Game machine

JP2023121679A5Active Publication Date: 2025-02-21OLYMPIA KK
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Patent Information

Application Number
JP2022025154
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2022-02-21
Publication Date
2025-02-21
Estimated Expiration
2042-02-21

AI Technical Summary

Benefits of technology

【0008】 本発明によれば、攻略性が生じることを防止し遊技機の商品性の低下を防ぐことができる遊技機を提供することができる。

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Abstract

To provide a game machine which can prevent the occurrence of capture performance, and the lowering of the merchantability the game machine.SOLUTION: In a game machine, an odds rate in a first operation form in which a first stop button is firstly operated is lower than an odds rate in a second operation form in which a stop button different from the first stop button is firstly operated. When a player wins a winning area [watermelon accessory], AT control means 200 does not perform a notification of an operation form by an indication function. In the case that the player wins the winning area [watermelon accessory], when a plurality of stop buttons are operated in the first operation form, a winning probability of a small accessory of a third allotment becomes lower than that in the case that the plurality of stop buttons are operated in the second operation form.SELECTED DRAWING: Figure 9
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Description

Technical Field

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

Background Art

[0002] Conventionally, a gaming machine (rotary gaming machine, slot machine) having a plurality of reels with symbols arranged on the outer peripheral surface is known. This type of gaming machine gives a certain gaming value to gaming media such as medals and pachinko balls and conducts a game to obtain such gaming media

[0003] a In the above-described gaming machine, as an effect state for executing an effect for assisting winning of a combination, a configuration is known in which the winning probability of a combination is varied by shifting to an assist time state, and it is possible to facilitate obtaining a gaming value (for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0004]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0005] In recent years, there has been a demand for gaming machines to enhance players' enjoyment of the game and improve the marketability of the machines by realizing diverse gameplay using control functions related to instruction functions, including assist time states. However, in such gaming machines, if diverse gameplay leads to unintended strategies that were not intended by the machine's designers, there is a risk that the marketability of the machine will decline.

[0006] Therefore, the present invention aims to provide a gaming machine that can prevent the development of exploitation mechanics and thus prevent a decline in the marketability of the gaming machine. [Means for solving the problem]

[0007] This invention relates to a plurality of reels, Multiple stop buttons corresponding to each of the aforementioned multiple reels, An input receiving means for setting a predetermined number of game values ​​to the input state, An internal lottery method for conducting an internal lottery, It comprises an auxiliary game control means for performing control related to auxiliary games, The aforementioned plurality of reels include a first reel, a second reel, a third reel, The aforementioned plurality of stop buttons include a first stop button, a second stop button, and a third stop button. The first stop button corresponds to the first reel, The second stop button corresponds to the second reel, The third stop button corresponds to the third reel, Of the ratio of the total payout to the total number of tokens inserted during a predetermined number of games, the ratio in the first operation mode, where the first stop button is operated first, is lower than the ratio in the second operation mode, where a stop button other than the first stop button is operated first. In the aforementioned internal lottery, the success or failure of multiple types of winning scenarios is determined. The aforementioned multiple types of winning patterns include a first winning pattern and a second winning pattern. The aforementioned first winning pattern includes the first payout prize and the second payout prize, The second winning pattern described above includes the third payout small win, The aforementioned first dividend was higher than the aforementioned second dividend. The third dividend is higher than the specified number, In the first winning mode, a third operation mode is set as an operation mode of the plurality of stop buttons that enables the winning of the first payout. The auxiliary game control means is, If the first winning mode is selected and the auxiliary game is to be played, the instruction function will notify the third operation mode. If the second winning mode is selected, the instruction function will not notify the operator of the operation mode. In the case where the second winning pattern is achieved, if the plurality of stop buttons are operated in the first operation pattern, the probability of winning the third payout is lower than when the plurality of stop buttons are operated in the second operation pattern. [Effects of the Invention]

[0008] According to the present invention, it is possible to provide a gaming machine that can prevent the development of strategies that allow for clever play and thus prevent a decline in the marketability of the gaming machine. [Brief explanation of the drawing]

[0009] [Figure 1] This is a front view showing the external configuration of a gaming machine according to an embodiment of the present invention. [Figure 2] This is a diagram illustrating the functional block of a gaming machine according to an embodiment of the present invention. [Figure 3] This figure shows the winning areas in the internal lottery of a gaming machine according to an embodiment of the present invention, and the winning combinations included in each winning area. [Figure 4] This figure illustrates the arrangement of symbols on the reels in a gaming machine according to an embodiment of the present invention. [Figure 5] This figure shows the combinations of winning symbols and payouts for Bell A to Bell D and Single Symbol A to Single Symbol L in a gaming machine according to an embodiment of the present invention. [Figure 6]This is a diagram showing the winning symbol combinations and payouts for the single-symbol M to single-symbol S, watermelon A to watermelon C, and cherry in the gaming machine according to an embodiment of the present invention. [Figure 7] (A) is a state transition diagram of the gaming state in the gaming machine according to an embodiment of the present invention, and (B) is a transition diagram related to the normal section and advantageous section controlled by the AT control means, and the production state during the advantageous section. [Figure 8] This is a diagram showing the winning symbols that can be won in each batting order when a winning area including small symbols is won in the gaming machine according to an embodiment of the present invention. [Figure 9] (A) is a diagram showing the winning symbol combinations of watermelon A to watermelon C in the gaming machine according to an embodiment of the present invention, (B) is a diagram showing the position where the symbols are arranged and the drawing range on the left reel, (C) is a diagram showing the position where the symbols are arranged and the drawing range on the middle reel, and (D) is a diagram showing the position where the symbols are arranged and the drawing range on the right reel. [Figure 10] (A) is a diagram showing the winning symbols according to the pressing timing when the stop button B1 is operated as the first stop operation when winning the winning area "cherry symbol" in the gaming machine according to an embodiment of the present invention, (B) is a diagram showing the winning symbols according to the pressing timing when the stop button B2 is operated as the first stop operation, and (C) is a diagram showing the winning symbols according to the pressing timing when the stop button B3 is operated as the first stop operation.

Mode for Carrying Out the Invention

[0010] Hereinafter, embodiments of the present invention will be described. Note that the embodiments described below do not unduly limit the content of the present invention described in the claims. Also, not all of the configurations described in this embodiment are essential constituent elements of the present invention.

[0011] 1. Outline of the Configuration of the Gaming Machine FIG. 1 is a front view showing the external configuration of a slot machine 1 according to an embodiment of the present invention. The slot machine 1 of the present embodiment is a so-called rotary drum type gaming machine, which is a type of gaming machine that plays a game using medals as gaming media.

[0012] The slot machine 1 of the present embodiment includes a reel unit 310 (see FIG. 2) composed of left reels R1 to right reels R3 as a plurality of reels in a box-shaped housing composed of a housing BX, a front upper door UD, and a front lower door DD. Further, a hopper unit 320 (see FIG. 2) as a medal payout device is housed below the reel unit 310 in the housing. Further, a control board that mounts a CPU, a ROM (an example of an information storage medium), a RAM, etc. and controls the operation of the slot machine 1 is also housed in the housing of the slot machine 1 of the present embodiment.

[0013] The left reels R1 to right reels R3 shown in FIG. 1 each have an outer circumferential surface partitioned into 20 regions at regular intervals (hereinafter, each region is referred to as a "frame"), and one of a plurality of types of symbols is arranged in each frame.

[0014] The front upper door UD and the front lower door DD are provided so as to be individually openable and closable. The front upper door UD is provided with a display device 330 as a display means for performing an effect composed of various videos and images for assisting the game and enlivening the game. Further, in the display device 330, a specific region 330b facing the left reels R1 to right reels R3 in the display region 330a for displaying an image is composed of a transmissive liquid crystal display, and the rotation state and stop state of the left reels R1 to right reels R3 can be observed through the display device 330. In the stopped state of the left reels R1 to right reels R3, three symbols (upper-stage symbol, middle-stage symbol, lower-stage symbol) arranged continuously on the outer circumferential surface among the plurality of types of symbols arranged at regular intervals on the outer circumferential surfaces of the left reels R1 to right reels R3 can be observed from the front of the slot machine 1 through the display device 330.

[0015] Furthermore, in the slot machine 1 of this embodiment, each reel is provided with an upper, middle, and lower display position for observing the symbols through the display device 330, and an active line L1 is set for the combination of display positions on each reel. In the slot machine 1 of this embodiment, the number of tokens required for one game, the so-called prescribed number of tokens (prescribed number), is set to 3 in all game states, and when tokens equivalent to the prescribed number of tokens are inserted, the active line L1, which consists of the upper position of the left reel R1, the middle position of the middle reel R2, and the lower position of the right reel R3, is activated.

[0016] The game result is determined by the combination of symbols that stop and are displayed on the active line L1. If the combination of symbols on the active line L1 corresponds to a predetermined winning combination, the hopper unit 320 dispenses medals, etc., as if the winning combination has been achieved.

[0017] The front upper door UD is equipped with a game information display unit DS. The game information display unit DS consists of LEDs, lamps, a 7-segment display, etc., and displays various game information such as the number of medal credits, the number of medals paid out or acquired in one game, the total number of medals paid out or acquired in bonus mode, information on the winning combination in the current game, and information suggesting how to press stop buttons B1, B2, and B3, which are related to medal payouts.

[0018] The game information display unit DS includes a main control display device 500 consisting of a 7-segment display. When a specified number of tokens are inserted and the start lever SL is operated, a notification display is shown, which corresponds to the winning combination command, a control signal created based on the winning combination information for the current game. After the notification display is shown, when the left reel R1 to the right reel R3 stop, the notification display ends and the number of tokens dispensed or acquired is displayed. In the slot machine 1 of this embodiment, a notification display is executed in which each segment of the main control display device 500 lights up and turns off in a display mode corresponding to the winning combination command.

[0019] Furthermore, the main control display device 500 is equipped with a section notification unit 500A, which is a dot on a 7-segment display and lights up when the advantageous section is started by the AT control means 200 (see Figure 2), described later, and the expected value of medal acquisition is 1 or more due to the assistance of winning small roles. In addition, in the slot machine 1 of this embodiment, multiple sound devices 340 for sound effects are provided on the front lower door DD. Various sounds are output from the sound devices 340 to assist in or enhance the gameplay.

[0020] The front lower door DD is equipped with various operating means. These operating means include a max bet button MB for inserting a predetermined number of credited (stored) medals, a start lever SL for initiating the start operation by rotating the left reel R1 to the right reel R3 to begin playing, stop buttons B1 to B3 for initiating the stop operation by the player, and a settlement button BS for settling the credited medals.

[0021] Furthermore, a medal payout port MO and a medal receiving tray MP are provided at the bottom of the front lower door DD, and the number of medals corresponding to the game result are dispensed from the medal payout port MO to the medal receiving tray MP. Also, when the settlement button BS is pressed while the number of credited medals is stored in the game machine, a settlement process is executed in response to the pressing of the settlement button BS, dispensing a number of medals corresponding to the number of credits (the number of medals credited) from the hopper unit 320, and the medals are dispensed from the medal payout port MO to the medal receiving tray MP.

[0022] Figure 2 is a functional block diagram of the slot machine 1 of this embodiment. The slot machine 1 of this embodiment is controlled by a game control means 10 which serves as a control board. The game control means 10 receives input signals from input means such as a medal insertion switch 210, a bet switch 220, a start switch 230, a stop switch 240, a setting change switch 250, and a reset switch 260, which serve as a plurality of operation detection means, performs various calculations to execute the game, and controls the operation of output means such as the performance device 300, the reel unit 310, the hopper unit 320, and the main control display device 500 based on the calculation results.

[0023] Furthermore, the game control means 10 includes a setting change means 100, an input acceptance means 105, a random number generation means 110, an internal lottery means 120, a reel control means 130, a prize determination means 140, a payout control means 150, a replay processing means 160, a game state transition control means 170, a performance control means 180, a storage means 190, and an assist time control means (AT control means) 200. Each means constituting the game control means 10 reads and executes the respective control program pre-stored in the storage means 190 when executing each control process.

