattern ("Bell-Bell-Bell") is derived from the variable display means (reel 4), and enables a lottery related to awarding a special prize with a second probability (30%) that is higher than the first probability when a second specific stop pattern ("BAR-Bell-Bell") is derived from the variable display means. Furthermore, the main control device 10, which serves as a means for determining whether or not to grant a bonus, is able to perform a lottery to determine whether or not to grant a bonus to the player in relation to the result of the lottery by the lottery means (main control device 10) being a special result (winning a common bell role) during a game in a special game state (pseudo-bonus state).
[0364] Therefore, if a specific symbol combination stops during the pseudo-bonus state, the probability of winning the AT state is increased, and if the specific symbol combination stops multiple times, the lottery for transitioning to the AT state will be more favorable according to the number of times it stops, thus increasing the player's sense of anticipation. Furthermore, stopping a specific combination of symbols requires a highly difficult stopping operation known as a "perfect timing" operation. Therefore, when a specific combination of symbols is stopped, in addition to the anticipation of the AT state transition lottery mentioned above, it is possible to give the player a certain sense of satisfaction and accomplishment, thereby improving the enjoyment of the game.
[0365] Furthermore, if a specific symbol combination ("BAR-Bell-Bell") stops, one medal is awarded, which is fewer than if any other symbol combination ("Bell-Bell-Bell") stops. This award of one medal increases the number of games until the pseudo-bonus state ends (extending the duration), thus increasing the likelihood of the specific symbol combination stopping again.
[0366] In other words, the main control device 10, as a means of assigning game value, sets the number of game value points (number of medals) to be assigned when a second specific stopping pattern (specific symbol combination) is derived from the variable display means (reel 4) so that the number of games playable during the special game state (pseudo-bonus state) is increased. Therefore, stopping a specific combination of symbols not only gives the player an advantage at that moment, but also in subsequent games, thus synergistically increasing the player's sense of anticipation.
[0367] Furthermore, the main control device 10 is capable of generating a pseudo-bonus state as a first special game state, and an AT state as a second special game state, and performs a lottery for transitioning to the AT state while in the pseudo-bonus state as the first special game state. In other words, the special game state includes a first special game state and a second special game state different from the first special game state, and the main control device 10, which acts as a prize granting lottery means, is capable of performing a lottery to determine whether or not to generate the second special game state as a prize in relation to a game during the first special game state. Therefore, it becomes possible to realize a highly engaging game in which the pseudo-bonus state and the AT state are interconnected, and it also becomes possible to enhance the player's sense of anticipation during the pseudo-bonus state.
[0368] Furthermore, the main control device 10 performs a lottery for transitioning to the AT state during the three games (challenge games) in the AT challenge state, which is the first special game state, which is the pseudo bonus state. In other words, the main control device 10, which serves as a means for determining whether or not to grant a special bonus, is capable of performing a lottery to determine whether or not to generate a second special game state in a predetermined number of games played during the first special game state. Therefore, it becomes possible to perform the AT state transition lottery in a variety of interesting ways, thereby improving the enjoyment of the game.
[0369] Furthermore, during the AT Challenge state, the sub-control device 20 controls the main display 8 to execute animations related to the AT state transition lottery. In other words, the sub-control device 20 is equipped with a performance control means that can cause the display means (main display 8) to execute performances related to the granting of special benefits (AT state). Therefore, it becomes possible to notify the results of the AT state transition lottery in a highly engaging manner, thereby improving the enjoyment of the game.
[0370] Furthermore, the visual effects during the AT Challenge state do not have to be those mentioned above, as long as they inform the player that a lottery for transitioning to the AT state is being held or the result of the transition lottery. For example, a battle scene that informs the player of the result of the AT state transition lottery could be performed during the Challenge game. Additionally, while the AT Challenge state is currently set during the pseudo-bonus state, it may be better to execute the AT Challenge state after the pseudo-bonus state ends.
[0371] Furthermore, in the slot machine 1 of this first embodiment, when a specific symbol combination is stopped during a game in the pseudo-bonus state, the probability of transitioning to the AT state during the AT challenge state is increased. However, in a game during normal gameplay, when a common bell symbol is won, the player may be prompted to play a game in the same manner as above to stop a specific symbol combination, and the AT state transition lottery may be performed based on the fact that the specific symbol combination has stopped. For example, in a game during normal gameplay, if a specific combination of symbols stops, the game may transition to the AT state with a predetermined probability (e.g., 20%), and if the specific combination of symbols does not stop, the game may transition to the AT state with a predetermined probability (e.g., 0%). As described above, control and presentation are performed in the pseudo-bonus state of the slot machine 1 of this first embodiment.
[0372] [Control and presentation during AT state] Next, with reference to Figure 20, we will explain in detail the various controls during AT mode and the effects (effect images) displayed on the main display unit 8. First, Figure 20 shows the display image of the main display 8 when a common bell symbol is won during a game in AT mode.
[0373] In the slot machine 1 of this first embodiment, the main control device 10 performs an additional medal lottery in which a predetermined number of medals are added to the remaining number of medals in the AT state when a common bell symbol is won during a game in the AT state. Specifically, when the common bell symbol is won, the main control device 10 performs an additional draw in which a predetermined number of medals (20 medals) are added to the remaining number of medals at a predetermined probability (for example, 50%) when a specific combination of symbols stops. On the other hand, if a common bell symbol is won but a specific symbol combination does not stop, no additional medals will be awarded.
[0374] Therefore, if you win the common bell combination and can stop a specific symbol combination, there is a possibility that the duration of the AT state will be extended. Furthermore, if a common bell symbol is won and a specific symbol combination stops, a predetermined number of medals (20) may be added to the remaining medal count with 100% probability.
[0375] Furthermore, during gameplay in AT mode, if a common bell symbol is won, the sub-control device 20 executes an additional bonus effect by displaying a predetermined effect image on the main display 8 based on the control information from the main control device 10. In addition, along with the display of the above-mentioned image, a predetermined sound effect is output from speaker 9, and a predetermined pattern of illumination occurs in lamp 11, triggering the bonus effect.
[0376] First, Figure 20(a) shows the display image on the main display 8 during gameplay when a common bell symbol is won while in AT mode. As shown in Figure 20(a), if a common bell symbol is won during a game in AT state, a symbol instruction image 50a is displayed in the approximate center of the main display 8 screen during the game (while reel 4 is spinning), instructing the player to stop the reels with a specific symbol combination consisting of the text information "Aim for "BAR-Bell-Bell"". Furthermore, below the symbol instruction image 50a, an operation instruction image 50b is displayed, which is an image instructing the player to stop reel 4 by pressing it in reverse order ("4c → 4b → 4c"), and consists of a left-pointing arrow image. Therefore, the display of the symbol instruction image 50a and the operation instruction image 50b triggers the execution of the instruction sequence, informing (instructing) the player to stop reel 4 with a reverse push operation while aiming for the "BAR-Bell-Bell" combination.
