Gaming machine
Patent Information
- Application Number
- JP2023001718
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2023-01-10
- Publication Date
- 2026-10-01
- Estimated Expiration
- 2043-01-10
Smart Images

Figure 0007927266000001 
Figure 0007927266000002 
Figure 0007927266000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background Art]
[0002] Conventionally, there has been known a gaming machine including a variable display device capable of variably displaying a plurality of pieces of identification information, executing a variable display game accompanied by variable display on the variable display device, deriving a result of the variable display game by stopping the variable display in response to a stop operation by a player, and generating a specific gaming state advantageous to the player in accordance with the derived result of the variable display game. Further, among recent gaming machines, there is also known a gaming machine configured such that variable display can be stopped a plurality of times in one variable display game, thereby giving a player a plurality of opportunities for a stop operation (Patent Document 1). [Prior Art Documents] [Patent Documents]
[0003] [Patent Document 1] Japanese Patent Laid-Open No. 2014-083374 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] However, conventional gaming machines have room for improvement. [Means for Solving the Problem]
[0005] To solve the above problems, the present invention provides a gaming machine that includes a plurality of reels, each displaying a plurality of symbols, and that executes a game involving the display of variations on the plurality of reels based on the operation of a player, and that can award a bonus in connection with the execution of the game, wherein the game comprises: a first game control means capable of executing a first game in which a first symbol combination formed by the plurality of reels is derived based on the end of the game; a second game control means capable of executing a second game in which a second symbol combination formed by the plurality of reels is derived in addition to the deriving of the first symbol combination during the execution of the first game; and a stop operation means that can be operated by a player, wherein the second game control means comprises a second symbol deriving control means capable of executing control to derive the second symbol combination based on the operation of the stop operation means, and a variation display direction control means capable of changing the variation display direction of a predetermined reel during variation display based on the operation of the stop operation means prior to the deriving of the second symbol combination. [Brief explanation of the drawing]
[0006] [Figure 1] This is a schematic front view showing the external appearance of the gaming machine. [Figure 2] This is a block diagram showing the control configuration of a gaming machine. [Figure 3] This diagram illustrates the arrangement of symbols on each reel. [Figure 4] This diagram shows the internal lottery table used when the main control unit performs the lottery for winning combinations. [Figure 5] This is a chart explaining the benefits of winning each role. [Figure 6] This is a diagram illustrating the transitions between game states in a gaming machine. [Figure 7] This is a diagram showing the CZCZ state lottery table used when the main control unit performs the lottery for the CZCZ state. [Figure 8] This diagram shows the advantageous period termination lottery table used when the main control unit conducts a lottery to determine the end of the advantageous period. [Figure 9]This diagram shows the AT state lottery table used when the main control unit performs a lottery to determine the AT state. [Figure 10] This diagram shows the pseudo-bonus state lottery table used when the main control unit performs a lottery for pseudo-bonus states. [Figure 11] This diagram shows the pseudo-stop symbol lottery table used when the main control unit performs the lottery for pseudo-stop symbols. [Figure 12] This diagram shows the simulated game spin pattern lottery table used when the main control unit performs the lottery for the simulated game spin pattern. [Figure 13] This diagram illustrates the changes in game state and game interval corresponding to winning a role. [Figure 14] This diagram illustrates the visual effects displayed on the main display during each game state. [Figure 15] This diagram illustrates the reel rotation pattern and the display on the main display when a simulated game is played using rotation pattern 1. [Figure 16] This diagram illustrates the reel rotation pattern and the main display's effects when a simulated game is played using rotation pattern 2. [Figure 17] This diagram illustrates the reel rotation pattern and the main display's effects when a simulated game is played using rotation pattern 3. [Figure 18] This diagram illustrates the reel rotation pattern and main display effects when a simulated game is played when the AT state is not won. [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, the overall configuration of slot machine 1 will be explained with reference to Figures 1 and 2. The slot machine 1 is installed in amusement arcades and the like. As shown in FIGS. 1 to 2, the slot machine 1 includes a front door 1a, a bet button 2a, a return button 2c, an effect button 2d, an upper effect button 2f, a medal slot 2, a start lever 3, reels 4, stop buttons 5, a display window 6, a medal payout device 7, a medal payout port 7b, a main display 8, a sub display 17, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, an advantageous 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.
[0009] It should be noted that the main control device 10 and the sub control device 20 are each provided with a storage unit and a control unit, are devices capable of various arithmetic processes and various controls, and are included in the concept of a computer. Each storage unit includes a storage device such as a semiconductor memory element that stores programs, information, and the like necessary for the operation of the slot machine 1. Each control unit includes a CPU or the like. Each control unit implements various functions of the present embodiment by appropriately reading and executing various programs and the like stored in each storage unit.
[0010] [Schematic front view showing the appearance of the gaming machine] As shown in FIG. 1, a front door 1a is provided on the front surface of the slot machine 1. The front door 1a is axially attached to one side (left side as viewed from the front) of a main body (not shown) which is disposed on the rear side of the front door 1a and attached to island equipment (not shown) so as to be openable and closable, and is configured to be openable and closable toward the front in a single-opening manner. Hereinafter, the left-right direction is described with the slot machine 1 viewed from the front side.
[0011] When the slot machine 1 is viewed from the front side, the main display 8 is disposed at a central position in the left-right direction on the upper part of the front door 1a. The main display 8 is constituted by a liquid crystal display or the like capable of displaying a plurality of pieces of information such as information related to effects (effect images) as will be described later, and constitutes a display means. On the upper part of the front door 1a and in front of the main display 8, a display decorative frame 15 having an opening in the center is disposed, and the main display 8 is disposed in a state where the display surface faces forward from the opening of the display decorative frame 15.
[0012] Speakers 9 are disposed on each of the left and right sides of the main display 8, and for example, can output sound effects corresponding to effects displayed on the main display 8. Furthermore, lamps 11 formed of an LED or the like are disposed on each of the left and right sides of the main display 8, and for example, can output light when a winning combination is won, or light in a light emission mode corresponding to an effect displayed on the main display 8.
[0013] On the right side of the main display 8, an upper effect button 2f, exemplified as an operation means, is disposed. The upper effect button 2f is a push-type button that moves in the front-rear direction. A pressing operation of the upper effect button 2f is detected by a non-contact sensor or the like, and is output to the sub-control device 20 as operation information of the upper effect button 2f. Further, a light emission source (not shown) formed of an LED or the like is provided inside the upper effect button 2f, and light emission from the light emission source can notify that the operation of the upper effect button 2f is valid.
[0014] At the center in the vertical direction of the front door 1a of the slot machine 1, a flat front panel 19 having decorations and various function displays provided on a surface thereof is disposed. Behind the front panel 19, a drum unit 4d including reels 4 serving as variable display means is disposed. Furthermore, at a substantially center of the front panel 19, a display window 6 formed of a translucent member that allows symbols attached to the reels 4 to be visually recognized from the front is formed.
[0015] 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, 21 patterns), and the types of patterns include, for example, "Replay," "Watermelon," "Cherry," "Bell," "Red 7," "Blue 7," and "Gold 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 21.
[0016] 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 special zone 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 special zone lamp 13 is controlled to light up during the special zone (described later). Alternatively, instead of the special zone lamp 13, the slot machine 1 may provide a "dot" portion on a 7-segment display (also called a "7-segment") which constitutes a payout display unit that shows the number of medals dispensed, and control the system to light up this portion.
[0017] 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. The sub-display 17 may be located to the left of the display window 6 (reel 4). Alternatively, the sub-display 17 may be configured as a touch panel display.
[0018] Below the front panel 19, a step is formed that protrudes forward, and on the upper surface of the step, a coin slot 2, and an example of an operating means, a bet button 2a and an effect button 2d, are provided. 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.
[0019] 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.
[0020] A start lever 3, a return button 2c, and a stop button 5 (as exemplified) are provided on the front of the stepped section. 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.
[0021] 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.
[0022] [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 according to this 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.
[0023] 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.
[0024] 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 transitioning to a specific game state (e.g., AT state) (winning probability) in multiple stages (e.g., 6 stages). The main control device 10 performs a process to set the probability of transitioning to a specific 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).
[0025] Alternatively, the probability of transitioning to a specific 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 pseudo-bonus 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 specific game states, the probability of winning a predetermined minor role (for example, the bell role) may be changed to multiple levels (for example, 6 levels).
[0026] 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).
[0027] 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.
[0028] 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.
[0029] 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. Then, it 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 based on the generated random numbers, it performs the following processes: a lottery process for transitioning between CZ states, a lottery process for transitioning between CZ states, a lottery process for transitioning between AT states, a lottery process for determining the type of AT state (a lottery process for determining the rotation pattern of the simulated game), and a lottery process for transitioning between simulated bonus states.
[0030] In other words, the main control device 10 is equipped with a lottery means that determines whether or not to grant benefits such as minor roles, pseudo-bonus states, or AT states in response to the execution of a game. 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.
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] Furthermore, the sub-control device 20 can control the switching timing of each effect based on signals from the effect button 2d and the upper effect button 2f. Either or both of the main control device 10 and the sub-control device 20 constitute the first game control means, the second game control means, the second symbol extraction control means, the variable display direction control means, the bonus granting determination means, the bonus type determination means, and the operation assist means according to the present invention.
[0036] [Basic gameplay of a gaming machine] Next, referring to Figures 3 to 5, the basic gameplay of the slot machine 1, which is implemented by the control of the main control device 10, will be explained.
[0037] First, to start the game, insert tokens into token slot 2, or set the number of tokens to bet using 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.
[0038] In this state where the game can be started, 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, minor roles, and bonus roles, as well as the transition 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.
[0039] 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.
[0040] Each reel 4a to 4c is an example of a display means, and as shown in Figure 3, multiple symbols (replay, bell, watermelon, cherry, BAR, red 7, blue 7, gold 7) are displayed on the circumferential surface of each reel 4a to 4c 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.
[0041] 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. The stop control for each reel 4a to 4c has a set pull-in range, and a predetermined number of symbols (for example, 4) located in the reverse rotation direction (upward) from the symbol at the time of the stop operation can be pulled in. Only any of the symbols within this pull-in range can be stopped on the active line (pull-in stop control).
[0042] 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.
[0043] Winning combinations, such as minor roles and replay roles, are determined based on the combination of symbols on these winning lines. Small wins include, for example, the ordered bell win, the watermelon win, the cherry win, and the single-coin win.
[0044] 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 ones) for these push-order bell symbols 1 to 6, the corresponding symbol combination ("bell, bell, bell") will not be displayed, and other symbol combinations such as "bell, bell, replay" (referred to as "bell spill") will be displayed.
[0045] 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 so that the symbol combination corresponding to the push-order bell combination stops. Also, there may be three types of push-order bell combinations, 1 to 3, rather than being limited to six.
[0046] The watermelon symbol is a rare symbol combination where the corresponding symbols are "watermelon, watermelon, watermelon". The Cherry symbol is a rare symbol combination that corresponds to "Cherry-ANY-ANY". There is a weak Cherry symbol where the Cherry stops in the upper or lower position of the left reel 4a, and a strong Cherry symbol where the Cherry stops in the middle position of the left reel 4a. A single-coin win is a minor win where the corresponding symbol combination is "bell-bell-replay". Therefore, when a single-coin win is achieved, the same symbol combination as the "bell spill" mentioned above will stop.
[0047] The replay combination is one in which the corresponding symbol combination is "replay, replay, replay". Chance symbols are small wins where the corresponding symbol combination is "bell-watermelon-watermelon" (chance combination). Along with watermelon and cherry symbols, they are set as so-called rare symbols with a relatively low probability of being won in the internal lottery process. Furthermore, rare roles are categorized as follows: weak cherry and watermelon roles, which have a relatively high probability of being won, are designated as weak rare roles, while strong cherry and chance roles, which also have a relatively high probability of being won, are designated as strong rare roles. Furthermore, for winning combinations other than the replay and single-coin combinations, players must aim to stop the reels at the corresponding symbols (so-called "eye-stopping" operations), and even if a win occurs and the reel is stopped, the corresponding symbol combination is not guaranteed to stop.