[0024] The setting change means 100 performs control (setting change control) to change the setting value stored in the setting value storage means 191 of the storage means 190. When the setting change switch 250 is in the ON state and setting changes are permitted, the setting change means 100 receives an input signal output from the reset switch 260 provided on the power supply and cyclically changes the setting value in the order of setting 1 → setting 2 → ... → setting 6 → setting 1 → ... and confirms the setting value based on the operation of the start lever SL and the receipt of a start signal output from the start switch 230. In the slot machine 1, the probability of winning in some of the winning areas among the winning areas that can be won in the internal lottery by the internal lottery means 120 is changed according to the setting value confirmed in the setting value storage means 191. In other words, the setting change means 100 is configured to change the setting value, which is a value that can change the probability of winning a role in the internal lottery by the internal lottery means 120.

[0025] In the slot machine 1 of this embodiment, when the setting change control by the setting change means 100 is executed, the control related to the game state executed by the game state transition control means 170 and the control related to the advantageous section executed by the AT control means 200 are initialized, the game state is set to the non-replay time state (hereinafter, replay time is also referred to as "RT"), and the control related to auxiliary games that the AT control means 200 was executing before the setting change is also initialized and the normal section is set. On the other hand, in the slot machine 1, when the power supply to the game control means 10 is cut off (power out) and then the power supply is resumed, the control related to the game state executed by the game state transition control means 170 and the control related to the advantageous section executed by the AT control means 200 are restarted from the state before the power outage, and the control related to auxiliary games that the AT control means 200 was executing before the power outage is also maintained in the state before the power outage.

[0026] The coin insertion acceptance means 105, during the coin insertion acceptance period, when a coin is inserted into the coin slot MI (see Figure 1) and the coin insertion switch 210 is activated, sets the inserted coin to the inserted state. When the bet switch 220 is activated, executing a bet operation by pressing the max bet button MB with the coins credited, the means sets the credited coins to the inserted state, up to a specified number of coins (3 coins). Based on the fact that a number of coins equivalent to the specified number of coins have been set to the inserted state, it performs a process to activate the game start operation on the start lever SL.

[0027] In this embodiment of the slot machine 1, the first press of the start lever SL, which is activated based on the insertion of a specified number of tokens, is accepted as the player's operation to start playing, triggering the rotation of the left reel R1 to the right reel R3, and also triggering the internal lottery means 120, which will be described later, to perform an internal lottery.

[0028] The random number generation means 110 is a means for generating random numbers for the lottery. In this embodiment, "random number" includes not only values ​​that are generated randomly in a mathematical sense, but also values ​​that, even if their generation is regular, can function as effectively random numbers because the timing of their acquisition is irregular.

[0029] The internal lottery means 120 is a means for performing an internal lottery to determine whether a winning combination is achieved based on a start signal output when the player performs a start operation on the start lever SL and the start switch 230 detects the start operation, and performs lottery table selection processing, random number determination processing, lottery flag setting processing, etc.

[0030] In the lottery table selection process, the system selects which of the multiple internal lottery tables stored in the internal lottery table storage means 192 of the storage means 190 will be used to perform the internal lottery, based on the current game state. In each internal lottery table, each of the multiple random numbers (for example, 65,536 random numbers from 0 to 65,535) is associated with various roles such as replays, minor roles, and bonuses, as well as losses (misses).

[0031] In the following description, "bonus" refers to a feature that activates a special mechanism or a continuous special mechanism activation device upon winning; "bonus activated" means that a bonus is won and the special mechanism or continuous special mechanism activation device is activated; and "bonus state" means the state in which the special mechanism or continuous special mechanism activation device is activated.

[0032] In the random number determination process, a random number (random number for drawing) generated by the random number generation means 110 for each game is obtained based on the start signal output from the start switch 230. The obtained random number is then compared with the internal drawing table selected in the drawing table selection process, and a determination is made based on the comparison result as to whether or not a winning combination has been achieved.

[0033] In the lottery flag setting process, based on the result of the random number determination process, the lottery flag corresponding to the winning combination is set from a non-established state (first flag state, OFF state) to an established state (second flag state, ON state). In the slot machine 1 of this embodiment, if two or more combinations are won simultaneously, the lottery flag corresponding to each of the two or more combinations that were won simultaneously is set to an established state. In the slot machine 1 of this embodiment, there are lottery flags that can be carried over to subsequent games until a win is achieved (carry-over flags) and lottery flags that are reset to a non-established state without being carried over to subsequent games regardless of whether a win is achieved (carry-over non-carry-over flags). The lottery flag setting information is stored in the lottery flag storage means 193 of the storage means 190.

[0034] The reel control means 130 starts the rotation drive of the left reel R1 to the right reel R3 and performs reel rotation control to control the rotation pattern of the left reel R1 to the right reel R3 based on the start signal output from the start switch 230, which is activated when the player performs a start operation on the start lever SL. Furthermore, when the rotation state of the left reel R1 to the right reel R3 reaches a state of steady rotation at a predetermined speed (for example, about 80 rpm), the reel control means 130 performs control to activate the stop operation detected by the stop switch 240 when the stop buttons B1 to B3 corresponding to each reel are pressed. Then, when the stop switch 240 that detected the stop operation outputs a reel stop signal, the reel control means 130 performs control to stop each of the left reel R1 to the right reel R3 corresponding to the stop switch 240 that detected the stop operation (reel stop control).

[0035] In the following description, when the reel control means 130 starts the rotation of the left reel R1 to the right reel R3, and the player presses the valid stop buttons B1 to B3 respectively, the first press will be referred to as the first stop operation, the second press as the second stop operation, and the third press as the third stop operation.

[0036] In the slot machine 1 of this embodiment, for the left reel R1 to the right reel R3, the rotating reel corresponding to the pressed stop button is stopped within a predetermined period of 190ms from the time when stop buttons B1 to B3 are pressed (when the stop switch 240 detects the stop operation). Here, when stopping the rotating reels within 190ms from the time the stop button is pressed, the stopping position of each rotating reel is configured to allow a maximum of 4 frames of rotation from the time the stop button is pressed until the reel stops, based on the diameter and rotation speed of each reel.

[0037] Therefore, in the slot machine 1 of this embodiment, for the left reel R1 to the right reel R3, the range in which a symbol can be pulled onto the active line L1 (pulling range) is a total of 5 frames from the frame displayed on the active line L1 at the time the stop button is pressed until it rotates 4 frames.

[0038] When reel stop control is executed, the reel control means 130 performs a logic calculation process to determine the stopping position of the rotating reel based on a predetermined priority order, which includes a pull-in process that stops the rotating reel so that as many winning combinations as possible with the lottery flag set to the "established" state can be awarded, and a kick-off process that stops the rotating reel so that winning combinations with the lottery flag set to the "not established" state cannot be awarded, and a table reference process that determines the stopping position of the rotating reel by referring to the stop control table stored in the reel control data storage means 194 of the storage means 190, thereby stopping the rotating reel and displaying a symbol on the active line L1 (hereinafter, stopping the rotating reel by reel stop control and displaying a symbol on the active line L1 is also referred to as "stop display").

[0039] In the slot machine 1 of this embodiment, when multiple types of small wins are won in the internal lottery, there are two methods for determining the priority of candidate stopping positions: one is to determine the priority according to the number of symbol combinations that can be displayed on the active line L1 (quantity priority control), and the other is to determine the priority according to the number of medals paid out based on the predetermined payout for each small win (coin priority control). However, when executing coin priority control, if the same small win with the same payout is won multiple times, the priority of candidate stopping positions that can award each of these small wins is treated as the same.

[0040] The prize determination means 140 performs a prize determination process to determine whether a winning combination has been achieved based on the stopping patterns of the left reel R1 to the right reel R3. Specifically, while referring to the prize determination table stored in the prize determination table storage means 195 of the storage means 190, it determines whether the symbol combinations displayed on the active line L1 when all of the left reel R1 to the right reel R3 have stopped correspond to predetermined winning combinations. The prize determination table is provided so that the presence or absence of a bonus, replay, or minor win can be determined (hereinafter referred to as "prize determination") based on the symbol combinations displayed on the active line L1 in the state in which each reel has stopped. In the following description, the symbol combinations that indicate the winning combination will also be referred to as "prize symbol combinations".

[0041] In the slot machine 1 of this embodiment, each process is executed based on the result of the prize determination means 140 in the prize determination process. As for the processes executed based on the result of the prize determination, for example, if a small win is achieved, the payout control means 150 is instructed to determine the number of medals to be paid out; if a replay is achieved, the replay processing means 160 is instructed to execute the next game without consuming medals; and if a win that triggers a transition to a game state such as a bonus is achieved, the game state transition control means 170 is instructed to transition to a new game state.

[0042] The payout control means 150 performs payout processing related to the payout of medals according to the game result. Specifically, when a minor win is achieved, it determines the number of medals to be paid out in the game based on the predetermined payout for each win, and controls the hopper unit 320, which acts as a payout device, to pay out the number of medals corresponding to the determined payout amount.

[0043] The hopper unit 320 dispenses the number of medals instructed by the dispensing control means 150. The hopper unit 320 is equipped with a dispensing medal detection switch 325 that operates each time a medal is dispensed. The dispensing control means 150 is configured to manage the number of medals actually dispensed from the hopper unit 320 based on the input signal from the dispensing medal detection switch 325. If medal credit is permitted, instead of actually dispensing medals, the hopper unit 320 performs a credit addition process, which adds the number of medals dispensed to the number of credits (number of credited medals) stored in the credit storage area (not shown) of the storage means 190, thereby virtually dispensing medals.

[0044] The replay processing means 160, when the winning determination means 140 determines that a combination of symbols indicating the winning of one of the multiple types of replay symbols described later has stopped and is displayed on the active line L1, performs a replay process (re-play process) to set the machine to a ready state that allows the next game to be played without requiring the insertion of tokens. In other words, in the slot machine 1 of this embodiment, when a replay is won, an automatic insertion process is performed in which a predetermined number of tokens are automatically inserted without using the player's tokens (including credit tokens), and the machine waits for the start operation of the next start lever SL with the same active line L1 as the previous game set.

[0045] The game state transition control means 170 performs the process of transitioning game states between multiple game states, and the process of activating and terminating bonuses. Here, the transition conditions for each game state may be defined as one condition or multiple conditions. If multiple conditions are defined, the game state can be transitioned to another game state based on the fulfillment of any one of the multiple predetermined conditions, or on the fulfillment of all of the multiple predetermined conditions.

[0046] The performance control means 180 controls game-related effects based on performance data stored in the performance control data storage means 196 of the storage means 190, such as image and video effects using the display device 330 and sound effects using the sound device 340. Specifically, when a player operates various components of the slot machine 1, such as inserting medals, operating the max bet button MB, start lever SL, and stop buttons B1 to B3, or when a game event occurs, such as a change in the game state, the performance control means 180 controls the execution of effects that enhance the game or assist the game by lighting or flashing lamps and LEDs, outputting sound from the sound device 340, etc. Furthermore, the performance control means 180 causes each component of the performance device 300 to execute effects based on each performance state.

[0047] The AT control means 200 is an auxiliary game control means that performs control related to the transition between an advantageous section (advantageous period), which is a section (period) in which control related to instruction functions, including auxiliary games that display notifications assisting in winning specific roles on the main control display device 500, can be executed, and a normal section (non-advantageous period, non-advantageous section), which is a section (period) in which control related to auxiliary games (control related to instruction functions) based on the results of internal lottery by the internal lottery means 120 cannot be executed, using data stored in the AT control data storage means 197, thereby performing control related to the normal section, advantageous section, and auxiliary games.