[0377] Additionally, the upper left of the main display unit 8 screen shows an image 40a indicating the remaining number of medals during AT mode ("50 medals remaining"), while the upper right of the screen shows an image 40b indicating the number of medals actually acquired by the player during pseudo-bonus mode and AT mode (net increase in medals) ("200 medals acquired").
[0378] As shown in Figure 20(b), when a reverse push operation is performed, the bell symbol 51a is forcibly stopped on the middle line of the middle reel 4b and the right reel 4c. However, if a precise push operation is performed on the left reel 4a, which is still spinning, aiming for the BAR symbol 51b on the middle line, the BAR symbol 51b will stop on the middle line of the left reel 4a, and a specific symbol combination will be displayed on the middle line. Furthermore, if you perform any operation other than reverse pressing (for example, forward pressing) in this game, the combination of "bell-bell-bell" symbols will stop on the designated line.
[0379] When a specific combination of symbols stops and is displayed on the middle line, the main control device 10 performs a bonus lottery by extracting a predetermined random number. Then, if the player wins the bonus lottery, which is held with a predetermined probability (for example, 50%), as shown in Figure 20(c), after the game ends, a bonus success image 57a consisting of the text information "Bonus Success" is displayed in the center of the main display 8 screen, notifying the player that they have won the bonus lottery. Additionally, below the successful bonus image 57a, an image 57b showing the number of bonus medals ("+20 medals") is displayed, indicating the number of games added (increased) relative to the remaining number of medals. The number of additional games to be added may be determined by a lottery.
[0380] Furthermore, when a specific combination of symbols stops, the main control device 10 controls the distribution of one medal (dispensing it). Then, in response to the awarding of one medal, the AT remaining medal count image 40a will be changed (to "49 medals remaining"), and the acquired medal count image 40b will be changed (to "201 medals acquired").
[0381] On the other hand, as shown in Figure 20(d), if the reverse pressing operation is performed but the precise pressing operation on the left reel 4a is not achieved, the bell symbol 51a will stop in the middle position of the left reel 4a instead of the BAR symbol 51b, and a symbol combination of "bell-bell-bell" which is different from the specific symbol combination will be displayed on the middle line.
[0382] If the game fails to stop on a specific combination of symbols and the "Bell-Bell-Bell" combination stops on the middle line, as shown in Figure 20(e), after the game ends, an image 57c consisting of the text "Bonus Failed" is displayed in the center of the main display 8 screen, indicating that the bonus lottery was not won.
[0383] Furthermore, when the "Bell-Bell-Bell" pattern combination stops, the main control device 10 will control the machine and award (dispense) 8 medals. In response to the awarding of 8 medals, the AT remaining medal count image 40a will be changed (to "42 medals remaining"), and the acquired medal count image 40b will be changed (to "208 medals acquired").
[0384] As described above, the main control device 10 enables a bonus draw when a common bell symbol is won during the AT state. If a specific symbol combination stops, a predetermined number of games are added to the remaining number of medals in the AT state with a predetermined probability (for example, 50%). If a specific symbol combination does not stop, a predetermined number of games are added to the remaining number of medals in the AT state with a predetermined probability (for example, 0%). Then, when a predetermined number of games are added to the remaining number of medals, the duration of the AT (Attack Time) state is extended. Furthermore, even if a specific combination of symbols does not stop, a predetermined number of games may be added (added) with an extremely low probability (for example, 1%).
[0385] In other words, the main control device 10, as a means for determining whether or not to grant a bonus, can perform a lottery during a game in the second special game state (AT state) to determine whether or not to extend the duration of the second special game state as a bonus. Therefore, if a specific symbol combination stops during AT mode, the probability of adding more medals to the remaining medal count in AT mode is increased, extending the duration of AT mode and thus enhancing the player's expectations.
[0386] Furthermore, stopping a specific combination of symbols requires a highly difficult stopping operation known as a "perfect stop," so when a specific combination of symbols is stopped, in addition to the expectation of extending the AT state mentioned above, it is possible to give the player a certain sense of satisfaction and accomplishment, thereby improving the enjoyment of the game.
[0387] Furthermore, during AT mode, if a specific symbol combination ("BAR-Bell-Bell") stops, one medal is awarded, which is fewer than if any other symbol combination ("Bell-Bell-Bell") stops. This award of one medal increases the number of games until the AT mode ends (extending the duration), thus increasing the likelihood of the specific symbol combination stopping again.
[0388] In other words, the main control device 10, as a means of assigning game value, sets the number of game value points (number of medals) to be assigned when a second specific stop pattern (specific symbol combination) is derived from the variable display means (reel 4) so that the number of games playable during the special game state (AT state) is increased. Therefore, when a specific combination of symbols is stopped, not only is the player at an advantage due to the stopping of that specific combination, but the number of games that can be played during the special game state (AT state) is also increased, which gives the player an advantage in subsequent games as well. This synergistically enhances the player's sense of anticipation.
[0389] Furthermore, if a common bell symbol is won during AT mode, the sub-control device 20 controls the main display 8 to execute an additional bonus animation related to the bonus lottery. In other words, the sub-control device 20, acting as a means of controlling the performance, causes the display means (main display 8) to execute a performance related to granting a bonus (increase in the number of remaining medals) while in AT state. Therefore, it becomes possible to implement additional features in a highly engaging manner, thereby improving the enjoyment of the game.
[0390] Furthermore, the bonus animation does not have to be the one described above, as long as it notifies the player that a bonus draw is taking place or the number of bonus games. For example, a battle animation that notifies the player of the bonus draw results could be performed. Furthermore, while the main display 8 is currently used to execute the bonus features, it may also be possible to execute them on the sub-display 17. As described above, control and presentation are performed in the AT state of the slot machine 1 of this first embodiment.
[0391] [Modification of the first embodiment] Next, with reference to Figures 21 and 22, a modified example of the challenge game in this first embodiment will be described. In this modified version of the first embodiment, the execution method of the challenge game that performs the AT state transition lottery is different from that of the slot machine 1 of the first embodiment described above, but everything else is the same as the slot machine 1 described above, so only the differences will be explained.
[0392] In the slot machine 1 of the first embodiment described above, an AT challenge state is set towards the end of the pseudo-bonus state, and a lottery for transitioning to the AT state is performed in a fixed predetermined number of games. However, in this modified version of the first embodiment, if a specific symbol combination stops in a game during the pseudo-bonus state, a lottery for transitioning to the AT state is performed in an increased number of games during the pseudo-bonus state. Therefore, in the modified version of the first embodiment, instead of setting an AT challenge state, the number of games in the pseudo-bonus state is increased according to the number of times a specific symbol combination stops, and the increased number of games are designated as challenge games, thereby increasing the opportunities for a transition to the AT state.