[0048] Furthermore, in the slot machine 1 of this embodiment, in addition to the minor wins mentioned above, bonus wins are also possible. The bonus role is a role that, upon winning, transitions the game state to the bonus state. When a bonus role is won, the stopping control of reel 4 is adjusted to allow a special combination of symbols (for example, "7-BAR-7") on the active payline. If the special combination of symbols stops on the active payline and the bonus role is won, the game state transitions to the bonus state. During the bonus state, the draw for winning combinations is conducted in such a way that there is virtually no increase or decrease in the number of medals (a so-called "zero bonus"). Furthermore, the right to win a bonus is maintained until the bonus is won (bonus carryover), and in normal gameplay, the bonus is executed for most of the time while the bonus is carryover.
[0049] 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). 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.
[0050] In the main control unit 10, when each game is executed, a lottery is held for each of the above-mentioned roles based on the extraction of a predetermined random number. As shown in Figure 4, for example, if the setting value in the probability setting device 14 is set to setting 1, the probability of winning each role is set to 8982 / 65536 for the replay role, 1-coin role is set to 14400 / 65536 for the single-coin role, 650 / 65536 for the weak cherry role, 164 / 65536 for the strong cherry role, 919 / 65536 for the watermelon role, 491 / 65536 for the chance role, 6981 / 65536 for each of the push-order bell roles 1 to 2, and 6492 / 65536 for each of the push-order bell roles 3 to 6. Furthermore, the winning probabilities for each role in settings 2 through 6 are set to the values shown in the diagram, although a detailed explanation will be omitted.
[0051] Note that the winning probabilities for each role shown in Figure 4 are values while the bonus is being carried over, but the winning probabilities are the same even when the bonus role has not been won (when the bonus is not being carried over). However, when the bonus is not being carried over, a bonus role will be won at the same time as a single-coin role win. Furthermore, while there are currently six types of button-press sequence bell symbols, it would be possible to set the number of button-press sequence bell symbols to 12 by including symbols that require not only button-press sequence but also precise timing.
[0052] Then, at the end of the game, which involves drawing lots for each of the above roles, the winning combinations of small roles, replay roles, and bonus roles are determined based on the combinations of symbols that stopped (determination means). If the result of the determination is that the combination of symbols corresponds to the respective combination mentioned above, a prize is awarded and a game value (reward) corresponding to the winning combination is granted. For example, when a combination of symbols corresponding to a minor role such as a bell, cherry, or watermelon stops, it is determined that a minor role has been won, 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.
[0053] Specifically, as shown in Figure 5, when a replay combination is displayed, if a replay is achieved, the next game can be played with the same bet amount as the previous game without inserting any more medals (without setting a bet amount). Additionally, if a combination of symbols corresponding to a single-coin win, a weak cherry win, a strong cherry win, or a chance win is displayed, one medal will be dispensed for each combination. Additionally, if a combination of symbols corresponding to the watermelon symbol stops and is displayed, six medals will be dispensed.
[0054] Additionally, when the push-order bell combinations 1-2 are won, 3 medals will be dispensed if the corresponding symbol combinations stop and are displayed. When the push-order bell combinations 3-6 are won, 10 medals will be dispensed if the corresponding symbol combinations stop and are displayed. Additionally, when a specific sequence of button presses (bell combinations 1-6) is won, if the stop buttons 5a-5c are operated in a sequence other than the specified sequence (one of five possible sequences), one medal will be dispensed. Furthermore, the winning probabilities and payout amounts for the push-order bell combinations 3 through 6 are set to increase the number of medals held by the player during the AT state, which will be described later. Furthermore, the number of medals dispensed when a combination of symbols corresponding to each winning combination is displayed may be different from the numbers mentioned above. Furthermore, the symbol combinations corresponding to all roles may be composed of symbols that require precise timing, or they may be composed of symbols that do not require precise timing.
[0055] [Transition of game state] Next, the transitions in the game state of the slot machine 1 in this embodiment will be explained with reference to Figures 6 to 10.
[0056] As shown in Figure 6, the gameplay of the slot machine 1 in this embodiment is performed in multiple game states: normal game state, CZCZ state, CZ state, AT state, and pseudo-bonus state. The main control device 10 can control the transition from one game state to another based on the fulfillment of predetermined transition conditions.
[0057] Furthermore, the main control device 10 of this embodiment is equipped with a section control means that can control the game section to either a normal section (non-advantageous section) or an advantageous 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.
[0058] 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 predetermined role (for example, the replay role and the push-order bell role) is won in the internal lottery. As will be explained in more detail later, if the game state is the normal game state and the conditions for transitioning to the advantageous zone are met during a game in the normal zone, the game will transition to the advantageous zone from the next game. However, if a bonus has been carried over at this time, the game state will transition to the CZ state, and if a bonus has not been carried over, the game state will remain the normal game state. Therefore, the conditions for transitioning to the advantageous zone will be easily met, and if a bonus has been carried over, the transition to the normal zone will effectively grant the right to transition to the CZ state. In normal sections, the button press order navigation is not performed. Furthermore, when the main control unit 10 is reset, it is controlled to the normal section. Furthermore, the timing of the transition to the advantageous period does not have to be at the time mentioned above. For example, it could be at the end of the game in which the conditions for transitioning to the advantageous period were met (such as the moment when the last operation of pressing stop button 5 ends). In this case, the transition to the advantageous period will occur before the next game starts.
[0059] The advantageous period is a gameplay section in which button-press order navigation may be performed, and because button-press order navigation may be performed, it is a gameplay section 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. During the advantageous period, the advantageous period lamp 13 is controlled to be lit. Furthermore, after transitioning to the advantageous section, the advantageous section lamp 13 may be turned on when the player enters a game state (for example, an AT state) in which the number of medals held by the player increases due to the execution of the push-button navigation.
[0060] 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). Furthermore, although the details will be explained later, the conditions for ending the advantageous period are that the advantageous period ends when the player wins the lottery for the conditions for ending the advantageous period (the lottery for transitioning to the CZ state) during normal gameplay or during the CZ state. While the advantageous period generally continues when the AT state ends, it is also possible to set up a condition for ending the advantageous period in some cases when the AT state ends, or to decide whether or not to end the advantageous period depending on the difference in the number of tokens at the end of the AT state.
[0061] Furthermore, slot machine 1 is equipped with a limiter function (hereinafter simply referred to as the limiter) to limit 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, the limiter is activated when the net number of tokens dispensed (number of tokens paid out - number of tokens inserted) during a single advantageous period reaches the upper limit (for example, +2400 tokens).
[0062] In addition, the limiter is also set to activate when the number of games in a single advantageous period (advantageous period games) reaches the upper limit (for example, 4000 games). Therefore, the limiter will activate when either the difference in the number of tokens in a single advantageous period reaches the maximum number of tokens, or the number of games played in a single advantageous period reaches the maximum number of games. Alternatively, the limiter may be set to activate only when the net number of tokens in a single advantageous period reaches the maximum limit, and no upper limit may be set on the number of games in a single advantageous period. Furthermore, the advantageous period ends when any of the above-mentioned conditions for ending the advantageous period are met.
[0063] Furthermore, in addition to the limiter function described above, the slot machine 1 of this embodiment is also equipped with a so-called complete function (also simply called complete) that limits the number of medals actually won by the player from the time the power to the slot machine 1 is turned on until it is turned off. When the net increase in medals from the time the power to the slot machine 1 is turned on until it is turned off reaches a predetermined number (the complete value of +19,000 medals), the game is put into a state where it is impossible to play, and the game is stopped, making it impossible to play any further games. Therefore, the number of tokens a player can win during the operating hours of a gaming establishment will be limited. Furthermore, even if the net number of tokens won during a single advantageous period is extremely small during the operation of the amusement parlor, and a player is able to acquire a very large number of tokens before the limiter function activates, the complete function will activate first, preventing the amusement parlor from incurring a significant loss even if the net number of tokens won is extremely small.
[0064] (Normal gameplay state) The normal game state is the state in which the slot machine 1 remains after its main control unit 10 has been reset, and it is a disadvantageous state for the player. As shown in Figure 6, the main control device 10 performs a lottery process to determine whether to transition to the CZ state or the CZCZ state while the player is in the normal game state. Depending on the specifications of the slot machine 1, the player may also transition directly from the normal game state to the AT state. In normal gameplay, such as when the main control unit 10 of slot machine 1 is reset, the game section is controlled to the normal section, and when the conditions for transitioning to the advantageous section are met during normal gameplay, the game section transitions from the normal section to the advantageous section. However, if the main control unit 10 is reset, the bonus is not carried over, so even if the next game is played, the game state will remain the normal game state.
[0065] • Transition process from normal gameplay state to CZCZ state (arrow a in Figure 6) Based on the gameplay during normal gameplay, a lottery is held to determine whether to transition to the CZCZ state. If the player wins this lottery, they will transition from normal gameplay to the CZCZ state. In this embodiment, the transition to the AT state is basically set to occur in the order of normal gameplay state → CZCZ state → CZ state, so the player will first expect to transition to the CZCZ state.
[0066] Figure 7 shows the CZCZ state lottery table used in the main control device 10 when the transition to the CZCZ state is determined. The transition to the CZCZ state is determined by a random number (random number with a range of 256 types) extracted at the time of each game's execution, and the result of the winning combination is used. If the transition lottery is won, the right to transition to the CZCZ state is granted, and the game state will transition to the CZCZ state from the next game onwards. As shown in Figure 7, the CZCZ state transition lottery is performed only when a single-coin win, a weak rare win, or a strong rare win occurs. When a single-coin win occurs, there is a 255 / 256 chance of losing and a 1 / 256 chance of winning. When a weak rare win occurs, there is a 192 / 256 chance of losing and a 64 / 256 chance of winning. When a strong rare win occurs, there is a 128 / 256 chance of losing and a 128 / 256 chance of winning.
[0067] As mentioned above, a lottery is held to determine the transition to the CZCZ state, so the lower the probability of winning a role, the higher the probability of transitioning to the CZCZ state. Furthermore, the probability of winning the CZCZ state transition lottery may be changed according to the setting value in the probability setting device 14.
[0068] • Transition process from normal gameplay state to CZ state (arrow d in Figure 6) As mentioned above, in order to transition to the CZ state, the game must first transition to the CZCZ state during normal gameplay. However, in this embodiment, it is possible to transition directly to the CZ state from the normal gameplay state without transitioning to the CZCZ state.
[0069] In this embodiment, when the game section transitions to the normal section and then to the advantageous section, the game state is set to transition to the CZ (Chance Zone) state. Therefore, if the game transitions to the normal game state during normal gameplay or during the CZCZ state (i.e., the conditions for ending the advantageous game state are met), the right to transition to the CZ state is effectively granted. However, if the game transitions to the normal game state while a bonus is not being carried over, the game will not transition to the CZ state even if it subsequently transitions to the advantageous game state.
[0070] In a game during normal gameplay, the lottery to fulfill the conditions for ending the advantageous period, that is, the lottery for transitioning to the effective CZ state during normal gameplay, is conducted when the replay symbol is won consecutively during a game in normal gameplay.
[0071] Figure 8 shows the advantageous section termination lottery table used during normal gameplay when the main control device 10 conducts a lottery to fulfill the conditions for ending the advantageous section (effectively a lottery for transitioning to the CZ state). The lottery to determine the end of the advantageous period is conducted based on a random value (a random value with a range of 256 types) extracted during gameplay in the normal game state and the number of consecutive wins of the replay symbol. If the lottery is won, the game period will transition to the normal period from the next game. If the conditions for transitioning to the advantageous period are met during a game in this normal period, the game state will transition to the CZ state from the next game.
[0072] As shown in Figure 8, the lottery to fulfill the conditions for ending the advantageous period is performed when the number of consecutive replays is 2, 3, or 4. When the number of consecutive replays is 2, there is a 255 / 256 chance of losing and a 1 / 256 chance of winning. When the number of consecutive replays is 3, there is a 192 / 256 chance of losing and a 64 / 256 chance of winning. When the number of consecutive replays is 4, there is a 0 / 256 chance of losing and a 256 / 256 chance of winning. Therefore, in a game played in normal mode, if the replay symbol is won consecutively, a lottery is held to determine the end of the advantageous period. If this lottery is won, the right to transition to the CZ state is effectively granted, thus increasing the expectation of transitioning to the CZ state even in a game played in normal mode.