[0048] The AT control data storage means 197 stores data used in various controls related to multiple types of performance states, including the normal state and the AT state, which are executed within the advantageous period (various flags, counters, etc., which are set to the ON state or OFF state in a predetermined control process).

[0049] The AT control means 200 sets the performance state to the AT state (assist time state) under predetermined conditions during the advantageous section, and provides operation notification to assist in winning specific roles by displaying information (an example of operation instruction information) corresponding to the operation patterns of stop buttons B1 to B3 that enable the winning of specific roles on the main control display device 500, which consists of a 7-segment display. Furthermore, in the slot machine 1, when operation notification by the AT control means 200 is executed, the performance control means 180, described later, executes a navigation performance that displays an indicator corresponding to the correct sequence of hits on the display device 330. In this way, in the slot machine 1, in the AT state, the operation patterns of stop buttons B1 to B3 are notified through operation notification and navigation performance assistance, thereby executing an advantageous auxiliary game (AT game, notification game) for the player.

[0050] The AT control means 200, when a predetermined termination condition for ending the advantageous period (more specifically described later) is met, executes a predetermined termination process to end the advantageous period and start the normal period from the next game, and a predetermined initialization process to initialize various flags, numerical values, and other information related to the advantageous period that were set within the advantageous period. Furthermore, the AT control means 200 lights up the section notification unit 500A when the expected value of medal acquisition becomes 1 or more due to the start of the advantageous period and the execution of prize-winning assistance. For this reason, even when the advantageous period has started, the AT control means 200 is configured to turn off the section notification unit 500A if the performance state does not involve prize-winning assistance.

[0051] The AT control means 200, in a game in which the advantageous period has started, adds a value "1", which is equivalent to one game, to the value stored in the first advantageous period counter 197a (stored value) each time a game is played, and performs a game count update process that cumulatively increments the stored value of the first advantageous period counter 197a. The AT control means 200 also performs a difference in tokens update process that cumulatively records the difference (difference in tokens) obtained by subtracting the number of tokens paid out by the number of tokens inserted from the game in which the advantageous period started, in the second advantageous period counter 197b.

[0052] In this embodiment, the AT control means 200, when controlled in an advantageous section, executes a game count update process that cumulatively adds (updates) a value of "1", which corresponds to one game, to the stored value of the first advantageous section counter 197a each time a game is played, regardless of the game state, and a difference in the number of medals update process that cumulatively updates the stored value of the second advantageous section counter 197b to a value corresponding to the difference in the number of medals.

[0053] Here, in the AT control means 200, in the difference in the number of tokens update process that updates the stored value of the second advantageous section counter 197b, if the stored value of the second advantageous section counter 197b becomes less than the value "0" when the number of tokens paid out in the game is less than the prescribed number of tokens inserted, the stored value of the second advantageous section counter 197b is set to the value "0". As a result, the AT control means 200 can fix the value of the stored value of the second advantageous section counter 197b at its lowest point to the value "0", so in the control process using the stored value of the second advantageous section counter 197b, it is no longer necessary to change the value that serves as the threshold for judgment according to the specific numerical value at the lowest point, and the load on the control process using the stored value of the second advantageous section counter 197b can be reduced.

[0054] The AT control means 200 determines that a specific termination condition has been met as a predetermined termination condition for ending the advantageous section when 3000 games have been played, that is, when the stored value of the first advantageous section counter 197a reaches the value "3000", or when the player has acquired more than 2400 medals from the point in the advantageous section when the stored value of the second advantageous section counter 197b reaches the value "2401" from the point in time when it was at its lowest value (lowest point), and executes a predetermined termination process to end the advantageous section and start the normal section from the next game.

[0055] The AT control means 200 initializes all information used in various control processes during the advantageous period, such as each flag set to the ON state during the advantageous period and values ​​set during the advantageous period, during a predetermined initialization process. The AT control means 200 can also terminate the advantageous period if a predetermined termination condition (normal termination condition) other than the specific termination condition is met, and executes the predetermined initialization process and predetermined termination process when the normal termination condition is met. Details of the normal termination conditions set by the AT control means 200 in this embodiment will be described later.

[0056] 2. Configuration of the gaming machine in this embodiment Next, with reference to Figures 3 to 10, the details of each component of the slot machine 1 in this embodiment will be described.

[0057] <Winning areas subject to internal lottery> Figure 3 is a diagram showing the winning areas that are subject to internal lottery in the slot machine 1 of this embodiment, and the winning numbers and winning combinations associated with each winning area.

[0058] In this embodiment, the slot machine 1 has a regular big bonus (hereinafter, the regular big bonus is also referred to as "RBB") as a bonus, which is a continuous activation device for a special first-class feature. Furthermore, the slot machine 1 has game states controlled by the game state transition control means 170, which include a non-RT state, which is a general state where the RBB is not set to be established and the RBB is not operating; a bonus established state, which is a state to which the player transitions when the RBB is set to be established, and in which the RBB is maintained internally until the RBB is activated; and a bonus state, which is a state to which the player transitions when the RBB is activated, and in which the RBB is operating.

[0059] As shown in Figure 3, in the slot machine 1 of this embodiment, the winning areas that are subject to internal lottery are the winning area "All Small Wins", the winning area "All Bell Wins", the winning area "All 1-Coin Wins", the winning area "Bat Order Bell 1" to the winning area "Bat Order Bell 8", the winning area "Watermelon Win", the winning area "Cherry Win", the winning area "Normal Replay 1", the winning area "Normal Replay 2", the winning area "RBB & Common 1-Coin Win", the winning area "RBB & 1-Coin Win 1" to the winning area "RBB & 1-Coin Win 4", and the winning area "RBB", and the winning numbers 1 to 21 are associated with each of these. In addition, in the slot machine 1, the winning number 0 is associated with the result of the internal lottery of not winning (a miss).

[0060] Here, "batting order" refers to the sequence in which the stop buttons B1 through B3 are pressed. In the following description, the timing at which the stop buttons B1 through B3 are pressed will also be referred to as "press timing."

[0061] In the slot machine 1 of this embodiment, the order in which the three stop buttons B1 to B3 are pressed consists of six types of pressing orders, from pressing order 1 to pressing order 6. Press order 1 is a pressing order called "sequential pressing," in which the stopping operations are performed in the order of stop button B1 → stop button B2 → stop button B3. Press order 2 is a pressing order called "scissors pressing," in which the stopping operations are performed in the order of stop button B1 → stop button B3 → stop button B2. Press order 3 is a pressing order in which the stopping operations are performed in the order of stop button B2 → stop button B1 → stop button B3. Press order 4 is a pressing order in which the stopping operations are performed in the order of stop button B2 → stop button B3 → stop button B1. Press order 5 is a pressing order in which the stopping operations are performed in the order of stop button B3 → stop button B1 → stop button B2. Furthermore, batting order 6 is a so-called reverse batting order, where the stopping operation is performed in the order of stop button B3 → stop button B2 → stop button B1.

[0062] The internal lottery means 120 determines whether each winning area is correct or incorrect in the random number determination process, starting from the winning area associated with winning number 21 and moving towards the losing area associated with winning number 0.

[0063] In the slot machine 1 of this embodiment, the winning combinations that can be obtained when the internal lottery is successful include Watermelon A to Watermelon C, Bell A to Bell D, Cherry, and Single Coin A to Single Coin S, and the winning combinations that can be obtained when the internal lottery is successful include Replay A and Replay B. Each winning combination and each replay is associated with each winning area in the combinations shown in Figure 3.

[0064] Furthermore, as shown in Figure 3, in slot machine 1, the winning areas that include both bonuses and small wins are set as winning area "RBB & Common 1-Coin Win", winning area "RBB & 1-Coin Win 1" to winning area "RBB & 1-Coin Win 4", and the winning area that includes only bonuses is set as winning area "RBB".

[0065] In this embodiment of the slot machine 1, the carry-over flag is associated with the RBB, while the minor role and replay are associated with the non-carry-over flag. That is, in the lottery flag setting process, if the internal lottery hits a winning area including the RBB, the state in which the RBB lottery flag is established is carried over until the RBB is won. At this time, the internal lottery means 120 also performs an internal lottery to determine whether the minor role and replay are won, even in a game where the RBB lottery flag's established state has been carried over. That is, in the lottery flag setting process, in a game where the RBB lottery flag's established state has been carried over, if a minor role or replay is won, the lottery flags corresponding to two or more roles, consisting of the already won RBB lottery flag and the minor role or replay lottery flag won in the internal lottery, are set to the established state.

[0066] <Internal Lottery Table> In this embodiment, the slot machine 1 stores in the internal lottery table storage means 192 three internal lottery tables used in the internal lottery conducted by the internal lottery means 120: an internal lottery table used in the non-RT state (general mode) (hereinafter referred to as internal lottery table A), an internal lottery table used in the bonus established state (internal mode) (hereinafter referred to as internal lottery table B), and an internal lottery table used in the bonus state (operating mode) (hereinafter referred to as internal lottery table C). In each of the internal lottery tables A to C, a lottery value is associated with each winning area that is the target of the lottery.

[0067] <Random number generation process> In this embodiment, the internal lottery means 120, in the random number determination process, sequentially subtracts the random number obtained from the random number generation means 110 by the number of lottery values ​​associated with each winning area in the internal lottery table obtained from the internal lottery table storage means 192. If the result of the subtraction is a negative value, it is determined that the player has won in the winning area corresponding to the number of lottery values ​​that was subtracted. Furthermore, if the result of the subtraction is a positive value after subtracting by all the number of lottery values ​​stored in the internal lottery table, it is determined that the player has not won any role and is therefore unsuccessful.

[0068] Furthermore, the random number generation means 110 of this embodiment is configured to generate a total of 65,536 random numbers ranging from 0 to 65,535 for use in the internal lottery. In addition, in the internal lottery table A, the total number of lottery values ​​associated with the winning area "RBB" to the winning area "Bat Order Bell 1" is 65,536, and in the internal lottery table B, the total number of lottery values ​​associated with the winning area "RBB&1-coin role 4" to the winning area "Bat Order Bell 1" is 65,536. Therefore, in the internal lottery during non-RT state or bonus state, the system is configured to ensure that one of the roles is won and no one loses.

[0069] <Bonus Winning Determination Process> As described above, in this embodiment, the internal lottery means 120 has lottery values ​​set for the winning area "RBB & Common 1-Coin Win" and winning areas "RBB & 1-Coin Win 1" to "RBB & 1-Coin Win 4" when the bonus is established. Therefore, in the internal lottery when the game state is a bonus established state, there is a possibility that an RBB may be won again when an RBB has already been set to be established. To prevent the newly won RBB from being set to be established, the internal lottery means 120 is configured to execute a bonus win determination process that determines whether the winning area whose win or loss is determined by the random number determination process is a winning area that includes a bonus.

[0070] In the bonus winning determination process, the internal lottery means 120, when it determines in the random number determination process that a winning area including a bonus is subject to determination of win or loss, executes a process to skip the process of setting the bonus to the winning state if the winning area including a bonus is a win and the game state is a bonus winning state. In this way, the slot machine 1 prevents a new RBB from being set to the winning state when an RBB is already set to the winning state.

[0071] <Arrangement of patterns> Figure 4 shows the symbols arranged on the circumferential surfaces of the left reel R1 to the right reel R3 in the slot machine 1 of this embodiment. In the first embodiment, as shown in Figure 4, the red 7 symbol "Red 7", black BAR symbol "Black BAR", white BAR symbol "White BAR", replay symbol "RP", bell A symbol "BLA", bell B symbol "BLB", cherry symbol "CH", watermelon symbol "WM", blank A symbol "BKA", and blank B symbol "BKB" are arranged on the circumferential surfaces of the left reel R1 to the right reel R3. In addition, 20 symbols are arranged on the circumferential surfaces of each of the left reel R1 to the right reel R3.