[0393] Furthermore, since there is a possibility that no specific symbol combination will stop even once during the pseudo-bonus state, even if no specific symbol combination stops even once during the pseudo-bonus state, a transition lottery to the AT state is guaranteed in the final game of the pseudo-bonus state.
[0394] Therefore, if a specific symbol combination stops during the pseudo-bonus state, in addition to the guaranteed challenge game mentioned above, a challenge game will also be held with an increased number of games. Furthermore, in the challenge games within the increased number of games, a transition lottery is conducted that increases the probability of winning into the AT state compared to the guaranteed challenge games mentioned above.
[0395] First, Figure 21 shows the display image of the main display 8 at the end of the pseudo-bonus state, in the case where no specific symbol combinations stopped even once during the pseudo-bonus state. The main control unit 10 executes a challenge game in the final game of the pseudo-bonus state, even if no specific symbol combinations stop during the pseudo-bonus state, and performs a transition lottery in this challenge game that results in a predetermined probability (for example, 10%) of winning the AT state. For example, if you win all the button-press sequence bell combinations in a game during a pseudo-bonus state, the 20th game will be the final game. In this 20th game, a transition lottery will be held with a relatively low probability of winning the AT state.
[0396] Then, as shown in Figure 21, during the execution of the final game of the pseudo-bonus state, the sub-control device 20 controls a white box image 55b, which is colored white and resembles a treasure chest, to be displayed in the center of the main display 8 screen, and the player is notified that a transition lottery is being held in which there is a relatively low probability of winning the AT state. Furthermore, the upper left corner of the main display unit 8 screen displays a Challenge Game image 58a consisting of the text "Challenge Game (Low Probability)" which indicates that the game is a Challenge Game that conducts a lottery for transitioning to the AT state, and that the lottery for transitioning to the AT state is conducted with a relatively low probability of winning.
[0397] Additionally, the upper right corner of the main display unit 8 screen shows an image 32 indicating the remaining number of medals in the pseudo-bonus state ("8 medals remaining" after the bet amount has been entered). Furthermore, if the number of remaining medals becomes "8" and the player wins the push-order bell combination (payout of "8" medals), that game becomes the final game of the pseudo-bonus state. In this case, the final game image 58b, consisting of the text "Final Game," is displayed in the lower right corner of the screen to indicate that the game is the final game of the pseudo-bonus state.
[0398] Note that Figure 21 shows the in-game animation when a specific button sequence bell combination is won, but the button sequence navigation image is omitted. Furthermore, if you win a combination that does not pay out 8 medals (for example, a replay) when you have 8 medals remaining, the challenge game will be carried over to the next game or later. Furthermore, in the challenge game, it is preferable not to instruct the player to press the buttons in reverse order if they win the common bell combination.
[0399] Therefore, if no specific symbol combinations stop even once during the pseudo-bonus state, a challenge game will be executed in the final game of the pseudo-bonus state, and a transition lottery will be held to win the AT state with a relatively low probability (for example, 10%), and the main display 8 will execute an effect corresponding to the challenge game. Although not shown in the diagram, if the player wins the AT state transition lottery in the Challenge Game, the winning image 55f (see Figure 19(d)) will appear from the white box image 55b after the game ends, indicating that the player has won the AT state transition lottery. If the player does not win the AT state transition lottery in the Challenge Game, the non-winning image 55e (see Figure 19(b)) will appear from the white box image 55b after the game ends, indicating that the player has not won the AT state transition lottery.
[0400] Next, Figure 22 shows the display image of the main display 8 at the end of the pseudo-bonus state when a specific symbol combination stops once during the pseudo-bonus state. The main control device 10, similar to the first embodiment described above, awards one medal when a specific symbol combination stops during the pseudo-bonus state. Therefore, if a specific symbol combination stops once during the pseudo-bonus state, the control device increases the number of playable games during the pseudo-bonus state by two compared to when the specific symbol combination does not stop.
[0401] Furthermore, even if a specific symbol combination stops once during the pseudo-bonus state, in the game corresponding to the final game in the case where no specific symbol combination stops at all, that is, the game immediately before the two additional games are executed, a challenge game will be executed with a relatively low probability (for example, 10%) of winning the AT state, just as in the case where no specific symbol combination stops at all.
[0402] Then, as shown in Figure 22(a), in the game immediately preceding the execution of the two additional games, the sub-controller 20 controls the display of a white box image 55b, which is colored white and resembles a treasure chest, in the center of the main display 8 screen. Furthermore, the upper left corner of the main display unit 8 screen displays a low-probability challenge game image 58a, which consists of the text "Challenge Game (Low Probability)" indicating that the game is a challenge game in which a lottery is held to determine whether the player will transition to the AT state, and that the lottery for transitioning to the AT state is held with a relatively low probability.
[0403] Additionally, the upper right corner of the main display unit 8 screen shows an image 32 indicating the remaining number of medals in the pseudo-bonus state ("15 medals remaining"). Furthermore, if the number of remaining medals reaches "15" and a specific combination of symbols (payout of "8" medals) is won, the game will be the one immediately preceding the two additional games that were played. In this case, the final game image 58b will be displayed in the lower right corner of the screen, just as if no specific symbol combination had landed. Note that Figure 22(a) shows the in-game animation when a button-press sequence bell combination is won, but the button-press sequence navigation image is omitted. Furthermore, if you win a combination that does not result in a payout of 8 medals (for example, a replay) when you have 15 medals remaining, the challenge game will be carried over to the next game or later.
[0404] Next, Figure 22(b) shows the display image of the main display 8 during the execution of the first of the two games that were added during the pseudo-bonus state. The main control unit 10 is configured to execute a challenge game in the first of the two additional games in which the player is likely to win the AT state with a relatively high probability (for example, 30%). Therefore, if a specific combination of symbols stops during the pseudo-bonus state, the duration of the pseudo-bonus state will be extended, and a transition lottery will be held in the increased number of games to make it easier to transition to the AT state.
[0405] Then, as shown in Figure 22(b), in the first of the two additional games, the sub-control device 20 controls the display of a green box image 55d, which is colored green and resembles a treasure chest, in the center of the main display 8 screen, and the player is notified that a transition lottery is being held in which there is a relatively high probability of winning the AT state. Furthermore, the upper left corner of the main display unit 8 screen displays a high-probability challenge game image 58d, which consists of the text information "Challenge Game (High Probability)" indicating that the game is a challenge game in which a lottery is held to determine whether the player will transition to the AT state, and that the lottery for transitioning to the AT state is held with a relatively high probability of winning.
[0406] Additionally, the upper right corner of the main display unit 8 screen shows an image 32 indicating the remaining number of medals in the pseudo-bonus state ("10 medals remaining"). Furthermore, if the number of remaining medals becomes "10" and a sequence bell combination is won, that game becomes the first of the two games that have been added, and the first premium image 58c, consisting of the text information "Premium Game 1st Time," is displayed in the lower right corner of the screen to inform the player of this fact. Note that Figure 22(b) shows the in-game animation when a button-press sequence bell combination is won, but the button-press sequence navigation image is omitted.