[0073] Currently, a lottery is held to determine the end of the advantageous period when the replay symbol is won consecutively, but it may also be possible to hold a lottery to determine the end of the advantageous period when other symbols are won consecutively. Furthermore, the consecutive wins of the replay symbol, which trigger the lottery to fulfill the conditions for ending the advantageous period, may be three times or less, or five times or more. Furthermore, the number of consecutive wins for the replay role and the number of consecutive wins for other lottery results (such as misses) may be managed separately, and the number of consecutive wins for multiple (two or more) lottery results may be managed, and the advantageous period may be terminated when any of the managed consecutive win counts reach a predetermined value. Alternatively, the situation of managing two or more lottery results may be implemented only when a lottery is held to fulfill the conditions for terminating the advantageous period during the CZCZ state described later.
[0074] (CZCZ state) The CZCZ state is a game state that increases the player's anticipation, as it is a preliminary game state to the CZ state (described later), where there is a high probability of transitioning to the AT state, even though no push-order navigation is provided when a push-order bell symbol is won. The number of playable rounds in the CZCZ state is basically set to 10 games, but it will continue beyond the 11th game until a win other than a replay or rare win occurs.
[0075] As mentioned above, during normal gameplay, a lottery is held to determine when the conditions for ending the advantageous period are met when the replay symbol is won consecutively. However, during the CZCZ state, even if the replay symbol is not won consecutively, a lottery is held to make it easier to meet the conditions for ending the advantageous period, depending on the total number of replay symbol wins during the CZCZ state. Therefore, the CZCZ state is a game state in which the probability of transitioning to the CZ state is higher than in the normal game state. During the CZCZ state, control information regarding the CZCZ state is transmitted from the main control unit 10 to the sub-control unit 20. Through the control of the main control unit 10 and the sub-control unit 20, various effects and the remaining number of games during the CZCZ state are displayed on the main display unit 8.
[0076] Furthermore, if the player wins the lottery for transitioning to the CZCZ state, instead of transitioning to the CZCZ state from the next game, a predetermined delay period may be set, during which a premonition sequence may be performed. Furthermore, if a replay is won in the final game when the above delay period ends, that win may also be considered as a win that occurred during the CZCZ state. In this case, if a replay is also won in the first game during the CZCZ state, it will be considered that two replays have been won consecutively. Furthermore, during the CZCZ state, one win of the replay symbol may be treated as multiple wins (for example, two wins) of the replay symbol, thereby increasing the expected value of winning the replay symbol during the CZCZ state compared to normal gameplay.
[0077] • Transition process from CZCZ state to CZ state (arrow c in Figure 6) In a game during the CZCZ state, the lottery to fulfill the conditions for ending the advantageous period, that is, the lottery for transitioning to the actual CZ state during the CZCZ state, is conducted based on the total number of times the replay symbol is won during the period of the CZCZ state.
[0078] In games during the CZCZ state, the lottery to fulfill the conditions for ending the advantageous period is performed using a table in which the number of consecutive wins of the replay symbol in the advantageous period termination lottery table (see Figure 8) used in the lottery to fulfill the conditions for ending the advantageous period during the normal game state is replaced with the number of wins of the replay symbol during the CZCZ state. Therefore, the lottery to fulfill the conditions for ending the advantageous period is performed based on a random value (a random value with a range of 256 types) extracted when a game is played during the CZCZ state, and the number of times the replay role is won during the CZCZ state. If the total number of wins is 2, there is a 255 / 256 chance of losing and a 1 / 256 chance of winning. If the total number of wins is 3, there is a 192 / 256 chance of losing and a 64 / 256 chance of winning. If the total number of wins is 4, there is a 0 / 256 chance of losing and a 256 / 256 chance of winning.
[0079] Thus, in normal gameplay, a lottery to determine the end of the advantageous period is held when the replay symbol is won consecutively. However, in the CZCZ state, even if the replay symbol is not won consecutively, if the replay symbol is won multiple times during the CZCZ state, the same lottery as when the replay symbol is won consecutively in normal gameplay is held, making it possible to increase the expectation of transitioning to the CZ state compared to normal gameplay.
[0080] • Transition process from CZCZ state to normal gameplay state (arrow b in Figure 6) If, during a game in the CZCZ state, the player fails to win the lottery required to fulfill the conditions for ending the advantageous period, and then wins a minor role other than a replay or rare role after the 11th game, the game state will transition to the normal game state from the next game. Furthermore, if a replay is won after the 11th game, the CZCZ state may be continued, and the winning of a replay in this case may also be used as a trigger for the lottery to end the advantageous period.
[0081] (CZ state) In the CZ state, when a button-pressing sequence is achieved, no button-pressing sequence navigation is provided, but a lottery process for transitioning to the AT state is performed, making it a favorable game state for the player. 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.
[0082] While in the CZ state, a lottery is held to determine whether the player will transition to the AT state; therefore, the CZ state is positioned as a chance zone in the overall flow of gameplay. The maximum number of games that can be played during the CZ (Chance Zone) state is 5. 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.
[0083] • Transition process from CZ state to AT state (arrow f in Figure 6) During the CZ state, a lottery process is performed in each game to determine whether to transition to the AT state. The probability of winning the lottery for transitioning to the AT state is set to a different value depending on the number of games played during the CZ state and the winning combination in each game. If you win this transition lottery, you are granted the right to transition to the AT state. As will be explained in more detail later, based on the results of the AT state transition lottery process described above, a simulated game will be played in the next game. In this simulated game, whether or not the AT state transition lottery was won and the type of win (the type of AT state to transition to) will be announced. If the AT state transition lottery was won, the game state will then transition to the AT state.
[0084] Figure 9 shows the AT state lottery table used when the main control unit 10 conducts a lottery to determine the transition to the AT state during the CZ state. The AT state transition lottery is conducted based on a random value (random value with a range of 256 types) extracted during the execution of a game in the CZ state (at the start or end of the game) and the result of the role draw in that game. If the lottery is won, the right to transition to the AT state is granted. Furthermore, the AT state transition lottery has different types of wins, and a lottery is held to determine whether or not you will win one of three types: Win 1, Win 2, or Win 3. As will be explained in more detail later, if you win the AT state transition lottery, a lottery will be held to determine which type of AT state is more advantageous to the player, with Win 2 being more advantageous than Win 1, and Win 3 being more advantageous than Win 2.
[0085] First, Figure 9(a) shows the AT state lottery table used during the transition lottery in the first to fourth games of the CZ state. As shown in Figure 9(a), in the first to fourth games of the CZ state, if a role other than a weak rare role or a strong rare role is won, there is a 128 / 256 chance of it being a miss, a 128 / 256 chance of it being a win for win 1, and a 0 / 256 chance of it being a win for win 2. If a weak rare role is won, there is a 250 / 256 chance of it being a miss, a 0 / 256 chance of it being a win for win 1, and a 6 / 256 chance of it being a win for win 2. If a strong rare role is won, there is a 224 / 256 chance of it being a miss, a 0 / 256 chance of it being a win for win 1, and a 32 / 256 chance of it being a win for win 2.
[0086] Next, Figure 9(b) shows the AT state lottery table used during the transition lottery in the 5th game of the CZ state. As shown in Figure 9(b), in the fifth game of the CZ state, if a role other than a weak rare role or a strong rare role is won, there is a 128 / 256 chance of it being a miss, a 128 / 256 chance of it being a win for win 2, and a 0 / 256 chance of it being a win for win 3. If a weak rare role is won, there is a 0 / 256 chance of it being a miss, a 224 / 256 chance of it being a win for win 2, and a 32 / 256 chance of it being a win for win 3. If a strong rare role is won, there is a 0 / 256 chance of it being a miss, a 128 / 256 chance of it being a win for win 2, and a 128 / 256 chance of it being a win for win 3.
[0087] Therefore, during the CZ state, the 5th game will have a more favorable draw for the player than the 1st to 4th games. Furthermore, since the fifth draw is more advantageous, it is more likely that players will benefit from not winning in the first four draws. However, in the first four draws, even if a rare role is won, the probability of winning is lowered, thus creating a draw that increases the player's anticipation. Furthermore, for the highly anticipated wins 2 and 3, the lottery is conducted in a way that favors those who have won rare roles with low winning probabilities. This makes it possible to conduct a more engaging lottery and increases the players' sense of anticipation.
[0088] As described above, in this embodiment, the main control device 10 controls the number of games played during the CZ state and the winning combination in each game to determine whether or not to generate the AT state (bonus), and if this transition lottery is won, the AT state is generated. In other words, the main control unit 10 is equipped with a bonus granting determination means that can determine whether or not to grant a bonus (AT state) based on the execution of the game.
[0089] Furthermore, the winning probabilities may be other than those mentioned above, as long as the above trends are established. Additionally, when a specific role (for example, the strong cherry role) is achieved, it may be set to always result in a loss, or to always result in a predetermined win (for example, win 2). Furthermore, the same table may be referenced regardless of the number of games played during the CZ state, or different tables may be referenced for some or all of the game counts.
[0090] • Transition process from CZ state to normal game state (arrow e in Figure 6) If, during a game in the CZ state, the player fails to win the lottery for transitioning to the AT state, and five games are completed, the game state will transition to the normal game state from the next game.
[0091] (AT state) In this 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. During AT mode, control information related to the AT mode is transmitted from the main control unit 10 to the sub-control unit 20. Through the control of the main control unit 10 and the sub-control unit 20, various effects and the remaining number of games during AT mode are displayed on the main display unit 8.
[0092] During AT mode, the continuation of the AT mode is managed using a predetermined number of games (for example, 32 games) granted at the initial transition to AT mode, as the remaining number of games that can continue the AT mode. The remaining number of games is deducted with each game played, and the AT mode continues until the remaining number of games runs out. Furthermore, during AT mode, a lottery is held to determine whether the player will transition to a pseudo-bonus mode. If the player wins the lottery for transitioning to a pseudo-bonus mode, the AT mode is temporarily interrupted and the player transitions to a pseudo-bonus mode. After the pseudo-bonus mode ends, the player transitions back to the AT mode. Therefore, as long as the player transitions to a pseudo-bonus mode while in AT mode, the AT mode will continue. Furthermore, if you win the lottery to transition to the pseudo-bonus state while in AT state, the remaining number of games at that time will be reset. If you transition back to AT state after the pseudo-bonus state ends, the AT state will resume from the initial number of remaining games (32 games).
[0093] There are three types of AT states: normal AT state, higher AT state, and special AT state. When the right to transition to an AT state is granted, the player is assigned to one of these AT states based on the type of win (win 1 to 3) in the aforementioned AT state transition lottery. The normal AT state is an AT state in which, when a button-pressing sequence bell is won, there is a 1 / 4 probability that a button-pressing sequence navigation will be executed. The higher AT state is an AT state in which, when a button-pressing sequence bell is won, there is a 1 / 2 probability that a button-pressing sequence navigation will be executed. The special AT state is an AT state in which, when a button-pressing sequence bell is won, there is a 1 / 1 probability that a button-pressing sequence navigation will be executed. Therefore, the number of medals a player can acquire during the AT state is greater in the higher AT state than in the normal AT state, and greater in the special AT state than in the higher AT state.
[0094] Furthermore, the manner in which the types of AT states are different may be other than those described above. For example, it may be possible to implement partial navigation that notifies only the first reel to be operated when a push-order bell role is won, and full navigation that notifies all push-orders. In the normal AT state, partial navigation may be performed with a probability of 3 / 4 and full navigation with a probability of 1 / 4. In the higher AT state, partial navigation may be performed with a probability of 1 / 2 and full navigation with a probability of 1 / 2. In the special AT state, partial navigation may be performed with a probability of 1 / 1 and full navigation with a probability of 1 / 1.
[0095] • Transition process from AT state to pseudo-bonus state (arrow h in Figure 6) In AT mode, a lottery process is performed in each game to determine whether to transition to a pseudo-bonus state. The transition to the pseudo-bonus state is determined by a lottery based on the results of the role draw during the AT state. Specifically, the transition lottery is conducted when a rare role is won, or when the push-order bell role is achieved three times in a row (not won, but achieved). The same transition lottery is also conducted when four or more consecutive wins occur.