[0072] In this embodiment, the black BAR symbol "black BAR" and the white BAR symbol "white BAR" have a wider width than other symbols when viewed from the front, and are configured to be more visible than other symbols during the rotation of the left reel R1 to the right reel R3. In addition, in this embodiment, the black BAR symbol "black BAR" is composed of a black image, and the white BAR symbol "white BAR" is composed of a white image.

[0073] <Reel control means> In the slot machine 1 of this embodiment, regardless of the game state, the priority order for the winning combinations to be stopped on the active line L1 in the reel stop control is set to "Replay > Small Win > Bonus". In other words, when a bonus and a small win or a bonus and a replay are both won, the reel control means 130 executes a stop control that prioritizes the small win or replay over the bonus.

[0074] Furthermore, as described above, the reel control means 130 is configured to rotate up to 4 frames from the time the stop button is pressed until the reel stops. Therefore, it is configured to stop and display on the active line L1 regardless of the timing of pressing the stop buttons B1 to B3 for symbols arranged at intervals of 4 frames or less among the symbols arranged on the left reel R1 to the right reel R3.

[0075] Specifically, the reel control means 130 is configured to stop the replay symbol "RP", bell A symbol "BLA", and watermelon symbol "WM" on the left reel R1, the replay symbol "RP", bell A symbol "BLA", and bell B symbol "BLB" on the middle reel R2, and the replay symbol "RP", bell A symbol "BLA", and bell B symbol "BLB" on the right reel R3, regardless of the timing of pressing the stop buttons B1 to B3, as long as they can be stopped on the active line L1.

[0076] Furthermore, the reel control means 130 can stop symbols even if they are not identical, as long as they are arranged at intervals of four frames or less. For example, if either the cherry symbol "CH" arranged at stop numbers 0, 5, and 10 of the left reel R1, or the red 7 symbol "Red 7" arranged at stop number 15, can be stopped on the active line L1, the reel control means 130 is configured to stop either the cherry symbol "CH" or the red 7 symbol "Red 7" regardless of the timing of pressing the stop button B1.

[0077] <Payouts for minor roles> In this embodiment, the payout for Watermelon A to Watermelon C is set to be more than the prescribed number of coins inserted (3 coins), with a payout of 15 coins. Similarly, the payout for Bell A to Bell D is set to be more than the prescribed number of coins inserted (7 coins). The payout for Cherry is set to be more than the prescribed number of coins inserted (6 coins). And the payout for Single Coin A to Single Coin S is set to be less than the prescribed number of coins inserted (1 coin).

[0078] <Winning combinations for minor roles> Figures 5 and 6 show the winning symbol combinations for Bell A to Bell D, Single Symbol A to Single Symbol S, Watermelon A to Watermelon C, and Cherry.

[0079] As shown in Figures 4 to 6, the symbols that make up the winning combinations of Bell A to Bell D, Single Symbol M to Single Symbol S, Watermelon C, and Cherry are arranged at intervals of no more than 4 frames on each of the left reel R1 to the right reel R3. Therefore, when reel stop control is executed to make each of Bell A to Bell D and Single Symbol M to Single Symbol S stop and display on the active line L1, they are configured to stop and display on the active line L1 regardless of the timing of pressing stop buttons B1 to B3. Details of the reel stop control that stops and displays the symbols that make up the winning combinations of Bell A to Bell D and Single Symbol M to Single Symbol S will be described later.

[0080] As shown in Figures 4 and 5, the symbols that make up the winning combinations for single-coin wins A to D consist of symbols on the left reel R1 and the right reel R3, with the pull-in range set to 10 out of 20 frames, and symbols on the middle reel R2 arranged at intervals of 4 frames or less. Similarly, the symbols that make up the winning combinations for single-coin wins E to H consist of symbols on the left reel R1 and the middle reel R2, with the pull-in range set to 10 out of 20 frames, and symbols on the right reel R3 arranged at intervals of 4 frames or less. Furthermore, the symbols that make up the winning combinations for 1-coin payouts I to 1-coin payout L consist of symbols on the left reel R1 and the right reel R3, with the pull-in range set to 10 out of 20 frames, and symbols on the middle reel R2 arranged at intervals of 4 frames or less.

[0081] As shown in Figures 4 and 6, the symbols that make up the winning combination for Watermelon A are arranged at intervals of no more than 4 frames on the left reel R1, the pull-in range for the symbols on the middle reel R2 is set to 15 out of 20 frames, and the pull-in range for the symbols on the right reel R3 is set to 15 out of 20 frames. Similarly, the symbols that make up the winning combination for Watermelon B are arranged at intervals of no more than 4 frames on the middle reel R2 and the right reel R3, and the pull-in range for the symbols on the left reel R1 is set to 15 out of 20 frames.

[0082] <Game state transition control means> Figure 7(A) is a state transition diagram showing the game states that can be transitioned from each game state in the control related to the transition of game states performed by the game state transition control means 170 of this embodiment.

[0083] As shown in Figure 7(A), the non-RT state is a game state that corresponds to the initial state among multiple types of game states (initial game state, normal game state), and is a non-bonus state in which a bonus is not activated or established. In the non-RT state, the game state transition control means 170 causes the internal lottery means 120 to execute an internal lottery using internal lottery table A, in which the probability of winning a replay is set to 8978 / 65536 (approximately 1 / 7.3).

[0084] The bonus-established state is a game state that is entered when, in the non-RT state, the internal lottery selects one of the following winning areas: "RBB", "RBB & Common 1-Coin Payout", or "RBB & 1-Coin Payout 1" to "RBB & 1-Coin Payout 4", and RBB is set to the established state. In the bonus-established state, the game state transition control means 170 causes the internal lottery means 120 to execute an internal lottery using internal lottery table B, in which the probability of winning a replay is set to 8982 / 65536 (approximately 1 / 7.3).

[0085] The bonus state is a game state that is entered when an RBB is won and the RBB is activated. In the bonus state, the game state transition control means 170 determines whether the termination condition of the activated RBB has been met based on the total number of medals paid out. If the number of medals paid out exceeds a predetermined number (for example, 100 medals), the bonus state is terminated by ending the operation of the RBB, and the game state is transitioned to the non-bonus state, the non-RT state. In the bonus state, the game state transition control means 170 causes the internal lottery means 120 to execute an internal lottery using the internal lottery table C.

[0086] As shown in Figure 3, in the internal lottery table C, random numbers are associated with the following winning areas: "All Small Wins" area, where all small wins are awarded for Watermelon A to Watermelon C, Bell A to Bell D, Cherry, and Single Win A to Single Win S; "All Bell Wins" area, where all small wins with a payout of 7 coins for Bell A to Bell D are awarded; and "All Single Wins" area, where all small wins with a payout of 1 coin for Single Win A to Single Win S are awarded.

[0087] The bonus state will be explained in detail using Figure 3. In the slot machine 1 of this embodiment, the probability of winning in the winning area "All Small Wins", the winning area "All Bell Wins", or the winning area "All Single Wins" when the internal lottery table C is selected is higher than the probability of winning in any of the winning areas including small wins in internal lottery table A or internal lottery table B. In other words, the probability of winning a small win in the bonus state is set to be higher than the probability of winning any small win in any game state other than the bonus state. Furthermore, in internal lottery table C, the probability of winning the "All Small Wins" area is set to be the same as the probability of winning the "Watermelon Win" area in internal lottery table A and internal lottery table B, and higher than the probability of winning the "Cherry Win" area. The sum of the probability of winning the "All Small Wins" area and the probability of winning the "All Bell Wins" area is set to be the same as the sum of the probabilities of winning any two of the "Bat Order Bell 1" to "Bat Order Bell 8" areas in internal lottery table A and internal lottery table B.

[0088] With this configuration, the slot machine 1 of this embodiment is configured such that, in the bonus state, the probability of winning all minor roles increases compared to the non-RT state (when the bonus is not activated) and the bonus state, and the probability of winning any minor role is the same or increases.

[0089] Furthermore, in the bonus state, slot machine 1 is configured such that the probability of winning in the winning area "All Small Wins" or the winning area "All Bell Wins" is lower than the probability of winning in any of the winning areas "Batting Order Bell 1" to "Batting Order Bell 8" (the sum of the winning probabilities for each of the winning areas "Batting Order Bell 1" to "Batting Order Bell 8").

[0090] Thus, the slot machine 1 of this embodiment has multiple types of first winning patterns (winning area "Bell 1" to "Bell 8") in which multiple types of specific roles (Bell A to Bell D) set to pay out more than the number of game value inputs required to start the game are awarded, and which are awarded in combination with other small roles without overlapping with each other, and a second winning pattern (winning area "All Small Roles", winning area "All Bell Roles") in which multiple types of specific small roles are awarded in combination. The internal lottery means 120 is configured to conduct an internal lottery so that multiple types of first winning patterns exist in the normal game state (non-RT state) and the bonus state, and to conduct an internal lottery so that a second winning pattern exists in the bonus state. Furthermore, in slot machine 1, the probability of winning the second winning pattern in the internal lottery during the bonus state is lower than the probability of winning any of the multiple first winning patterns in the internal lottery during normal gameplay and the bonus state, and the probability of winning each of the small roles in the internal lottery during the bonus state is set to be higher than or equal to the probability of winning each of the small roles in the internal lottery during normal gameplay and the bonus state.

[0091] Therefore, in this embodiment, the slot machine 1 has an expected value of less than 100% for medal acquisition during the bonus state.

[0092] Here, in the bonus establishment state, although it will be described in more detail later, when winning in the winning areas "Batting Order Bell 1" to "Batting Order Bell 8", since it is configured such that the stop buttons B1 to B3 cannot be won unless they are operated in the correct batting order composed of batting orders 3 to 6, the probability of any one of Bells A to D winning is limited to the case where the stop buttons B1 to B3 can be operated in the correct batting order from four types of batting orders. On the other hand, when an auxiliary game in which the winning assistance described later is executed is executed, since the correct batting order is notified by the winning assistance when winning in the winning areas "Batting Order Bell 1" to "Batting Order Bell 8", the probability of any one of Bells A to D winning can be increased up to eight times at most compared to the case where the winning assistance is not executed.

[0093] As described above, in the present embodiment, four types including Bells A to D are set as winning roles (specific roles) that pay out more medals than the specified number of inserted medals that win when the stop operation is performed in the correct batting order. And the probability of obtaining a winning pattern including a specific role in the bonus state is compressed to about 1 / 4 of the probability of obtaining a winning pattern including a specific role in a game state other than the bonus state. By configuring in this way, an internal lottery is performed by providing a mode in which N types of specific roles are won without overlapping each other in a game state other than the bonus state, and an internal lottery is performed by providing a mode in which N types of specific roles are won overlappingly in the bonus state, whereby the probability of obtaining a winning pattern including a specific role in the bonus state can be compressed to about 1 / N of the probability of obtaining a winning pattern including a specific role in a game state other than the bonus state. As a result, since the lower limit of the expected value of the medal acquisition rate in the bonus state can be lowered to less than 100% and then the medal acquisition performance regarding the auxiliary game can be designed, the design freedom of the slot machine 1 equipped with the AT function can be significantly improved.

[0094] <AT control means> Figure 7(B) is a state transition diagram showing details of the normal section and the advantageous section controlled by the AT control means 200 of this embodiment, and the performance state controlled during the advantageous section.

[0095] As described above, the normal section is a period during which no control is performed regarding auxiliary games based on the results of the internal lottery by the internal lottery means 120. In games played within the normal section, the AT control means 200 performs a favorable section lottery, which is a lottery to determine whether to end the normal section and start the favorable section, based on the winning area selected in the internal lottery by the internal lottery means 120.

[0096] In the advantageous section lottery, the AT control means 200 first obtains an advantageous section transition lottery table from the AT control data storage means 197, which is a data table in which "start of advantageous section" and "failure (miss)" are associated with each of several random numbers. Then, the AT control means 200 obtains a random number from the random number generation means 110, compares the obtained random number with the advantageous section transition lottery table, and decides whether or not to start the advantageous section based on the comparison result.