[0407] Next, Figure 22(c) shows the display image of the main display 8 during the execution of the second of the two games that were added during the pseudo-bonus state. The main control unit 10 is configured to execute a challenge game in the second of the two increased games in which the player is guaranteed to win the AT state with a relatively high probability (for example, 30%).
[0408] Then, as shown in Figure 22(c), in the second of the two additional games, just like in the first game, the sub-controller 20 controls the display of a green box image 55d in the center of the main display 8 screen, informing the player that a transition lottery is being held in which there is a relatively high probability of winning the AT state. Additionally, the high probability challenge game image 58d is displayed in the upper left corner of the main display unit 8, just as it was during the first game.
[0409] Additionally, the upper right corner of the main display unit 8 screen shows an image 32 indicating the remaining number of medals in the pseudo-bonus state ("5 medals remaining"). Furthermore, if the number of remaining medals becomes "5" and the ordered bell symbol is won, that game will be the second of the two games that were added, and the first premium image 58c in the lower right corner of the screen will change to "Premium Game 2nd Time". Note that Figure 22(c) shows the in-game animation when a button-press sequence bell combination is won, but the button-press sequence navigation image is omitted.
[0410] Although not shown in the diagram, if the player wins the AT state transition lottery in each challenge game, the winning image 55f (see Figure 19(d)) will appear from each box image after the game ends, indicating that the player has won the AT state transition lottery. If the player does not win the AT state transition lottery, the non-winning image 55e (see Figure 19(b)) will appear from each box image after the game ends, indicating that the player has not won the AT state transition lottery.
[0411] Furthermore, if a specific combination of symbols stops two or more times during the pseudo-bonus state, the number of games in the pseudo-bonus state will increase according to the number of times that combination stops, and in those increased games, a lottery for transitioning to the AT state will be conducted with a relatively higher probability of winning.
[0412] As described above, in this modified version of the first embodiment, if the number of games in the pseudo-bonus state increases due to the stopping of a specific symbol combination during the pseudo-bonus state, the main control device 10 performs a lottery for transitioning to the AT state with a relatively high probability of winning in the increased number of games. In other words, the main control device 10, as a means for determining the granting of a special bonus, is capable of executing a lottery related to the granting of a special bonus (AT state) with a second probability (30%) in games that are additionally executed during the special game state (pseudo-bonus state). Therefore, it becomes possible to link the increase in the number of games during the pseudo-bonus state caused by the stopping of specific symbol combinations with the lottery for transitioning to the AT state with a relatively high winning probability, thereby efficiently increasing the player's sense of anticipation.
[0413] Furthermore, the probability of winning the AT state in games increased during the pseudo-bonus state can be any, as long as it is a relatively high probability. Alternatively, the AT state transition lottery may be performed only in games that have increased during the pseudo-bonus state. As described above, the slot machine 1 in the modified version of the first embodiment is configured.
[0414] The first embodiment of the slot machine 1 has been described above. However, if the negative amount on the net number counter becomes extremely large at the end of the AT state or pseudo-bonus state (for example, -20,000 coins), the machine may be configured to transition to the normal mode in order to prevent significant losses for the amusement parlor. Furthermore, if the second limiter mode is selected, the probability of transitioning to a special bonus zone when a predetermined rare role (for example, a strong cherry role) is won during a game in AT mode may be increased compared to when the first limiter mode is selected.
[0415] Furthermore, if a common bell symbol is won during the pseudo-bonus state, a lottery for transitioning to the AT state may be conducted in that game depending on whether or not a specific combination of symbols stops. In addition to the common bell role, when a predetermined rare role (e.g., a weak watermelon role) is won, it is possible to stop a specific symbol combination by pressing a button in the same manner as the common bell role, and a transition lottery for the AT state may be performed according to whether or not the specific symbol combination is stopped. As described above, the slot machine 1 of the first embodiment is realized.
[0416] <Second Embodiment> The second embodiment of the gaming machine according to the present invention will be described with reference to FIGS. 23 to 31.
[0417] In the slot machine 1 of the second embodiment, the transition control of the AT state is different from that of the slot machine 1 of the first embodiment. In the slot machine 1 of the first embodiment described above, when a predetermined condition is satisfied during the pseudo-bonus state and when a transition control of the AT state is performed based on winning a predetermined rare role during the normal gaming state (advantageous section), in the slot machine 1 of the second embodiment as well, the same transition control of the AT state as in the first embodiment is performed, and in addition to the above transition control, a transition control of the AT state is performed based on winning a special role. Therefore, the main control device 10 in the slot machine 1 of the second embodiment performs a lottery for a special role in addition to the plurality of types of roles described above based on the execution of the game.
[0418] In addition, in the slot machine 1 of the second embodiment, when the AT state is transitioned due to winning a special role, the AT state is controlled more advantageously for the player than when the AT state is transitioned by other triggers.
[0419] In the slot machine 1 of the second embodiment, the addition of a special role as a lottery target for roles and various controls (processes) related to the AT state (special AT state) generated based on winning a special role are different from those of the slot machine 1 of the first embodiment described above, and the rest is the same as the slot machine 1 described above, so only the different points will be described. Therefore, the main control device 10 functions as a favorable section control means, a difference information counting means, a favorable section termination control means, a lottery means, and a stop control means, as in the first embodiment, and also functions as a bonus granting means capable of granting a bonus (special AT state) with a predetermined probability.
[0420] [Special AT state in the second embodiment] First, we will explain the special AT state by referring to Figures 23 to 26. In the slot machine 1 of this second embodiment, a special AT state can be generated as an AT state that is advantageous to the player when a special role is won. The special AT state is similar to the regular AT state in that it provides push-button navigation during its duration, making it easier for players to acquire medals. However, the initial number of medals awarded when it is activated differs from the regular AT state. In the special AT state, 1000 medals are added to the remaining number of medals at the start.
[0421] Therefore, the special AT state differs from the normal AT state only in the initial number of medals added to the remaining medal count at the start; everything else is controlled the same as the normal AT state and continues until the remaining medal count runs out. However, when the player enters the special AT state, a large number of initial medals are added to the remaining medal count, making the special AT state a more advantageous special game state for the player than the normal AT state.
[0422] First, please refer to Figure 23 to explain the specifications of the special role that triggers the occurrence of the special AT state. The main control unit 10 performs a lottery for special roles by extracting a predetermined random number during game execution, similar to the lottery for minor roles such as the ordered bell role. However, since special roles trigger a special AT state that is extremely advantageous to the player, the probability of winning them is set to be extremely low. In the slot machine 1 of this second embodiment, the probability of winning a special role is set to 1 / 8192.