[0096] Figure 10 shows the pseudo-bonus state lottery table used when the main control device 10 conducts a lottery to determine the transition to a pseudo-bonus state while in AT state. The lottery for transitioning to the pseudo-bonus state is conducted based on a random value (a random value with a range of 256 types) extracted during the execution of a game in the AT state, and the result of the draw for the winning combination in that game. If the draw is successful, the right to transition to the pseudo-bonus state is granted.
[0097] As shown in Figure 10, in a game during AT mode, if the push-order bell symbol is hit three times in a row, there is a 128 / 256 chance of it being a miss and a 128 / 256 chance of it being a win. If a weak rare symbol is hit, there is a 128 / 256 chance of it being a miss and a 128 / 256 chance of it being a win. If a strong rare symbol is hit, there is a 64 / 256 chance of it being a miss and a 192 / 256 chance of it being a win. If you win the lottery mentioned above, you will be granted the right to transition to the pseudo-bonus state, and your gameplay will shift to the pseudo-bonus state from the next game onwards.
[0098] • Transition process from AT state to normal gameplay state (arrow g in Figure 6) If, during a game in AT mode, the player fails to win the lottery for transitioning to the pseudo-bonus state, and the remaining number of games (initially 32) ends, the game state will transition to normal game state from the next game. Note that the number of remaining games until the AT state ends does not have to be the number mentioned above.
[0099] (Pseudo-bonus state) The pseudo-bonus state is a game state in which, during the game in the pseudo-bonus state, the player is notified of an advantageous operation method, and a push-order navigation for the push-order bell symbol is performed, making it easier to acquire medals. Furthermore, during the pseudo-bonus state, if a button-pressing sequence bell symbol is won, there is a 1 / 1 probability that a button-pressing sequence navigation will be executed. Therefore, the pseudo-bonus state is an extremely advantageous game state for the player, as the button-pressing sequence navigation is performed in the same manner as in the special AT state. Furthermore, the pseudo-bonus state will continue for a predetermined period (for example, 40 games) and will end after the end of that period. After the pseudo-bonus state ends, the game state returns to the AT state (arrow i in Figure 6). As described above, the transition between game states is controlled.
[0100] [Simulated game] Next, the simulated gameplay (simulated game) in the slot machine 1 in this embodiment will be described with reference to Figures 11 and 12. As mentioned above, in this embodiment, a lottery is held to determine the transition to the AT state while in the CZ state, and based on the result of this AT state transition lottery, a simulated game can be executed mainly on reel 4.
[0101] A simulated game is one mode of game execution in which multiple game results are derived in a single game through the control of the main control device 10.
[0102] Specifically, in a normal game, the main control unit 10 rotates the reels 4 by operating the start lever 3 and stops the rotating reels 4 by operating the stop button 5 to derive the result of one game. However, in a game in which a simulated game is performed, the reels 4 are simulated to stop before the final game result (first symbol combination) is derived, just as in a normal game, thereby deriving a simulated game result (simulated stop symbol: second symbol combination) even in the middle of the game. In other words, when a simulated game is played, the consumption of tokens (bet input) for one game results in the outcome of multiple games.
[0103] Furthermore, the above-mentioned simulated games include operational simulated games that require player intervention and non-operational simulated games that do not require player intervention. The simulated game is performed by first operating the start lever 3 to rotate reel 4, and then by operating the stop button 5 during the game to simulate stopping (temporarily stop) the rotating reel 4 and derive a simulated game result. After the simulated game result is derived, the reel 4 is rotated again by operating the start lever 3, and the actual game is performed in the same way as a normal game.
[0104] When the player presses the stop button 5 to simulate a stop on the spinning reels 4, the normal reel pull-in stop control is not performed, and regardless of the stopping timing, the predetermined symbols will always be used for the simulated stop, ignoring the pull-in range. Furthermore, when pseudo-stopping reel 4, by performing the pull-in stop control as in a normal game, in the simulated game where specific symbol combinations described later can be pseudo-stopped, if the stop operation is not performed at a specific timing, a symbol combination other than the specific one may stop. Non-operational simulated gameplay does not require the user to operate the stop button 5 to simulate stopping reel 4 during gameplay; reel 4 automatically simulates stopping. In this embodiment, the above-described simulated gameplay is employed. Therefore, hereafter, when the term "simulated gameplay" is used, it refers to the "simulated gameplay."
[0105] In other words, the main control device 10 includes a first game control means capable of executing a first game in which a first symbol combination (symbol combination at the end of the game) formed by the reels 4 is derived based on the end of the game, and a second game control means capable of executing a second game (simulated game) in which a second symbol combination (pseudo-stopped symbol) formed by the reels 4 is derived in addition to the deriving of the first symbol combination during the execution of the first game.
[0106] In this embodiment, as described above, a lottery is held in each game during the CZ state to determine the transition to the AT state. Based on the result of this AT state transition lottery, a simulated game is played in the first half of the next game in which the lottery was held. Therefore, if the AT state transition lottery result is a win (one of wins 1 to 3), a simulated game will be executed in the next game, and a specific combination of symbols that can signal a transition to the AT state (winning simulated stop symbols: second symbol combination) will be simulated to stop. On the other hand, if the AT state transition lottery result is a loss, a simulated game will be executed in the next game, and in this simulated game, a combination of symbols other than a specific combination that can notify that the AT state will not be transitioned (a losing simulated stop symbol: a second symbol combination) will be simulated to stop.
[0107] Furthermore, in this embodiment, if the player wins the lottery for transitioning to the AT state during a game in the CZ state, the player does not immediately transition to the AT state in the next game, but instead runs a preliminary game in which the AT state waits, and a simulated game is played during the first half of this preliminary game. After the simulation game ends during the preliminary game, a symbol combination (first symbol combination) is derived based on the result of the role lottery in the preliminary game. On the other hand, if the player does not win the lottery for transitioning to the AT state during a game in the CZ state, the reserve game is not executed, and a simulated game is executed in the first half of the next game in the CZ state in which a losing pseudo-stop symbol is derived. In this case, the result of the next game (the first symbol combination) is derived in the main game executed after the simulated game. In this case, if the player does not win the lottery for transitioning to the AT state in the 5th game of the CZ state, it is preferable to perform a simulated game in the first half of the first game of the normal game state after the CZ state ends in which the lottery result is announced.
[0108] Furthermore, if the player does not win the lottery for transitioning to the AT state, a backup game may be played. Alternatively, a reserve game may be executed only if the player wins the lottery for transitioning to the AT state on the 5th game (final game) during the CZ state. Furthermore, even if the player wins the lottery for transitioning to the AT state, they may choose to execute a simulated game in the first half of the next game instead of running a preliminary game. For example, if the player wins the lottery for transitioning to the AT state in the first game of the CZ state, they may execute a simulated game in the first half of the second game of the CZ state. If the player wins the lottery for transitioning to the AT state in the fifth game (final game) of the CZ state, they may execute a simulated game in the first half of the first game of the AT state.
[0109] Furthermore, if the player wins the lottery for transitioning to the AT state while in the CZ state, another lottery is held during the execution of that game (for example, at the end of the game) to determine the type of AT state, depending on the type of win (win 1 to win 3). Then, in accordance with the determination of the type of AT state, the type of pseudo-stopping symbol for a win in the pseudo-game is determined. Therefore, the pseudo-stop symbols during the simulated gameplay in the CZ state will indicate whether or not the game will transition to the AT state, and what type of AT state it will transition to.
[0110] Furthermore, in this embodiment, although the details will be described later, the operation of the stop button 5 is enabled while the reel 4 is rotating before the simulated stop symbols are derived in the simulated game, and the rotation direction of the rotating reel 4 can be changed by operating the stop button 5. Therefore, in the simulated game, multiple rotation patterns (rotation modes) for reel 4 are predetermined, and reel 4 will rotate in one of these rotation modes during the simulated game. Furthermore, the rotation pattern of reel 4 in the simulated game is determined based on the predetermined results of the AT state transition lottery and the determination of the AT state type. In other words, the simulated stopping symbols during the simulated game will ultimately inform the player whether or not they will transition to the AT state and what type of AT state they will transition to. However, even before that, the rotation pattern of reel 4 during the simulated game will hint in advance whether or not they will transition to the AT state and what type of AT state they will transition to.
[0111] As described above, a simulated game will be played during the CZ state. First, let's explain how the type of AT state is determined, that is, how the simulated stopping symbols in the simulated game are determined, with reference to Figure 11. Figure 11 shows a lottery table used in the main control device 10, which is used to determine the type of AT state (winning pseudo-stop symbols in the pseudo-game) when the lottery for transitioning to an AT state is won. The lottery for the type of AT state (winning pseudo-stop symbols in the pseudo-game) is performed based on a random value (a random value with a range of 256 types) extracted when a game is played during the CZ state (for example, at the end of the game), the type of win (win 1 to win 3) when the lottery for transitioning to the AT state is won, and the number of games played in the CZ state.
[0112] First, let's explain the case where the AT state transition lottery result was a win of 1, referring to Figure 11(a). As shown in Figure 11(a), for example, if the AT state transition lottery in the first game (first time) during the CZ state is won, there is a 240 / 256 probability that the normal AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Red 7", there is a 16 / 256 probability that the higher AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Blue 7", and there is a 0 / 256 probability that the special AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Gold 7".
[0113] Furthermore, for example, if the AT state transition lottery on the 4th game (4th time) during the CZ state is won, there is a 128 / 256 probability that the normal AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Red 7", there is a 112 / 256 probability that the higher AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Blue 7", and there is a 16 / 256 probability that the special AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Gold 7". Although a detailed explanation will be omitted, the type of AT state (winning pseudo-stop symbols in the pseudo-game) will be determined by the probabilities shown in the diagram for the 2nd (2nd time) to 4th (4th time) games during the CZ state. Also, for the 5th game during the CZ state, the result of winning 1 will not be derived, so no lottery will be held here.
[0114] Next, we will explain the case where the AT state transition lottery result is a win of 2, referring to Figure 11(b). In the case of a win of 2, a common table is used for all games during the CZ state. As shown in Figure 11(b), if the AT state transition lottery is won with a probability of 2 during the CZ state (games 1 to 5), there is a 0 / 256 chance that the normal AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Red 7", there is a 128 / 256 chance that the higher AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Blue 7", and there is a 128 / 256 chance that the special AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Gold 7".
[0115] Next, we will explain the case where the AT state transition lottery result is a win of 3, referring to Figure 11(c). Note that in the case of a win of 3, the table is used only in the 5th game during the CZ state. As shown in Figure 11(c), if the AT state transition lottery is won in the game during the CZ state (5th game), there is a 0 / 256 probability that the normal AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Red 7", there is a 0 / 256 probability that the higher AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Blue 7", and there is a 256 / 256 probability that the special AT state will be selected, meaning the winning pseudo-stop symbol in the simulated game will be "Gold 7".
[0116] As described above, in a game during the CZ state, if you win the lottery for transitioning to the AT state, a lottery is held to determine the type of AT state according to the type of win (win 1 to win 3). In other words, the main control device 10, which serves as a means for determining the granting of benefits, is equipped with a means for determining the type of benefit to grant (normal AT state, higher AT state, special AT state). Furthermore, if the result of the AT state transition lottery is a win (1), a lottery is held to determine the type of AT state based on the number of games played in that winning CZ state.
[0117] Then, in the next game after the type of AT state is determined, a preliminary game is played, and in the simulated gameplay during the first half of this preliminary game, the winning pseudo-stop symbols corresponding to the determined type of AT state will be pseudo-stopped. On the other hand, if the AT state transition lottery is unsuccessful, the pseudo-game in the first half of the next game during the CZ state will result in a predetermined losing pseudo-stop symbol (for example, "red 7, red 7, a symbol other than red 7") stopping on the pseudo-game. For example, if the result of the AT state transition lottery in the second game during the CZ state is a win (1), then there is a 32 / 256 probability that the transition to a higher AT state will be determined. In the simulated gameplay during the first half of the next reserve game, based on the player's operation of stop button 5, the "Blue 7" winning simulated stop symbol corresponding to the higher AT state will be simulated to stop on one of the lines of reel 4, that is, the combination of "Blue 7, Blue 7, Blue 7".