[0097] The AT control means 200 performs a favorable section lottery so that the probability obtained by multiplying the probability of winning a winning area in the internal lottery by the probability of winning "start of favorable section" in the favorable section lottery is 1 / 17500 or more.

[0098] The AT control means 200 of this embodiment is configured to perform a favorable section lottery when the winning area "Bat Order Bell 1" to "Bat Order Bell 8", "Watermelon Role", "Cherry Role", or "Normal Replay 2" is selected in the internal lottery during non-RT states and bonus states, and when the winning area "RBB & Common 1-Coin Role", "RBB & 1-Coin Role 1" to "RBB & 1-Coin Role 4" is selected in the internal lottery during non-RT states, and does not perform a favorable section lottery when any other winning area is selected. Furthermore, the AT control means 200 performs a favorable section lottery with a high probability of approximately 1 / 1.5 in which it selects "Start of Favourite Section".

[0099] During the advantageous period, the AT control means 200 has three states (performance states) related to the instruction function: a normal state, a CZ state, and an AT state. Furthermore, the slot machine 1 of this embodiment is configured such that the proportion of time spent in the advantageous period during the overall gameplay can be 70% or more.

[0100] The normal state is the performance state that corresponds to the normal state among several types of performance states (normal performance state), which is set when the performance state has not transitioned to any other performance state. When the performance state transitions to the normal state, the AT control means 200 performs an incremental update to the normal game counter (not shown), which counts the number of games played in the normal state, by adding a value of "1" corresponding to one game each time a game is played. When the value of the normal game counter reaches the value of "700", the AT control means 200 determines that the conditions for transitioning to the CZ state (CZ transition conditions) have been met, and transitions the performance state from the normal state to the CZ state. In addition, when the winning area "Cherry role" is won in the internal lottery, the AT control means 200 performs a state transition lottery to determine whether or not to transition to the CZ state or the AT state.

[0101] The AT control means 200 conducts a lottery to determine one of the following outcomes in the state transition lottery: "transition to AT state," "transition to CZ state," or "failure (miss)." If it wins the "transition to CZ state," it determines that the conditions for transitioning to the CZ state have been met, and the performance state transitions from the normal state to the CZ state. If it wins the "transition to AT state," it determines that the conditions for transitioning to the AT state (AT transition conditions) have been met, and the performance state transitions from the normal state to the AT state.

[0102] The CZ state is configured to allow transition to the AT state with a higher probability than the normal state when a control is executed to determine whether or not to transition to the AT state as part of the auxiliary gameplay control, making it a more advantageous state for the player than the normal state. The AT control means 200 sets a value corresponding to a predetermined number of games (for example, 10 games) in the CZ game counter (not shown) of the AT control data storage means 197 at the start of the CZ state, and performs a decrement update each time a game is played by subtracting the stored value of the CZ game counter by a value "1" which corresponds to 1 game.

[0103] The AT control means 200 is configured to perform a CZ-in AT lottery in each game played in the CZ state to determine whether or not to transition to the AT state. If the CZ-in AT lottery results in "transition to AT state", the AT control means 200 transitions the performance state from the CZ state to the winning performance state after 10 games have been played from the start of the CZ state.

[0104] The AT control means 200, during gameplay in which the player wins the "transition to AT state" lottery during the CZ and the CZ state ends, performs a lottery to determine whether or not to add (add) the number of times one set of AT state is executed for the AT state that is entered after the CZ state ends.

[0105] On the other hand, the AT control means 200 terminates the CZ state if 10 games are played in the CZ state without winning the "transition to AT state" in the AT lottery during the CZ. If the CZ state is terminated while the AT transition conditions have not been met, the AT control means 200 determines that the normal termination condition among the conditions for terminating the advantageous section has been met, and executes a predetermined termination process to terminate the advantageous section and start the normal section from the next game.

[0106] The AT control means 200 is configured to execute lotteries related to auxiliary games performed in the CZ state (AT lottery during CZ, lottery for adding sets during CZ) regardless of the results of the internal lottery. Furthermore, the AT control means 200 is configured such that, when the winning area "Cherry role" is won in the internal lottery for lotteries related to auxiliary games performed in the CZ state, the probability of "not winning (miss)" is lower than when other winning areas are won, and the probability of a favorable result for the player (in the case of the AT lottery during CZ, the probability of "transition to AT state" is higher) is higher. In other words, the CZ state is configured to allow transition to the AT state after the end of the CZ state with a higher probability than the normal state where a state transition lottery is executed only when the winning area "Cherry role" is won.

[0107] In AT mode, each time a win occurs in the winning areas "Batting Order Bell 1" to "Batting Order Bell 8", assistance is provided for the entry of Bell A to Bell D, making it a more advantageous state for the player than the normal state or CZ state.

[0108] The AT control means 200 sets an initial value (20 games) corresponding to a predetermined number of games in the AT game counter (not shown) of the AT control data storage means 197 at the start of the AT state, and performs a decrement update by subtracting the stored value of the AT game counter by a value of "1" equivalent to 1 game each time a game is played. The AT control means 200 also performs an AT continuation lottery in the game in which the AT state has started, with "continuation of AT state" and "failure (miss)" set as the targets of the lottery. In the AT continuation lottery, if the AT control means 200 wins "continuation of AT state", it stores information related to the execution of one set of AT states in the AT control data storage means 197. The AT control means 200 also performs an AT set count increase lottery to determine whether or not to increase (add) the number of times one set of AT states is executed if the winning area "cherry role" is won in the internal lottery by the internal lottery means 120.

[0109] When the AT game counter's stored value becomes "0", the AT control means 200 determines that if one or more sets of AT states are stocked, it will continue the AT state and start the next set of AT states. On the other hand, when the AT game counter's stored value becomes "0", if no sets of AT states are stocked, the AT control means 200 determines that the normal termination condition among the termination conditions of the advantageous section has been met based on the fact that the termination condition of the AT state (AT termination condition) has been met, and executes a predetermined initialization process which initializes information related to the advantageous section along with the termination of the AT state, and a predetermined termination process which terminates the advantageous section and starts the normal section from the next game.

[0110] 3. Details of the composition of minor roles Next, the details of the configuration of the small wins in the slot machine 1 of this embodiment will be explained using Figures 8 to 10.

[0111] <When a winning area including minor roles is won, minor roles can be awarded for each batting order.> Figure 8 shows the winning combinations that can be achieved by pressing stop buttons B1 to B3 in the order in which they are pressed when a winning area containing a minor role is reached.

[0112] As shown in Figure 8, in slot machine 1, if the internal lottery results in winning in one of the winning areas "Beat Order Bell 1" to "Beat Order Bell 8", a batting order (correct batting order) is set for each winning area, which allows for the winning of bells A to Bell D, each of which is set to pay out 7 coins. These are set as batting orders 3 to 6, that is, batting orders in which stop button B2 or stop button B3 is the first stop operation.

[0113] In the winning areas "Batting Order Bell 1" to "Batting Order Bell 8", if stop buttons B1 to B3 are operated in a batting order different from the correct batting order (incorrect batting order) where stop button B1 is the first stop, there is a 1 / 1 probability that the winning single-coin prize Q or single-coin prize R, which is set to pay out 1 coin, will be awarded. Also, in the winning areas "Batting Order Bell 1" to "Batting Order Bell 8", if stop buttons B1 to B3 are operated in a batting order where the first stop button is the same as in the correct batting order, there is a 1 / 1 probability that the winning single-coin prize M to single-coin prize P, which is set to pay out 1 coin, will be awarded.

[0114] Furthermore, in the winning areas "Batting Order Bell 1" to "Batting Order Bell 8", if stop buttons B1 to B3 are operated in an incorrect batting order where stop button B2 or stop button B3 is the first stop operation and the batting order at the time of the first stop operation is different from the correct batting order (for example, in the case of winning area "Batting Order Bell 1", batting orders 5 and 6 where stop button B3 is the first stop operation), then the winning small wins that can be awarded at the time of the first stop operation are limited to the winning small wins from 1-coin wins E to 1-coin wins L, which are set to pay out 1 coin.

[0115] As shown in Figures 4 and 5, the symbols that make up the winning combinations for single-coin wins E to H consist of bell A symbols "BLA" arranged at intervals of 4 frames or less on the right reel R3. In addition, the black BAR symbol "black BAR", white BAR symbol "white BAR", blank A symbol "BKA", and blank B symbol "BKB" are arranged on the left reel R1 and the middle reel R2 so that their pull-in ranges do not overlap, each within a 5-frame range. Furthermore, among the symbols that make up the winning combinations for single-coin wins E to H, the symbols on the left reel R1 and the symbols on the middle reel R2 are either within a 10-frame pull-in range of black BAR symbol "black BAR" and blank A symbol "BKA", or within a 10-frame pull-in range of white BAR symbol "white BAR" and blank B symbol "BKB".

[0116] With this configuration, in slot machine 1, when the first stop operation is performed by pressing stop button B3 and the bell A symbol "BLA" stops and is displayed on the lower part of the right reel R3 on the active line L1, the player cannot determine which of the 1-coin payouts E to H is possible to win. The configuration is such that if stop buttons B1 and B2 are operated at the timing when symbols within the pull-in range of symbols that make up the winning symbol combinations of 1-coin payouts E to H (10 out of 20 symbols on both the left reel R1 and the middle reel R2) are rotating and displayed on the active line L1, the winning small payout from 1-coin payouts E to H will be awarded. As a result, there is a 1 / 4 probability that the winning small payout from 1-coin payouts E to H will be awarded, and there is a 3 / 4 probability that a symbol combination different from the winning symbol combinations of any of the payouts will stop on the active line L1, resulting in a missed payout (non-winning).

[0117] In the winning area "Watermelon," if stop buttons B1 to B3 are operated in batting order 1 and 2, when stop button B1 is the first stop, there is a 9 / 16 (approximately 1 / 1.8) chance of winning Watermelon A, which is set to pay 15 coins. If stop buttons B1 to B3 are operated in batting order 3 to 6, when stop button B2 or stop button B3 is the first stop, there is a 3 / 4 (approximately 1 / 1.3) chance of winning Watermelon B, which is set to pay 15 coins. Details of the small wins that can be obtained when the winning area "Watermelon" is selected will be described later.

[0118] The winning area "Cherry" is configured such that a cherry, which is set to pay out 6 coins, can be won with a probability of 7 / 10 (approximately 1 / 1.4) regardless of the order in which stop buttons B1 to B3 are pressed. If a cherry is not won, a single coin Q can be won if stop buttons B1 to B3 are pressed in the first stop order (orders 1 and 2) and stop buttons B2 or B3 are pressed in the first stop order (orders 3 to 6) and stop buttons B1 to B3 are pressed. In other words, the winning area "Cherry" is configured so that single coin Q and single coin S can be won with a probability of 3 / 10 (approximately 1 / 3.3) each. Details of the small wins that can be won when the winning area "Cherry" is selected will be described later.

[0119] The winning area "RBB & Common 1-Coin Win" is configured so that the 1-coin win Q is awarded with a 1 / 1 probability regardless of how stop buttons B1 to B3 are operated.

[0120] In the winning areas "RBB&1-coin payout 1" to "RBB&1-coin payout 4", if stop buttons B1 to B3 are operated in batting order 1 and 2 when stop button B1 is the first stop, there is a 1 / 1 chance of winning 1-coin payout Q. If stop buttons B1 to B3 are operated in batting order 3 and 4 when stop button B2 is the first stop, there is a 1 / 4 chance of winning one of the winning 1-coin payouts A to D, which are set to pay out 1 coin. If stop buttons B1 to B3 are operated in batting order 5 and 6 when stop button B3 is the first stop, there is a 1 / 4 chance of winning one of the winning 1-coin payouts E to H, which are set to pay out 1 coin.