[0423] Furthermore, the main control device 10 controls the stopping of the reels 4 so that when a special role is won, the combination of symbols that stop changes according to the operation of the stop button 5 (the stopping pattern of the reels 4) in that game. As shown in Figure 23, in a game in which a special role is won, if the stop button 5 is operated by a reverse push operation ("5c→5b→5a") and a targeting operation is performed to aim for the "BAR" symbol, the main control device 10 controls the stopping of the reels 4 so that a special symbol combination ("BAR·BAR·BAR") as a second special stopping pattern can be stopped on the middle line.
[0424] In other words, in the slot machine 1 of this second embodiment, a specific operation is defined as operating the stop button 5 by reverse pressing ("5c→5b→5a") and performing a timing operation to aim for the "BAR" symbol. The main control device 10 controls the stopping of the reels 4 so that when the stop button 5 is operated in this specific operation in a game in which a special role is won, the special symbol combination stops. Furthermore, the "BAR" symbol requires precise timing to stop, so a specific timing operation is necessary to stop the special symbol combination. However, if the timing operation on the designated reel 4 is not accurate during reverse pressing, a substitute symbol combination different from the special symbol combination (for example, "Bell-Bell-Replay") will stop.
[0425] Additionally, if a special symbol combination (or substitute symbol combination) stops, three medals will be dispensed. Furthermore, during normal gameplay (advantageous period), if a special symbol combination (or substitute symbol combination) stops, an AT state (special AT state) will be triggered as a bonus, with the initial number of medals awarded set to 1000. As will be explained in more detail later, if a special role is won, the main display 8 may or may not execute a reverse-press operation navigation instructing the user to perform a reverse-press operation and stop the special symbol combination. A special AT state is activated based on whether a special role is won and the reverse-press operation navigation is executed.
[0426] In other words, the main control unit determines (by lottery) whether or not to generate a special AT state when a special role is won, and if it decides to generate a special AT state, it transmits control information to the sub-control unit 20, causing the main display unit 8 to execute reverse-press operation navigation.
[0427] Furthermore, as shown in Figure 23, in a game in which a special role is won, if the stop button 5 is operated by an operation other than the normal operation mode of reverse pressing (for example, "5a→5b→5c"), the main control device 10 controls the stopping of the reels 4 so that a predetermined combination of symbols ("Replay-Replay-Bell") as the first special stopping pattern stops on the middle line.
[0428] Additionally, if a specific combination of symbols ("Replay-Replay-Bell") stops, one medal will be dispensed. Furthermore, if the game stops on a specific combination of symbols ("Replay-Replay-Bell"), no other benefits will be awarded besides the medals. Furthermore, if a special role is won but the special AT state is not activated, certain effects, including reverse-press navigation, are not performed on the main display 8. Therefore, players are likely to perform the same stopping operations as in a normal game without realizing that they have won a special role, and the probability of the predetermined symbol combination ("Replay-Replay-Bell") stopping increases.
[0429] Furthermore, even if the reverse-press operation navigation is not executed when a special role is won, it is still possible to stop the special symbol combination by performing the reverse-press operation. However, in this case, the special AT state will not be activated because the lottery for transitioning to the special AT state has not been won. Therefore, in the main control device 10, when a special role is won, the special AT state is not generated by the stopping of the special symbol combination, but rather the special AT state is generated on the condition that the reverse-press operation navigation is executed.
[0430] As described above, when a special role is won, the main control device 10 enables the stopping of a predetermined combination of symbols on the reels 4 if the stopping operation related to the stop button 5 is an operation other than a reverse pressing operation, and enables the stopping of a special combination of symbols on the reels 4 if the stopping operation related to the stop button 5 is a reverse pressing operation. In other words, the main control device 10, as a stop control means, is capable of executing control such that when the lottery result of the lottery means (main control device 10) is a result of winning a special role, if the operation of the stop operation means (stop button 5) by the player is a normal operation (an operation other than a reverse press operation), it causes the variable display means to derive a first special stop pattern ("Replay, Replay, Bell"), and if the operation of the stop operation means by the player is a specific operation (a reverse press operation or an operation aimed at the "BAR" symbol), it causes the variable display means to derive a second special stop pattern ("BAR, BAR, BAR").
[0431] In addition, while the special symbol combination is designed to stop the "BAR" symbol, which requires a precise stop-and-go operation, it is also possible to create the special symbol combination using symbols that do not require a precise stop-and-go operation. In this case, if a special role is won, performing only the reverse-press operation will always result in the special symbol combination stopping, so the specific operation method is only the reverse-press operation. Furthermore, the probability of winning a special role may be lower than the probability of winning other roles, and may be a value other than those mentioned above. Furthermore, the number of medals awarded for each special role may be different from those listed above. Furthermore, the initial number of medals awarded when transitioning to a special AT state may be other than those mentioned above, as long as it is more advantageous to the player than the normal AT state.
[0432] Next, referring to Figure 24, we will explain the probability of executing the reverse-press operation navigation when a special role is won. As mentioned above, the main control unit 10, when a special role is won during normal gameplay (advantageous period), executes a reverse-press operation navigation on the main display unit 8 with a predetermined probability, instructing the player to perform a reverse-press operation and to stop the special symbol combination. Furthermore, the special AT state is only activated when a special role is won and the reverse-press operation navigation is executed.
[0433] In the slot machine 1 of this second embodiment, the main control device 10, when a special role is won, refers to the difference in the number of tokens counter at that time (see Figure 6) and decides whether or not to execute the reverse-press operation navigation according to the value of the difference in the number of tokens counter. Specifically, when a special role is won, the main control device 10 refers to the difference in the number of tokens counter at that time and performs a lottery to determine whether or not to generate a special AT state according to the value of the difference in the number of tokens counter. If the lottery is won, it decides to generate a special AT state and also decides to execute the reverse-press operation navigation. Therefore, the probability of executing the reverse-press operation navigation can also be considered as the probability of a special AT state occurring.
[0434] Figure 24 shows the probability of executing the reverse-press operation navigation when a special role is won, which is controlled by the main control device 10. Furthermore, the main control unit 10 determines whether or not to execute the reverse-press operation navigation (whether or not to generate a special AT state) by extracting a predetermined random number when a special role is won.
[0435] As shown in Figure 24, if the value of the net number counter when a special role is won is less than "-10000 (coins)", the reverse-press operation navigation is executed with a probability of 100 / 100 and not executed with a probability of 0 / 100.
[0436] Additionally, when a special role is won, if the value of the net number of coins counter is between "-10000 (coins)" and "-5001 (coins)", the reverse-press operation navigation is executed with a probability of 50 / 100 and not executed with a probability of 50 / 100. Additionally, if the value of the net number counter when a special role is won is "-5000 (coins)" or more, the reverse-press operation navigation will be executed with a probability of 1 / 100 and not executed with a probability of 99 / 100.
[0437] As described above, when a special role is won, the main control device 10 changes the probability of whether or not to execute the reverse-press operation navigation according to the value of the difference in the number of tokens counter at that time. Furthermore, a special AT state will occur when the reverse-press operation navigation is executed, and the probability of this special AT state occurring will change depending on the value of the net payout counter.