[0118] Next, we will explain the rotation pattern of reel 4 during a simulated game when a simulated game is performed while in the CZ state. As mentioned above, in this embodiment, the operation of the stop button 5 is enabled while the reel 4 is rotating before the pseudo-stop symbols in the pseudo-game are derived, and the rotation direction of the rotating reel 4 can be changed by operating the stop button 5. For example, at the start of a simulated game, reel 4 rotates in the forward direction from top to bottom. When the player operates the stop button 5, the rotation direction of reel 4, which was rotating in the forward direction, is changed, and the rotation control of reel 4 is adjusted so that it rotates in the reverse direction from bottom to top. Therefore, the player operates the stop button 5 to stop (temporarily stop) the rotating reel 4, but instead of stopping, the direction of rotation of reel 4 changes, creating an unexpected rotation pattern.
[0119] In this embodiment, there are three rotation patterns for reel 4 during simulated gameplay, and the rotation pattern is determined according to the type of simulated stop symbol (symbol combination) that has been predetermined. At the start of simulated gameplay, reels 4a to 4c all rotate in the forward direction from top to bottom, just as at the start of a normal game. Rotation pattern 1 is a pattern in which all reels 4a to 4c maintain forward rotation until the end of the simulated game. Therefore, when the player operates the stop buttons 5a to 5c, the reels 4a to 4c corresponding to that operation do not change their rotation direction, and the symbol 1 that constitutes the simulated stop symbol comes to a simulated stop.
[0120] Rotation pattern 2 is a pattern in which, when the player operates the stop buttons 5a to 5c on each reel 4a to 4c that are rotating in the forward direction at the start of rotation, each of the reels 4a to 4c corresponding to that operation changes its rotation direction and starts rotating in the reverse direction. In this case, the operation of the stop buttons 5a to 5c in the first stage (stage 1) does not result in the deriving of a pseudo-stop symbol, but the rotation direction of the reels 4a to 4c is changed, and the operation of the stop buttons 5a to 5c in the next stage (stage 2) causes the reels 4a to 4c that are rotating in the reverse direction to pseudo-stop (temporarily stop), and the pseudo-stop symbol is derived.
[0121] Rotation pattern 3 is a pattern in which, when the player operates the stop buttons 5a-5c in the first stage (stage 1) on each reel 4a-4c that is rotating in the forward direction at the start of rotation, each of the reels 4a-4c corresponding to that operation changes direction of rotation and starts rotating in the reverse direction, and then, when the player operates the stop buttons 5a-5c in the next stage (stage 2) on each of the reels 4a-4c that is rotating in the reverse direction, each of the reels 4a-4c corresponding to that operation changes direction of rotation and starts rotating in the forward direction again. In this case, the operation of the stop buttons 5a-5c in stage 1 and 2 does not lead to the deriving of a pseudo-stop symbol, but the rotation direction of the reels 4a-4c is changed, and the operation of the stop buttons 5a-5c in stage 3 causes the forward-rotating reels 4a-4c to pseudo-stop (temporarily stop) and the pseudo-stop symbol is derived.
[0122] In addition to the above, there may be other types of rotation patterns. For example, in the first stage (1st stage), when the stop buttons 5a to 5c are operated, the pseudo-stop symbols are not derived, but the rotation direction of the reels 4a to 4c is changed (from forward rotation to reverse rotation). After a predetermined time has elapsed with the reception of operation signals from the stop buttons 5a to 5c disabled, the rotation direction of the reels 4a to 4c is automatically changed (from reverse rotation to forward rotation), and the reception of operation signals from the stop buttons 5a to 5c is enabled. In the next stage (2nd stage), when the stop buttons 5a to 5c are operated, the forward-rotating reels 4a to 4c are pseudo-stopped (temporarily stopped) to derive the pseudo-stop symbols. In addition to the above, there may be a rotation pattern that repeats the above pattern twice. Details of the rotation pattern of reel 4 during simulated gameplay will be described later (Figures 15-18).
[0123] Figure 12 shows a lottery table used in the main control device 10, which is a simulated game rotation pattern lottery table used to determine the rotation pattern of reel 4 during a simulated game when a simulated game is executed during the CZ state. The spinning pattern in the simulated game is determined by a random value (a random value with a range of 256 types) extracted at a predetermined timing before the start of the simulated game (for example, at the end of the game), the result of the AT state transition lottery (miss), and the type of winning simulated stop symbol (red 7, blue 7, gold 7).
[0124] First, we will explain the case where a simulated game is executed in response to the lottery in the first to fourth games (1st time) during the CZ state, referring to Figure 12(a). Note that the actual simulated game will be executed in the game following the lottery game. As shown in Figure 12(a), if the AT state transition lottery result is "miss," rotation pattern 1 is determined with a probability of 224 / 256, rotation pattern 2 is determined with a probability of 32 / 256, and rotation pattern 3 is determined with a probability of 0 / 256. Furthermore, if the winning pseudo-stop symbol is determined to be "Red 7" (normal AT state), there is a 256 / 256 probability that rotation pattern 1 will be determined, a 0 / 256 probability that rotation pattern 2 will be determined, and a 0 / 256 probability that rotation pattern 3 will be determined.
[0125] Furthermore, if the winning pseudo-stop symbol is determined to be "Blue 7" (higher AT state), there is a 96 / 256 probability that rotation pattern 1 will be determined, a 160 / 256 probability that rotation pattern 2 will be determined, and a 0 / 256 probability that rotation pattern 3 will be determined. Furthermore, if the winning pseudo-stop symbol is determined to be "Gold 7" (special AT state), there is a 0 / 256 probability that rotation pattern 1 will be determined, a 32 / 256 probability that rotation pattern 2 will be determined, and a 224 / 256 probability that rotation pattern 3 will be determined.
[0126] Next, we will explain the case where a simulated game is executed in response to the lottery on the 5th game (5th attempt) during the CZ state, referring to Figure 12(b). Note that in the 5th game during the CZ state, the "Red 7" winning simulated stop symbol is not selected, so the corresponding item is deleted. As shown in Figure 12(b), if the AT state transition lottery result is "miss," rotation pattern 1 is determined with a probability of 0 / 256, rotation pattern 2 is determined with a probability of 256 / 256, and rotation pattern 3 is determined with a probability of 0 / 256.
[0127] Furthermore, if the winning pseudo-stop symbol is determined to be "Blue 7" (higher AT state), there is a 0 / 256 probability that rotation pattern 1 will be determined, a 128 / 256 probability that rotation pattern 2 will be determined, and a 128 / 256 probability that rotation pattern 3 will be determined. Furthermore, if the winning pseudo-stop symbol is determined to be "Gold 7" (special AT state), there is a 0 / 256 probability that rotation pattern 1 will be determined, a 96 / 256 probability that rotation pattern 2 will be determined, and a 160 / 256 probability that rotation pattern 3 will be determined.
[0128] As described above, the rotation pattern is determined by lottery. In rotation pattern 1, the rotation direction does not change, while in rotation patterns 2 and 3, the rotation direction does change. However, if you win the lottery for transitioning to the AT state, the probability of rotation pattern 2 or 3 being selected is higher than if you did not win the transition lottery. Therefore, if you win the lottery for transitioning to the AT state, the probability of the rotation direction of reel 4 changing during the simulated game is higher than if you did not win. Furthermore, the more advantageous the transition to the AT state for the player is determined, the higher the probability that the spin patterns during the simulated game will be selected in the order of spin pattern 1 → spin pattern 2 → spin pattern 3. Therefore, the more advantageous the AT state is won, the higher the probability that the spin direction of reel 4 will change more times.
[0129] As described above, in this embodiment, during a game in the CZ state, a simulated game (pseudo-game) involving the rotation and stopping of reel 4 can be performed. When this simulated game is performed, reel 4 can be pseudo-stopped (temporarily stopped) based on the player's operation of the stop button 5, and the pseudo-stopped symbols can be derived. Furthermore, even during the simulated gameplay before the simulated stop symbols actually stop, the stop button 5 is kept active, and the rotation pattern (direction of rotation) of the reels 4 can be changed based on the player's operation of the stop button 5 during this time.
[0130] In other words, the main control device 10 as the second game control means includes a second symbol deriving control means capable of executing control to derive a second symbol combination (pseudo-stop symbol) based on the operation of the stop operation means (stop button 5), and a variation display direction control means capable of changing the variation display direction of a predetermined reel during variation display based on the operation of the stop operation means prior to the deriving of the second symbol combination.
[0131] Therefore, multiple symbol combinations can be derived from reel 4 in a single game, which enhances the enjoyment of the game and increases the player's sense of anticipation. Furthermore, during simulated gameplay, the rotation direction of reel 4 may change due to the player's operation of stop button 5. This means that even if the player operates stop button 5 to stop reel 4, the rotation direction of reel 4 may change, greatly enhancing the element of surprise and excitement in the game.
[0132] Furthermore, the selection of the rotation pattern is controlled based on the results of the AT state transition lottery. If the AT state transition lottery is won, the probability of selecting rotation patterns 2 and 3, which involve a change in the direction of rotation, becomes higher than if the lottery is not won. In other words, the main control device 10, acting as a variable display direction control means, can change the variable display direction on a predetermined reel based on the decision result of the reward granting determination means (main control device 10). Therefore, since a change in the rotation direction of reel 4 during simulated gameplay indicates a chance of winning the AT state transition lottery, a change in the rotation direction of reel 4 increases the likelihood of winning the AT state transition lottery, thereby raising the player's expectations.
[0133] Furthermore, once a transition to an AT state is determined, the type of AT state is determined by the bonus type determination means (main control device 10). The more advantageous the transition to an AT state is for the player, the higher the probability that the rotation patterns during the simulated game will be selected in the order of rotation pattern 1 → rotation pattern 2 → rotation pattern 3. Therefore, the more advantageous the AT state is won, the higher the probability that the rotation direction of reel 4 will change more times. In other words, the main control device 10, acting as a variable display direction control means, can change the variable display direction on a predetermined reel based on the determination result of the bonus type determination means (main control device 10).
[0134] Therefore, if the rotation direction of reel 4 is changed during simulated gameplay, the likelihood of an AT (Automatic Trigger) state favorable to the player increases, thus raising the player's expectations. Furthermore, the number of times the rotation direction of reel 4 changes during the simulated game provides an indication of the type of AT state that has been won. The more times the rotation direction of reel 4 changes during the simulated game, the higher the probability that a favorable AT state will occur for the player. Therefore, if the rotation direction changes many times, it is possible to greatly increase the player's sense of anticipation.
[0135] In this embodiment, when changing the rotation direction of reel 4 during simulated gameplay, the rotation direction of reel 4 is changed using the same relationship between the stop button 5 and reel 4 as in a normal game (this game). For example, the rotation direction of the left reel 4a is changed by operating the left stop button 5a, and the rotation direction of the middle reel 4b is changed by operating the middle stop button 5b. However, reel 4 may be stopped in a manner different from the above-described relationship, for example, by operating the left stop button 5a to change the rotation direction of the middle reel 4b or the right reel 4c. Furthermore, the rotation direction of multiple reels 4 (for example, all of reels 4a to 4c) may be changed by operating a single stop button 5.
[0136] Furthermore, the types of rotation patterns during the simulated game may be other than those described above. For example, it may be possible to implement three rotation patterns in which the rotation directions of rotation patterns 1 to 3 are completely reversed, and some or all of these may be used to replace rotation patterns 1 to 3, or three rotation patterns that are completely reversed may be added. Furthermore, for example, in rotation patterns 2 and 3, there may be a rotation pattern in which, when the first stop button 5 is pressed, the corresponding reel 4 is temporarily stopped, and when the next stop button 5 is pressed, the rotation direction of the corresponding reel 4 is changed and the first reel 4 that was temporarily stopped is also rotated again in the same direction; and there may be a rotation pattern in which, when the first stop button 5 is pressed and when the second stop button 5 is pressed, the two corresponding reels 4 are temporarily stopped, and when the last stop button 5 is pressed, the rotation direction of the corresponding reels 4 is changed and the two reels 4 that were temporarily stopped are also rotated again in the same direction.
[0137] Furthermore, while the rotation direction of reel 4 in the simulated game is changed based on the operation of stop button 5, if stop button 5 is not operated even after a predetermined time has elapsed since the start of the simulated game or the previous operation of stop button 5, the rotation direction of the corresponding reel 4 may be changed automatically. Additionally, while rotation pattern 1 is not currently selected in the 5th game of the CZ state, it could be made selectable. Furthermore, while the CZ state is normally terminated if the player fails to win the AT state transition lottery in all five games of the CZ state, in this case, the CZ state may be extended until the player wins the AT state transition lottery. As described above, the simulated game is executed.
[0138] [Changes in game state and game interval corresponding to winning a role] Next, referring to Figures 13 and 14, the transitions in game states and game sections corresponding to the winning patterns in the slot machine 1 of this embodiment will be explained. Figure 13 shows the progression of the game state and game interval when a winning combination that triggers a transition to each game state is won, as the game progresses. Figure 14 also shows the animation images displayed on the main display 8 that correspond to each game state, based on the control of the sub-control device 20 using control information from the main control device 10.
[0139] First, Figure 13(a) shows the progression of the game state and game interval when the player wins the replay symbol four times in a row during normal gameplay. As shown in Figure 13(a), if the game state is the normal game state and the game section is in the advantageous section, and four consecutive replay symbols are won (games 4 to 7 in the figure), the conditions for ending the advantageous section will be met as described above, so the game section will transition to the normal section (game 8 in the figure), and the right to transition to the effective CZ state will be granted. Furthermore, when the game is in the normal game state, as shown in Figure 14(a), a normal game state image 30 is displayed on the main part of the screen of the main display unit 8 to indicate that the game is in the normal game state.
[0140] Subsequently, if a push-order bell combination is won during a game in the normal section (8th game in the diagram), the conditions for transitioning to the advantageous section are met, and the game state will transition to the CZ state from the next game (9th game in the diagram). Furthermore, when the game section transitions to the normal section, as shown in Figure 14(c), a normal section image 32 is displayed in the main part of the screen of the main display unit 8 to indicate that the player is in the normal section of the normal game state, and a transition notification image 34 consisting of the text "You did it!" is displayed at the bottom of the screen to indicate that the player is transitioning to the CZ state. In addition, if a replay symbol is won four times in a row during normal gameplay, the conditions for ending the advantageous period will always be met. However, if the lottery to meet the conditions for ending the advantageous period is won when a replay symbol is won three or fewer times in a row, the same progression and effects as described above will occur.
[0141] Next, Figure 13(b) shows the progression of the game state and game interval when a total of four replay symbols are won during the duration of the CZCZ state. As shown in Figure 13(b), if the game state is CZCZ state and the replay symbol is won a total of four times during a game in the advantageous section (2nd game, 5th to 7th games in the illustration), the conditions for ending the advantageous section will be met as described above, so the game section will transition to the normal section (8th game in the illustration), and the right to transition to the CZ state will be granted. Furthermore, when the game state is in the CZCZ state, as shown in Figure 14(b), a CZCZ state image 31 is displayed on the main part of the screen of the main display unit 8 to indicate that the game is in the CZCZ state.
[0142] Subsequently, if a push-order bell combination is won during a game in the normal section (8th game in the diagram), the conditions for transitioning to the advantageous section are met, and the game state will transition to the CZ state from the next game (9th game in the diagram). Furthermore, when the game transitions to the normal game mode, the animation shown in Figure 14(c) will be displayed, as described above. Furthermore, if a replay symbol is won a total of four times during the duration of the CZCZ state, the conditions for ending the advantageous section will always be met. However, if the lottery to meet the conditions for ending the advantageous section is won when a total of three or fewer replay symbols are won, the same progression and presentation as described above will occur.
[0143] Next, Figure 13(c) shows the transition of the game state and game section when the player wins the lottery to transition to the AT state during a game in the CZ state, and in particular when the player wins the lottery to transition to the AT state on the 5th game. As shown in Figure 13(c), in the first half of games other than the first game during the CZ state, a simulated game corresponding to the result of the AT state transition lottery in the previous game will be executed. In the example shown in Figure 13(c), the AT state transition lottery results for games 1 through 4 are unsuccessful. Therefore, in the simulated game played during games 2 through 5, after symbol combinations other than the specific combination are simulated to stop, the normal game (main game) is played in the latter half of the game. Furthermore, when the game state is in the CZ state, as shown in Figure 14(d), a CZ state image 33 is displayed on the main part of the screen of the main display unit 8 to indicate that the game is in the CZ state.
[0144] Then, if the AT state transition lottery result in the 5th game is successful, the game will enter a standby state for the AT state in the next game (6th game in the diagram), and in the simulated game played during the reserve game, after the winning simulated stop symbols are simulated to stop, the normal game (main game) will be played in the latter half of the game. The game state will transition to the AT state from the game following the reserve game (7th game in the diagram). As described above, the game state and game duration will change in accordance with the winning combination.
[0145] [Reel rotation pattern during simulated gameplay] Next, with reference to Figures 15 to 18, the rotation patterns of the reels during simulated gameplay in the slot machine 1 of this embodiment will be described in detail.
[0146] First, referring to Figure 15, we will explain the reel rotation pattern during simulated gameplay when rotation pattern 1 is selected, and the corresponding display on the main display 8. Figure 15 shows the case where, in a game during the CZ state in which the transition to the AT state has been won, the type of AT state is determined to be the normal AT state, that is, the winning pseudo-stop symbol in the pseudo-game is determined to be "Red 7".
[0147] First, when a game is played while in the CZ state, a lottery is held at predetermined timings (at the start of the game, at the end of the game, etc.) to determine the transition to the AT state. If successful, a lottery is held to determine the type of AT state and the rotation pattern of reel 4 during the simulated game. Then, at the end of the game in the CZ state (the main game), as shown in Figure 15(a), the combination of symbols based on the result of the role draw performed at the start of the game will stop on reel 4. Furthermore, during the CZ state, the CZ state image 33 is displayed in the main part of the screen of the main display unit 8. In addition, sound effects are output from the speaker 9 in accordance with the effects, and decorative lights are emitted from the lamp 11.
[0148] When the next game (reserve game) following the game in which the AT state transition lottery was won begins, as shown in Figure 15(b), a simulated game is executed in the first half of that game. At the start of the simulated game, all four reels begin to rotate in the same direction from top to bottom as in a normal game. Furthermore, at the start of the simulated game, a simulated game image A35a is displayed in the main part of the screen of the main display unit 8 to notify the player that the simulated game has started. At the same time, a stop symbol instruction image A37a is displayed in the lower part of the screen, consisting of the text "Aim for the red 7 and blue 7!" prompting the player to stop the reels 4 at the locations where the red 7 and blue 7 symbols are consecutive. In addition, sound effects are output from speaker 9 in response to the effects, and decorative light is emitted from lamp 11.
[0149] When the simulated game is played, stop button 5 is activated, and the player must stop either stop button 5 on the reels 4, aiming for the consecutive "red 7" and "blue 7" symbols. For example, as shown in Figure 15(c), when the player presses the left stop button 5a to stop the reel, the left reel 4a, which was rotating in the forward direction, will appear to stop, and the symbols in the range of "red 7", "blue 7", and "bell" from top to bottom will appear to stop on the left reel 4a in the display window 6. Next, as shown in Figure 15(d), when the player stops the middle reel 5b, the middle reel 4b, which was rotating in the forward direction, will stop, and the symbols in the range of "Blue 7", "Red 7", and "Replay" will stop from top to bottom on the middle reel 4b in the display window 6.
[0150] Next, as shown in Figure 15(e), when the player stops the right reel 5c, the right reel 4c, which was rotating in the forward direction, will stop, and the symbols in the range of "Replay," "Blue 7," and "Red 7" from top to bottom will stop on the right reel 4c in the display window 6. In other words, if rotation pattern 1 is selected, the rotation direction of reel 4 is not changed, so the first stop operation by the player will cause all reels 4 to be simulated to stop. Furthermore, even if the operation sequence of the stop button 5 differs from that described above, the corresponding reel 4 will stop in the same manner as described above. Furthermore, as mentioned above, during simulated gameplay, the pull-in stop control that is present in normal games is not performed, so regardless of the stopping timing, the target symbol will stop in a simulated state, ignoring the pull-in range.
[0151] Then, upon the end of the simulated game, a winning simulated stop symbol (second symbol combination) consisting of the combination "Red 7, Red 7, Red 7" will stop on the diagonal lower line of reel 4, and it will be announced that you have won the lottery to transition to the normal AT state. Furthermore, when the winning pseudo-stop pattern consisting of the combination "Red 7, Red 7, Red 7" stops, the Red 7 stop image 36a is displayed in the main part of the screen of the main display unit 8. In addition, a sound effect is output from the speaker 9 in accordance with the effect, and decorative light is emitted from the lamp 11.
[0152] Although not shown in the diagram, after a predetermined time (for example, 5 seconds) has elapsed since the pseudo-stop of the winning symbol, the start lever 3 is activated, and when the player operates the start lever 3, all of the reels 4 begin to rotate in the forward direction, and the game is played. Even if the start lever 3 is not operated for a predetermined time (for example, 10 seconds), all of the reels 4 will automatically begin to rotate in the forward direction and the game will be played.
[0153] Next, referring to Figure 16, we will explain the reel rotation pattern during simulated gameplay when rotation pattern 2 is selected, and the corresponding display on the main display 8. Figure 16 shows the case where, in a game during the CZ state in which the transition to the AT state has been won, the type of AT state is determined to be a higher-level AT state, that is, the winning pseudo-stop symbol in the pseudo-game is determined to be "Blue 7". In addition, in rotation pattern 2, the situation is the same as in rotation pattern 1 until the player performs the first (1st stage) stop operation of stop button 5 in the preliminary game. Therefore, Figure 16 shows the state from the point in the preliminary game when the player performs the first (1st stage) stop operation of stop button 5 after reel 4 has rotated in the forward direction.
[0154] As shown in Figure 16(a), when a simulated game is started and the reel 4 is rotating in the forward direction, for example, if the player stops the left reel 4a using the left stop button 5a, the rotation direction of the left reel 4a, which was rotating in the forward direction, changes, and it starts rotating in the reverse direction from bottom to top. Furthermore, along with the change in the rotation direction of the left reel 4a, the simulated gameplay image A35a displayed on the main display 8 screen switches to a reel reversal image A38a, indicating that reel 4 has changed from forward rotation to reverse rotation, thus notifying the player that the first change in rotation direction has occurred. In addition, a sound effect is output from speaker 9 in response to the effect, and decorative light is emitted from lamp 11.
[0155] Next, as shown in Figure 16(b), for example, when a player stops the middle reel 5b, the rotation direction of the middle reel 4b, which was rotating in the forward direction, changes, and it begins to rotate in the reverse direction from bottom to top. Next, as shown in Figure 16(c), for example, when the player stops the right reel 5c, the rotation direction of the right reel 4c, which was rotating in the forward direction, changes, and it begins to rotate in the reverse direction from bottom to top. Thus, in rotation pattern 2, after the start of the simulated game, the first operation by the player on the stop button 5 (the first stage of operation) does not cause the reels 4 to stop; instead, the rotation direction of the reels 4 changes, and all of the reels 4 begin to rotate in the opposite direction.
[0156] Subsequently, stop button 5 is reactivated, allowing the player to perform a second operation (second stage operation) on stop button 5. Furthermore, a simulated gameplay image B35b is displayed in the main part of the screen of the main display unit 8 to indicate that the second stage of simulated gameplay has begun. At the same time, a stop symbol instruction image B37b is displayed in the lower part of the screen, consisting of the text "Aim for the Blue 7 and Gold 7!" prompting the player to stop the reels 4 at the locations where the consecutive "Blue 7" and "Gold 7" symbols are located. Then, when the second stage of the simulated game is executed, the player will aim for the consecutive "blue 7" and "gold 7" symbols on reel 4 and stop one of the stop buttons 5. Furthermore, if the operation sequence of the stop button 5 differs from that described above, the rotation direction of the corresponding reel 4 will change in the same manner as described above.
[0157] For example, as shown in Figure 16(d), when the player stops the left reel 4a, which had been rotating in reverse, the left reel 4a will appear to stop, and the symbols in the range of "blue 7", "gold 7", and "watermelon" from top to bottom will appear to stop on the left reel 4a in the display window 6. Next, as shown in Figure 16(e), when the player stops the middle reel 5b, the middle reel 4b, which had been rotating in reverse, will stop, and the symbols in the range of "Gold 7", "Blue 7", and "Replay" will stop from top to bottom on the middle reel 4b in the display window 6.