[0121] As shown in Figures 4 and 5, the symbols that make up the winning combinations for single-coin wins A to D consist of replay symbols "RP" arranged at intervals of 4 frames or less on the middle reel R2. In addition, the black BAR symbol "Black BAR", white BAR symbol "White BAR", blank A symbol "BKA", and blank B symbol "BKB" are arranged on the left reel R1 and right reel R3 so that their pull-in ranges do not overlap, each within a 5-frame range. Furthermore, among the symbols that make up the winning combinations for single-coin wins E to H, the symbols on the left reel R1 and the symbols on the right reel R3 are either within a 10-frame pull-in range of black BAR symbol "Black BAR" and blank A symbol "BKA", or within a 10-frame pull-in range of white BAR symbol "White BAR" and blank B symbol "BKB".

[0122] With this configuration, in slot machine 1, when the first stop operation is performed by pressing stop button B2 and the replay symbol "RP" stops and is displayed in the middle of the middle reel R2 on the active line L1, the player cannot determine which of the 1-coin payouts A to D is possible to win. The configuration is such that if stop buttons B1 and B3 are operated at the timing when symbols within the pull-in range of symbols that make up the winning combination of 1-coin payouts A to D (10 symbols out of 20 on both the left reel R1 and the right reel R3) are rotating and displayed on the active line L1, the winning small win from 1-coin payouts A to D will be awarded. As a result, there is a 1 / 4 probability that the winning small win from 1-coin payouts A to D will be awarded, and there is a 3 / 4 probability that a symbol combination different from any of the winning combinations will stop on the active line L1, resulting in a missed win (non-winning).

[0123] <Details of the winning area "Watermelon role"> Figure 9 is a diagram illustrating the small wins that can be achieved when the winning area "Watermelon" is selected, and the probability of achieving each of these small wins. Figure 9(A) shows the winning symbol combinations for Watermelon A to Watermelon C shown in Figure 6, Figure 9(B) shows the position and pull-in range of the symbols on the left reel R1, Figure 9(C) shows the position and pull-in range of the symbols on the middle reel R2, and Figure 9(D) shows the position and pull-in range of the symbols on the right reel R3.

[0124] In this embodiment, the reel control means 130 is configured to stop and display the symbols corresponding to the stop button pressed when the winning area "Watermelon" is selected, by executing control using a stop control table as reel stop control.

[0125] Specifically, when the winning area "Watermelon" is selected and the first stop operation is performed on stop button B1, the reel control means 130 stops and displays the watermelon symbol "WM", which can be stopped and displayed on the active line L1 regardless of the timing of pressing stop button B1, on the upper position of the left reel R1, thereby limiting the winning combination in that game to Watermelon A. Furthermore, when the winning area "Watermelon" is selected and the first stop operation is performed on stop button B2 or stop button B3, the replay symbol "RP", which can be stopped and displayed on the active line L1 regardless of the timing of pressing stop buttons B2 and B3, on the middle position of the middle reel R2 or the lower position of the right reel R3, thereby limiting the winning combination in that game to Watermelon B.

[0126] Therefore, in slot machine 1, when the winning area "Watermelon" is selected and the first stop operation is performed, the winning combinations that can be awarded are limited to either Watermelon A or Watermelon B.

[0127] As shown in Figure 9(B), the left reel R1 has cherry symbols "CH" positioned at stop numbers 0, 5, and 10, so the 15 symbols from stop numbers 0 to 14 are within the range of the cherry symbol "CH" being drawn in.

[0128] In other words, in slot machine 1, if the stop button B1 is operated at the same time that the cherry symbol "CH", which consists of 15 out of 20 frames on the left reel R1, is rotating on the active line L1, then watermelon B will be awarded. This means that there is a 3 / 4 probability of winning watermelon B, and a 1 / 4 probability of missing out (not winning) when a combination of symbols different from any of the winning combinations is displayed on the active line L1.

[0129] As shown in Figure 9(C), the middle reel R2 has watermelon symbols "WM" positioned at stop numbers 2, 7, and 17, so the 15 symbols from stop numbers 0 to 12 and 17 to 19 are within the range of the watermelon symbol "WM". Also, as shown in Figure 9(D), the right reel R3 has watermelon symbols "WM" positioned at stop numbers 3, 8, and 18, so the 15 symbols from stop numbers 0 to 13, 18, and 19 are within the range of the watermelon symbol "WM".

[0130] In other words, in slot machine 1, if stop button B2 is operated when the watermelon symbol "WM", which consists of 15 out of 20 frames, is rotating on the active line L1 on the middle reel R2, and when stop button B2 is operated when the watermelon symbol "WM", which consists of 15 out of 20 frames, is rotating on the active line L1 on the right reel R3, watermelon B is awarded. As a result, there is a 9 / 16 chance of winning watermelon A, and a 5 / 16 chance of missing out (not winning) when a combination of symbols different from any of the winning combinations is displayed on the active line L1.

[0131] As described above, in the slot machine 1 of this embodiment, with respect to the winning area "Watermelon," when stop buttons B1 to B3 are operated in turn 1 and turn 2, when stop button B1 is the first stop operation, there is a 9 / 16 chance that Watermelon A, which is set to pay 15 coins, can be won. When stop buttons B1 to B3 are operated in turn 3 and turn 4, when stop button B2 is the first stop operation, or in turn 5 and turn 6, when stop button B3 is the first stop operation, there is a 3 / 4 chance that Watermelon B, which is set to pay 15 coins, can be won. Therefore, when stop buttons B1 to B3 are operated in turn 3 to turn 6, it is easier to win the small prize set to pay 15 coins, which is advantageous for the player, compared to when stop buttons B1 to B3 are operated in turn 1 and turn 2.

[0132] In slot machine 1, when the winning area "Watermelon" is hit, even if stop buttons B1 to B3 are operated in turn 1 and turn 2, the game is configured such that by operating stop buttons B2 and B3 with the aim of stopping the watermelon symbol "WM" in the middle of the middle reel R2 and in the lower position of the right reel R3, it is possible to win Watermelon A, which is set to pay 15 coins. Therefore, in each game, by operating stop buttons B2 and B3 with the aim of stopping the watermelon symbol "WM" in the middle of the middle reel R2 and in the lower position of the right reel R3, it is possible to prevent missing out on Watermelon A when the winning area "Watermelon" is hit.

[0133] Due to this configuration, the AT control means 200 of this embodiment is configured not to perform operation notification using the main control display device 500 even when the winning area "Watermelon role" is won in the AT state.

[0134] In addition, in slot machine 1, for the winning area "Watermelon Role," there is one set of operation modes that allow Watermelon A to be awarded to one winning area. Therefore, the performance control means 180 can execute a navigation performance based on the information (winning role command) that the winning area "Watermelon Role" has been won. Thus, even if the AT control means 200 using the main control display device 500 does not execute an operation notification when the winning area "Watermelon Role" is won in AT state, the performance control means 180 using the display device 330 may be configured to execute a navigation performance to indicate that the winning area "Watermelon Role" has been won, by displaying the symbol "!" on the display device 330 as a navigation performance when the winning area "Watermelon Role" is won.

[0135] Furthermore, in slot machine 1, if the winning area "Watermelon" is selected, Watermelon C will not be awarded. Watermelon C is a small win that can be awarded when the winning area "All Small Wins" is selected in the internal lottery during the bonus state.

[0136] <Details of the winning area "Cherry Role"> Next, we will explain the details of the winning area "Cherry Role". The winning area "Cherry Role" is configured as a minor role with a lower probability of winning than the winning area "Watermelon Role". As mentioned above, the AT control means 200 is configured to execute control related to auxiliary games that are advantageous to the player when the winning area "Cherry Role" is won in the internal lottery during the advantageous period. For this reason, the winning area "Cherry Role" functions as a so-called rare role in the slot machine 1.

[0137] Figure 10 is a diagram illustrating the small wins that can be achieved depending on the timing of the first stop operation when the winning area "Cherry" is selected. Figure 10(A) shows the wins that can be achieved depending on the timing of pressing stop button B1 as the first stop operation, Figure 10(B) shows the wins that can be achieved depending on the timing of pressing stop button B2 as the first stop operation, and Figure 10(C) shows the wins that can be achieved depending on the timing of pressing stop button B3 as the first stop operation.

[0138] As shown in Figure 10(A), when the winning area "Cherry Role" is won and the symbols arranged in the 14 frames from stop numbers 0 to 11, 18, and 19 of the left reel R1 are rotated and displayed on the active line L1, the reel control means 130 performs a coin-priority control as reel stop control, stopping and displaying the replay symbol "RP" which constitutes the winning symbol combination "RP-RP-Red 7 (WM)" for cherries, which is set to pay out 6 coins and has a higher payout than the 1-coin role Q and 1-coin role S, on the active line L1, thereby limiting the winning roles that can be won in that game to cherries.

[0139] On the other hand, when the winning area "Cherry role" is won and the stop button B1 is pressed as the first stop operation when the stop button B1 is pressed at the timing when the symbols arranged in the 6 frames from stop number 12 to 17 of the left reel R1 are rotating and displayed on the active line L1, the reel stop control implements a number priority control, and stops and displays the bell A symbol "BLA" on the active line L1, which allows a total of 16 symbol combinations that constitute the winning symbol combination of the 1-coin role Q to be displayed, thereby limiting the roles that can be won in that game to the 1-coin role Q.

[0140] As shown in Figure 10(B), when the winning area "Cherry Role" is won and the symbols arranged in the 14 frames from stop numbers 0 to 11, 18, and 19 of the middle reel R2 are rotating and displayed on the active line L1, the reel control means 130 performs a coin-priority control as reel stop control, stopping and displaying the replay symbol "RP" which constitutes the winning symbol combination "RP-RP-Red 7 (WM)" for cherries, which is set to pay out 6 coins and has a higher payout than the 1-coin role Q and 1-coin role S, on the active line L1, thereby limiting the winning roles that can be won in that game to cherries.

[0141] On the other hand, when the winning area "Cherry Role" is won and the symbols arranged in the 6 frames from stop number 12 to 17 of the middle reel R2 are rotating and displayed on the active line L1, the reel control means 130 performs a number-priority control and a stop control using a stop control table as reel stop control. When the blank A symbol "BKA" with stop number 9 is stopped and displayed on the active line L1, the reel control means 130 can stop and display the four symbol combinations that make up the winning symbol combination for the one-coin payout Q. When the white BAR symbol "White BAR" with stop number 14 is stopped and displayed on the active line L1, the reel control means 130 can stop and display the four symbol combinations that make up the winning symbol combination for the one-coin payout Q. When the red 7 symbol "Red 7" with stop number 12 is stopped and displayed on the active line L1, the reel control means 130 can stop and display the four symbol combinations that make up the winning symbol combination for the one-coin payout S. When a symbol is stopped on the effective line L1, it becomes possible to stop and display the four symbol combinations that make up the winning symbol combination for the one-coin payout S. Since the number of symbol combinations that can be displayed is the same, and priority cannot be given between the one-coin payout Q and the one-coin payout S by the number priority control, the stop control table stored in the reel control data storage means 194 stops and displays the red 7 symbol "red 7" or the watermelon symbol "WM" that make up the winning symbol combination "red 7 (CH) - red 7 (WM) - white BAR (RP)" for the one-coin payout S on the effective line L1, thereby limiting the payouts that can be won in that game to the one-coin payout S.

[0142] As shown in Figure 10(C), when the winning area "Cherry Role" is won and the symbols arranged in 14 frames (stop numbers 0, 1, 8-19) of the right reel R3 are rotating and displayed on the active line L1, the reel control means 130 performs a coin-priority control as reel stop control, stopping and displaying the watermelon symbol "WM" which constitutes the cherry winning symbol combination "RP-RP-Red 7 (WM)", which is set to pay out 6 coins and has a higher payout than the 1-coin role Q and 1-coin role S, on the active line L1, thereby limiting the winning role in that game to cherries.