[0438] In other words, the main control device 10, as a means of granting benefits, can change the probability of granting benefits (special AT state) based on the difference information (value of the difference counter) counted by the difference information counting means (main control device 10). Therefore, it becomes possible to generate special AT states in novel and unprecedented ways, thereby improving the enjoyment of the game. Furthermore, it becomes possible to offer benefits in a manner that appropriately balances the profits of both the amusement parlor and the players.
[0439] Furthermore, the smaller the value of the net payout counter when a special role is won, the higher the probability of executing the reverse-press operation navigation. For example, when the net payout counter value is less than a predetermined number ("-10000 (coins)"), the probability of executing the reverse-press operation navigation is higher than when it is above the predetermined number, and the probability of a special AT state occurring is higher. In other words, the main control device 10, as a means of granting benefits, can grant a benefit (special AT state) with a higher probability than when the difference information (value of the difference counter) counted by the difference information counting means (main control device 10) is less than a predetermined number ("-10000 (coins)") that does not reach a specific number (second limit value: "+2400 coins"). Therefore, if the disadvantage to the player becomes significant, the probability of the reverse-press operation navigation being executed increases, and the probability of the special AT state occurring increases. This prevents a decrease in the player's motivation to play even when the disadvantage to the player becomes significant.
[0440] Furthermore, if the value of the net payout counter when a special role is won becomes extremely small (less than -10,000), the reverse-press operation navigation will always be executed. Therefore, when the disadvantage to the player becomes extremely large, it is possible to greatly increase the player's sense of anticipation.
[0441] Furthermore, the main control device 10, for example, executes a reverse-press operation navigation with a specific probability (50 / 100 or 1 / 100) if the value of the difference counter is greater than or equal to a predetermined number ("-10000 (coins)"), and executes a reverse-press operation navigation with a special probability (100 / 100) if it is less than the predetermined number. In other words, when the lottery result of the lottery means (main control device 10) is a winning result of a special role, if the difference information (value of the difference counter) counted by the difference information counting means (main control device 10) is a predetermined number ("-10000 (coins)") or more, the main control device 10 is equipped with an operation instruction means that can execute an instruction to the player to lead to a second special stop pattern (special symbol combination: "BAR·BAR·BAR") with a specific probability (50 / 100 or 1 / 100). If the difference information is less than the predetermined number, the main control device 10 is equipped with an operation instruction means that can execute an instruction to the player to lead to a second special stop pattern with a special probability (100 / 100) that is higher than the specific probability. Therefore, it becomes possible to reliably issue operation instructions according to the value of the net number counter.
[0442] Furthermore, the main control unit 10 can generate a special AT state when a special role is won and a reverse-press operation navigation is executed (when a special symbol combination stops). In other words, the main control device 10, as a means of granting benefits, can grant benefits (special AT state) based on the fact that a second special stopping pattern (special symbol combination: "BAR·BAR·BAR") has been derived from the variable display means (reel 4). Therefore, it becomes possible to trigger a special AT state through player operation, thereby improving the enjoyment of the game, and also making it possible to reliably notify the player when a special AT state is triggered. Furthermore, when performing the reverse-press operation navigation, the sub-control unit 20 receives control information from the main control unit 10 and displays the navigation image on the main display unit 8, thus the stop instruction means can be considered to function in cooperation with the main control unit 10 and the sub-control unit 20.
[0443] Furthermore, the thresholds for the difference in the number of tokens counter, which will change the probability of executing the reverse-press operation navigation, may be other than those mentioned above, as long as the probability of executing the reverse-press operation navigation increases as the value of the difference in the number of tokens counter when a special role is won decreases. For example, the probability of executing the reverse-press operation navigation may be increased each time the difference in the number of tokens counter becomes "-1000 tokens".
[0444] Next, with reference to the flowchart in Figure 25, the special prize winning process performed by the main control unit 10 will be explained. As mentioned above, a special AT state is generated when a special role is won and the reverse-press operation navigation is executed. The main control unit 10 generates the special AT state by performing the following processing when a special role is won.
[0445] First, when the special role is awarded, step S60 determines whether or not a special role has been won. If a special role is won, the process proceeds to step S61. If a special role is not won, the special role winning process ends.
[0446] Next, in step S61, it is determined whether or not the game has ended. If the game in which the special role was won has ended, the process proceeds to step S62. If the game has not ended, the special role winning process is terminated.
[0447] Next, in step S62, it is determined whether or not a special symbol combination has stopped. If a special symbol combination stops at the end of a game in which a special role has been won, the game proceeds to step S63. If the special symbol combination does not stop, the game proceeds to step S67.
[0448] Next, in step S63, the dispensing process for the three medals is performed. Therefore, when the special symbol combination ("BAR·BAR·BAR") stops, three medals will be dispensed (given). After processing in step S63, the process proceeds to step 64. Furthermore, even if a special symbol combination does not stop, and a substitute symbol combination (for example, "Bell-Bell-Replay") stops, the game will proceed to step S63, and three medals will be paid out (given). Therefore, substitute symbol combinations can also be considered a second type of special stopping pattern.
[0449] On the other hand, if the process proceeds to step S67, a single medal is dispensed. Therefore, when a combination of symbols other than special symbol combinations ("Replay-Replay-Bell") stops, one medal will be dispensed (awarded). After processing in step S67, the special prize winning process is terminated.
[0450] Next, in step S64, it is determined whether or not the reverse-press operation navigation was performed. If a reverse-press operation navigation is performed during the game in which a special role is won, the process proceeds to step S65. If a reverse-press operation navigation is not performed, the special role winning process ends. As mentioned above, when a special role is won, a lottery is held to determine whether or not to activate the special AT state. If the lottery results in the activation of the special AT state, the reverse push operation navigation will be executed, and if the special AT state is activated, the game will proceed to step S65.
[0451] Next, in step S65, the process of setting the AT state transition flag is performed. Setting this AT state transition flag will cause the game state to transition to AT state from the next game onwards.
[0452] Next, in step S66, the remaining number of medals is set to 1000 as the initial number of medals. Therefore, 1000 medals will be set as the remaining number of medals that will determine the duration of the AT state. The processes in steps S65 and S66 will carry out the processes related to the transition to the special AT state. After that, the special prize winning process is terminated.
[0453] As described above, when a special role is won and the reverse-press operation navigation is executed, the main control device 10 sets the AT state transition flag and sets the remaining number of medals to 1000, thereby generating the special AT state. Therefore, it becomes possible to reliably generate a special AT state when each condition is met.
[0454] In the above process, if a special role is won, a reverse-press operation navigation is executed and a special symbol combination stops, triggering a special AT state. However, it is also possible to trigger a special AT state only if a reverse-press operation navigation is executed when a special role is won. In other words, if the above conditions are met, a special AT state may be generated even if the special symbol combination does not stop. This is because, even if a special role is won and a reverse-press operation navigation is executed, there is a possibility that the player may mistakenly perform an operation other than the reverse-press operation. Therefore, this ensures that the special AT state is reliably activated even if such a situation occurs.
[0455] Furthermore, if a special role is won while already in AT mode, it is preferable to add a predetermined number of medals (1000 medals) to the remaining number of medals at that time. In this case, the game may either add a predetermined number of medals upon winning a special role, or it may add medals at a predetermined probability based on the value of the difference counter at that time, similar to normal gameplay.
[0456] Next, we will explain the fake reverse-press navigation system, referring to Figure 26. As mentioned above, when a special role is won and it is decided to generate a special AT state, the main display 8 is configured to execute reverse-press operation navigation. However, in the slot machine 1 of this second embodiment, reverse-press operation navigation is also executed in some cases when a replay role is won. In other words, even if a special AT state is not triggered during normal gameplay (advantageous period), the main display 8 will still display reverse-press navigation even in a predetermined game where a replay role is won.
[0457] However, the reverse-press operation navigation that is executed when a replay is won will display the same visual effect as when a special AT state is generated on the main display unit 8, but a special AT state will not be generated (it will simply grant the right to play again), so the reverse-press operation navigation will be a fake reverse-press operation navigation.
[0458] Furthermore, in the slot machine 1 of this second embodiment, the main control device 10, as a stop control means, will stop the reels 4 on the middle line if the stop button 5 is operated by an operation other than a reverse press operation (for example, a forward press operation) when a replay win occurs. However, if the stop button 5 is operated by a reverse press operation ("5c→5b→5a"), the main control device 10 will stop the reels 4 so that a fake symbol combination ("Bell-BAR-BAR") can be stopped on the middle line.
[0459] Therefore, when a replay is won and a fake reverse-press operation navigation is executed, if the player performs the reverse-press operation, some of the special symbol combinations will stop until the right reel 4c and the middle reel 4b stop, thus increasing the player's anticipation until reel 4 stops.
[0460] Figure 26 shows the probability that the main control device 10 will execute a fake reverse-press operation navigation when a replay role is won during normal gameplay (advantageous period).
[0461] In the slot machine 1 of this second embodiment, the main control device 10, when a replay role is won, refers to the difference counter at that time and decides whether or not to execute a fake reverse-press operation navigation according to the value of the difference counter. Furthermore, the main control unit 10 determines whether or not to execute a fake reverse-press operation navigation by extracting a predetermined random number when a replay role is won.
[0462] As shown in Figure 26, if the value of the net number counter when a replay is won is less than "-10000 (coins)", the fake reverse-press operation navigation is executed with a probability of 3 / 100 and not executed with a probability of 97 / 100. Additionally, if the value of the net number counter when a replay is won is between "-10000 (coins)" and "-5001 (coins)", a fake reverse-press operation navigation is executed with a probability of 2 / 100 and not executed with a probability of 98 / 100. Additionally, if the net payout counter value at the time of a replay win is "-5000 (coins)" or more, a fake reverse-press operation navigation is executed with a probability of 1 / 100 and not executed with a probability of 99 / 100.
[0463] As described above, when a replay role is won during normal gameplay, the main control device 10 executes a fake reverse-press operation navigation similar to the reverse-press operation navigation with a predetermined probability. In other words, the main control device 10, as an operation instruction means, can execute an instruction (fake reverse-press operation navigation) to derive a second special stop pattern ("BAR·BAR·BAR") with a predetermined probability (for example, 3 / 100) when the lottery result of the lottery means (main control device 10) is a winning result of a predetermined role other than a special role (replay role). Therefore, even if a special role is not won, it is possible to increase the player's sense of anticipation and enhance the enjoyment of the game.
[0464] Furthermore, the smaller the value of the net payout counter, the higher the probability that the fake reverse-press operation navigation will be executed. Therefore, the greater the disadvantage to the player, the higher the probability that the fake reverse-press operation navigation will be executed, and even when the disadvantage to the player becomes significant, it is possible to prevent a decrease in the player's motivation to play.
[0465] Furthermore, by determining the frequency of the fake reverse-press operation navigation when a replay is won, it becomes possible to estimate the value of the difference counter at that time, providing players with important information to help them decide whether or not to continue playing. In other words, the value of the net payout counter affects the number of medals that can be won before the limiter activates, so estimating the value of the net payout counter is important for players.
[0466] While the main control unit 10 is configured to decide whether or not to execute the fake reverse button press navigation, the sub-control unit 20 may also be configured to decide whether or not to execute the fake reverse button press navigation. In this case, the sub-control device 20 receives control information from the main control device 10 that allows it to identify the winning of a replay role and control information that allows it to identify the value of the difference counter, and then performs a lottery to determine whether or not to execute a fake reverse-press operation navigation, thereby executing the fake reverse-press operation navigation on the main display 8. In this case, the stop instruction means will be configured in the sub-control device 20 (or in cooperation with the main control device 10).
[0467] Furthermore, the thresholds for the difference in the number of coins counter, which will change the execution probability of the fake reverse-press operation navigation, may be other than those mentioned above, as long as the execution probability of the fake reverse-press operation navigation increases as the value of the difference in the number of coins counter when a replay role is won decreases. For example, the execution probability of the fake reverse-press operation navigation may be increased every time the difference in the number of coins counter becomes "-1000 coins".
[0468] Next, referring to Figure 27, the probability of executing the reverse-press operation navigation when a special role is won under predetermined conditions will be explained. As mentioned above, when a special role is won, the main control device 10 refers to the difference in the number of tokens counter at that time and decides whether or not to execute the reverse-press operation navigation according to the value of the difference in the number of tokens counter. However, in the slot machine 1 of this second embodiment, the probability of executing the reverse-press operation navigation when a special role is won is changed only when predetermined conditions are met during normal gameplay (advantageous period).
[0469] In the main control device 10, the following conditions are set for changing the execution probability of the reverse-push operation navigation: "within 100 games after the end of AT state," that is, the period until 100 games are played after the end of AT state in normal gameplay (advantageous section); "within 100 games after power-on," that is, the period until 100 games are played in normal gameplay (advantageous section) after the power of the slot machine 1 is turned on; and "5000 games or more on the day," that is, the period during normal gameplay (advantageous section) on the day when the number of games played on the slot machine 1 in normal gameplay on the day is 5000 or more.
[0470] Figure 27 shows the probability of executing the reverse-press operation navigation when a special role is won under the control of the main control device 10, provided that predetermined conditions are met. As shown in Figure 27, if any of the predetermined conditions are met, such as "within 100 games after the end of AT state", "within 100 games after power-on", or "more than 5000 games played on the day", the reverse-press operation navigation is executed with a probability of 100 / 100 and not executed with a probability of 0 / 100. Therefore, when a special role is won under the specified conditions, the probability of the reverse-press operation navigation being executed increases regardless of the value of the net payout counter.
[0471] As described above, when the predetermined conditions described above are met during normal gameplay (advantageous period), the main control device 10 performs a reverse-press operation navigation regardless of the value of the net payout counter when a special role is won. In other words, the main control device 10, as an operation instruction means, can execute an instruction to derive a second special stop pattern ("BAR·BAR·BAR") with a special probability (100 / 100) based on the fulfillment of a predetermined condition, even if the difference information (value of the difference counter) counted by the difference information counting means (main control device 10) is a predetermined number ("-10000 (coins)") or more.
[0472] Therefore, it becomes possible to effectively execute reverse-press navigation in response to various changing circumstances related to gaming, such as changes in the operating conditions of the gaming parlor or changes in the gaming conditions of the players. For example, increasing the probability of executing the reverse-press navigation during the period until 100 games are played after the AT state ends can prevent players from immediately ending their game after the AT state ends. Increasing the probability of executing the reverse-press navigation during the period until 100 games are played after the power of slot machine 1 is turned on can improve the ability to attract customers immediately after the opening of the arcade. Increasing the probability of executing the reverse-press navigation during the period when the number of games played in the normal game state on slot machine 1 on a given day exceeds 5000 can improve the ability to attract customers immediately before the closing of the arcade.
[0473] Furthermore, while the system is designed to always execute the reverse-press operation navigation when a special role is won under predetermined conditions, it may also be possible to set it so that the reverse-press operation navigation is executed with a probability of 50 / 100. In this case, it is desirable to exclude any cases where the value of the net number of tokens counter is already less than the predetermined number ("-10000 (total tokens)"). Furthermore, the above-mentioned predetermined conditions may be other than those mentioned above, as long as they improve the ability to attract customers to slot machine 1, and the period during which the predetermined conditions remain met may also be other than those mentioned above. As described above, various controls related to the special AT state are performed.
[0474] [Image showing the animation during the execution of the reverse-press operation navigation in the second embodiment] Next, with reference to Figure 28, the images displayed on the main display 8 during the execution of the reverse-press operation navigation will be explained. As described above, in the slot machine 1 of this second embodiment, the main control device 10 determines (by lottery) whether or not to generate a special AT state in a game in which a special role is won, and if it is determined that a special AT state will be generated, it transmits control information to the sub-control device 20 at the start of the game to execute reverse-press operation navigation.
[0475] Furthermore, in games in which a replay role is won, the main control unit 10 makes a decision (draw) on whether or not to execute a fake reverse-press operation navigation. If it decides to execute the fake reverse-press operation navigation, it sends control information to the sub-control unit 20 at the start of the game to execute the fake reverse-press operation navigation. Upon receiving the above control information, the sub-control device 20 executes reverse-press operation navigation and fake reverse-press operation navigation on the main display 8, as shown below.
[0476] Figure 28 shows the display images on the main display 8 when a reverse-press operation navigation or a fake reverse-press operation navigation is performed. First, Figure 28(a) shows the visual effects displayed on the main display 8 at the start of the game (during gameplay) when the reverse-press operation navigation or fake reverse-press operation navigation is executed.
[0477] As shown in Figure 28(a), when a special role or replay role is won in a game during normal g...
Claims
1. In a gaming machine that executes a game based on the input of gaming value and can assign the gaming value to the player in relation to the results of the game, A variable display means capable of displaying multiple identification pieces of information in a variable manner based on the execution of the aforementioned game, A lottery means capable of performing a draw for a role based on the execution of the aforementioned game, A stop operation means capable of performing a stop operation on the aforementioned variable display means, A stop control means capable of executing control to cause the variable display means to derive a stop mode corresponding to the lottery result by the lottery means when the stop operation means is operated, A means for controlling the advantageous period so that the game is controlled in a way that is advantageous to the player, A difference information counting means capable of performing control that subtracts difference information in accordance with the game value invested in the advantageous period, and adds difference information in accordance with the game value granted in the advantageous period, A favorable period termination control means capable of executing control to terminate the favorable period based on the difference information counted by the difference information counting means reaching a specific number, In connection with the execution of the aforementioned game, a reward-granting means capable of granting rewards with a predetermined probability, Equipped with, The stop control means is capable of executing control such that, when the lottery result of the lottery means is a winning result of a special role, if the player's operation of the stop operation means is in the normal operation mode, the variable display means derives a first special stop mode, and if the player's operation of the stop operation means is in a specific operation mode, the variable display means derives a second special stop mode. When the result of the lottery by the lottery means is a result of winning a special role, if the difference information counted by the difference information counting means is greater than or equal to a predetermined number, the system is equipped with an operation instruction means that can be used to instruct the player to derive the second special stop pattern with a specific probability, and if the difference information is less than the predetermined number, the system is equipped with an operation instruction means that can be used to instruct the player to derive the second special stop pattern with a special probability higher than the specific probability. The reward-granting means enables the granting of the reward based on the fact that the second special stop mode has been derived from the variable display means. A gaming machine characterized by the following features.
2. A gaming machine that executes a game based on the input of gaming value and can assign the gaming value to a player in relation to the result of the game, A variable display means capable of displaying multiple identification pieces of information in a variable manner based on the execution of the aforementioned game, A lottery means capable of performing a draw for a role based on the execution of the aforementioned game, A stop operation means capable of performing a stop operation on the aforementioned variable display means, A stop control means capable of executing control to cause the variable display means to derive a stop mode corresponding to the lottery result by the lottery means when the stop operation means is operated, A means for controlling the advantageous period so that the game is controlled in a way that is advantageous to the player, A difference information counting means capable of performing control that subtracts difference information in accordance with the game value invested in the advantageous period, and adds difference information in accordance with the game value granted in the advantageous period, A favorable period termination control means capable of executing control to terminate the favorable period based on the difference information counted by the difference information counting means reaching a specific number, In connection with the execution of the aforementioned game, a reward-granting means capable of granting rewards with a predetermined probability, Equipped with, The stop control means is capable of executing control such that, when the lottery result of the lottery means is a winning result of a special role, if the player's operation of the stop operation means is in the normal operation mode, the variable display means derives a first special stop mode, and if the player's operation of the stop operation means is in a specific operation mode, the variable display means derives a second special stop mode. When the result of the lottery by the lottery means is a result of winning a special role, if the difference information counted by the difference information counting means is greater than or equal to a predetermined number, the system is equipped with an operation instruction means that can be used to instruct the player to derive the second special stop pattern with a specific probability, and if the difference information is less than the predetermined number, the system is equipped with an operation instruction means that can be used to instruct the player to derive the second special stop pattern with a special probability higher than the specific probability. The reward granting means enables the granting of the reward based on the fact that an instruction to derive the second special stop mode has been executed by the operation instruction means. A gaming machine characterized by the following features.