[0158] Next, as shown in Figure 16(f), when the player stops the right reel 5c, the right reel 4c, which had been rotating in reverse, will stop, and the symbols in the range of "Watermelon," "Gold 7," and "Blue 7" from top to bottom will stop on the right reel 4c in the display window 6. In other words, when rotation pattern 2 is selected, the first step of the player's operation with the stop button 5 does not result in a simulated stop of reel 4; instead, the rotation direction of reel 4 is changed, and the second step of the player's stop operation results in a simulated stop of all reels 4.
[0159] Then, upon the end of the simulated game, a winning pseudo-stop symbol (second symbol combination) consisting of "Blue 7, Blue 7, Blue 7" will pseudo-stop on the diagonal lower line of reel 4, and it will be announced that you have won the lottery to transition to a higher AT state. Furthermore, when the winning pseudo-stop pattern consisting of the combination "Blue 7, Blue 7, Blue 7" pseudo-stops, the Blue 7 stop image 36b is displayed in the main part of the screen of the main display unit 8. In addition, a sound effect is output from the speaker 9 in accordance with the effect, and decorative light is emitted from the lamp 11.
[0160] Although not shown in the diagram, after a predetermined time (for example, 5 seconds) has elapsed since the pseudo-stop of the winning symbol, the start lever 3 is activated, and when the player operates the start lever 3, all of the reels 4 begin to rotate in the forward direction, and the game is played. Even if the start lever 3 is not operated for a predetermined time (for example, 10 seconds), all of the reels 4 will automatically begin to rotate in the forward direction and the game will be played.
[0161] Next, referring to Figure 17, we will explain the reel rotation pattern during simulated gameplay when rotation pattern 3 is selected, and the corresponding display on the main display 8. Figure 17 shows the case where, in a game during the CZ state in which the transition to the AT state has been won, the type of AT state is determined to be a special AT state, that is, the winning pseudo-stop symbol in the pseudo-game is determined to be "Gold 7". In rotation pattern 3, the situation is the same as rotation pattern 2 until the player performs the second stop button 5 operation during the preliminary game. Therefore, Figure 17 shows the state from the point when the player performs the second stop button 5 operation after the reel 4 has rotated in reverse during the preliminary game (Figure 16(c)).
[0162] As shown in Figure 17(a), after the player operates the first stop button 5, if the player stops the left stop button 5a on the reverse-rotating reel 4, for example, the rotation direction of the left reel 4a, which was rotating in the reverse direction, changes, and it starts rotating in the forward direction from top to bottom. Furthermore, along with the change in the rotation direction of the left reel 4a, the simulated gameplay image B35b displayed on the main display 8 screen switches to a reel reversal image B38b, indicating that reel 4 has changed from reverse rotation to forward rotation, thus notifying the player that a second change in rotation direction has occurred. In addition, a sound effect is output from speaker 9 in response to the effect, and decorative light is emitted from lamp 11.
[0163] Next, as shown in Figure 17(b), for example, when the player stops the middle reel 5b, the rotation direction of the middle reel 4b, which was rotating in the reverse direction, changes, and it begins to rotate in the forward direction from top to bottom. Next, as shown in Figure 17(c), for example, when the player stops the right reel 5c, the rotation direction of the right reel 4c, which was rotating in the reverse direction, changes, and it begins to rotate in the forward direction from top to bottom. Thus, in rotation pattern 3, after the start of the simulated game, the first operation by the player on the stop button 5 (first stage operation) does not simulate the stopping of reels 4, but the rotation direction of reels 4 changes and all reels 4 begin to rotate in reverse. Subsequently, even with the second operation by the player on the stop button 5 (second stage operation), the simulated stopping of reels 4 does not occur, but the rotation direction of reels 4 changes and all reels 4 begin to rotate in the forward direction.
[0164] Subsequently, stop button 5 is reactivated, allowing the player to perform a third operation (third stage operation) on stop button 5. Furthermore, a simulated gameplay image C35c is displayed in the main part of the screen of the main display unit 8 to indicate that the third stage of simulated gameplay has begun. At the same time, a stop symbol instruction image B37b is displayed in the lower part of the screen, consisting of the text "Aim for the Blue 7 and Gold 7!" prompting the player to stop the reels 4 at the locations where the consecutive "Blue 7" and "Gold 7" symbols are located. Then, when the third stage of the simulated game is executed, the player will aim for the consecutive "blue 7" and "gold 7" symbols on reel 4 and stop one of the stop buttons 5. Furthermore, if the operation sequence of the stop button 5 differs from that described above, the rotation direction of the corresponding reel 4 will change in the same manner as described above.
[0165] For example, as shown in Figure 17(d), when the player stops the left reel 4a, which was rotating in the forward direction, it will appear to stop, and the symbols in the range of "blue 7", "gold 7", and "watermelon" from top to bottom will appear to stop on the left reel 4a in the display window 6. Next, as shown in Figure 17(e), when the player stops the middle reel 5b, the middle reel 4b, which had been rotating in reverse, will stop, and the symbols in the range of "cherry," "gold 7," and "blue 7" from top to bottom will stop on the middle reel 4b in the display window 6.
[0166] Next, as shown in Figure 17(f), when the player stops the right reel 5c, the right reel 4c, which had been rotating in reverse, will stop, and the symbols in the range of "Watermelon," "Gold 7," and "Blue 7" from top to bottom will stop on the right reel 4c in the display window 6. In other words, when rotation pattern 3 is selected, the first and second stages of operation by the player on the stop button 5 will not cause a simulated stop of reel 4, but instead the rotation direction of reel 4 will be changed, and the third stage of the player's stop operation will cause a simulated stop of all reels 4.
[0167] Then, upon the end of the simulated game, the winning simulated stop symbols (second symbol combination) consisting of the combination "Gold 7, Gold 7, Gold 7" will stop on the middle line of reel 4, and it will be announced that you have won the lottery to transition to the special AT state. Furthermore, when the winning pseudo-stop symbols consisting of the combination "Gold 7, Gold 7, Gold 7" stop, the Gold 7 stop image 36c is displayed in the main part of the screen of the main display unit 8. In addition, sound effects are output from the speaker 9 in accordance with the effects, and decorative lights are emitted from the lamp 11.
[0168] Although not shown in the diagram, after a predetermined time (for example, 5 seconds) has elapsed since the pseudo-stop of the winning symbol, the start lever 3 is activated, and when the player operates the start lever 3, all of the reels 4 begin to rotate in the forward direction, and the game is played. Even if the start lever 3 is not operated for a predetermined time (for example, 10 seconds), all of the reels 4 will automatically begin to rotate in the forward direction and the game will be played.
[0169] Next, referring to Figure 18, we will explain the pseudo-stop symbols and the corresponding effects displayed on the main display 8 when the AT state transition lottery is unsuccessful. Figure 18 shows the case where rotation pattern 1 is selected. As shown in Figure 18(a), at the start of the simulated game, a simulated game image A35a is displayed in the main part of the screen of the main display unit 8 to notify that the simulated game has started. At the same time, a stop symbol instruction image A37a, consisting of the text "Aim for the red 7 and blue 7!", is displayed at the bottom of the screen to prompt the player to stop the reels 4 at the locations of the consecutive "red 7" and "blue 7" symbols. If the player fails to win the lottery for transitioning to the AT state, then in the simulated game, after the reels 4 rotate according to rotation pattern 1, when the player operates the stop button 5 (first stage operation), a predetermined losing simulated stop symbol will be simulated to stop. A pseudo-stop symbol for a losing combination would be, for example, the combination of "red 7, red 7, watermelon" that pseudo-stops on the diagonal line below reel 4. In other words, a combination of symbols that is not recognized as a pseudo-stop symbol for a losing combination until the time of operation of the right reel 4c will pseudo-stop. Subsequently, if the player operates the start lever 3 and all of the reels 4 begin to rotate in the forward direction, and the CZ state continues, the CZ state image 33 will be displayed on the main display 8, as shown in Figure 18(b). If the AT state transition lottery is unsuccessful, rotation pattern 2 may also be selected. In this case, the first stop operation will cause reel 4 to rotate in reverse, and the subsequent operation of the stop button 5 by the player will cause a pseudo-stop of, for example, a combination of "blue 7, blue 7, bell" or "gold 7, gold 7, bell" on a predetermined line of reel 4.
[0170] As described above, the main control device 10, acting as a second symbol derivation control means, enables the execution of a simulated game (second game) in the game following the AT state transition lottery (first game). When the simulated game is executed, it derives a simulated stop symbol (second symbol combination) based on the player's operation of the stop button 5 (stop operation means). Therefore, multiple symbol combinations can be derived from reel 4 in a single game, which enhances the enjoyment of the game and increases the player's sense of anticipation.
[0171] Furthermore, the main control device 10, which acts as a means for controlling the direction of the variable display, changes the direction of the variable display on a predetermined reel during the variable display based on the operation of the stop button 5 by the player before the pseudo-stop symbols (second symbol combination) in the pseudo-game are derived, if the rotation pattern in the pseudo-game is rotation pattern 2 or rotation pattern 3. Therefore, during simulated gameplay, the rotation direction of reel 4 may change due to the player's operation of the stop button 5. As a result, even if the player operates the stop button 5 to stop reel 4, the rotation direction of reel 4 may change, greatly enhancing the element of surprise and excitement of the game.
[0172] Furthermore, by deriving pseudo-stop symbols, it becomes possible to notify whether or not an AT state occurs, and what type of AT state occurs, in a novel and clear manner unlike anything before. Furthermore, since various effects are executed by the main display unit 8, etc., in response to the simulated gameplay, it is possible to enhance the excitement during the simulated gameplay and the player's anticipation for the occurrence of the AT state. Furthermore, since the game (the actual gameplay) is in progress while reel 4 is simulated to be stopped, it is acceptable to rotate reel 4 repeatedly in a small range in the up and down direction. As described above, reel 4 rotates during the simulated gameplay.
[0173] [Differentiation] Next, a modified example of this embodiment will be described. During the simulated game state, the main control device 10 may temporarily simulate stopping a predetermined symbol when the rotation direction of the reels 4 is changed by the operation of the stop button 5 by the player. For example, during simulated gameplay in rotation pattern 2, when the first stop button 5 (for example, the left stop button 5a) is pressed, the left reel 4a, which is rotating in the forward direction, is not instantly reversed. Instead, one of the red 7, blue 7, or gold 7 is selectively simulated to stop at a predetermined position on the left reel 4a (for example, the upper position) (the predetermined symbol is always drawn in for the simulated stop), and then, after a predetermined time (for example, 0.5 seconds) has elapsed, the reverse rotation of reel 4 begins.
[0174] In this case, the main control device 10 may determine the type of symbol to temporarily simulate stop according to the predetermined type of simulated stop symbol (type of AT state). For example, if it is decided that the "Red 7" will be the winning pseudo-stop symbol, the probability of temporarily stopping the symbol is set to "Red 7" 80%, "Blue 7" 20%, and "Gold 7" 0%. Also, if it is decided that the "Gold 7" will be the winning pseudo-stop symbol, the probability of temporarily stopping the symbol is set to "Red 7" 10%, "Blue 7" 60%, and "Gold 7" 30%, indicating the type of winning pseudo-stop symbol based on the type of symbol temporarily stopped.
[0175] Furthermore, when changing the rotation direction of the middle reel 4b and the right reel 4c, the predetermined symbols will be temporarily stopped in the same manner as when changing the rotation direction of the left reel 4a. However, the predetermined symbols may be temporarily stopped only when changing the rotation direction of the left reel 4a.
[0176] In other words, the main control device 10, as a variable display direction control means, can introduce an intermediate symbol (a symbol that temporarily causes a pseudo-stop) to a predetermined reel when changing the variable display direction on a predetermined reel, and can determine the type of intermediate symbol based on the determination result of the bonus type determination means (main control device 10). In this way, along with changing the rotation direction of reel 4, the type of winning symbol that will ultimately stop is hinted at, thereby improving the enjoyment of the game and increasing the player's sense of anticipation. Furthermore, in this case, when changing the rotation direction of reel 4 in rotation pattern 3, a predetermined symbol will be temporarily pseudo-stopped, similar to rotation pattern 2. However, when selecting a symbol to be temporarily pseudo-stopped in rotation pattern 3, the symbol selection control may be performed in such a way that the reliability of suggesting the type of winning pseudo-stopped symbol is higher than in the case of rotation pattern 2.
[0177] Furthermore, in the above-described embodiment, the main control device 10 changes the rotation direction of the reels 4 during simulated gameplay regardless of when the player operates the stop button 5. However, it is also possible to change the rotation direction of the reels 4 only when the player operates the stop button 5 at a predetermined timing.
[0178] For example, the rotation direction of reel 4 may be changed only when, during simulated gameplay before changing the rotation direction of reel 4, a precise stopping operation is performed aiming for one of the "red 7", "blue 7", or "gold 7" symbols, that is, a stopping operation is performed that allows stopping one of the "red 7", "blue 7", or "gold 7" symbols under the 4-frame retraction stop control. In this case, if no stop operation is performed that would stop any of the "Red 7", "Blue 7", or "Gold 7" under the pull-in stop control, the rotation direction of reel 4 may be maintained without changing, and the system may proceed to the next stage of rotation direction change control or the next stage of pseudo-stop control, or the rotation direction of reel 4 may be changed instantaneously.
[0179] In other words, the main control device 10, acting as a variable display direction control means, can change the variable display direction on a predetermined reel when a stop operation means (stop button 5) is operated on a predetermined reel at a predetermined timing. In this way, it becomes possible to change the rotation direction of reel 4 according to the player's skill level, thereby increasing the player's sense of anticipation and providing them with a sense of satisfaction. Furthermore, if a precise stopping operation is performed aiming for one of the "Red 7," "Blue 7," or "Gold 7," the targeted symbol may be temporarily simulated as an intermediate symbol when the rotation direction of reel 4 is changed, as described above.
[0180] Furthermore, the timing at which any of the "Red 7," "Blue 7," or "Gold 7" can be stopped in this case may be set based on a pull-in stop control of 3 frames or less (for example, a so-called perfect stop), so that the rotation direction of reel 4 is changed only when the player's skill level is higher. Alternatively, the rotation direction of reel 4 may be changed only when a precise stopping operation is performed targeting one of the symbols (for example, "Gold 7") rather than all of "Red 7," "Blue 7," and "Gold 7," or the target may be any symbol other than "Red 7," "Blue 7," and "Gold 7."
[0181] Furthermore, when the "Red 7" symbol is simulated to stop, the rotation direction of reel 4 may be changed only when the player performs an accurate stopping operation aimed at the "Red 7" symbol. Similarly, when the "Blue 7" symbol is simulated to stop, the rotation direction of reel 4 may be changed only when the player performs an accurate stopping operation aimed at the "Blue 7" symbol, and when the "Gold 7" symbol is simulated to stop, the rotation direction of reel 4 may be changed only when the player performs an accurate stopping operation aimed at the "Gold 7" symbol. In this way, the rotation direction of reel 4 will change only when the player predicts (hopes for) the type of simulated winning symbol and performs an accurate stopping operation, thereby improving the enjoyment of the game.
[0182] Furthermore, if the rotation direction of reel 4 is changed only when an accurate stopping operation aiming for one of the "red 7," "blue 7," or "gold 7" is performed during the simulated game before the rotation direction of reel 4 is changed, the system may be configured to assist in that aiming stopping operation (timing). For example, during simulated gameplay, the sub-control device 20 can periodically display a notification image on the main display 8, such as an analog notification image resembling a meter, indicating the timing at which the "Gold 7" can be stopped, thereby assisting the player in determining the optimal timing for stopping the "Gold 7".
[0183] In other words, the main control device 10 or the sub-control device 20 is equipped with an operation assist means that assists in the operation of the stop operation means at a predetermined timing. This allows even players with relatively low skill levels to change the rotation direction of reel 4, thus satisfying a large number of players.
[0184] Alternatively, the assist mechanism may be activated only when reel 4 is rotating in the reverse direction. In other words, the reverse rotation of reel 4 is an unfamiliar rotation pattern for players that does not occur in normal games. However, even when changing the direction of rotation in such a case, it is possible to change the direction of rotation of reel 4 without any problems by activating the assist mechanism.
[0185] As described above, in the present invention, a game machine (slot machine 1) is provided which has a plurality of reels (4) each displaying a plurality of symbols, and which executes a game involving the display of fluctuations of the plurality of reels based on the operation of a player, and which can award a prize in connection with the execution of the game, and the game is provided which has a first game control means (main control device 10) capable of executing a first game in which a first symbol combination formed by the plurality of reels is derived based on the end of the game, and a second symbol combination (pseudo-stop symbol) formed by the plurality of reels during the execution of the first game The system includes a second game control means (main control device 10) capable of executing a second game to derive a second symbol combination in addition to the first symbol combination derive, and a stop operation means (stop button 5) that can be operated by the player. The second game control means is configured to include a second symbol derivement control means (main control device 10) capable of executing control to derive the second symbol combination based on the operation of the stop operation means, and a variation display direction control means (main control device 10) capable of changing the variation display direction of a predetermined reel during variation display based on the operation of the stop operation means prior to the deriving of the second symbol combination.
[0186] Therefore, multiple symbol combinations can be derived from reel 4 in a single game, which enhances the enjoyment of the game and increases the player's sense of anticipation. Furthermore, during the second game (simulated gameplay), the rotation direction of reel 4 may change due to the player's operation of the stop control means (stop button 5). This means that even if the player operates the stop control means to stop reel 4, the rotation direction of reel 4 may change, greatly enhancing the element of surprise and excitement in the game. The "specified reels" may refer to all or part of reel 4. Furthermore, it may refer to reel 4 corresponding to stop button 5, or reel 4 not corresponding to stop button 5.
[0187] Furthermore, the system includes a reward granting determination means (main control device 10) capable of determining whether or not to grant the reward based on the execution of the game, and the variable display direction control means is configured to change the variable display direction on the predetermined reel based on the determination result of the reward granting determination means. Therefore, since the change in the rotation direction of reel 4 during the second game (simulated game) provides an indication of the outcome of the bonus award decision, if the rotation direction of reel 4 changes, the probability that a bonus award has been decided increases, which can raise the player's expectations.
[0188] Furthermore, the reward granting determination means includes a reward type determination means (main control device 10) capable of determining the type of reward to be granted, and the variable display direction control means is configured to change the variable display direction on the predetermined reel based on the determination result of the reward type determination means. Therefore, if the rotation direction of reel 4 is changed in the second game (simulated game), the likelihood of the player receiving a favorable bonus increases, thus raising the player's expectations. Furthermore, the number of times the rotation direction of reel 4 changes during the second game (simulated game) provides hints about the type of bonus that will be awarded. The more times the rotation direction of reel 4 changes during the second game, the higher the probability that a bonus favorable to the player will be awarded. Therefore, if the rotation direction changes many times, it is possible to greatly increase the player's sense of anticipation.
[0189] Furthermore, the variable display direction control means is configured to be able to introduce an intermediate symbol (a symbol that temporarily causes a pseudo-stop) to the predetermined reel when changing the variable display direction on the predetermined reel, and to be able to determine the type of the intermediate symbol based on the determination result of the bonus type determination means. Therefore, by changing the rotation direction of reel 4, the type of bonus to be awarded is indicated, which enhances the enjoyment of the game and increases the player's anticipation.
[0190] Further, the variable display direction control means is configured to be capable of changing the variable display direction of the predetermined reel when the stop operation means is operated on the predetermined reel at a predetermined timing. Accordingly, the rotation direction of the reel 4 can be changed in accordance with the skill of the player, which improves the player's expectation and makes it possible to provide the player with a sense of satisfaction.
[0191] Further, the configuration is provided with operation assist means (main control device 10 or sub control device 20) that assists the operation of the stop operation means at the predetermined timing. Accordingly, even a player with relatively low skill can change the rotation direction of the reel 4, so that a large number of players can obtain a sense of satisfaction.
[0192] It should be noted that the first game control means, the second game control means, the second symbol derivation control means, the variable display direction control means, the privilege grant determining means, the privilege type determining means, and the operation assist means described above may be provided in the main control device 10, or may be provided in the sub control device 20. Further, they may be configured by cooperation of the main control device 10 and the sub control device 20.
[0193] On the other hand, Patent Document 1 discloses a gaming machine in which variable display can be stopped a plurality of times in one variable display game, thereby providing a player with a plurality of opportunities for stop operation. However, conventional gaming machines have not been sufficient in improving the entertainment appeal of games and the player's expectation. As described above, according to the slot machine 1 of the present invention, all or part of such problems to be improved in conventional gaming machines can be solved.
[0194] The preferred embodiments of the gaming machine of the present invention have been described above, but it goes without saying that the gaming machine according to the present invention is not limited only to the above-described embodiments, and various modifications can be made within the scope of the present invention. For example, in this embodiment, the AT state (AT) is granted as a bonus, but ART or RT may also be granted.
[0195] Furthermore, in this embodiment, the AT state is set to terminate when the remaining number of games in the AT state runs out. However, the AT state may also be set to terminate based on the number of medals paid out or the number of times a predetermined combination is won during the AT state. Furthermore, while the granting of a bonus is indicated by the occurrence of an AT state, and the expected probability of the bonus being granted, or the size of the bonus to be granted, is indicated by a change in the rotation direction of reel 4 during the simulated gameplay, the expected probability of granting other bonuses (occurrence of a CZ state, occurrence of a simulated bonus state, increase in the number of games during the AT state, etc.), or the size of the bonus to be granted, may also be indicated by a change in the rotation direction of reel 4 during the simulated gameplay.
[0196] Furthermore, in this embodiment, when we say "the probability of the other is higher than the probability of the other" or "the probability of the other is lower than the probability of the other," the probability of one includes 0%, and the probability of the other includes 100%. Furthermore, in this embodiment, the numerical values specified in the various tables are merely examples; they may be numerical values with a range (2 or more) or numerical values without a range (1).
[0197] Furthermore, although this invention has been applied to slot machines, it can also be applied to other gaming machines such as pachinko (for example, ball slots). Furthermore, the present invention can also be applied to so-called enclosed gaming machines that can execute games using a data-based pseudo-gaming medium without using physical gaming media such as medals or game balls. [Explanation of Symbols]
[0198] 1: Slot machine 2: Bet button 4: Reel 5: Stop button 8: Main display unit 10: Main control unit 17: Sub-display 20: Sub-control device
Claims
1. In a gaming machine that has multiple reels, each displaying multiple symbols, and that executes a game involving the display of variations on the multiple reels based on the player's actions, and that can award rewards in connection with the execution of the game, The aforementioned game includes a first game control means capable of executing a first game in which a first symbol combination formed by the plurality of reels is derived based on the end of the game, During the execution of the first game, a second game control means is provided that enables the execution of a second game in which a second symbol combination formed by the plurality of reels is derived in addition to the derivation of the first symbol combination. A stop operation means that can be operated by the player, Equipped with, The second game control means is, A second symbol deriving control means capable of executing control to derive the second symbol combination based on the operation of the stop operation means, A variable display direction control means capable of changing the variable display direction on a predetermined reel during variable display based on the operation of the stop operation means prior to deriving the second symbol combination, Equipped with A gaming machine characterized by the following features.
2. The game includes a means for determining whether or not to grant the aforementioned benefit based on the execution of the game, The aforementioned variable display direction control means is Based on the determination result of the aforementioned benefit granting determination means, the direction of the variable display on the predetermined reel can be changed. The gaming machine described in feature 1.
3. The means for determining the granting of the aforementioned benefits is: It includes a means for determining the type of benefit to be granted, The aforementioned variable display direction control means is Based on the determination result of the aforementioned bonus type determination means, the direction of the variable display on the predetermined reel can be changed. The gaming machine according to feature 2.
4. The aforementioned variable display direction control means is When changing the display direction of the predetermined reel, the predetermined reel is made capable of displaying intermediate symbols. Based on the result of the determination by the aforementioned bonus type determination means, the type of intermediate pattern can be determined. The gaming machine described in feature 3.
5. The aforementioned variable display direction control means is When the stop operation means is operated on the predetermined reel at a predetermined timing, the direction of the variable display on the predetermined reel can be changed. The gaming machine described in feature 1.
6. The system is equipped with an operation assist means for assisting the operation of the stop operation means at the predetermined timing. The gaming machine according to feature 5.
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