[0143] On the other hand, when the winning area "Cherry role" is won and the symbols arranged in the 6 frames from stop number 2 to 7 of the right reel R3 are rotated and displayed on the active line L1, the reel control means 130 performs a number priority control and a stop control using a stop control table as reel stop control. When the black BAR symbol "Black BAR" at stop number 4 is stopped and displayed on the active line L1, the reel control means 130 makes it possible to stop and display the 4 symbol combinations that constitute the winning symbol combination of the 1-coin role Q. When the blank B symbol "BKB" at stop number 19 is stopped and displayed on the active line L1, the reel control means 130 makes it possible to stop and display the 4 symbol combinations that constitute the winning symbol combination of the 1-coin role Q. When the replay symbols "RP" at stop numbers 2 and 7 are stopped and displayed on the active line L1, the winning symbol combination of the 1-coin role S Since the four symbol combinations that make up the game can be stopped and displayed, the number of displayable symbol combinations is the same, and priority cannot be given between the one-coin win Q and the one-coin win S by quantity priority control, the stop control table stored in the reel control data storage means 194 stops and displays the replay symbol "RP" that makes up the winning symbol combination of the one-coin win S "Red 7 (CH) - Red 7 (WM) - White BAR (RP)" on the active line L1, thereby limiting the winable role in this game to the one-coin win S.

[0144] Thus, in this embodiment, the slot machine 1 is configured such that, depending on the timing of the first stop operation, it is predetermined whether to execute quantity-priority control or coin-priority control. This allows the probability of winning to be set according to the timing of the first stop operation when a winning area is hit where multiple winning combinations (cherry, single-coin Q, single-coin S) are formed from symbols that can be stopped and displayed on the active line L1, regardless of the timing of the operation of stop buttons B1 to B3.

[0145] This configuration allows slot machine 1 to set the probability of winning a small win to less than 1 / 1. In addition to constructing winning symbol combinations from symbols arranged in a way that allows for missed wins, it also allows for multiple small wins to be won simultaneously, each consisting of symbols that cannot be missed. This configuration makes it possible to set the probability of winning one of the multiple small wins to less than 1 / 1, thereby improving the design flexibility of the gaming machine.

[0146] <Details of payout rates for each operation method> Next, we will explain in detail the relationship between the payout rate, which is the ratio of the total number of medals paid out to the total number of medals inserted when a predetermined number of games are played in the slot machine 1 of this embodiment, and the operation patterns of stop buttons B1 to B3.

[0147] As shown in Figure 8, in this embodiment, when the winning area "Bat Order Bell 1" to the winning area "Bat Order Bell 8" is reached, if stop button B1 is pressed as the first stop, bells A to D, which are set to pay 7 coins, will not be awarded, and instead, a 1-coin payout Q or 1-coin payout R, which is set to pay 1 coin, will be awarded. If stop button B2 or stop button B3 is pressed as the first stop, bells A to D, which are set to pay 7 coins, will be awarded. For this reason, slot machine 1 is configured such that the payout rate when stop button B1 is pressed as the first stop is lower than the payout rate when a different stop button (stop button B2, stop button B3) is pressed as the first stop.

[0148] Given this configuration, slot machine 1 is designed to prevent a significant decrease in the payout rate when stop button B1 is pressed as the first stop, so that even when stop button B1 is pressed as the first stop, it is possible to win a watermelon A, which is set to pay 15 coins, when the winning area "watermelon role" is hit.

[0149] Here, if the winning area "Watermelon Role" is configured so that the probability of winning a small role, which is set to pay 15 coins regardless of the order in which stop buttons B1 to B3 are pressed, does not change, then in slot machine 1, when a random play is performed in each game in which a random order is selected from order 1 to order 6 and stop buttons B1 to B3 are pressed, the payout rate will fall below 60%, and if the game is played for a long period of time of 17,500 games or more, excessive coins will be consumed, which may result in a non-compliant performance that does not conform to the standards regarding the performance of gaming machines related to the acquisition of game coins, etc.

[0150] Furthermore, in such a slot machine 1, if the probability of winning in the winning areas "Bat Order Bell 1" to "Bat Order Bell 8" is increased, or if the payout for Bells A to D is increased, the payout rate when playing randomly can be improved. However, if the game is played by focusing on Bat Orders 3 to 6 and operating Stop Buttons B1 to B3, the payout rate may become excessively high, potentially resulting in unsuitable performance that does not comply with the standards regarding the performance of gaming machines related to the acquisition of game tokens, etc.

[0151] However, as described above, in this embodiment, when the winning area "Watermelon" is won, if stop buttons B1 to B3 are operated in the first stop operation sequence 1 and 2 when stop button B1 is operated as the first stop, there is a 9 / 16 probability that Watermelon A, which is set to pay 15 coins, will be awarded. If stop buttons B1 to B3 are operated in the first stop operation sequence 3 and 4 when stop button B2 is operated as the first stop, or in the first stop operation sequence 5 and 6 when stop button B3 is operated as the first stop, there is a 3 / 4 probability that Watermelon B, which is set to pay 15 coins, will be awarded.

[0152] With this configuration, the slot machine 1 of this embodiment can improve the payout rate when playing randomly, by having a higher probability of winning Watermelon B, which is set to pay out 15 coins, when Stop Buttons B1 to B3 are operated in order 3 to 6 than the probability of winning Watermelon A, which is set to pay out 15 coins, when Stop Buttons B1 to B3 are operated in order 1 to 2. However, it prevents the payout rate from becoming excessively high when the game is played by focusing on operating Stop Buttons B1 to B3 in order 3 to 6, thereby achieving appropriate performance in accordance with the standards for the performance of gaming machines related to the acquisition of game tokens, and preventing the development of strategies that focus on operating Stop Buttons B1 to B3 in order 3 to 6, which would reduce the marketability of the gaming machine.

[0153] Furthermore, as mentioned above, in the winning areas "Batting Order Bell 1" to "Batting Order Bell 8", if stop buttons B1 to B3 are operated in a batting order different from the correct batting order at the time of the first stop (for example, in the case of winning area "Batting Order Bell 1", batting orders 5 and 6 where stop button B3 is operated as the first stop), the small wins that can be awarded at the time of the first stop are limited to the winning small wins from 1-coin wins E to 1-coin wins L, which are set to pay out 1 coin, and the probability of winning 1-coin wins E to 1-coin wins L is 1 / 4, which is a lower probability than the probability of winning watermelon A, which is 9 / 16.

[0154] With this configuration, the slot machine 1 of this embodiment prevents the payout rate from becoming excessively high due to the low probability of winning single-coin combinations E to L when the player operates stop buttons B1 to B3 focusing on batting order 3 to 6. It achieves appropriate performance in accordance with the standards for the performance of gaming machines related to the acquisition of game tokens, and prevents the development of strategies that would reduce the marketability of the gaming machine when the player operates stop buttons B1 to B3 focusing on batting order 3 to 6.

[0155] Furthermore, the slot machine 1 of this embodiment is configured such that when a player wins in the winning area "RBB&1-coin payout 1" to the winning area "RBB&1-coin payout 4", and stops B1 to B3 are operated in turns 3 to 6, 1-coin payouts A to H are awarded with a probability of 1 / 4 and are missed (not awarded) with a probability of 3 / 4. This prevents the payout rate from becoming excessively high when the player focuses on operating stops B1 to B3 in turns 3 to 6, ensures that the machine meets the performance standards for game machines related to the acquisition of game tokens, and prevents the development of strategies that would reduce the marketability of the game machine.

[0156] Furthermore, in this embodiment, the slot machine 1 operates stop buttons B1 to B3 in the batting order 1 and batting order 2, which have the lowest payout rates, when no operation notification is given as an assist in winning a prize. When an operation notification is given as an assist in winning a prize, the game is played according to the operation notification. However, regardless of whether or not there is an assist in winning a prize, the timing of pressing stop buttons B1 to B3 is randomized. In other words, when the winning area "batting order bell 1" to the winning area "batting order bell 8" in the AT state is won, bells A to bells D are awarded, but when the winning area "watermelon role" is won, watermelon A is awarded with the winning probability shown in Figure 8. In this case, the game is played in a way that prevents the payout rate from becoming excessively high and enables the machine to achieve appropriate performance in accordance with the standards for the performance of gaming machines related to the acquisition of game tokens, etc.

[0157] Furthermore, in this embodiment, when operating stop buttons B1 to B3 with the focus narrowed to batting order 3 to 6, the probability of winning a watermelon B differs by only 1 / 4 between playing by aiming to stop the cherry symbol "CH" on the upper position of the left reel R1 (irregular operation game with precise timing) and playing by randomizing the timing of pressing stop button B1 (irregular operation game without precise timing). This prevents a large discrepancy between the payout rate in the irregular operation game with precise timing and the payout rate in the irregular operation game without precise timing, thus preventing the development of strategies that encourage the use of irregular operation with precise timing and reducing the marketability of the gaming machine.

[0158] In this embodiment, the left reel R1 constitutes the first reel, the middle reel R2 constitutes the second reel, and the right reel R3 constitutes the third reel. Also, stop button B1 constitutes the first stop button, stop button B2 constitutes the second stop button, and stop button B3 constitutes the third stop button. Furthermore, the winning areas "Bat Order Bell 1" to "Bat Order Bell 8" constitute the first winning pattern in this embodiment, bells A to D set to pay 7 coins constitute the first payout small role in this embodiment, and 1-coin roles A to R set to pay 1 coin constitute the second payout small role in this embodiment. Furthermore, the winning area "Watermelon Role" constitutes the second winning pattern in this embodiment, and watermelons A to C set to pay 15 coins, which is higher than the prescribed number of coins (3 coins), constitute the third payout small role in this embodiment.

[0159] Furthermore, batting order 1 and batting order 2, in which stop button B1 is operated first, constitute the first operation mode in this embodiment; batting orders 3 to 6, in which stop buttons B2 and B3, different from stop button B1, are operated first, constitute the second operation mode in this embodiment; the correct batting order that allows bells A to bell D to be awarded when winning in the winning areas "batting order bell 1" to "batting order bell 8" constitutes the third operation mode in this embodiment; and the fourth operation mode in this embodiment consists of any of the incorrect batting orders from batting order 3 to batting order 6 that is different from the correct batting order from the first stop operation when winning in the winning areas "batting order bell 1" to "batting order bell 8".

[0160] Furthermore, the probability of winning 1-coin payouts E to L when the winning area "Batting Order Bell 1" to "Batting Order Bell 8" is won and stop buttons B1 to B3 are operated in the fourth operation mode, is 1 / 4, which constitutes the first probability in this embodiment. The probability of winning watermelon A when the winning area "Watermelon Payout" is won and stop buttons B1 to B3 are operated in the first operation mode, is 9 / 16, which constitutes the second probability in this embodiment. The probability of winning watermelon B when the winning area "Watermelon Payout" is won and stop buttons B1 to B3 are operated in the second operation mode, is 3 / 4, which constitutes the third probability in this embodiment.

[0161] <Effects corresponding to the game state and the performance state> As described above, in the slot machine 1 of this embodiment, the correct batting order is set such that the stop button B2 or stop button B3 for batting orders 3 to 6 is first stopped as the operation method for stop buttons B1 to B3 that allows bells A to D, which are set to pay out 7 coins when they are won in the winning area "batting order bell 1" to the winning area "batting order bell 8".

[0162] In slot machine 1, when the performance state transitions to AT state and the winning area "Bat Order Bell 1" to "Bat Order Bell 8" is won, an auxiliary game is performed to notify the correct batting order and increase the probability of winning bells A to D. Therefore, in the normal state, CZ state, or normal section, when the game is performed with batting order 3 to batting order 6, a batting order recommendation performance (for example, displaying "Left-handed play recommended" on the display device 330) is performed as a performance to encourage the player to perform the first stop operation with stop button B1.

[0163] 4. Summary of this embodiment As described above, the slot machine 1 of this embodiment can improve the payout rate when playing randomly by having a higher probability of winning Watermelon B, which is set to pay out 15 coins, when Stop Buttons B1 to B3 are operated in the 3rd to 6th turns than the probability of winning Watermelon A, which is set to pay out 15 coins, when Stop Buttons B1 to B3 are operated in the 1st to 2nd turns. However, it prevents the payout rate from becoming excessively high when the game is played by focusing on operating Stop Buttons B1 to B3 in the 3rd to 6th turns, thereby achieving appropriate performance in accordance with the standards for the performance of gaming machines related to the acquisition of game tokens, and preventing the development of strategies that focus on operating Stop Buttons B1 to B3 in the 3rd to 6th turns, which would reduce the marketability of the gaming machine.

[0164] Furthermore, in this embodiment, when playing a game where the player operates stop buttons B1 to B3 focusing on batting order 3 to 6, the probability of winning the 1-coin payout E to 1-coin payout L, which can be won when the player wins in the winning area "batting order bell 1" to "batting order bell 8" and operates stop buttons B1 to B3 in an incorrect batting order, is lower than the probability of winning watermelon A. This prevents the payout rate from becoming excessively high when playing a game where the player operates stop buttons B1 to B3 focusing on batting order 3 to 6, ensures that the game meets the standards for the performance of gaming machines related to the acquisition of game tokens, and prevents the development of strategies that allow the player to operate stop buttons B1 to B3 focusing on batting order 3 to 6, thereby reducing the marketability of the gaming machine.

[0165] 5. Variations In this embodiment, the slot machine 1 is configured such that when a winning area "Beat Order Bell 1" to "Beat Order Bell 8" is won, the correct batting order that allows the player to win bells A to D, which are set to pay out 7 coins, is set to one of batting orders 3 to 6, and when the stop button B1 is pressed for the first stop operation, bells A to D are not awarded. However, the machine is not limited to this configuration. Slot machine 1 may be configured to have, in addition to bells A to D set to pay 7 coins, bells E and F set to pay 7 coins each, and to have winning areas "Battle Order Bell 1" to "Battle Order Bell 8" where the correct batting order is set to batting order 3 to batting order 6, as well as winning area "Battle Order Bell 9" where bell E and 1-coin payout U are both won and the correct batting order is set to batting order 1, winning area "Battle Order Bell 10" where bell F and 1-coin payout U are both won and the correct batting order is set to batting order 2, winning area "Battle Order Bell 11" where bell E and 1-coin payout V are both won and the correct batting order is set to batting order 1, and winning area "Battle Order Bell 12" where bell F and 1-coin payout V are both won and the correct batting order is set to batting order 2.

[0166] In this configuration, when the winning area "Watermelon" is hit in slot machine 1, the probability of hitting Watermelon A when operated in batting order 1 and batting order 2 is lower than the probability of hitting Watermelon B when operated in batting order 3 to 6. Therefore, batting order 1 and batting order 2 have the lowest payout rate.

[0167] Furthermore, in this embodiment, the slot machine 1 is set to pay 7 coins for Bells A to Bells D and 15 coins for Watermelons A to Watermelons C, but is not limited to this. For example, the slot machine 1 may have the same payout for Bells A to Bells D and Watermelons A to Watermelons C. Alternatively, the slot machine 1 may have the same payout for Bells A to Bells D and 15 coins for Watermelons A to Watermelons C.

[0168] Furthermore, in this embodiment, the slot machine 1 is configured such that when the winning area "Watermelon" is selected and stop buttons B1 to B3 are operated in turn 1 and turn 2, Watermelon A is awarded with a probability of 9 / 16, but it is not limited to this. The slot machine 1 may be configured such that Watermelon A can be awarded with a probability lower than 9 / 16.

[0169] Furthermore, in this embodiment, when the slot machine 1 wins the "Watermelon" area and stop buttons B1 to B3 are operated in turns 3 to 6, there is a 3 / 4 probability that Watermelon B will be awarded, but this is not limited to this. The slot machine 1 may be configured so that there is a higher probability than 3 / 4 that Watermelon B can be awarded, or it may be configured so that there is a 1 / 1 probability that Watermelon B will be awarded.

[0170] Furthermore, slot machine 1 may be configured such that, for example, the winning area "Watermelon" also includes a small win that is set to pay out one coin, and when the winning area "Watermelon" is hit and stop buttons B1 to B3 are operated in turn 3 to 6, there is a 3 / 4 probability that Watermelon B will be awarded, and there is a 1 / 4 probability that a small win that is set to pay out one coin will be awarded if Watermelon B is not awarded.

[0171] Furthermore, in this embodiment, when the winning area "Watermelon" is hit, the slot machine 1 is configured to award multiple Watermelons A to C, each set to pay 15 coins, simultaneously. However, it is not limited to this configuration. The slot machine 1 may have a winning area (specific winning pattern) in which one small win (first specific small win) set to pay 15 coins and a fourth small win (second specific small win) set to pay less than 15 coins are awarded simultaneously. When configured in this way, the slot machine 1 may be configured such that, when the specific winning pattern is hit, the probability of winning the first specific small win is lower when stop button B1 is pressed than when stop button B2 or stop button B3 is pressed, by switching between quantity-priority control and coin-priority control depending on the timing of pressing stop buttons B1 to B3, similar to when the winning area "Cherry" is hit.

[0172] Furthermore, in this embodiment, the slot machine 1 is configured such that the payout rate when stop button B1 is pressed as the first stop is lower than the payout rate when a stop button other than stop button B1 is pressed as the first stop, but it is not limited to this. For example, the slot machine 1 may be configured such that the payout rate when stop button B2 is pressed as the first stop is lower than the payout rate when a stop button other than stop button B2 is pressed as the first stop, or the payout rate when stop button B3 is pressed as the first stop is lower than the payout rate when a stop button other than stop button B3 is pressed as the first stop.

[0173] Furthermore, in this embodiment, the slot machine 1 has multiple reels, from the left reel R1 to the right reel R3, and multiple stop buttons, from stop buttons B1 to stop buttons B3, corresponding to the left reel R1 to the right reel R3. However, it is not limited to this, and may also have, for example, a fourth reel and a stop button corresponding to the fourth reel.

[0174] Furthermore, in this embodiment, the slot machine 1 has a max bet button MB for inserting a predetermined number of tokens, but it is not limited to this, and for example, it may be configured to have a single bet button for inserting one token in addition to the max bet button MB.

[0175] Furthermore, in this embodiment, the slot machine 1 is configured to be able to insert and dispense tokens as game value, but is not limited to this. The slot machine 1 may be configured to set the game value to an inserted state based on an insertion signal output from a game value management device (dedicated unit) provided outside the slot machine 1 and configured to record the total number of game values ​​that the player can use for playing by electromagnetic means, and to output a payout signal to the game value management device when it is time to pay out game value, and the game value management device may record the game value corresponding to the payout signal on a predetermined recording medium by electromagnetic means. In other words, the slot machine 1 may be composed of a so-called tokenless game machine.

[0176] In this configuration, the slot machine 1 is configured to have, for example, a credit display means that displays the number of credits corresponding to the amount of money inserted into the game value management device by the player. The slot machine 1 is also configured to be able to credit game value equivalent to a maximum of 16,368 tokens, and if game value exceeding 16,368 tokens is credited, the game control means may be set to an error state, and the game may be disabled (the game value is not set to the inserted state and the start operation to the start lever SL is not activated) until the number of credits reaches 16,368 tokens or less by dispensing game value through a method that is electromagnetically recorded on a predetermined recording medium via the game value management device.

[0177] Furthermore, in this configuration, the slot machine 1 may not have a set upper limit on the number of games that can be played in the advantageous period, and the advantageous period may only have a set upper limit on the difference in the number of tokens as a specific termination condition. Also, in this configuration, the slot machine 1 may not have a period notification unit 500A and may not notify whether or not it is an advantageous period or whether or not the expected value of token acquisition is 1 or more.

[0178] Furthermore, in this embodiment, the AT control means 200 is configured to set the value of the second advantageous section counter 197b to "0" when, in the difference-of-coins update process for updating the stored value of the second advantageous section counter 197b, the stored value of the second advantageous section counter 197b is subtracted because the number of medals paid out in the game is less than the prescribed number of medals inserted, and the stored value of the second advantageous section counter 197b becomes less than "0". However, it is not limited to this configuration. The AT control means 200 may also be configured to store a negative value in the second advantageous section counter 197b when, in the difference-of-coins update process, the stored value of the second advantageous section counter 197b becomes less than "0".

[0179] In this configuration, the AT control means 200 is configured to continue the advantageous period until the stored value of the second advantageous period counter 197b becomes 2401 or greater. For this reason, in the slot machine 1, for example, if the stored value of the second advantageous period counter 197b is a negative value of -900 before transitioning to a performance state in which medals can be won, then in the performance state in which medals can be won, a total of 3301 medals can be won: 900 medals until the stored value of the second advantageous period counter 197b becomes 0, and 2401 medals until the stored value of the second advantageous period counter 197b becomes 2401 or greater.

[0180] In other words, slot machine 1 can pay out to the player the medals inserted from the start of the advantageous period until the transition to a medal-winning state, and the medals won in the medal-winning state until the net number of medals exceeds 2400. This configuration allows the player to win more than 2400 medals regardless of the number of medals inserted during the advantageous period.

[0181] Furthermore, in this embodiment, the slot machine 1 is configured to set initial values ​​for the stored values ​​of each counter and storage means, and to perform decrement updates that subtract 1 each time a game is played, or increment updates that add 1 each time a game is played. However, the method for updating each counter and storage means may be configured to perform multiplication, division, etc., and is not particularly limited. [Explanation of symbols]

[0182] 1. Slot machine (amusement machine) 100 Input receiving means 120 Internal drawing method 200 AT control means (auxiliary game control means) B1 Stop button (1st stop button) B2 Stop button (second stop button) B3 Stop button (3rd stop button) R1 Left reel (1st reel) R2 Middle reel (2nd reel) R3 Right reel (3rd reel)

Claims

[Claim 1] Multiple reels and a plurality of stop buttons respectively corresponding to the plurality of reels; An internal lottery means for performing an internal lottery, the plurality of reels includes a first reel, a second reel, and a third reel; the plurality of stop buttons includes a first stop button, a second stop button, and a third stop button; the first stop button corresponds to the first reel; the second stop button corresponds to the second reel; the third stop button corresponds to the third reel, In the internal lottery, the winning or losing of a plurality of winning patterns is determined, The plurality of winning modes includes a plurality of specific winning modes, The specific winning patterns include a small win of a first payout and a small win of a second payout, The first dividend is higher than the second dividend, a correct operation mode is set as an operation mode of the plurality of stop buttons for each of the plurality of specific winning modes; The operation mode for first stopping the first reel is not set as a correct operation mode in any of the specific winning modes, the specific winning mode in which the operation mode for first stopping the second reel is the correct operation mode, and the specific winning mode in which the operation mode for first stopping the third reel is the correct operation mode, When the specific winning mode is won in the internal lottery, When the plurality of stop buttons are operated in the correct operation mode, a small combination of the first payout is won; When the plurality of stop buttons are operated in an operation mode that stops the first reel first among the operation modes different from the correct operation mode, a small combination of the second payout is won; When the plurality of stop buttons are operated in an operation mode that stops the second reel or the third reel first among the operation modes different from the correct operation mode, the small combination of the second payout is won with a predetermined probability, and when the small combination of the second payout is not won, no combination is won; In the minor winning combination of the second payout that is won when the specific winning mode is won in the internal lottery and the plurality of stop buttons are operated in an operation mode that stops the first reel first among operation modes different from the correct operation mode, the symbols on the second reel and the third reel that constitute the winning symbol combination of the minor winning combination of the first payout that is won when the plurality of stop buttons are operated in the correct operation mode in the specific winning mode, A gaming machine characterized by: