Game machine

JP2025001005AActive Publication Date: 2025-01-07DAITO GIKEN CO LTD
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Patent Information

Application Number
JP2024175551
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-10-07
Publication Date
2025-01-07
Estimated Expiration
2043-05-24

AI Technical Summary

Benefits of technology

【0007】 本発明によれば、遊技状態の制御に特徴を有する遊技台を提供することができる。

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Abstract

To provide a game machine featuring control of a game state.SOLUTION: Performance means of a game machine can execute a predetermined performance for allowing a player to select an operation mode of multiple stop operation means when a result of internal winning is a first result (first case) in a predetermined state, and game state control means can start a second game state when the stop operation means is operated in a first operation mode in a game in which the predetermined performance in the first case is executed, and does not start the second game state when the stop operation means is operated in a second operation mode in a game in which the predetermined performance in the first case is executed, and can start the second game state even if the stop operation means is not operated in the first operation mode when a predetermined period passes after starting the predetermined state.SELECTED DRAWING: Figure 29
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Description

[Technical field]

[0001] The present invention relates to a gaming machine represented by a pinball gaming machine (pachinko machine), a reel gaming machine (slot machine), an enclosed gaming machine, or a medal-less slot machine. [Background technology]

[0002] 2. Description of the Related Art Conventionally, slot machines are known as one type of gaming machine. Some of these slot machines control a plurality of gaming states (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2016-87308 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is still room for improvement in the control of the gaming state of conventional gaming machines.

[0005] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine having distinctive control over the gaming state. [Means for solving the problem]

[0006] The present invention relates to a gaming machine including a plurality of reels that are rotated and have a plurality of different patterns applied thereto, a plurality of stop operation means capable of performing a stop operation for individually stopping the rotation of the plurality of reels, a stop control means that stops the plurality of reels based on the stop operation, an internal win result determination means that determines the result of an internal win based on lottery information, a game state control means that controls a game state, and a presentation means that executes a presentation, the game states include a first game state, a second game state that is more advantageous than the first game state, and a predetermined state, and the presentation means controls the operation mode of the plurality of stop operation means to produce a presentation when the result of the internal win in the predetermined state is the first result (hereinafter referred to as the "first case"). a game state control means for controlling a game state in which the game state is started when the stop operation means is operated in a first operation mode during a game in which the predetermined performance in the first case is executed, the game state control means for controlling a game state in which the game state is started when the stop operation means is operated in a second operation mode during a game in which the predetermined performance in the first case is executed, and the game state control means for controlling a game state in which the game state is started when the stop operation means is operated in a second operation mode during a game in which the predetermined performance in the first case is executed, the game state control means for controlling a game state in which the game state is started when the stop operation means is operated in the first operation mode during a game in which the predetermined performance in the first case is executed, the game state control means for controlling a game state in which the game state is started when the stop operation means is operated in the first operation mode, Effect of the Invention

[0007] According to the present invention, it is possible to provide a gaming machine having distinctive control over the gaming state. [Brief description of the drawings]

[0008] [Figure 1] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Diagram 2] 2 is a circuit block diagram of a control unit of the slot machine according to one embodiment of the present invention. FIG. [Diagram 3] 1 is a diagram showing a planar layout of the symbols on each reel of a slot machine according to one embodiment of the present invention. FIG. [Figure 4] 13 is a flowchart showing a flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Diagram 5] 13 is a flowchart showing a flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 6] A flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine of one embodiment of the present invention. [Figure 7] A flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine of one embodiment of the present invention. [Figure 8] 1A is a transition diagram of the game state of the main control unit of a slot machine according to one embodiment of the present invention, and FIG. 1B is a diagram explaining the character accompanying state of a slot machine according to one embodiment of the present invention. [Figure 9] A figure showing characters displayed on the performance image display device in each character accompanying state of a slot machine according to one embodiment of the present invention. [Figure 10] 13(a) is a table showing a schematic diagram of the accompanying lottery processing in the normal advantageous zone state of a slot machine according to one embodiment of the present invention, and FIG. 13(b) is a table showing a schematic diagram of the CZ transition lottery processing in the normal advantageous zone state of a slot machine according to one embodiment of the present invention. [Figure 11] 1A is a diagram showing a time chart and an example of a presentation when a slot machine according to one embodiment of the present invention transitions from a non-accompanying state to an accompanying state in the normal advantageous zone state, and then transitions back to a non-accompanying state; FIG. 1B is a diagram showing a time chart when a slot machine according to one embodiment of the present invention transitions from an accompanying state to a non-accompanying state for two characters in the normal advantageous zone state. [Figure 12] This is an example of the presentation during a specific game in the normal advantageous zone state of a slot machine according to one embodiment of the present invention. [Figure 13]This is an example of the presentation during a specific game in the normal advantageous zone state of a slot machine according to one embodiment of the present invention. [Figure 14] (a) is a table showing a schematic representation of the character arrangement lottery process in the CZ of a slot machine according to one embodiment of the present invention, (b) is a table showing a schematic representation of the selection character point lottery process in the CZ of a slot machine according to one embodiment of the present invention, and (c) is a table showing a schematic representation of the AT lottery process in the CZ of a slot machine according to one embodiment of the present invention. [Figure 15] This is a table showing the probability of winning the push order bell in a slot machine of one embodiment of the present invention, the maximum number of coins paid out in the case of a correct operation, and the display mode and number of coins paid out for each operation content. [Figure 16] This is an example of the presentation of a specific game of the CZ of a slot machine according to one embodiment of the present invention. [Figure 17] (a) is a table showing a schematic diagram of the accompanying lottery processing in the normal AT state of a slot machine according to one embodiment of the present invention, and (b) is a table showing a schematic diagram of the number-addition lottery processing and specialized zone lottery processing in the normal AT state of a slot machine according to one embodiment of the present invention. [Figure 18] This figure shows the time chart and presentation of a game in which the player wins the Push Order Bell_LCR in the specialized zone of a slot machine according to one embodiment of the present invention and receives an additional 123 coins. [Figure 19] This figure shows the time chart and presentation of a game in which the player wins the Push Order Bell_RLC in the specialized zone of a slot machine according to one embodiment of the present invention and receives an additional 231 coins. [Figure 20] This figure shows the time chart and presentation of a game in which the player wins the Push Order Bell_RCL in the specialized zone of a slot machine according to one embodiment of the present invention, wins a prize, and receives an additional 321 coins. [Figure 21] 13A to 13H are diagrams showing screen transitions in chronological order in the explanatory display in accordance with the production situation (Example 1), and FIG. 13I to FIG. 13L are diagrams showing screen transitions in chronological order in the explanatory display in accordance with the production situation (Example 2). [Figure 22] FIG. 13 is a diagram showing a time series of screen transitions in explanatory display according to the production situation (Example 3). [Diagram 23] FIG. 13 is a diagram showing a time series of screen transitions in explanatory display according to the production situation (Example 4). [Figure 24] A figure showing an example of changes in the display mode of the AT remaining G number display, the number of medals acquired display, etc. [Diagram 25] FIG. 13 is a diagram showing the flow of the game when stock priority order (Example 1) is set. [Figure 26] FIG. 13 is a diagram showing the flow of the game when stock priority order (Example 2) is set. [Figure 27] FIG. 13 is a diagram showing the flow of the game when stock priority order (Example 3) is set. [Figure 28] (a) is a table showing the lottery probability of the push order bell in this embodiment, the display mode of the reels 110-112 corresponding to the operation of the stop buttons 137-139, and the payout number, which is a modified example of the table described using Fig. 15. (b) is a diagram showing a schematic overview of the AT lottery when the push order bell is won. [Figure 29] (a) is a diagram showing an example of a change in the game state and a presentation, etc., in a time series when the push order (selection) is successful. (b) is a diagram showing an example of a winning combination for which the additional lottery 1 is executed, and a winning probability of the additional lottery 1. (c) is a diagram showing an example of a winning combination for which the additional lottery 2 is executed, and a winning probability of the additional lottery 2. [Diagram 30] (a) is a diagram showing an example of a change in the game state and a performance when the push order (selection) is failed, in a time series. (b) is a diagram showing an example of a winning combination for which the additional lottery 3 is executed, and a winning probability of the additional lottery 3. [Diagram 31] 13 is a flowchart showing the flow of a standby instruction information setting process. [Diagram 32] (a)-(d) are diagrams showing an example of a push order navigation presentation during standby mode. (e)-(f),(f´) are diagrams showing an example of an "×??" push order guess presentation. (g)-(j) are diagrams showing an example of a "7" aim display after the "×??" push order guess presentation. [Diagram 33] (a) to (g) are diagrams showing an example of a time series of display of the amount of value acquired. (h) is a diagram showing an example of the symbols constituting the celebration display SP, the number of acquired coins corresponding to each symbol, the initial display time, and the redisplay time. [Diagram 34] 1 is a diagram showing an example of the configuration of a gaming system 10 according to the present embodiment. [Diagram 35] 13(a)-(f) are diagrams showing the flow up to login to the gaming system 10 in chronological order. 13(f)-(k) are diagrams showing the flow from login to the gaming system 10 up to browsing of the progress in progress in chronological order. [Diagram 36] 13(a) to 13(h) are diagrams showing the time series of the flow from login to the end of game recording in the gaming system 10. [Figure 37] 1A is a diagram showing an example of a two-dimensional code issued before and after a mission completion display in a time series, and FIG. 1B is a diagram showing a modified example of a two-dimensional code issued before a mission completion display in a time series. [Figure 38] 1A is a diagram showing an example of a presentation in chronological order when there is no character whose birthday falls within a certain game period, and FIG. 1B is a diagram showing an example of a presentation in chronological order when the birthday of a princess character falls within a certain game period. [Figure 39] FIG. 13A is a diagram showing an example of a presentation in chronological order when the birthday of a boss character falls within a certain play period. FIG. 13B is a diagram showing an example of a presentation in chronological order when the birthday of an unreleased character falls within a certain play period. [Diagram 40] (a)-(d) are diagrams showing an example of the flow from display of the menu to display of the character selection screen. (e)-(g) are diagrams showing an example of birthday icons. (g') is a diagram showing a modified example of (g). [Diagram 41] 1A is a diagram showing an example of a count notification and a warning notification using an old man's voice (custom voice), and FIG. 1B is a diagram showing an example of a count notification using a old man's voice (default voice). [Diagram 42]13A is a diagram showing another example of the timing of switching the character setting status 2 (count notification). FIG. 13B is a diagram showing an example of the count notification and the attention notification when the logged-in state is entered again before one game is executed after the logged-out state is set. [Diagram 43] 13A to 13F are diagrams showing an example of a two-dimensional code display when the complete function is activated, and 13G to 13J are diagrams showing modified examples of the two-dimensional code display when the complete function is activated. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0009] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0010] [Embodiment A] The slot machine of this embodiment is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels, each decorated with multiple types of patterns, begin to spin when a predetermined rotation start command operation is received, and based on the reception of the rotation start command operation, a lottery is held to determine whether or not multiple types of roles have been internally won, and each of the multiple reels stops spinning individually when a predetermined rotation stop command operation is received.If the conditions determined by the role based on the result of the lottery and the combination of patterns when the multiple reels stop meet predetermined payout conditions, gaming media are paid out and the game ends, but if they do not meet, the game ends without paying out any gaming media.

[0011] <Overall composition> First, the overall configuration of the slot machine 100 will be described with reference to Fig. 1. Fig. 1 is an external perspective view of the slot machine 100 as seen from the front side (player side).

[0012] 1 corresponds to an example of a gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front of the main body 101 and capable of being opened and closed relative to the main body 101. Three reels (left reel 110, center reel 111, right reel 112) with multiple types of symbols arranged on the outer periphery (not shown) are housed inside the center of the main body 101, and are configured to rotate inside the slot machine 100. These reels 110 to 112 are rotated by a driving device such as a stepping motor.

[0013] In this embodiment, each symbol is printed on a strip-shaped member at equal intervals in an appropriate number, and the strip-shaped member is attached to a predetermined circular cylindrical frame material to form each reel 110-112. When viewed from the player, the symbols on the reels 110-112 are displayed in approximately three vertical rows through the reel window 113, so that a total of nine symbols can be seen. Then, by rotating each reel 110-112, the combination of symbols seen by the player changes. That is, each reel 110-112 functions as a display device that variably displays a combination of multiple types of symbols. Note that, as such a display device, an electronic image display device such as a liquid crystal display device can be used in addition to a reel. Also, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation position of the reels are not limited to this.

[0014] A backlight (not shown) is disposed on the back of each of the reels 110-112 to illuminate each symbol displayed on the reel window 113. It is preferable that the backlight is shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (index sensor; not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110-112 inside the slot machine 100, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. Based on the detection result of this sensor, the position of the symbol on the reel in the rotation direction is determined, and the reels 110-112 are stopped so that the target symbol is displayed on the winning line.

[0015] The winning line indicator lamp 120 is a lamp that indicates the winning lines 114 that are valid. The winning lines 114 that are valid are determined in advance by the number of medals bet as game media. There are five winning lines 114. For example, when one medal is bet, the horizontal winning line in the middle row is valid, when two medals are bet, three lines including the upper horizontal winning line and the lower horizontal winning line are valid, and when three medals are bet, five lines including the right-downward winning line and the right-upward winning line are valid. The number of winning lines 114 is not limited to five, and may be one of the horizontal winning lines in the middle row. Also, for example, when one medal is bet, five lines may be set as valid winning lines: the middle horizontal winning line, the upper horizontal winning line, the lower horizontal winning line, the downward-right winning line, and the upward-right winning line, and the same number of winning lines may be set as valid winning lines regardless of the number of bets.

[0016] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, a bonus combination) has been internally won in an internal winning combination lottery described below, or that a bonus game is being played. The game medal insertion possible lamp 124 is a lamp that notifies the player that a game medal can be inserted. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if a replay, which is one of the winning combinations, was won in the previous game. The reel panel lamp 128 is a lamp for presentation purposes.

[0017] The bet buttons 130 to 132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, each time the bet button 130 is pressed, one medal is inserted up to a maximum of three medals, and when the bet button 131 is pressed, two medals are inserted, and when the bet button 132 is pressed, three medals are inserted. Hereinafter, the bet button 132 is also referred to as a MAX bet button. The game medal insertion lamp 129 lights up lamps in a number corresponding to the number of medals inserted, and when a specified number of medals have been inserted, the game start lamp 121 lights up to indicate that a game start operation is possible.

[0018] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically (betting operation) using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) from the medal insertion slot 141, and the term "insertion" includes both.

[0019] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (e.g., the number of medals paid out during a bonus game) as numerical values. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning some kind of winning combination. In this embodiment, the stored number display 125, the game information display 126, and the payout number display 127 are configured as seven-segment (SEG) displays.

[0020] The payout number display 127 of this embodiment also functions as a presentation device that notifies information related to the stop operation (for example, the operation sequence of the stop buttons 137 to 139, etc.).

[0021] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when a desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called a game start operation.

[0022] The stop button unit 136 is provided with stop buttons 137 to 139. The stop buttons 137 to 139 are button-type push switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are provided corresponding to each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the stop button 137 (which may be referred to as the left stop button), the center reel 111 can be stopped by operating the stop button 138 (which may be referred to as the center stop button), and the right reel 112 can be stopped by operating the stop button 139 (which may be referred to as the right stop button).

[0023] Hereinafter, the operation of the stop buttons 137-139 is called a stop operation, the first stop operation is called the first stop operation, the next stop operation is called the second stop operation, and the last stop operation is called the third stop operation. The reel targeted by the first stop operation may be called the first stop reel, the reel targeted by the second stop operation is called the second stop reel, and the reel targeted by the third stop operation is called the third stop reel. Furthermore, the order of the stop operation of the stop buttons 137-139 to stop all of the reels 110-112 being rotated is called an operation order or a push order. The operation order for the first stop reel to be the left reel 110 is called a "forward push operation order" or simply "forward push", the operation order for the first stop reel to be the center reel 111 is called a "center push operation order" or simply "center push", and the operation order for the first stop reel to be the right reel 112 is called a "reverse push operation order" or simply "reverse push". In this embodiment, the stop operation and the operation sequence of the combination of the first stop operation, the second stop operation, and the third stop operation may be abbreviated. For example, the stop operation in which the first stop reel is the left reel 110 may be expressed as "left", and the stop operation in which the first stop reel is the left reel 110, the second stop reel is the center reel 111, and the third stop reel is the right reel 112 may be expressed as "left center right". Light-emitting bodies may be provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting bodies may be lit to inform the player.

[0024] The medal return button 133 is a button for removing medals by pressing it when the inserted medals become stuck. The settlement button 134 is a button for settling medals electronically stored in the slot machine 100 and bet medals, and discharging them from the medal payout outlet 155. The door key hole 140 is a hole for inserting a key for unlocking the front door 102 of the slot machine 100. The medal payout outlet 155 is an outlet for paying out medals.

[0025] A title panel 162 for displaying the model name and attaching various certificate stamps is provided below the stop button unit 136. Below the title panel 162, a medal payout opening 155 and a medal receiving tray 161 are provided.

[0026] The sound hole 181 is a hole for outputting sound from a speaker provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right parts of the front door 102 are decorative lamps for livening up the game. The performance device 160 is provided on the upper part of the front door 102, and the sound hole 143 is provided on the upper part of the performance device 160. This performance device 160 is equipped with a shutter (shielding device) 163 consisting of two right shutters 163a and left shutters 163b that can be opened and closed horizontally, and a liquid crystal display device 157 (not shown, performance image display device) provided on the back side of the shutters 163. When the right shutter 163a and the left shutter 163b are opened horizontally outward in front of the liquid crystal display device 157, the display screen of the liquid crystal display device 157 appears on the front (player side) of the slot machine 100.

[0027] The liquid crystal display device (performance image display device) 157 of this embodiment also functions as a performance device that executes performances described later. For example, it executes operation navigation that notifies information about stop operations (for example, the operation sequence and operation timing of the stop buttons 137 to 139).

[0028] The information display button 191 is an operation button for calling and operating a user menu (for example, a menu for setting various information by an individual player). The information display button 191 is composed of a cross key button 191a and an OK button 191b. The cross key button 191a is a selection button used when a player selects one of a plurality of options. The cross key button 191a is composed of up, down, left, and right arrow keys, and the cursor can be moved in the direction of the arrow by operating each arrow key. The OK button 191b is a button for confirming the option where the cursor is positioned. In this embodiment, for example, in the case of information setting by a user menu, setting the volume or light amount, etc., and in the case of character (stage) selection for the performance executed after winning a bonus. In this embodiment, the information display button 191 may be written as a cross button 191.

[0029] The effect button 192 is a button that can be operated when executing an effect that prompts the operation of the button. In this embodiment, when the effect button 192 is operated, an effect that suggests the granting of a bonus such as an additional number in the AT is executed as a response effect.

[0030] It should be noted that the display device does not have to be a liquid crystal display device, and may be configured to display various performance images and various game information, such as a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen. The display screen is rectangular and configured so that the player can view the entire screen. In this embodiment, the display screen is rectangular, but it may be square. Also, a decoration (not shown) may be provided on the periphery of the display screen, so that part of the periphery of the display screen is hidden by the decoration, making the display screen look irregular. In this embodiment, the display screen is flat, but it may be curved.

[0031] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described with reference to Fig. 2. Note that Fig. 2 is a circuit block diagram of the control unit.

[0032] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400.

[0033] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 for storing control program data, lottery data used during internal lottery of winning combinations, and reel stop positions, a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time and number of times, and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and the second sub-control unit 500 described later. The CPU 304 of the basic circuit 302 operates by inputting a clock signal with a predetermined period output by a crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits the frequency division data stored in a predetermined area of ​​the ROM 306 to the counter timer 312, and the counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 for each interrupt time. The CPU 304 monitors each sensor and transmits a drive pulse in response to the interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data of the ROM 306 is set to 47, the reference time for the interrupt is 256×47÷8 MHz=1.504 ms.

[0034] The main control unit 300 is equipped with a random number generation circuit 316 which is used as a hardware random number counter that varies the numerical value within the range of 0 to 65535 based on the clock signal input from a crystal oscillator 315a, and a start-up signal output circuit 338 which outputs a start-up signal (reset signal) when the power is turned on. When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main control unit main processing described later).

[0035] In addition, the main control unit 300 is equipped with a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from the medal insertion slot 141, start lever 135 sensor, stop button 137 sensor, stop button 138 sensor, stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, reel 110 index sensor, reel 111 index sensor, reel 112 index sensor, information display button 191 sensor, performance button 192 sensor, etc.) at each interrupt time.

[0036] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. The random number generation circuit 316 that receives this signal latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.

[0037] Two medal acceptance sensors are installed in the internal passage of the medal insertion port 141, and detect whether a medal has passed through. Two start lever 135 sensors are installed inside the start lever 135, and detect the start operation by the player. The stop button 137 sensor, stop button 138 sensor, and stop button 139 sensor are installed on each of the stop buttons 137 to 139, and detect the operation of the stop button by the player.

[0038] The bet button 130 sensor, the bet button 131 sensor, and the bet button 132 sensor are provided on the medal insertion buttons 130-132, respectively, and detect an insertion operation when medals electronically stored in the RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled. The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. The information display button 191 sensor detects the operation of the information display button 191, and the effect button 192 sensor detects the operation of the effect button 192. Each of the above sensors may be a non-contact sensor or a contact sensor.

[0039] The index sensors of reel 110, reel 111, and reel 112 are installed at predetermined positions on the mounting bases of each of reels 110-112, and go to L level every time a light-shielding piece provided on the reel frame passes by. When CPU 304 detects this signal, it determines that the reel has made one rotation, and resets the rotational position information of the reel to zero.

[0040] The main control unit 300 is provided with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives a solenoid provided in the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives a motor provided in the medal payout device 180, and a drive circuit 328 that drives various lamps 336 (winning line indicator lamp 120, medal insertion possible lamp 124, replay lamp 122, medal insertion lamp 129, game start lamp 121, number of stored medals indicator 125, game information indicator 126, payout number indicator 127).

[0041] Moreover, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334. The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300, and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is less than a predetermined value (9v in this embodiment).

[0042] The main control unit 300 also has an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 can send signals such as commands to the first sub-control unit 400, but the first sub-control unit 400 cannot send signals such as commands to the main control unit 300.

[0043] <Sub-control section> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 includes a basic circuit 402 that receives control commands sent by the main control unit 300 via an input interface and controls the entire first sub-control unit 400 based on the control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by inputting a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The first sub-control unit 400 also includes a ROM 406 that stores control programs and data for controlling the entire first sub-control unit 400, and data for controlling the backlight lighting pattern and various displays.

[0044] The CPU 404 transmits the frequency division data stored in a predetermined area of ​​the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.

[0045] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to the speakers 272, 277 via an output interface. The sound source IC 418 controls the sound output from the amplifier and the speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.

[0046] The first sub-control unit 400 is also provided with a drive circuit 422, to which various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel 162 lamps, notification lamps 123, etc.) are connected via an input / output interface.

[0047] The first sub-controller 400 is also provided with a drive circuit 425 that drives the shutter 163, and the shutter 163 is connected to the drive circuit 424 via an output interface. The drive circuit 424 outputs a drive signal to a stepping motor (not shown) provided in the shutter 163 in response to a command from the CPU 404.

[0048] Furthermore, the first sub-control unit 400 is provided with a sensor circuit 426, and a shutter sensor 428 is connected to the sensor circuit 426 via an input interface. The CPU 404 monitors the state of the shutter sensor 428 at each interrupt time.

[0049] Furthermore, the CPU 404 transmits and receives signals to and from the second sub-controller 500 via the output interface. The second sub-controller 500 of the slot machine 100 controls the liquid crystal display device 157 and the like.

[0050] Next, the second sub-control unit 500 of the slot machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives the control command sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on the control command. The basic circuit 502 includes a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock. The second sub-control unit 500 also includes a ROM 506 in which control programs and data for controlling the entire second sub-control unit 500, data for image display, etc. are stored.

[0051] The CPU 504 transmits the frequency division data stored in a predetermined area of ​​the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 504 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.

[0052] The second sub-control unit 500 is also provided with a VDP 516 (video display processor), which is connected to a ROM 506 and a VRAM 518 via a bus. The VDP 516 reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of ​​the VRAM 518, and displays the image on the performance image display device 157.

[0053] <Pattern Arrangement> The symbol arrangement on each of the reels 110 to 112 will be described with reference to Fig. 3. Note that Fig. 3 shows the arrangement of symbols on each of the reels (left reel 110, center reel 111, right reel 112) developed in a plane.

[0054] On each of the reels 110-112, a predetermined number of symbols (20 symbols numbered 1-20 in this embodiment) of various types (8 symbols in this embodiment) are arranged on the right side of the figure. The numbers 1-20 on the left side of the figure indicate the arrangement positions of the symbols on each of the reels 110-112. For example, in this embodiment, the symbol "bell" is arranged on the number 1 symbol of the left reel 110, the symbol "watermelon" is arranged on the number 1 symbol of the center reel 111, and the symbol "seven 1" is arranged on the number 2 symbol of the right reel 112.

[0055] <Slot machine processing> Next, regarding the processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500, This will be explained using the drawings.

[0056] <Main processing in main control section> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 4. Note that Fig. 4 is a flow chart showing the flow of the main control unit main processing.

[0057] When the slot machine 100 is powered on, first, in step S101, various initial setting processes are performed. In these initial settings, a stack initial value is set to the stack pointer (SP) of the CPU 304, interrupt prohibition is set, the I / O 310 is initialized, various variables stored in the RAM 308 are initialized, and operation permission and initial value are set to the WDT 314.

[0058] In step S102, a medal insertion / start operation acceptance process is executed. Here, whether or not an electronic medal insertion operation using the bet buttons 130-132 or a direct medal insertion operation from the medal insertion slot 141 has been performed is determined by detection by the sensor circuit 320, and if an insertion operation has been performed, the winning line indicator lamp 120 is turned on according to the number of medals inserted. In addition, preparations are made to send a medal insertion command to the first sub-control unit 400 indicating that medals have been inserted. Note that if a replay role has been won in the previous game, a process is performed to insert the same number of medals as the number of medals inserted in the previous game, eliminating the need for the player to insert medals.

[0059] In addition, a check is made based on detection by the sensor circuit 320 to see if the start lever 135 has been operated, and if it is determined that the start lever has been operated, the number of medals inserted is confirmed and preparations are made to send a start lever acceptance command to the first sub-control unit 400 indicating that the start lever 135 has been operated.

[0060] In step S103, the active winning lines are determined, and in step S104, the random numbers generated by the random number generating circuit 316 are obtained.

[0061] In step S105, an internal lottery process for a winning role is performed. In the internal lottery process for a winning role, a winning role lottery table stored in ROM 306 is read according to the current game state (RT game state), and an internal lottery is performed using this and the random number value acquired in step S104. If any winning role (including an activated role) is internally won as a result of the internal lottery, the condition device (flag) of the role that has been internally won is activated (the flag of the winning role is turned ON). In addition, in this step S105, preparations are made to send an internal win command indicating the result of the winning role internal lottery to the first sub-control unit 400. For example, if a watermelon is internally won, preparations are made to send an internal win command indicating that a watermelon has been internally won to the first sub-control unit 400, and if the result of the winning role internal lottery is a miss (a non-winner of a winning role), preparations are made to send an internal win command indicating a miss to the first sub-control unit 400.

[0062] In addition, to give an overview of the internal winning probability of the winning combination, the internal winning probability of each combination is calculated by dividing the numerical data corresponding to the range of the lottery data associated with each combination by the numerical data (65536 in this embodiment) in the range of the random number value acquired during the internal lottery described later. The lottery data is divided into several numerical ranges in advance, and each numerical range is associated with each combination and loss. In the winning combination internal lottery process, it is determined whether the random number value obtained as a result of executing the internal lottery is a value corresponding to the lottery data corresponding to any combination, and the internal winning combination is determined. In practice, this lottery data is prepared in settings 1 to 6, each of which has a different winning probability for at least one combination, and the staff of the game establishment can arbitrarily select and set any of the set values.

[0063] In step S106, reel stop data is selected based on the result of the internal lottery for the winning combination in step S105, etc. For the reel stop data of the winning combination, which is related to the stop operation order, the operation conditions are also set, and when the corresponding reel stop data is selected, the operation conditions are also set.

[0064] In step S107, a reel rotation start process is executed to start the rotation of all the reels 110 to 112 based on a start operation.

[0065] In step S108, a reel stop control process is performed. In the reel stop control process, the stop buttons 137-139 can be accepted, and when any of the stop buttons is pressed, the stop data of the reel stop data is referenced in order to stop the reel corresponding to the pressed stop button, and any of the reels 110-112 is stopped according to the number of pull-in frames set in the stop data. When all of the reels 110-112 have stopped, the process proceeds to step S109. In addition, in this step S108, for each stop operation, preparations are made to send a stop button acceptance command related to the stop button 137-139 that was operated to stop (more specifically, for the first stop operation, a stop button acceptance 1 command, for the second stop operation, a stop button acceptance 2 command, and for the third stop operation, a stop button acceptance 3 command) to the first sub-control unit 400, and for each reel stop, preparations are made to send a reel stop command related to the reel stop position (more specifically, for the first stopped reel, a reel stop 1 command, for the second stop operation, a reel stop 2 command, and for the third stop operation, a reel stop 3 command) to the first sub-control unit 400.

[0066] In step S109, a winning determination process is performed. In the winning determination process, a winning determination is performed for the symbols stopped by pressing the stop buttons 137 to 139, and if a symbol combination corresponding to a winning combination is displayed on the activated winning line 114, it is determined that the winning combination has been won. For example, if "watermelon symbol-watermelon symbol-watermelon symbol" is aligned on the activated winning line, it is determined that a watermelon win has been achieved. In addition, in this step S109, preparations are made to send a display determination command indicating the result of the winning determination to the first sub-control unit 400.

[0067] In step S110, a medal payout process is performed. In the medal payout process, if any winning combination that has a payout is won, the number of medals corresponding to the winning combination is paid out. Also, in step S110, preparations are made to send a medal payout command indicating the number of medals to be paid out to the first sub-control unit 400.

[0068] In step S111, a game state control process is performed. In this game state control process, control is performed to transition the game state (RT game state, AT game state), and for example, in the case of a BB win, preparation is made so that the BB game can be started from the next time. In addition, in this step S111, preparation is made to send a game state command indicating the game state to the first sub-control unit 400.

[0069] This completes one game. After this, the process returns to step S102 and the above-mentioned process is repeated to progress the game. The various commands prepared in each of the above steps are transmitted in the command setting and transmission process (step S206 in FIG. 5) of the main control unit timer interrupt process, which will be described later.

[0070] <Main control unit timer interrupt processing> Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 5. The figure is a flow chart showing the flow of the main control unit timer interrupt process.

[0071] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.

[0072] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values ​​of each register of the CPU 304 in a stack area.

[0073] In step S202, the WDT 314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) so that the count value of the WDT 314 does not exceed the initial setting value (32.8 ms in this embodiment) and a WDT interrupt does not occur (so that a processing abnormality is not detected).

[0074] In step S203, an input port state update process is performed. In this input port state update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, the presence or absence of the detection signals is monitored, and the detection signals are stored in signal state storage areas partitioned for each of the various sensors 318 in the RAM 308.

[0075] In step S204, various game processes are executed, and processes according to the interrupt status are executed.

[0076] In step S205, a timer update process is performed. More specifically, various timers are updated according to their respective time units.

[0077] In step S206, a command setting and transmission process is performed, and various commands that have been prepared for transmission are transmitted to the first sub-control unit 400. In the first sub-control unit 400, the command type included in the received output schedule information makes it possible to determine presentation control in response to changes in game control in the main control unit 300, and it becomes possible to determine the content of presentation control based on the information of the command data included in the output schedule information.

[0078] In step S207, an external output signal setting process is performed. In this external output signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.

[0079] In step S208, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S203 are read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game state, settings are made for the medal selector 170 (a medal blocker operated by a solenoid provided in the medal selector 170), various lamps 339, and various seven-segment (SEG) displays.

[0080] In step S209, it is monitored whether the low voltage signal is ON or not. If the low voltage signal is ON (if a power interruption is detected), the process proceeds to step S211, and if the low voltage signal is OFF (if a power interruption is not detected), the process proceeds to step S210.

[0081] In step S210, various processes are performed to end the timer interrupt end process. In this timer interrupt end process, the values ​​of each register temporarily saved in step S201 are set back to the original registers, etc. Then, the process returns to the main process of the main control unit shown in FIG.

[0082] On the other hand, in step S211, specific variables and stack pointers for restoring the state at the time of power outage when power is restored are saved as recovery data in a specified area of ​​RAM 308, power outage processing such as initialization of input / output ports is performed, and then the process returns to the main processing of the main control unit shown in Figure 4.

[0083] <Processing of the first sub-control unit> Next, the processing of the first sub-control unit 400 will be explained using Figure 6. Figure 6(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 6(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 6(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.

[0084] First, the main processing of the first sub-control unit 400 will be explained using FIG.

[0085] When the power is turned on, an initialization process is first executed in step S301. In this initialization process, the input / output ports are initially set, and a storage area in the RAM 408 is initialized. In this process, an area for storing internal win information, which is information that indicates the result of an internal win, and an area for storing RT update information, which is information that indicates the game status, are provided in the RAM 408.

[0086] In step S302, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S303.

[0087] In step S303, 0 is substituted into the timer variable.

[0088] In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.

[0089] In step S305, a performance control process (described in detail later) is performed. Here, preparation for performance is performed according to the performance reservation information in the performance reservation area provided in the RAM 408. This preparation includes, for example, processing such as reading the performance data from the ROM 406, and updating the performance data if it is necessary to update the performance data.

[0090] In step S306, sound control processing is performed based on the result of the processing in step S305. For example, if the performance data read in step S305 includes a command to the sound source IC 418, this command is output to the sound source IC 418.

[0091] In step S307, lamp control processing is performed based on the processing result of step S305. For example, if the performance data read out in step S305 includes a command for the various lamps 420, this command is output to the drive circuit 422.

[0092] In step S308, shutter control processing is performed based on the processing result of step S305. For example, if the performance data read out in step S305 includes a command for the shutter 163, this command is output to the drive circuit 424.

[0093] In step S309, an information output process is performed to set up sending a command to the second sub-control unit 500 based on the processing result of step S305. For example, if the performance data read out in step S305 contains a command to be sent to the second sub-control unit 500, settings are made to output this control command, and the process returns to step S302.

[0094] Next, the command reception interrupt processing of the first sub-control unit 400 will be explained using Figure 6 (b). This command reception interrupt processing is processing executed by the first sub-control unit 400 when it detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.

[0095] Next, using Figure 6 (c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes timer interrupt processing at a predetermined period in response to this timer interrupt.

[0096] In step S501, 1 is added to the value of the timer variable storage area of ​​RAM 408 described in step S302 in the first sub-control unit main processing shown in Figure 6 (a) and stored in the original timer variable storage area. Therefore, in step S302, the timer variable value is determined to be 10 or greater every 20 ms (2 ms x 10).

[0097] In step S502, commands are sent to the second sub-control unit 500 set in step S309, and the random number values ​​for performance are updated.

[0098] <Processing of the second sub-control unit> Next, the processing of the second sub-control unit 500 will be explained using Figure 7. Figure 7(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 7(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 7(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 7(d) is a flowchart of the image control processing of the second sub-control unit 500.

[0099] First, in step S3001 in Fig. 7(a), various initial settings are performed. When the power is turned on, an initialization process is first executed in step S601. In this initialization process, input / output port initial settings, initialization process of the storage area in the RAM 508, initialization process of the storage area in the VRAM 518, etc. are performed.

[0100] In step S602, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S603.

[0101] In step S603, 0 is substituted into the timer variable.

[0102] In step S604, command processing is performed. In the command processing, the CPU 504 of the second sub-control unit 500 distinguishes each command received from the CPU 404 of the first sub-control unit 400.

[0103] In step S605, a performance control process is performed. Specifically, if a new command is received in step S604, a process corresponding to this command is performed. For example, a process is executed to read performance data for performing image control related to the background image from ROM 506. In addition, a process is executed to read other performance data from ROM 506, and if the performance data needs to be updated, a process to update the performance data is performed.

[0104] In step S606, image control processing (described in detail later) is performed based on the processing result of step S605. For example, if there is an image control command in the performance data read in step S605, image control corresponding to this command is performed. For example, image control related to the display image (notification image, background image) is executed. When this image control processing is completed, the process returns to step S602.

[0105] Next, the command reception interrupt processing of the second sub-control unit 500 will be explained using Figure 7 (b). This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400.

[0106] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in a command memory area provided in the RAM 508 as an unprocessed command.

[0107] Next, using Figure 7 (c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes the timer interrupt processing at a predetermined period in response to this timer interrupt.

[0108] In step S801, 1 is added to the value of the timer variable storage area of ​​RAM 508 described in step S602 in the second sub-control unit main processing shown in Figure 7 (a) and stored in the original timer variable storage area. Therefore, in step S602, the timer variable value is determined to be 10 or greater every 20 ms (2 ms x 10).

[0109] In step S802, the random number values ​​for performance purposes are updated.

[0110] Next, the image control processing of step S4006 in the main processing of the second sub-control unit 500 will be described with reference to Fig. 7(d). This figure is a diagram showing a flowchart illustrating the flow of the image control processing.

[0111] In step S901, an instruction to transfer image data is given. Here, the CPU 504 first swaps the designation of the drawing area between the display area A and the display area B of the VRAM 536. As a result, one frame of image stored in the display area not designated as the drawing area is displayed on the performance image display device 157. Next, the CPU 504 sets the ROM coordinates (the transfer source address of the ROM 506), the VRAM coordinates (the transfer destination address of the VRAM 518), and the like in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.

[0112] In step S902, it is determined whether or not a transfer end interrupt signal has been input from the VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S903; if not, the process waits for the transfer end interrupt signal to be input.

[0113] In step S903, parameters are set based on the rendering scenario configuration table and attribute data, etc. Here, CPU 504 instructs VDP 516 on information about image data constituting the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (layout coordinates), transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S901. VDP 516 sets parameters according to the attributes based on the command stored in the attribute register.

[0114] In step S904, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.

[0115] In step S905, it is determined whether or not a generation end interrupt signal has been input from VDP 516 based on the end of image drawing. If a generation end interrupt signal has been input, proceed to step S906; if not, wait for the generation end interrupt signal to be input.

[0116] In step S906, a scene display counter, which is set in a predetermined area of ​​the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.

[0117] <Gameplay> Next, the gameplay of this embodiment will be described. Fig. 8(a) is a diagram showing the overall game flow, and is a transition diagram of the game state (also called the AT game state, hereinafter abbreviated as the game state) related to the presentation of the main control unit 300.

[0118] ·Advantageous section / non-advantageous section The game state is broadly divided into a non-advantageous zone and an advantageous zone. The non-advantageous zone is the initial state, and is a period during which the operation navigation cannot be executed. In the non-advantageous zone, a non-advantageous zone normal state exists. On the other hand, the advantageous zone is a period during which the operation navigation can be executed. Here, the operation navigation is a performance that notifies the stop operation content that helps the player win using the performance image display device 157 and the payout number display device 127, and is a performance that notifies the stop operation sequence and the stop operation timing (suggestion of the internal winning role). In the advantageous zone, there are an advantageous zone normal state, a challenge zone (hereinafter abbreviated as CZ), a normal AT state, a specialized zone, a pullback chance zone, and an ending state. In this embodiment, the non-advantageous zone normal state, the advantageous zone normal state, and the CZ are collectively referred to as the "normal state". In addition, the normal AT state, the specialized zone, the pullback chance zone, and the ending state are collectively referred to as the "AT state".

[0119] Regarding the state transition between the non-advantageous zone and the advantageous zone, when a predetermined condition is met in the non-advantageous zone normal state (for example, when it is not a miss based on the winning role of the winning role internal lottery process), the zone transitions to the advantageous zone normal state (see route R1 in FIG. 8(a)). On the other hand, when the AT state of the advantageous zone ends, the zone transitions to the non-advantageous zone normal state of the non-advantageous zone (see route R2 in FIG. 8(a)). However, even if the AT state ends, there may be cases where the zone does not transition to the non-advantageous zone (for example, when the AT state ends and the zone transitions to the advantageous zone normal state). Note that the AT state in this embodiment is a difference number management type AT state, and when the difference number in the AT state reaches a specified number, the AT state ends. Here, the difference number refers to the difference between the number of game media (for example, medals) paid out and the number of game media inserted.

[0120] Character accompaniment status In this embodiment, the game state can be classified from the viewpoint of which character accompanies the main character (Lord). Hereinafter, this game state is referred to as a character accompanying state. The character accompanying states include a "non-accompanying state" in which only the Lord appears in the performance, a "princess accompanying state" in which the Lord is accompanied by a princess and appears in the performance, a "grandfather accompanying state" in which the Lord is accompanied by a grandfather and appears in the performance, and a "grandfather & princess accompanying state" in which the Lord is accompanied by a princess and a grandfather and appears in the performance. The princess accompanying state, grandfather accompanying state, and grandfather & princess accompanying state are collectively referred to as "accompanying state". In this embodiment, the accompanying state is more advantageous to the player than the non-accompanying state. For example, the probability of transitioning from the current game state to a more favorable game state is set high (for example, there is a high probability of transitioning from the normal favorable zone state to the CZ state, from the CZ state to the AT state, or from the AT state to a specialized zone), the favorable game state is set to continue for a longer period of time (for example, the AT is added on and the conditions for ending the AT state are set more favorable), or special effects are executed (for example, a corresponding role winning announcement effect that is executed when the corresponding role of the accompanying character described below is won).

[0121] Fig. 9 shows characters displayed on the performance image display device 157 in each character accompanying state. In detail, Fig. 9(a) shows characters in a non-accompanied state, Fig. 9(b) shows characters in a princess-accompanied state, Fig. 9(c) shows characters in a grandfather-accompanied state, and Fig. 9(d) shows characters in a grandfather & princess-accompanied state.

[0122] In this embodiment, as shown in FIG. 8(b), the character accompaniment state exists in the advantageous zone normal state, the CZ, and the normal AT state. FIG. 8(b) is a diagram showing the correspondence between the game state and the character accompaniment state shown in FIG. 8(a). For example, in the advantageous zone normal state, there are a non-accompanying state, a princess accompanying state, an old man accompanying state, and an old man & princess accompanying state, and in the CZ, there are a princess accompanying state and an old man accompanying state, and in the normal AT state, there are a non-accompanying state, a princess accompanying state, an old man accompanying state, and an old man & princess accompanying state. However, the character accompaniment state may be set in a game state other than the advantageous zone normal state, the CZ, or the normal AT state. For example, the character accompaniment state may be set in the ending state. In this case, if the corresponding role of the accompaniment character described later is won in the ending state, a setting suggestion performance suggesting a setting value may be executed, or the probability of execution may be increased.

[0123] · Normal advantageous zone In the normal advantageous zone state, a CZ transition lottery process is executed for each game to determine whether or not to transition to the CZ state. If the CZ transition lottery is won, the game transitions from the normal advantageous zone state to the CZ (see route R3 in Figure 8(a)). In rare cases, when special conditions are met (for example, when a rare role is won), the game may transition directly from the normal advantageous zone state to the AT state without passing through the CZ state (see route R4 in Figure 8(a)).

[0124] Figure 10(a) is a table that diagrammatically shows the accompanying lottery processing in the normal state of the advantageous zone (more specifically, the accompanying lottery table used in the accompanying lottery processing), and Figure 10(b) is a table that diagrammatically shows the CZ transition lottery processing in the normal state of the advantageous zone (more specifically, the CZ entry lottery table used in the CZ transition lottery processing).

[0125] The accompanying lottery process is a lottery process for determining an accompanying character, and is executed every time a game is played. In this embodiment, as shown in FIG. 10(a), the accompanying lottery process is executed based on the winning combination of the winning combination internal lottery process. For example, when a watermelon is won, the old man is selected as the accompanying character with a selection rate of 25%, when a chance eye is won, the old man is selected as the accompanying character with a selection rate of 100%, when a weak cherry is won, the princess is selected as the accompanying character with a selection rate of 25%, and when a strong cherry is won, the princess is selected as the accompanying character with a selection rate of 100%.

[0126] In addition, the initial character accompaniment state in the normal advantageous zone state is a non-accompaniment state. In addition, once an accompaniment state (for example, princess accompaniment state, old man accompaniment state, old man & princess accompaniment state) is set, it is maintained for the guaranteed number of games (for example, 20 games in this embodiment), and it is determined whether the accompaniment state ends or continues based on the result of the accompaniment end lottery executed every time the guaranteed number of games has elapsed (specifically, in the princess accompaniment state, the princess accompaniment end lottery to end the princess accompaniment state, in the old man accompaniment state, the old man accompaniment end lottery to end the old man accompaniment state, in the old man & princess accompaniment state, the princess accompaniment end lottery to end the princess accompaniment state and the old man accompaniment end lottery to end the old man accompaniment state). For example, the accompaniment end lottery may be a lottery with a winning probability of 1 / 2 based on a bet operation or a start lever operation, or the accompaniment state may end when the winning role in the winning role internal lottery process is a replay. In addition, in a state where two characters are accompanying each other, that is, in the grandfather & princess accompanying state, a restriction is imposed so that the accompanying state does not end for two consecutive games. This is a measure to reduce disappointment of the player. For example, in the grandfather & princess accompanying state, if the grandfather accompanying state ends in the Nth game, a restriction is imposed so that the princess accompanying state does not end in the N+1th game. Hereinafter, this restriction is also referred to as an accompanying end restriction. Note that, in this embodiment, the accompanying end restriction is set to a restriction that the accompanying state does not end for two consecutive games, but is not limited to this. For example, if one accompanying end lottery is won, a restriction may be imposed so that another accompanying end lottery is not won for a predetermined number of games (for example, 5 games, etc.).

[0127] As shown in FIG. 10(a), in this embodiment, the accompanying characters are associated with winning roles. Specifically, the characters associated with watermelon and chance eyes are old men, and the characters associated with weak cherries and strong cherries are princesses. Hereinafter, the winning roles associated with the accompanying characters are referred to as "corresponding roles of the accompanying characters."

[0128] In this embodiment, as shown in FIG. 10(b), the CZ transition lottery process is executed based on the character accompanying state and the winning combination of the winning combination internal lottery process. For example, in the case of a non-accompanying state, the probability of winning the CZ when winning a watermelon or weak cherry is 0%, and the probability of winning the CZ when winning a chance eye or strong cherry is 2%. Also, for example, in the case of an old man accompanying state, the probability of winning the CZ when winning a watermelon is 25%, the probability of winning the CZ when winning a chance eye is 55%, and the probability of winning the CZ when winning a weak cherry or strong cherry is 0%.

[0129] As shown in FIG. 10(b), in this embodiment, the transition to the CZ is easier in the accompanying state than in the non-accompanying state. Also, even in the accompanying state, the transition to the CZ is easier in the accompanying state of two characters (grandfather & princess accompanying state) than in the accompanying state of one character (princess accompanying state, grandfather accompanying state). Also, in the internal lottery process for winning roles in the accompanying state, if the corresponding role of the accompanying character is won, the transition to the CZ is easier than if other roles are won.

[0130] In this embodiment, the probability of winning the grandfather's corresponding role (watermelon, chance eye) in the grandfather accompanying state and moving to the CZ is the same as the probability of winning the princess's corresponding role (weak cherry, strong cherry) in the princess accompanying state and moving to the CZ; however, they may not be the same, and winning the role of the accompanying character's corresponding role in one accompanying state may be treated as more favorable than winning the role of the accompanying character's corresponding role in another accompanying state.

[0131] - Advantageous zone: normal game progress Next, the game progress in the normal advantageous zone state will be explained using FIG.

[0132] FIG. 11(a) is a diagram showing a time chart and a presentation example showing the progress of the game in chronological order when a non-accompanied state is changed to an accompanied state and then to a non-accompanied state.

[0133] FIG. 11(a) shows a case where the accompanying lottery is won in the M+1th game (when the accompanying lottery based on the weak cherry winning is won. See FIG. 10(a)), so the princess accompanying state starts from the M+1th game, and the guaranteed number of games in the princess accompanying state ends in the M+21st game. Note that the princess accompanying state starts from the M+1th game, but the princess accompanying premonition effect is executed in the performance image display device 157 in the M+1th game (for example, the princess appears only halfway on the screen. See FIG. 11(a-1)). In this way, the character accompanying state and the state of the performance on the performance image display device 157 do not necessarily match. Note that even if the princess accompanying premonition effect is executed in the performance image display device 157, the character accompanying state is the princess accompanying state, so the CZ transition lottery is executed based on the princess accompanying state (see FIG. 10(b)). However, when the premonition effect is executed, the CZ transition lottery may be executed based on the non-accompanying state.

[0134] 11(a) shows a case where the guaranteed number of games for the princess accompany state ended in the M+21st game, so the accompaniment end lottery (princess accompaniment end lottery) started in the M+22nd game, and the accompaniment end lottery (princess accompaniment end lottery) was won in the M+23rd game, so the non-accompaniment state started in the M+23rd game. Note that since the accompaniment end lottery (princess accompaniment end lottery) was not won in the M+22nd game, an image of the princess accompany state was displayed on the effect image display device 157 (see FIG. 11(a-2)), and since the accompaniment end lottery (princess accompaniment end lottery) was won in the M+23rd game, a blackout image was displayed on the effect image display device 157 after the accompaniment end lottery (see FIG. 11(a-3)), and then an image of the non-accompaniment state was displayed (see FIG. 11(a-4)).

[0135] In this embodiment, when the accompanying state ends, the accompanying character is erased via a blackout or whiteout ending image, and then an image of the non-accompanying state is displayed. This allows the player to clearly recognize that the character accompanying state has changed. Note that the transition from an accompanying state image to a non-accompanying state image is not limited to this method, and for example, the transition may be made after the screen of the performance image display device 157 is temporarily blocked using a sliding door or shutter, or when the accompanying state ends, the stage may be changed to clearly notify that the character accompanying state has changed.

[0136] FIG. 11(b) is a time chart showing the progress of the game in a chronological order when two characters transition from an accompanying state to a non-accompanying state.

[0137] Figure 11(b) shows a case where, after the Nth game in the Princess Accompanying state (with 20 games remaining), the player wins the Accompanying lottery in the N+1th game (when the Accompanying lottery is won based on a watermelon win; see Figure 10(a)), so the Grandfather & Princess Accompanying state begins from the N+1th game, the guaranteed number of games for the Princess Accompanying state ends in the N+21st game, and the guaranteed number of games for the Grandfather Accompanying state ends in the N+22nd game.

[0138] Also, Figure 11 (b) shows a case where the guaranteed number of games for the Princess Accompanying state has ended in the N+21st game, so the lottery for ending the Accompanying state (lottery for ending the Princess Accompanying state) starts from the N+22nd game, and the lottery for ending the Accompanying state (lottery for ending the Princess Accompanying state) is won in the N+22nd game, so the Grandfather Accompanying state occurs in the N+22nd game.

[0139] Also, FIG. 11(b) shows a case where the guaranteed number of games in the grandfather accompaniment state ended in the N+22nd game, so that the accompaniment end lottery (grandfather accompaniment end lottery) is started from the N+23rd game, and the accompaniment end lottery (grandfather accompaniment end lottery) is won in the N+23rd game, but the grandfather accompaniment state is maintained due to the above-mentioned accompaniment end regulation. However, since the accompaniment end lottery (grandfather accompaniment end lottery) is won in the next game, the N+24th game, the grandfather accompaniment state ends, and the N+24th game shows a case where a non-accompaniment state begins. In this way, in this embodiment, the accompaniment state is restricted from ending over two consecutive games, so that it is possible to prevent the player from being extremely disappointed.

[0140] - Normal advantageous zone effect Next, the presentation of the advantageous zone in the normal state will be described with reference to Figures 12 and 13. Figures 12 and 13 show a presentation example in a predetermined game in the advantageous zone in the normal state.

[0141] Fig. 12(a) is an example of an image displayed on the effect image display device 157 when a weak cherry is won and a weak cherry is won in the internal lottery process for winning roles in a game in a non-accompanying state (see the characters in Fig. 12(a-1)). According to the effect example shown in Fig. 12(a), a weak cherry / watermelon winning suggestion effect is executed based on the start operation, suggesting that either a weak cherry or a watermelon will be won (see image d1 in Fig. 12(a-2)), and after the third stop operation, a weak cherry winning notification effect is executed to notify the winner of a weak cherry based on the winning of a weak cherry (see image d2 in Fig. 12(a-3)).

[0142] FIG. 12(b) is an example of an image displayed on the effect image display device 157 when a weak cherry is won in the winning role internal lottery process of the game in the princess accompanying state (see the character in FIG. 12(b-1)) and a weak cherry is won. According to the effect example shown in FIG. 12(b), a weak cherry / watermelon winning suggestion effect suggesting the winning of either a weak cherry or a watermelon is executed based on the start operation (see image d1 in FIG. 12(b-2)), and after the third stop operation, a weak cherry winning notification effect is executed to notify the winning of a weak cherry based on the weak cherry winning (see image d2 in FIG. 12(b-3)), and a weak cherry winning notification effect exclusive to the princess accompanying state is executed (see image d3 in FIG. 12(b-3). For example, the princess has a smiling expression, unlike the stopped state, in image d3). In this way, when the corresponding role of the accompanying character is won in the accompanying state, a corresponding role winning notification effect is executed suggesting the winning of the corresponding role (weak cherry) of the accompanying character (princess). In addition, since in the Princess Accompanying state, the Strong Cherry is also the corresponding role of the accompanying character, if a Strong Cherry is won in the internal winning role lottery process in the Princess Accompanying state game and a Strong Cherry wins, image d3 is displayed and a corresponding role winning notification performance (see image d3 in Figure 12 (b-3)) is executed, suggesting that the corresponding role of the accompanying character (Strong Cherry) has been won.

[0143] As a result, for players who do not know that it is advantageous to win a weak cherry or a strong cherry in the princess accompaniment state, that is, players who do not know that it is advantageous to win the role corresponding to the accompanying character, the corresponding role winning notification performance is executed, making them realize that a special performance has been executed and that it is advantageous to win the role corresponding to the accompanying character. Also, for players who know that it is advantageous to win a weak cherry or a strong cherry in the princess accompaniment state, that is, players who know that it is advantageous to win the role corresponding to the accompanying character, the corresponding role winning notification performance is executed, emphasizing that they have won the role corresponding to the accompanying character, and stimulating the player's desire to play.

[0144] FIG. 12(c) is an example of an image displayed on the effect image display device 157 when a watermelon is won in the winning role internal lottery process in a game in the princess accompaniment state (see the characters in FIG. 12(c-1)) and a watermelon wins. According to the effect example shown in FIG. 12(c), a weak cherry / watermelon winning suggestion effect is executed based on a start operation, which suggests that either a weak cherry or a watermelon will be won (see image d1 in FIG. 12(c-2)), and after a third stop operation, a watermelon winning notification effect is executed to notify the winning of a watermelon based on the watermelon winning (see image d4 in FIG. 12(c-3)). In the princess accompaniment state, since the watermelon is not a corresponding role of the accompanying character, unlike FIG. 12(b), a corresponding role winning notification effect is not executed.

[0145] Fig. 13(a) is an example of an image displayed on the effect image display device 157 when a watermelon is won in the internal lottery process for winning a prize in a game in the old man accompanying state (see the characters in Fig. 13(a-1)) and a watermelon is won. According to the effect example shown in Fig. 13(a), a weak cherry / watermelon winning suggestion effect suggesting a win of either a weak cherry or a watermelon is executed based on a start operation (see image d1 in Fig. 13(a-2)), and after a third stop operation, a watermelon winning notification effect is executed to notify a watermelon win based on the watermelon winning (see image d4 in Fig. 13(a-3)), and a watermelon winning notification effect exclusive to the old man accompanying state is executed (see image d5 in Fig. 13(a-3). For example, image d5 shows the old man smiling, unlike in the stopped state). In this way, when the accompanying character's corresponding role is won in the accompanying state, a corresponding role winning notification display (see image d5 in Figure 13 (a-3)) is executed, suggesting that the accompanying character's corresponding role (watermelon) has been won. Note that in the old man accompanying state, since the chance eye is also the accompanying character's corresponding role, if the chance eye is won in the internal lottery process for winning roles in play in the old man accompanying state and the chance eye is won, image d5 is also displayed, and a corresponding role winning notification display is executed, suggesting that the accompanying character's corresponding role (chance eye) has been won.

[0146] As a result, for players who do not know that winning the watermelon or chance eye in the old man accompanying state, that is, players who do not know that winning the corresponding role of the accompanying character is advantageous, the corresponding role winning notification performance is executed, making them realize that a special performance has been executed and that winning the corresponding role of the accompanying character is advantageous. Also, for players who know that winning the watermelon or chance eye in the old man accompanying state, that is, players who know that winning the corresponding role of the accompanying character is advantageous, the corresponding role winning notification performance is executed, emphasizing that they have won the corresponding role of the accompanying character, and stimulating the player's desire to play.

[0147] FIG. 13(b) is an example of an image displayed on the effect image display device 157 when a weak cherry is won and a weak cherry is won in the winning role internal lottery process of the game in the grandfather & princess accompanying state (see the characters in FIG. 13(b-1)). According to the effect example shown in FIG. 13(b), a weak cherry / watermelon winning suggestion effect is executed based on the start operation, which suggests the winning of either a weak cherry or a watermelon (see image d1 in FIG. 13(b-2)), and a weak cherry winning notification effect is executed based on the third stop operation and the weak cherry winning (see image d2 in FIG. 13(b-3)), and a weak cherry winning notification effect exclusive to the grandfather & princess accompanying state is executed (see images d3 and d5 in FIG. 12(b-3). For example, unlike the grandfather and princess stopped state, image d3 in which the princess has a smiling expression and image d5 in which the grandfather has a smiling expression). In this way, when the accompanying character's corresponding role is won in the accompanying state, a corresponding role winning notification display (see images d3 and d5 in Figure 12 (b-3)) is executed, suggesting that the accompanying character's (princess) corresponding role (weak cherry) has been won. Note that in the Grandfather & Princess accompanying state, strong cherries, chance eyes, and watermelons are also corresponding roles of the accompanying characters, so even if a strong cherry, chance eye, or watermelon is won in the internal winning role lottery process for play in the Grandfather & Princess accompanying state, and a cherry, chance eye, or watermelon is won, images d3 and d5 are displayed, and a corresponding role winning notification display is executed, suggesting that the accompanying character's corresponding role (strong cherry, chance eye, watermelon) has been won.

[0148] Fig. 13(c) is an example of an image displayed on the effect image display device 157 when a watermelon is won in the winning role internal lottery process of the game in the Grandfather & Princess accompanying state (see the characters in Fig. 13(c-1)) and a watermelon is won. According to the effect example shown in Fig. 13(c), a weak cherry / watermelon winning suggestion effect suggesting the winning of either a weak cherry or a watermelon is executed based on the start operation (see image d1 in Fig. 13(c-2)), and a watermelon winning notification effect notifying the winning of a watermelon is executed based on the winning of a watermelon after the third stop operation (see image d4 in Fig. 13(c-3)), and a watermelon winning notification effect exclusive to the Grandfather & Princess accompanying state is executed (see images d3 and d5 in Fig. 12(c-3). For example, unlike the Grandfather and Princess stopped state, image d3 shows the Princess smiling and image d5 shows the Grandfather laughing). In this manner, when the accompanying character's corresponding role is won in the accompanying state, a corresponding role winning notification performance (see images d3 and d5 in Figure 12 (c-3)) is executed, which indicates that the accompanying character's (old man) corresponding role (watermelon) has been won.

[0149] In this way, for players who do not know that it is advantageous to win watermelon, chance eye, weak cherry or strong cherry in the old man & princess accompanying state, that is, players who do not know that it is advantageous to win the corresponding role of the accompanying character, the corresponding role winning notification performance is executed, so that the players can recognize that a special performance has been executed and that it is advantageous to win the corresponding role of the accompanying character. Also, for players who know that it is advantageous to win watermelon, chance eye, weak cherry or strong cherry in the old man & princess accompanying state, that is, players who know that it is advantageous to win the corresponding role of the accompanying character, the corresponding role winning notification performance is executed, so that the players' motivation to play can be stimulated by emphasizing that they have won the corresponding role of the accompanying character. In particular, since the state in which two characters are accompanied is more advantageous than the state in which one character is accompanied (see FIG. 10(b)), when the corresponding role winning notification performance by two accompanying characters is executed, the interest of the players can be further increased. In the Grandfather & Princess accompaniment state, image d3 displayed in the corresponding role notification performance in the Princess accompaniment state and image d5 displayed in the corresponding role notification performance in the Princess accompaniment state are displayed as the corresponding role winning notification performance. However, it is also possible to display an image that is only displayed in the Grandfather & Princess accompaniment state, without being limited to images d3 and d5.

[0150] ·CZ CZ is a game state in which the player aims to acquire points during a predetermined period (for example, 20 games in this embodiment). After the end of the predetermined period, CZ executes an AT lottery process that determines whether or not to transition to the normal AT state based on the total value of points acquired during the predetermined period. If the AT lottery process is won in CZ, the player transitions to the AT normal state (see route R5 in FIG. 8(a)), and if the AT lottery process is not won, the player transitions to the advantageous zone normal state (see route R3 in FIG. 8(a)). FIG. 14(c) is a table that shows the AT lottery process (more specifically, the point-specific AT lottery table used in the AT lottery process).

[0151] As shown in Fig. 14(c), in this embodiment, when the total value of points acquired during the 20 game period is 500 points or 0 to 50 points, there is a 100% probability, that is, the transition to the AT state is guaranteed. In addition, when the total value of points acquired toward 500 points is 51 points or more, the probability of transitioning to the AT state is higher.

[0152] The character accompaniment state of the CZ is determined by executing an accompaniment lottery process when transitioning from the normal advantageous zone state. The determined accompaniment character remains the same for a period of 20 games. In more detail, the accompaniment lottery process determines either the princess or the old man, so the CZ starts with the princess accompaniment state or the old man accompaniment state set (see Figure 8 (b)). In other words, a non-accompaniment state or an old man & princess accompaniment state is never set in the CZ.

[0153] The mechanism by which points are awarded in the CZ in the accompanying state set in this way will be described with reference to Figures 14(a), 14(b), and 16. Note that Figure 16 shows an example of the presentation in a given game of the CZ.

[0154] In the CZ, the character corresponding to each reel is determined by the character arrangement lottery process at the time of betting operation for each game. FIG. 14(a) is a table that shows the character arrangement lottery process (more specifically, the character arrangement pattern lottery table used in the character arrangement lottery process). In this embodiment, as shown in FIG. 14(a), pattern 1 is selected with a probability of 80%, and pattern 2 is selected with a probability of 20%. When pattern 1 is selected, a non-accompanying character is associated with the left reel 110, a lord is associated with the center reel 111, and an accompanying character is associated with the right reel 112. On the other hand, when pattern 2 is selected, a ninja is associated with the left reel 110, a lord is associated with the center reel 111, and an accompanying character is associated with the right reel 112. That is, in either case, the accompanying character set in the character arrangement lottery process is associated with the right reel 112. For example, the game shown in Fig. 16(a) shows a case where pattern 1 is selected in the princess accompaniment state and the princess is associated with the right reel 112 (see Fig. 16(a-1)). The games shown in Fig. 16(b) and Fig. 16(c) also show a case where pattern 1 is selected in the princess accompaniment state and the princess is associated with the right reel 112 (see Fig. 16(b-1) and Fig. 16(c-1)).

[0155] When playing the CZ after such character arrangement, if the push order bell is internally won and the content of the first stop operation matches the content notified by the operation navigation, the player can earn a number of points based on the character associated with the first stop reel of that game.

[0156] Here, first, the push order bell of this embodiment will be described using FIG. 15. FIG. 15 is a table showing the lottery probability of the push order bell of this embodiment, the payout number in the case of a correct operation, and the display mode and payout number for each operation content. The push order bell is composed of overlapping roles, and when the role is internally won in the winning role internal lottery process, the winning role differs depending on the content of the stop operation (for example, the order of the stop operation), and the payout number is also configured to differ. The maximum payout number is given when the stop operation is performed in the correct stop operation order. Note that (1) the left, center, and right stop operation is an LCR operation, (2) the left, right, and center stop operation is an LRC operation, (3) the center, left, and right stop operation is a CLR operation, (4) the center, right, and left stop operation is a CRL operation, (5) the right, left, and center stop operation is an RLC operation, and (6) the right, center, and left stop operation is an RCL operation.

[0157] The push order bell of this embodiment is divided into six types: (1) push order bell_LCR where the LCR operation is the correct operation, (2) push order bell_LRC where the LRC operation is the correct operation, (3) push order bell_CLR where the CLR operation is the correct operation, (4) push order bell_CRL where the CRL operation is the correct operation, (5) push order bell_RLC where the RLC operation is the correct operation, and (6) push order bell_RCL where the RCL operation is the correct operation. For example, when the push order bell_LCR is internally won and the LCR operation is performed, if the LCR operation, which is the correct stop operation, is performed, six medals are paid out, when the push order bell_CRL is internally won and the CRL operation, which is the correct stop operation, is performed, 13 medals are paid out, and when the push order bell_RCL is internally won and the RCL operation, which is the correct stop operation, is performed, 13 medals are paid out.

[0158] In addition, in the CZ, when the push order bell is internally won, the operation navigation is executed. Therefore, in a game in which the push order bell of the CZ is internally won, if the correct stop operation is performed according to the notification content of the operation navigation, the maximum payout number that can be given in the game can be obtained and the number of points of the character associated with the first stop reel can be obtained. Here, the number of points based on the character associated with the first stop reel (hereinafter also referred to as the selected character) is determined by the selected character point lottery process. FIG. 14(b) is a table that shows the selected character point lottery process (more specifically, the point lottery table for each selected character used in the selected character point lottery process). In this embodiment, as shown in FIG. 14(b), when the selected character is a non-accompanying character, the number of points 25 is given with an 80% selection probability, and the number of points 55 is given with a 20% selection probability. Additionally, if the selected character is a companion character, there is a 10% chance of being selected to receive 25 points, a 45% chance of being selected to receive 55 points, a 35% chance of being selected to receive 100 points, and a 10% chance of being selected to receive 200 points.

[0159] As shown in FIG. 14(b), in this embodiment, the expected points are set to be larger when the selected character is a Tono or Ninja (expected points are 61.25 for both) than when the selected character is a non-accompanying character (expected points are 31), and the expected points are set to be larger when the selected character is an accompanying character (expected points are 82.25) than when the selected character is a Tono or Ninja. In this way, in this embodiment, it is easier to earn high points when the selected character is an accompanying character. In other words, it is set so that the expected points are larger when the push order bell_RCL or push order bell_RCL, which is the push order bell with the first stop operation right as the correct answer, is won and the first stop reel is set to the right.

[0160] ·CZ production Fig. 16(a) shows an example of the presentation when the push order bell_CRL is internally selected in the princess accompaniment state (more precisely, the princess accompaniment state in which pattern 1 is selected in the character arrangement lottery process, and the grandfather corresponds to the left reel 110, the prince to the middle reel 111, and the princess to the right reel 112), and the player performs a stop operation in accordance with the notification content of the operation navigation, and shows the presentation when 55 points are selected by the selected character point lottery process. In other words, it shows the presentation when the selected character is the prince and 55 points, which has a selection rate of 55%, are selected in the selected character point lottery process shown in Fig. 14(b).

[0161] In this case, characters are displayed on each reel based on the bet operation (MAXBET operation), and an operation navigation image is displayed based on the start operation (start lever operation) (for example, as shown in Figure 16 (a-2), the numbers 312 are displayed in accordance with the position of the corresponding reel based on the correct stopping operation sequence. Note that the number for the first stopping operation is displayed larger than the numbers for the other stopping operations), and after the first stopping operation, the number of points earned is displayed along with the selected character (for example, the word 55Pt is displayed along with an image of the boss), and after the third stopping operation, the total number of points earned in the CZ is displayed (for example, 55Pt is displayed in the upper right corner of the screen).

[0162] Figure 16(b) shows an example of the presentation when the push order bell_RCL is internally selected in the princess accompanying state (more precisely, the princess accompanying state in which pattern 1 is selected in the character arrangement lottery process, and the grandfather corresponds to the left reel 110, the lord to the middle reel 111, and the princess to the right reel 112), and the player performs a stop operation in accordance with the notification content of the operation navigation, and shows the presentation when 200 points are selected by the selected character point lottery process. In other words, it shows the presentation when the selected character is the princess (accompanying character) and the number of points, 200, with a selection rate of 10% is selected in the selected character point lottery process shown in Figure 14(b).

[0163] In this case, based on the bet operation (MAXBET operation), characters are displayed on each reel, and based on the start operation (start lever operation), an operation navigation image is displayed (for example, as shown in Figure 16 (b-2), the numbers 321 are displayed in accordance with the position of the corresponding reel based on the correct stop operation. Note that the numbers for the first stop operation are displayed larger than the numbers for the other stop operations), and after the first stop operation, the number of points earned is displayed along with the selected character (for example, the image of the princess is displayed along with text such as "Get 200Pt"), and after the third stop operation, the total number of points earned in the CZ is displayed (for example, 200Pt is displayed in the upper right corner of the screen).

[0164] Figure 16(c) shows an example of the presentation when the push order bell_LCR is internally selected in the princess accompaniment state (more precisely, the princess accompaniment state in which pattern 1 is selected in the character arrangement lottery process, and the old man corresponds to the left reel 110, the prince to the middle reel 111, and the princess to the right reel 112), and the player performs a stop operation in accordance with the notification content of the operation navigation, and shows the presentation when 25 points are selected by the selected character point lottery process. In other words, it shows the presentation when the selected character is the old man (non-accompanying character) and the number of points, 25, with a selection rate of 80%, is selected in the selected character point lottery process shown in Figure 14(b).

[0165] In this case, characters are displayed on each reel based on the bet operation (MAXBET operation), and an operation navigation image is displayed based on the start operation (start lever operation) (for example, as shown in Figure 16 (b-2), the numbers 123 are displayed in accordance with the position of the corresponding reel according to the correct stopping operation. Note that the number for the first stopping operation is displayed larger than the numbers for the other stopping operations), and after the first stopping operation, the number of points earned is displayed along with the selected character (for example, an image of an old man and text such as "You got 25 points" are displayed), and after the third stopping operation, the total number of points earned in the CZ is displayed (for example, 250 points or the like is displayed in the upper right corner of the screen).

[0166] In Figure 16, we have explained a game in which the push order bell in the CZ is internally won, but even in a game in which the push order bell in the CZ is not internally won, the character arrangement lottery process is executed and the characters corresponding to each reel are displayed in an array, but since the selected character point lottery process is not executed, no points are awarded.

[0167] In the above description, the CZ is a fixed period (for example, 20 games in this embodiment), but is not limited to this. For example, if a rare role is won in the winning role internal lottery process, the CZ play period may be extended or the number of games may not be counted.

[0168] Normal AT state The normal AT state is initially set to end when the difference in number of sheets in the AT state reaches the initial ending difference in number of sheets (for example, in this embodiment, 300 sheets for one set). In the normal AT state, a number-addition lottery process that adds a number to the initial ending difference in number of sheets, and a specialized zone lottery process that determines whether to move to a specialized zone are executed for each game. If the number-addition lottery is won, the number determined in the number-addition lottery is added to the initial ending difference in number of sheets. This added difference in number is called the ending difference in number of sheets added. In the normal AT state, when the difference in number reaches the initial ending difference in number or the ending difference in number of sheets added, the normal AT state ends. When the normal AT state ends, the state transitions to a pullback chance zone (see route R6 in FIG. 8(a)). Also, if the specialized zone lottery process is won during the normal AT state, the state transitions to a specialized zone (see route R7 in FIG. 8(a)). The specialized zone is a game state that is advantageous for players who can easily add to the number of coins, and the number of coins added in the specialized zone is added to the ending difference in the number of coins added. Also, when the difference in the number of coins during the normal AT state exceeds a predetermined threshold (for example, 2000 in this embodiment), the state transitions to an ending state (see route R8 in FIG. 8(a)).

[0169] Figure 17(a) is a table that shows a schematic diagram of the accompanying lottery process in the normal AT state (more specifically, the accompanying lottery table used in the accompanying lottery process), which is a lottery process that determines accompanying characters. The contents of the accompanying lottery table shown in Figure 17(a) are the same as the contents of the accompanying lottery table in the normal advantageous zone state, so a description will be omitted. In other words, in this embodiment, accompanying characters are associated with winning roles even in the normal AT state. Note that the initial character accompanying state in the normal AT state is a non-accompanying state.

[0170] FIG. 17(b) is a table showing a schematic diagram of the number-addition lottery process and the specialized zone lottery process (more specifically, the number-addition selection table used in the number-addition lottery process, and the specialized zone lottery table used in the specialized zone lottery process). The number-addition lottery process and the specialized zone lottery process are executed based on the character accompanying state and the winning role in the winning role internal lottery process, respectively. For example, in the number-addition lottery process, in the case of a non-accompanying state, when a watermelon or weak cherry is internally won, the number is added with a 1% probability of winning, and when a chance eye or strong cherry is internally won, the number is added with a 10% probability of winning. Also, for example, in the number-adding lottery process, when the old man is accompanied, if a watermelon is internally selected, the number is added with a 20% probability of winning, if a chance eye is internally selected, the number is added with a 40% probability of winning, if a weak cherry is internally selected, the number is added with a 1% probability of winning, and if a strong cherry is internally selected, the number is added with a 10% probability of winning. The number of added coins awarded in the number-adding lottery process is a predetermined number (for example, 20 coins, 50 coins, etc.).

[0171] Also, for example, in the specialized zone lottery process, in the case of non-accompanying state, when a watermelon or weak cherry is internally won, the zone moves to the specialized zone with a winning probability of 0.5%, and when a chance eye or strong cherry is internally won, the zone moves to the specialized zone with a winning probability of 1%. Also, for example, in the specialized zone lottery process, in the case of princess accompanying state, when a watermelon is internally won, the zone moves to the specialized zone with a winning probability of 0.5%, when a chance eye is internally won, the zone moves to the specialized zone with a winning probability of 1%, when a weak cherry is internally won, the zone moves to the specialized zone with a winning probability of 5%, and when a strong cherry is internally won, the zone moves to the specialized zone with a winning probability of 10%.

[0172] As shown in FIG. 17(b), in this embodiment, the probability of the number of coins being added is higher in the accompanying state than in the non-accompanying state, and the transition to the specialized zone is easier. Also, in the internal lottery process for winning roles in the accompanying state, when the corresponding role of the accompanying character is won, the probability of the number of coins being added is higher than when other roles are won, and the transition to the specialized zone is easier. Even in the accompanying state, the probability of the number of coins being added is higher in the accompanying state of two characters than in the accompanying state of one character, and the transition to the specialized zone is easier.

[0173] In this embodiment, the probability of winning the grandfather's corresponding role (watermelon, chance eye) in the grandfather accompanying state and winning the number-addition lottery process or the specialized zone lottery process is the same as the probability of winning the princess's corresponding role (weak cherry, strong cherry) in the princess accompanying state and winning the number-addition lottery process or the specialized zone lottery process; however, they may not be the same, and winning the role of the accompanying character's corresponding role in one accompanying state may be treated as more favorable than winning the role of the accompanying character's corresponding role in another accompanying state.

[0174] ·Return Chance Zone The pull-back chance zone is a game state that has a predetermined period (for example, 30 games in this embodiment) and may return to the normal AT state. In the pull-back chance zone, an AT pull-back lottery process is executed to determine whether to return to the normal AT state. If the AT pull-back lottery process is won in the predetermined period, the game state transitions to the normal AT state (see route R6 in FIG. 8(a)). On the other hand, if the AT pull-back lottery is not won in the predetermined period, the game state transitions to the non-advantageous zone normal state (see route R2 in FIG. 8(a)). The AT pull-back lottery may be determined based on, for example, the winning role in the winning role internal lottery process. The pull-back chance zone is a game state in which the operation navigation is executed less frequently than in the normal AT state.

[0175] Ending state When the difference in the number of coins in the AT state reaches or exceeds a first threshold (for example, 2000 coins in this embodiment), the normal AT state transitions to an ending state (see route R8 in FIG. 8(a)). The ending state is a game state in which no additional coins are added. Also, when the difference in the number of coins in the AT state reaches a second threshold (for example, 2400 coins in this embodiment) in the ending state, the ending state ends and the game transitions to the normal non-advantageous zone state (see route R2 in FIG. 8(a)).

[0176] Specialized Zone The specialized zone is composed of a predetermined game period (for example, in the case of this embodiment, 5 games), and is a game state in which it is easy to add the number of coins. When the number of coins is added in the specialized zone, the number of coins added is added to the ending difference number of coins of the addition. When the number of games in the specialized zone is all consumed, the state transitions to the normal AT state (see route R7 in FIG. 8(a)). In the specialized zone, when the push order bell is internally won and the internally won push order bell is won, the number of coins that indicates the operation order (more specifically, a three-digit number notified by the operation navigation. For example, in the case of push order bell_LCR, it is 123) becomes the number of coins that are added. In addition, in a game in which the push order bell is internally won in the specialized zone, a freeze is generated before the operation navigation is generated to increase the player's sense of expectation. The freeze is a standby state for delaying the timing of accepting the next operation, and during the freeze period, the reels 11 to 112 do not start spinning even if the start lever 135 is operated, and the stop buttons 137 to 139 are not accepted, and no operation by the player is accepted. The effect during the freeze period is referred to as the freeze effect. The freeze time in this embodiment has a plurality of time patterns, and the number of added coins tends to increase as the freeze time becomes longer.

[0177] · Specialized zone production The effects of the specialized zone will be described below with reference to Figures 18 to 20. In Figures 18 to 20, the upper part is a time chart showing the progress of a predetermined game in the specialized zone, and the lower part is a diagram showing the state of the reels 110 to 112 at each point in time of the time chart in the upper part and the effects displayed on the effect image display device 157.

[0178] FIG. 18 shows a game in which the push order bell_LCR is won in the special zone, the LCR operation is performed, the upper bell is won, and 123 additional coins are won. FIG. 18 shows a case in which the reels 110-112 start based on the start lever operation (start operation), and a freeze occurs, and the freeze ends after a predetermined time t1 has passed. In FIG. 18, time a-1 is the time of the start operation, time a-2 is the time during the freeze after the start operation, time a-3 is the time when the operation navigation is started, time a-4 is the time when the freeze ends, the start time when the operation of the stop buttons 137-139 can be accepted, time a-5 is the start time when the operation of the cross button 191 can be accepted, time a-6 is the time of the first stop operation, time a-7 is the time of the second stop operation, time a-8 is the time of the third stop operation, and time a-9 is the time when all the reels 110-112 are stopped after the third stop operation.

[0179] In the game shown in FIG. 18, first, the reels 110-112 start to rotate based on the start operation (see time a-1 in the upper and lower rows), and the effect image display device 157 displays an image of the master looking disappointed (see time a-1 in the lower row). In other words, although the game is actually frozen, the reels 110-112 start to rotate and the effect image display device 157 displays an image of the master looking disappointed, which can mislead the player into thinking that the game is not frozen. Next, at time a-2 during the freeze, the reels 110-112 are rotating, but the stop buttons 137-139, the effect button 191, and the cross button 192 are all in a state in which they cannot accept any operation (see time a-2 in the upper row). Therefore, during the freeze, setting operations such as volume setting and light intensity setting are also not possible. Moreover, the performance image display device 157 displays an image indicating that the game is frozen and that button operations are not possible (see time point a-2 in the lower row).

[0180] Next, at time a-3, the operation navigation starts while the game is frozen (see time a-3 in the upper row), and the image of the operation navigation is displayed on the performance image display device 157 (see time a-3 in the lower row). In the game shown in FIG. 18, the push order bell_LCR is won, so specifically, the numbers 123, which indicate the LCR operation, which is the correct stop operation, are displayed on the performance image display device 157.

[0181] Next, at time a-4 when the freeze ends, it becomes possible to perform a stop operation on the stop buttons 137 to 139 (see time a-4 in the upper row), and when a first stop operation is performed on the stop button 137 (see time a-6 in the upper row), the left reel 110 stops, and an image of the operation navigation after the first stop operation is displayed on the performance image display device 157 (see time a-6 in the upper and lower rows).

[0182] Next, the second stop operation is performed on the stop button 138 (see time a-7 in the upper row), and the third stop operation is performed on the stop button 139 (see time a-8 in the upper row), and then at time a-9, all the reels 110 to 112 are stopped (see time a-9 in the upper and lower rows), and the effect image display device 157 displays an effect image showing the number of added coins (see time a-9 in the lower row). In the game shown in FIG. 18, specifically, 123 coins are added based on the number 123 notified by the operation navigation.

[0183] As described above, according to the game shown in FIG. 18, immediately after the start operation, the player mistakenly believes that the freeze has not occurred, and then, by operating the operation means such as the stop button 138 (because the operation is not accepted), the player realizes that the freeze is occurring. In this way, it is possible to give the player a surprise and to increase the expectation that the addition will be made. In addition, since the operation navigation is executed after the freeze and the number of added coins is notified after the stop operation, the player can know the number of added coins before the stop operation. In addition, since the operation navigation is displayed before the stop button 138 ends its unacceptable state, it is possible to prevent the player from operating the stop button 138 incorrectly.

[0184] Fig. 19 shows a game in which the push order bell_RLC is won in the specialized zone, the RLC operation is performed, the lower bell is won, and an additional number of 231 coins is won. Fig. 19 shows a case in which a freeze occurs based on the start lever operation (start operation), the start of rotation of the reels 110 to 112 is waiting, and the freeze ends after a predetermined time t2 (>predetermined time t1) has passed and the reels 110 to 112 start rotating. In FIG. 19, time b-1 is the time of the start operation, time b-2 is the time during the freeze after the start operation and is the start time when operations can be accepted for the effect button 192, time b-3 is the start time after time b-2 when operations can no longer be accepted for the effect button 192, time b-4 is the time when the freeze ends, the time when the reels 110 to 112 start to spin, the start time when operations can be accepted for the cross button 191 and the effect button 192, time b-5 is the start time when operations can be accepted for the stop buttons 137 to 139 and is the time when the operation navigation starts, time b-6 is the time of the first stop operation, time b-7 is the time of the second stop operation, time b-8 is the time of the third stop operation, and time b-9 is the time when all the reels 110 to 112 are stopped after the third stop operation.

[0185] In the game shown in FIG. 19, first, a freeze occurs based on a start operation, the reels 110-112 go into a waiting state (see time b-1 in the upper and lower rows), and the first button operation prompting effect is executed, and the effect image display device 157 displays an initial image d21 of the first button operation prompting effect (see time b-1 in the lower row). The first button operation prompting effect is an effect that prompts the operation of the effect button 192 (for example, the effect image display device 157 displays a message such as "Load the meter by repeatedly pressing the button!!" together with an image of a meter), and is an effect that ends with the passage of time. At time b-1, it is not possible to accept an operation on the effect button 192 (see time b-1 in the upper row).

[0186] Next, at time b-2, it becomes possible to accept an operation on the effect button 192 (see time b-2 in the upper row), and when an operation is performed on the effect button 192, image d22 of the first button operation prompt effect is displayed on the effect image display device 157 (see time b-2 in the lower row). Image d22 is configured to include an image showing an operation prompt (for example, an image encouraging a button operation together with a message such as "Press the button repeatedly to fill up the meter!!"), an image showing an operation response (for example, an image in which the value of the meter rises in response to the operation of the effect button 192), and an image showing the operation valid period of the effect button 192 (for example, an image of a gauge showing the time during which an operation on the effect button 192 is valid).

[0187] Here, since the first button operation prompting effect is an effect that ends based on the passage of a predetermined time, there is a problem that it is easy for a player to miss it compared to an effect that does not end based on the passage of a predetermined time. However, in this embodiment, since the first button operation prompting effect is executed during a freeze, the player does not miss the first button operation prompting effect, and the player can concentrate on the first button operation prompting effect, and a sense of exclusivity can be given, making the game more exciting.

[0188] In other words, while the first button operation promotion effect that was started in the frozen state is being executed, button operations other than the effect button 192 (for example, operations on the stop buttons 137 to 139, operations on the cross button 191, operations on the start lever 135, operations on the bet buttons 130 to 132, operations on the settlement button 134, etc.) are disabled, so that the player can concentrate on the first button operation promotion effect without missing it.

[0189] Next, at time b-3, when it becomes possible to accept operations on the effect button 192 again (see time b-3 in the upper row), a second button operation prompting effect is executed, and the effect image display device 157 displays image d23 of the second button operation prompting effect (see time b-1 in the lower row). The second button operation prompting effect is an operation prompting effect that prompts an operation on the effect button 192 again (for example, an image of a full meter is displayed on the effect image display device 157 together with an image of the full meter, encouraging the operation of the effect button 192). The second button operation prompting effect is an effect that does not end with the passage of time, and ends when an operation is performed on the effect button 192.

[0190] Next, at time b-4, the freeze ends, the reels 110-112 start spinning, the operation of the effect button 192 becomes unavailable, and when the effect button 192 is operated (see time b-4 in the upper and lower rows), the second button operation prompt effect ends, and the effect image display device 157 displays the effect image d12 indicating the number of added coins (see time b-4 in the lower row). Specifically, in the game shown in FIG. 19, an image indicating the addition of 231 coins is displayed based on the number 231 notified by the operation navigation executed after this.

[0191] In this embodiment, the effective operation period of the effect button 192, the operation of which is prompted by the second button operation prompting effect started in the frozen state, is set to start after the frozen state ends. In this embodiment, since two button operation prompting effects (the first button operation prompting effect and the second button operation prompting effect) are set to start execution during the freeze, there is a risk that the frozen state will be prolonged and the effects will become redundant. For this reason, the second button operation prompting effect executed after the first button operation prompting effect starts execution during the freeze, but the effective operation period of the effect button 192 to be operated is set to start after the freeze ends. This prevents the frozen state from being prolonged and makes it difficult to overlook the second button operation prompting effect.

[0192] Next, at time b-5, the operation of the stop buttons 137 to 139 becomes possible, and when the operation navigation starts (see time b-5 in the upper row), an image of the operation navigation is displayed on the effect image display device 157 (see time b-5 in the lower row). In the game shown in Fig. 19, the push order bell_RLC is won, so specifically, the number 231, which indicates the RLC operation, which is the correct stop operation, is displayed on the effect image display device 157.

[0193] Next, when the first stop operation is performed on the stop button 137 (see time point b-6 in the upper row), the right reel 112 stops, and the performance image display device 157 displays an image d11 of the operation navigation after the first stop operation (see time point b-6 in the upper and lower rows).

[0194] Next, a second stop operation is performed on the stop button 137 (see time point b-7 in the upper row), and then a third stop operation is performed on the stop button 138 (see time point b-8 in the upper row), and at time point b-9, all reels 110 to 112 are stopped (see time point b-9 in the upper row).

[0195] As described above, according to the game shown in Fig. 19, a freeze occurs when the start operation is performed, so that the expectation of the number of coins being added in the game can be improved. In addition, the number of coins to be added is notified after the freeze, and then the operation navigation is executed, so that the player can understand the content of the correct stop operation from the notified number of coins to be added. In addition, the operation navigation is displayed before the unacceptable state of the stop button 138 ends, so that an operation error of the stop button 138 can be prevented.

[0196] Fig. 20 shows a game in which the push order bell_RCL is won in the specialized zone, the RCL operation is performed, the lower bell is won, and an additional number of 321 coins is won. Fig. 20 shows a case in which a freeze occurs based on the start lever operation (start operation), the start of rotation of the reels 110 to 112 is waiting, and the freeze ends after a predetermined time t3 (>predetermined time t2) has passed and the reels 110 to 112 start rotating. In FIG. 20, time point c-1 is the time of the start operation, time point c-2 is the time during the freeze after the start operation and is the start time when operations can be accepted for the effect button 192, time point c-3 is after time point c-2 and is the start time when operations cannot be accepted for the effect button 192 and is the time when operation navigation starts, time point c-4 is the time when the freeze ends and is the time when the reels 110 to 112 start to spin and the start time when operations can be accepted for the stop buttons 137 to 139, time point c-5 is the start time when operations can be accepted for the cross button 191, time point c-6 is the time of the first stop operation, time point c-7 is the time of the second stop operation, time point c-8 is the time of the third stop operation, and time point c-9 is the time when all reels 110 to 112 are stopped after the third stop operation.

[0197] In the game shown in FIG. 20, first, a freeze occurs based on a start operation, and the reels 110 to 112 are in a waiting state (see time c-1 in the upper and lower rows), and an initial image d31 (for example, an image of a lord and a samurai fighting each other) is displayed on the effect image display device 157 (see time c-1 in the lower row), and then an image d32 of a first button operation prompt effect is displayed on the effect image display device 157. The image d32 includes an image showing an operation prompt (for example, an image encouraging a button operation together with the words "Decide with one blow!!") and an image showing an operation valid period of the effect button 192 (for example, an image of a gauge showing the time during which an operation on the effect button 192 is valid). The first button operation prompt effect is an operation prompt effect that encourages an operation of the effect button 192, and is an effect that ends with the passage of time. Note that at time c-1, operation acceptance on the effect button 192 is not possible (see time c-1 in the upper row).

[0198] Next, at time point c-2, it becomes possible to accept operation of the effect button 192 (see time point c-2 in the upper part). The effect image display device 157 displays an image d32 of the first button operation prompt effect (see time point c-2 in the lower part).

[0199] Here, since the first button operation prompting effect is an effect that ends based on the passage of a predetermined time, there is a problem that it is easy for a player to miss it compared to an effect that does not end based on the passage of a predetermined time. However, in this embodiment, since the first button operation prompting effect is executed during a freeze, the player does not miss the first button operation prompting effect, and the player can concentrate on the first button operation prompting effect, and a sense of exclusivity can be given, making the game more exciting.

[0200] In other words, while the first button operation promotion effect that was started in the frozen state is being executed, button operations other than the effect button 192 (for example, operations on the stop buttons 137 to 139, operations on the cross button 191, operations on the start lever 135, operations on the bet buttons 130 to 132, operations on the settlement button 134, etc.) are disabled, so that the player can concentrate on the first button operation promotion effect without missing it.

[0201] Next, at time c-3, when the operation of the effect button 192 becomes impossible (see time c-3 in the upper row), the operation navigation starts (see time c-3 in the upper row), and the effect image display device 157 displays an image d11 of the operation navigation (see time c-3 in the lower row). In the game shown in FIG. 20, the push order bell_RCL is won, so specifically, the number 321 indicating the RCL operation, which is the correct stop operation, is displayed on the effect image display device 157. In other words, the operation navigation in the game shown in FIG. 20 is an effect that starts during a freeze, and is also an operation promotion effect that promotes the operation of the stop buttons 137 to 139, so it can also be called a second button operation promotion effect. This second button operation promotion effect (operation navigation) is an effect that does not end with the passage of time, and ends when the stop buttons 137 to 139 are operated.

[0202] Next, at time point c-4, when the freeze ends, the reels 110 to 112 start spinning and it becomes possible to perform a stopping operation using the stop buttons 137 to 139 (see time point c-4 in the upper and lower rows), and at time point c-5, it becomes possible to accept operation of the cross button 191 (see time point c-5 in the upper row).

[0203] In this embodiment, the effective operation period of the stop buttons 137 to 139, whose operation is prompted by the second button operation prompting effect (operation navigation) started in the frozen state, is set to start after the frozen state ends. In this embodiment, since two button operation prompting effects (first button operation prompting effect, second button operation prompting effect) are started during the freeze state, there is a risk that the frozen state will be prolonged and the effects will be redundant. Therefore, the second button operation prompting effect executed after the first button operation prompting effect starts to be executed during the freeze state, but the effective operation period of the effect button 192 to be operated is set to start after the freeze ends. This prevents the frozen state from being prolonged and makes it difficult to overlook the second button operation prompting effect.

[0204] Next, when the first stop operation is performed on the stop button 139, the right reel 112 stops (see time point c-6 in the upper row), and the performance image display device 157 displays an image d11 of the operation navigation after the first stop operation (see time point c-6 in the lower row).

[0205] Next, the second stop operation is performed on the stop button 138 (see time c-7 in the upper row), and the third stop operation is performed on the stop button 137 (see time c-8 in the upper row), and then at time c-9, all the reels 110 to 112 are stopped (see time c-9 in the upper and lower rows), and the effect image display device 157 displays the effect image d12 indicating the number of added coins (see time c-9 in the lower row). In the game shown in FIG. 20, specifically, 321 coins are added based on the number 321 notified by the operation navigation.

[0206] As described above, according to the game shown in Fig. 20, a freeze occurs when the start operation is performed, so that the expectation of the number of coins being added in the game can be improved. In addition, since the operation navigation is executed after the freeze and the number of coins to be added is notified after the stop operation, the player can know the number of coins to be added before the stop operation. In addition, since the operation navigation is displayed before the non-acceptable state of the stop button 138 ends, it is possible to prevent an operation error of the stop button 138.

[0207] The first button operation prompting effect described in FIG. 19 and FIG. 20 is an effect that prompts the player to operate the effect button 192, but is an effect that ends based on the passage of a predetermined time regardless of whether or not the effect button 192 is operated and the number of times. On the other hand, the second button operation prompting effect (operation navigation) described in FIG. 19 and FIG. 20 is an effect that does not end based on the passage of a predetermined time. Therefore, the first button operation prompting effect has a special feeling compared to the second button operation prompting effect, and can increase the player's interest in the game. However, since there is a concern that the first button operation prompting effect that ends based on the passage of time may be easily overlooked by the player, in this embodiment, the first button operation prompting effect is executed during a freeze to draw attention to the first button operation prompting effect.

[0208] Also, in Figures 18 to 20, volume setting can be performed (operation of the cross button 191 can be accepted) outside of the freeze period, but it is also possible to make it impossible to set the volume (operation of the cross button 191 cannot be accepted) even during play, such as when the reels 110 to 112 are spinning, and to make it possible to set the volume (operation of the cross button 191 can be accepted) during non-play times when the reels 110 to 112 are stopped.

[0209] <Summary of embodiment A> (1) As described above, according to the gaming machine (e.g., slot machine 100) of the above embodiment (e.g., embodiment A), the gaming machine is provided with a game progression means (e.g., main control unit 300) for progressing a game, a presentation control means (e.g., first sub-control unit 400, second sub-control unit 500) for executing presentations based on instructions from the game progression means, and operation means (e.g., presentation button 192, information display button 191, stop buttons 137 to 139, etc.) that can be operated by a player, and the game progression means is The first basic configuration is that a freeze state can be generated to wait for the progression of a technique (for example, the freeze in Figures 18 to 20), and the presentation control means can execute a first operation prompting presentation (for example, the first button operation prompting presentation in Figures 9 (b-2) and 20 (c-2)) that may end based on the passage of a predetermined time, and the first operation prompting presentation may start after the freeze state is initiated by the game progression means (for example, Figures 19 (b-2) and 20 (c-2)).

[0210] According to the first basic configuration, a first operation prompting effect is executed, which may end based on the passage of a predetermined time in a frozen state, so that the first operation prompting effect can be focused on without being overlooked, and the player can experience a sense of exclusivity.

[0211] In the first basic configuration, a preferred configuration 1 is that the presentation control means is a means for ending the first operation prompting presentation, which has started in the frozen state, in the frozen state.

[0212] According to preferred configuration 1, the first operation promotion presentation that starts in the frozen state ends in the frozen state, so that the first operation promotion presentation can be focused on without being overlooked, and the player can experience a sense of exclusivity.

[0213] In the first basic configuration, preferred configuration 1, the operation means includes a first operation means (e.g., an effect button 192) capable of changing the effect being executed based on an operation, and preferred configuration 2 is that the first operation promotion effect is an effect that encourages operation of the first operation means.

[0214] According to the preferred configuration 2, it is possible to draw attention to the first operation promotion presentation that encourages the player to operate the first operating means, and to give the player a sense of exclusivity.

[0215] In the first basic configuration, preferred configurations 1 and 2, the presentation control means is capable of executing a second operation prompting presentation that does not end based on the passage of a predetermined time (for example, the second button operation prompting presentation of Figure 19(b-3) and Figure 20(c-3)), and preferred configuration 3 is that the presentation control means may start the second operation prompting presentation in the frozen state after ending the first operation prompting presentation that started after the freeze state was initiated (for example, Figure 19(b-3) and Figure 20(c-3)).

[0216] According to preferred configuration 3, a second operation prompting presentation is executed that does not end based on the passage of a predetermined time in a frozen state, so that the second operation prompting presentation can be focused on without being overlooked, and the player can experience a sense of exclusivity.

[0217] In a preferred configuration 4, in the preferred configuration 3, the second operation prompting effect is an effect that prompts the user to operate the first operating means (for example, FIG. 19(b-3)).

[0218] According to the preferred configuration 4, two operation prompting effects for prompting an operation of the same operating means are executed in succession, thereby increasing the sense of expectation for the game.

[0219] In preferred configuration 3, a preferred configuration 5 is further provided, which further includes a plurality of reels (e.g., reels 110-112) having a plurality of types of patterns and driven to rotate, and a start operation means (e.g., start lever 135) that is operated to start the rotation of the plurality of reels, the operation means including second operation means (e.g., stop buttons 137-139) that accepts a stop operation to individually stop the rotation of the plurality of reels, and the second operation promotion effect is an effect that promotes a stop operation of the second operation means (e.g., Figure 20 (c-3)).

[0220] According to preferred configuration 5, two operation prompting effects that prompt the player to operate different operating means are executed in succession, thereby facilitating the progress of the game and increasing the sense of anticipation for the game.

[0221] (2) As described above, according to the gaming machine (e.g., slot machine 100) of the above embodiment (e.g., embodiment A), the gaming machine is provided with a lottery means (e.g., main control unit 300, winning role internal lottery processing) for determining whether or not a plurality of types of roles will be won by lottery, a gaming state transition means (e.g., main control unit 300, gaming state control processing) for controlling the transition of the gaming state, and a performance execution means (e.g., first sub-control unit 400, second sub-control unit 500, performance image display device 157, etc.), and the gaming state transition means transitions the gaming state to a second state when a first transition condition is established (e.g., when a weak cherry or strong cherry is won and a win is won in the accompanying lottery processing, FIG. 10(a)) in a first state (non-accompanying state) in a first period (e.g., normal advantageous zone state). The second basic configuration is a means for transitioning to a state in which a first role (for example, a weak cherry or strong cherry) is won by the lottery means, and the second state when the first role is won by the lottery means is a more advantageous state than the first state when the first role is won by the lottery means (for example, a higher probability of winning CZ, FIG. 10(b)). When the first role is won in the second state during the first period, the performance execution means executes a first suggestive performance suggesting that the first role has been won (for example, a corresponding role winning notification performance, image d3 in FIG. 12(b)), while when the first role is won in the first state during the first period, the performance execution means does not execute the first suggestive performance (for example, there is no image d3 in FIG. 12(a)).

[0222] According to the second basic configuration, for a player who does not know that the second state is an advantageous state when the first role is won, a sense of specialness can be created by executing the first suggestion effect when the first role is won, and it is possible to suggest that the second state is an advantageous state when the first role is won. Also, for a player who knows that the second state is an advantageous state when the first role is won, it is possible to make the player not miss the fact that the first role has been won and to make the player excited by executing the first suggestion effect when the first role is won.

[0223] In the second basic configuration, the game state transition means is a means for transitioning to a third state (e.g., an old man accompanied state) when a second transition condition is established in the first state during the first period (e.g., when a watermelon or a chance eye is won and also when a winning is won in the accompanying lottery process, FIG. 10(a)), and the third state when a second role (e.g., a watermelon or a chance eye) is won by the lottery means is a more advantageous state than the first state when the second role is won by the lottery means (e.g., the probability of winning CZ is high, FIG. 10(b)), and the performance execution means executes a second suggestive performance (e.g., a corresponding role winning notification performance, image d5 in FIG. 13(a)) suggesting that the second role has been won when the second role is won in the third state during the first period, while not executing the second suggestive performance when the second role is won in the first state during the first period. This is a preferred configuration 11.

[0224] According to the preferred configuration 11, for a player who does not know that the third state is an advantageous state when the second role is won, a sense of specialness can be created by executing the second suggestive performance when the second role is won, and it is possible to suggest that the third state is an advantageous state when the second role is won. Also, for a player who knows that the third state is an advantageous state when the second role is won, it is possible to prevent the player from missing the fact that the second role has been won and to make the player excited by executing the second suggestive performance when the second role is won.

[0225] In a preferred configuration 11, the game state transition means is a means for transitioning to a fourth state (e.g., an old man & princess accompanying state) when a third transition condition is established in the second state in the first period (e.g., when a watermelon or chance eye is won and also a win is won in the accompanying lottery process, FIG. 10(a)), and the fourth state when the first role is won by the lottery means is a more advantageous state than the second state when the first role is won by the lottery means (e.g., the probability of winning CZ is high, FIG. 10(b)), and the performance execution means executes a third suggestive performance (e.g., a corresponding role winning notification performance, images d3 and d5 in FIG. 13(a)) suggesting that the first role has been won when the first role is won in the fourth state in the first period, which is a preferred configuration 12.

[0226] According to the preferred configuration 12, for a player who does not know that the fourth state is a more advantageous state than the second state if the first role is won, a sense of specialness can be created by executing the third suggestive performance when the first role is won, and it is possible to suggest that the fourth state is an advantageous state if the first role is won. Also, for a player who knows that the fourth state is a more advantageous state than the second state if the first role is won, it is possible to make the player not miss the fact that the first role has been won and to make him / her excited by executing the third suggestive performance when the first role is won.

[0227] The third condition may be the same as the second condition.

[0228] In a preferred configuration 12, the first state is a state in which neither the first character image (e.g., a princess image) nor the second character image (e.g., an old man image) is displayed (e.g., FIG. 9(a)), the second state is a state in which the first character image is displayed (e.g., FIG. 9(b)), the third state is a state in which the second character image is displayed (e.g., FIG. 9(c)), and the fourth state is a state in which both the first character image and the second character image are displayed (e.g., FIG. 9(d)), which is a preferred configuration 13.

[0229] According to the preferred configuration 13, the player can clearly judge each state of the first period by the character image.

[0230] In preferred configuration 12 or 13, the game state transition means is a means for transitioning to the second state when a first fall condition is established in the fourth state in the first period (for example, when a lottery for ending the Grandfather Accompanying Game after the guaranteed number of games has elapsed is won), the game state transition means is a means for transitioning to the third state when a second fall condition is established in the fourth state in the first period (for example, when a lottery for ending the Princess Accompanying Game after the guaranteed number of games has elapsed is won), the game state transition means is a means for transitioning to the first state when the second fall condition is established in the second state in the first period, and the game state transition means is a means for transitioning to the first state when the first fall condition is established in the third state in the first period.

[0231] According to the preferred configuration 14, a transition from an advantageous state to an unfavorable state can occur, providing the player with a more stimulating, tense and entertaining game.

[0232] In the preferred configuration 11, 12, 13, or 14, a second period (e.g., CZ) different from the first period is provided, and the second state may be entered during the second period, and the third state may be entered during the second period, which is preferred as a preferred configuration 15. According to the preferred configuration 15, even during the second period different from the first period, a transition to the second state or the third state occurs, so that it is possible to provide the player with variety in the game and increase interest.

[0233] In addition, the second state or the third state may be configured to have a third role (e.g., a push order bell) different from both the first role and the second role, and a first benefit may be awarded (e.g., a higher probability of winning AT transition) when the third role is won by the lottery means during the second period, and a second benefit may be awarded (e.g., a higher probability of winning CZ transition) when the second state or the third state is configured to have the first role won by the lottery means during the first period, or a second benefit may be awarded (e.g., a higher probability of winning CZ transition) when the second state or the third state is configured to have the second role won by the lottery means during the first period.

[0234] According to this configuration, even if the state is the same, the conditions for granting a benefit and the benefit itself are different depending on the period, so that it is possible to provide a wide variety of presentations and games.

[0235] <Other gaming machines> In addition, the slot machine may be a slot machine that does not use medals and only exchanges electronic data, in which case the gaming medium includes electronic data equivalent to medals (hereinafter also referred to as gaming value), and the input of gaming value includes inputting electronic data from a specified external device (an electronic storage device having a function capable of electronically storing the number of medals loaned and the number of medals won by winning), and the payout of gaming value includes outputting the electronic data to the specified external device (electronic storage device).

[0236] Although the embodiments of the present invention have been described above, the present invention is not limited to the above-mentioned embodiments, and various modifications and changes can be made to the embodiments of the present invention without departing from the gist of the present invention, and such modifications and changes are also included in the technical scope of the present invention. Furthermore, the actions and effects described in the embodiments of the invention are merely a list of the most preferable actions and effects resulting from the present invention, and the actions and effects of the present invention are not limited to those described in the embodiments of the present invention.

[0237] <Explanatory display according to the production situation> Next, explanations on explanatory displays in accordance with the performance situation will be described with reference to Figs.

[0238] <Explanatory display according to the production situation (Example 1)> 21(a) to 21(h) are diagrams showing screen transitions in chronological order in the explanatory display (Example 1) in accordance with the performance situation.

[0239] <Explanatory display according to the performance situation (Example 1) / Transition to CZ state> The state shown in Figure 21(a) is the state in which the presentation state in the advantageous zone has transitioned to the CZ state.

[0240] In this state, since the presentation state in the advantageous zone has transitioned to the CZ state, a state transition notification presentation MP (in this example, the display of the string "Entering CZ") is performed in the display area of ​​the presentation image display device 157 to notify that the presentation state has transitioned to the CZ state, and an explanation display possible notification TC (in this example, the display of the string "Game Explanation", an image imitating the appearance of the presentation button 192, and the display of the string "PUSH") is performed to notify that a game explanation display can be displayed, triggered by the transition to the CZ state.

[0241] <Explanatory display according to the production situation (Example 1) / Start of explanatory display> The state shown in FIG. 21(b) is a state in which the performance button 192 is pressed while the explanation display possible notification TC shown in FIG. 21(a) is being executed, and an explanation display regarding the CZ state is being displayed.

[0242] In the slot machine of this example, when a certain operation (e.g., pressing of the performance button 192) is performed by the operating means during a first period (e.g., a period during which the explanation display possible notification TC is being executed) of a certain performance state (e.g., a CZ state), an explanatory display regarding the certain performance state is displayed.

[0243] In the state shown in Figure 21 (b), during the period (first period, in this example, 10 seconds) when the explanation display possible notification TC is executed in the CZ state (a certain presentation state), the presentation button 192 is pressed (a certain operation by the operating means), and therefore an explanation display CP1 regarding the CZ state (an explanation display regarding a certain presentation state) is displayed.

[0244] In recent gaming machines, a wide variety of effects are implemented, and the effects are becoming more complex, but according to this example, by displaying an explanatory display according to the effect state, the player can better understand the contents of each effect state, and the player's interest in the game and the effect of the effect can be increased. Also, by displaying an explanatory display according to the effect state when a certain operation is performed by the operating means, an explanatory display that matches the timing at which the player performs a certain operation by the operating means can be provided, and the convenience of the player can be increased.

[0245] In addition, the "certain presentation state" according to the present invention is not limited to the "CZ state" and may be a presentation state other than the CZ state (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.). In addition, the certain presentation state is not limited to one presentation state, but may be a plurality of presentation states that can be transitioned to on the gaming machine, or may be all presentation states that can be transitioned to on the gaming machine.

[0246] Furthermore, the "first period" according to the present invention is not limited to a "period during which the explanation display possible notification TC is being executed" or a "predetermined time", and may be, for example, the period from transitioning to a certain presentation state (e.g., a CZ state) until a predetermined number of games have been played, or the period from transitioning to a certain presentation state (e.g., a CZ state) until the certain presentation state (e.g., a CZ state) ends, or the period from transitioning to a certain presentation state (e.g., a CZ state) until transitioning to another presentation state (e.g., an AT state), or the period from transitioning to a certain presentation state (e.g., a CZ state) until an explanation display is displayed (until an operation is performed by an operating means).

[0247] In addition, the trigger for starting the explanatory display regarding the CZ state is not limited to "pressing the performance button 192", but may start, for example, when an operation is received using another operating means, or may start automatically (without being dependent on an operation using an operating means) when a transition to a certain performance state is made.

[0248] Here, the explanatory display of the slot machine in this example is composed of explanatory displays regarding the bonuses and transition conditions in each presentation state, explanatory displays regarding the presentation content in each presentation state, explanatory displays regarding the story of the presentation in each presentation state, explanatory displays regarding the characters that appear in the presentation in each presentation state, explanatory displays regarding motifs, etc.

[0249] Each explanatory display is made up of one or more pages, and in this example, the explanatory display for the normal state is made up of multiple (four) pages, and the explanatory display for the CZ state is made up of multiple (four) pages. It goes without saying that the explanatory display is not limited to a display made up of multiple pages.

[0250] In the example shown in Figure 21 (b), when the performance button 192 is pressed in the CZ state, an explanatory display (1 page) CP1 regarding the CZ state is displayed out of the explanatory display regarding the CZ state which is composed of multiple (4) pages.

[0251] In this example, the explanatory display (1 page) CP1 regarding the CZ state explains the conditions for transitioning from the CZ state to the AT state (in this example, the text ``The more points you accumulate, the more chances you have! When you accumulate 500 points, you will enter the AT!'' is displayed).

[0252] The content of the explanatory display regarding the CZ state is not limited to this example, and may be, for example, a display explaining that "the CZ state is a gaming state in which the aim is to acquire points during a predetermined period (in this example, 20 games)," or a display explaining that "the CZ state includes a princess-accompanying state and an old man-accompanying state," or a display explaining that "after the end of a predetermined period, the CZ executes an AT lottery process that determines whether or not to transition to the normal AT state based on the total value of points acquired during the predetermined period," etc.

[0253] Also, as shown in FIG. 21(b), in the display area to the right of the CZ state explanatory display (page 1) CP1, a guidance display (in this example, the string “CZ (2) Explanation” and a right-pointing arrow) is displayed to suggest that the CZ state explanatory display (page 2) will be displayed when a press of the right button (not shown) is received.

[0254] Then, when the right button press operation is received while the explanatory display (page 1) CP1 regarding the CZ state is being displayed, an explanatory display (page 2) regarding the CZ state is displayed, and when the right button press operation is received while this explanatory display (page 2) regarding the CZ state is being displayed, an explanatory display (page 3) regarding the CZ state is displayed, and when the right button press operation is received while this explanatory display (page 3) regarding the CZ state is being displayed, an explanatory display (page 4) regarding the CZ state is displayed.

[0255] On the other hand, as shown in FIG. 21(b), in the display area to the left of the explanatory display (page 1) CP1 relating to the CZ state, a guidance display (in this example, the string “Normal (4) Explanation” and a left-pointing arrow) is displayed to suggest that the explanatory display (page 4) relating to the normal state will be displayed when a press of the left button (not shown) is received.

[0256] Then, when the left button is pressed while an explanatory display (page 1) CP1 relating to the CZ state is being displayed, an explanatory display (page 4) NP4 relating to the normal state is displayed, as shown in FIG. 21(c).

[0257] <Explanatory display according to the performance situation (Example 1) / Left button press operation> The state shown in FIG. 21(c) is a state in which the explanatory display (page 4) NP4 relating to the normal state is displayed.

[0258] In this state, when the explanatory display (1 page) CP1 regarding the CZ state shown in Figure 21 (b) is displayed, pressing the left button (not shown) is accepted, and as a result, the explanatory display (4 pages) NP4 regarding the normal state is displayed, as shown in Figure 21 (c).

[0259] In this example, the explanatory display (page 4) NP4 for the normal state explains the relationship between the character accompanying state in the normal state and the probability of winning a rare role (in this example, the text ``In the state where Grandfather and Princess accompany each other, when Grandfather and Princess accompany each other, the probability of winning all rare roles is greatly increased.'').

[0260] According to this example, when the presentation state is set to a first presentation state (in this example, the CZ state), even if the first explanatory display (in this example, an explanatory display relating to the CZ state) is displayed, by operating the operating means (in this example, the left button), a second explanatory display (in this example, an explanatory display relating to the normal state) can be displayed. Therefore, for example, it is possible to check the explanatory display relating to the next presentation state to be transitioned to or the previously set presentation state, allowing for preview or review of the contents of the presentation state, and it is possible to provide the explanatory display required by the player, thereby increasing the satisfaction and convenience of the player.

[0261] The content of the explanatory display (second explanatory display) regarding the normal state is not limited to this example, and may be, for example, a display explaining that "in the normal state, a CZ transition lottery is held to determine whether or not to transition to the CZ state," or a display explaining that "in the normal state, there are a non-accompanying state, a princess-accompanying state, an old man-accompanying state, and an old man & princess-accompanying state."

[0262] In addition, the explanatory displays that can be displayed by pressing the left button (or the right button) are not limited to explanatory displays related to the normal state, but other explanatory displays (for example, explanatory displays related to the AT state and explanatory displays related to the story) can also be displayed.

[0263] <Explanatory display according to the production situation (Example 1) / End of explanatory display> The state shown in FIG. 21(d) is the state in which the explanatory display (page 4) NP4 relating to the normal state has been erased (ended).

[0264] In this state, when the explanatory display (page 4) NP4 regarding the normal state shown in Figure (c) is displayed, a specified condition is met (in this example, the effect button 192 is pressed), so the explanatory display (page 4) NP4 regarding the normal state is erased (ended) and only the state transition notification effect MP (display of the string "Entering CZ") is performed.

[0265] <Explanatory display according to the production situation (Example 1) / Start of menu display> The state shown in FIG. 21(e) is a state in which the effect button 192 is pressed and the menu display MN is displayed.

[0266] In the slot machine of this example, even if a certain operation (e.g., pressing the performance button 192) is performed using the operating means during a second period of a certain presentation state (e.g., a CZ state), an explanatory display regarding the certain presentation state (e.g., an explanatory display regarding the CZ state) is not displayed, and when a certain operation is performed using the operating means during the second period of a certain presentation state, a menu display is displayed.

[0267] In the state shown in Figure 21 (e), during the period (second period) after the display of the explanation display possible notification TC for the CZ state (a certain presentation state) has ended, the presentation button 192 is pressed (a certain operation by the operating means), so that the explanation display regarding the CZ state (explanation display regarding a certain presentation state) is not displayed, and the menu display MN is displayed.

[0268] If, after viewing the explanatory display, the player mistakenly performs a certain operation and the explanatory display is then displayed again, this may cause annoyance to the player. However, according to this example, by providing a period (second period) during which the explanatory display is not displayed even if a certain operation is performed, convenience for the player can be increased.

[0269] Furthermore, when a certain operation is performed using the operating means during a second period (in this example, the period after the display of the explanation display possible notification TC shown in Figure 21 (a) has ended) of a certain presentation state (in this example, the CZ state), a menu display (in this example, menu display MN) is displayed. Therefore, by providing a period (second period) during which the explanation display is not displayed even if a certain operation is performed, while at the same time displaying the menu display when a certain operation is performed during that period, convenience for the player can be improved.

[0270] Furthermore, even if the explanatory display regarding a certain presentation state (for example, an explanatory display regarding the CZ state) is erased (ended), if a certain operation (for example, pressing the presentation button 192) is performed again using the operating means during the first period of the certain presentation state (for example, the period during which the explanation display possible notification TC is being executed (10 seconds)), the explanatory display regarding the certain presentation state may be configured to be displayed again.

[0271] As shown in Figure 21 (e) in this example, the menu display MN displays a volume / light intensity setting button for switching to a volume / light intensity setting screen where the volume and light intensity of the presentation means can be set (adjusted), a custom setting button for switching to a custom setting screen where the player can customize the game content, a game explanation button for switching to an explanation display screen, and an exit button for closing the menu display.

[0272] Then, by using the up and down buttons (not shown) to select one of the buttons on the menu display MN, and then pressing the performance button 192, in this example, it is possible to move to either the volume / light intensity setting screen, the custom setting screen, or the explanation display, or to end the menu display MN.

[0273] According to this example, the items of the menu display include an item that displays an explanatory display (in this example, a game explanation button) and items for making settings related to the game (in this example, a volume / light setting button and a custom setting button), so even during a period (a second period) when an explanatory display is not displayed even when a certain operation is performed, it is possible to display the explanatory display by going through the menu display, thereby increasing convenience for the player.

[0274] <Explanatory display according to the production situation (Example 1) / Start of explanatory display> The state shown in Figure 21 (f) is the state in which the game explanation button in the menu display MN is selected, and the state shown in the following figure (g) is the state in which the game explanation button is selected in the menu display MN, the presentation button 192 is pressed, and an explanation display is displayed.

[0275] In this example, when the game explanation button is selected in the menu display MN, the presentation button 192 is pressed, transitioning to an explanation display screen, and on this explanation display screen, an explanation display (in this example, an explanation display SP relating to the story of the presentation executed by the gaming machine) that is not dependent on the current presentation state (in this example, the CZ state) is displayed.

[0276] In addition, explanatory displays that are not dependent on the current presentation state are not limited to "explanatory displays relating to the story of the presentation executed by the gaming machine," but may be explanatory displays that are not related to gameplay, such as explanatory displays relating to characters that appear in various presentations, explanatory displays relating to motifs, explanatory displays relating to the operation of the gaming machine (e.g., tutorial displays), explanatory displays relating to the opening hours and events of the gaming facility, explanatory displays relating to new machines, etc.

[0277] Also, as shown in FIG. 21(g), in the display area to the right of the story explanation display SP, when a press of the right button (not shown) is received, a guidance display (in this example, the string "Normal (1) Explanation" and a right-pointing arrow are displayed) is displayed to suggest that the explanation display (page 1) for the normal state will be displayed.

[0278] Then, when a right button press operation is accepted while the explanation display SP relating to the story is being displayed, an explanation display (page 1) relating to the normal state is displayed.

[0279] On the other hand, in the display area to the left of the story explanation display SP, a guidance display (in this example, the string "ED Explanation" and a left-pointing arrow) is displayed to suggest that the ED explanation display will be displayed when a press operation of the left button (not shown) is received.

[0280] Then, when a press operation of the left button is accepted while the explanatory display SP relating to the story is being displayed, an explanatory display relating to the ED is displayed.

[0281] According to this example, even when an explanatory display that is not dependent on the current presentation state (in this example, an explanatory display SP relating to the presentation story executed by the gaming machine) is displayed, a certain explanatory display can be displayed by operating the operating means (in this example, pressing the right button can display an explanatory display relating to the normal state, and pressing the left button can display an explanatory display relating to the ED state). Therefore, for example, it is possible to check an explanatory display relating to the next presentation state to be transitioned to or a previously set presentation state, and it is possible to prepare or review the contents of the presentation state, and it is possible to provide the explanatory display that the player requires, thereby increasing the satisfaction and convenience of the player.

[0282] <Explanatory display according to the production situation (Example 1) / End of explanatory display> The state shown in FIG. 21(h) is a state in which the presentation button 192 is pressed and the top screen of the menu display MN is restored.

[0283] In this example, when the explanation display SP regarding the story shown in Figure 21 (g) is displayed, the performance button 192 is pressed, and the top screen of the menu display MN is returned to, and the volume / light setting button, the custom setting button, the game explanation button, and the end button are displayed.

[0284] Then, by selecting the end button using the up and down buttons (not shown) and then pressing the performance button 192, it is possible to end the menu display MN and return to the game screen.

[0285] In the example shown in Figures 21(a) to (d), when the effect button 192 is pressed while the explanation display possible notification TC is being executed, an explanation display CP1 relating to the CZ state and an explanation display NP4 relating to the normal state are displayed, and then when the effect button 192 is pressed while the explanation display NP4 is displayed, the display of the explanation display NP4 is erased (ended) and the game screen is returned to.

[0286] In contrast, in the example shown in Figures 21(e) to (h), when the game explanation button is selected in the menu display MN, the effect button 192 is pressed, an explanation display SP related to the story is displayed, and then while the explanation display SP is displayed, the effect button 192 is pressed, returning to the top screen of the menu display MN.The end button is selected using the up and down buttons, and then the effect button 192 is pressed, closing the menu display MN and returning to the game screen.

[0287] In other words, the procedure for returning to the game screen after displaying the explanatory display (the method for erasing (ending) the explanatory display) differs depending on whether the explanatory display is displayed via the menu display MN or not.

[0288] With this configuration, the player can operate the operating means after clearly recognizing whether or not the menu display has been passed through when the explanatory display is displayed, which prevents the player from becoming confused during operation and increases convenience for the player.

[0289] <Explanatory display according to the production situation (Example 2)> 21(i) to 21(l) are diagrams showing screen transitions in chronological order in the explanatory display in accordance with the performance situation (Example 2).

[0290] <Explanation display according to the performance situation (Example 2) / Execution of notification that explanation display is possible> The state shown in FIG. 21(i) is a state in which a MAXBET operation is performed in the CZ state (accompanying princess state) and an explanation display possible notification TC is being executed.

[0291] In this state, the display area of ​​the performance image display device 157 displays a message indicating that the performance state is the CZ state (Princess Accompanying State) (in this example, the string "CZ~Princess Accompanying~" is displayed, and a character image including the princess is displayed), and in response to a MAXBET operation, an explanation display possible notification TC is displayed (in this example, the string "Game Explanation", an image imitating the appearance of the performance button 192, and the string "PUSH" is displayed).

[0292] <Explanation display according to the production situation (Example 2) / End of notification that explanation display is possible> The state shown in FIG. 21(j) is a state in which the explanation display possible notification TC has ended in a game in which the explanation display possible notification TC has been executed.

[0293] In this state, pressing the start lever 135 triggers the start of the operation navigation display, while erasing (terminating) the explanation display possibility notification TC.

[0294] In the slot machine of this example, when a certain operation is performed by the operating means during a first period of a certain presentation state, an explanatory display regarding a certain presentation state is displayed. However, in the example shown in Figures 21(i) to (j), during the period (first period; in this example, the period from when the MAXBET operation is performed to when the start lever 135 is pressed) during which the explanation display possible notification TC is executed in the CZ state (a certain presentation state), the operation of pressing the presentation button 192 (a certain operation by the operating means) is not performed, so an explanatory display regarding the CZ state (an explanatory display regarding a certain presentation state) is not displayed.

[0295] It should be noted that the "first period" according to the present invention is not limited to this example, and may be, for example, the period from when one of the BET operation, start lever operation, first stop operation, second stop operation, and third stop operation is performed until another operation is performed thereafter, or the period from when one of the BET operation, start lever operation, first stop operation, second stop operation, and third stop operation is performed until a certain amount of time has elapsed thereafter, or the period from when a transition in the presentation state or a change in the presentation mode occurs until a certain operation of the operating means is performed thereafter, or the period from when a transition in the presentation state or a change in the presentation mode occurs until a certain amount of time has elapsed thereafter, etc.

[0296] <Explanatory display according to the performance situation (Example 2) / Third stop operation> The state shown in FIG. 21(k) is a state in which the third stop operation is executed in a game in which the explanation display possible notification TC is executed.

[0297] In this state, the number of points acquired in the game (55 points in this example) is displayed.

[0298] <Explanatory display according to the production situation (Example 2) / Start of menu display> The state shown in FIG. 21(l) is a state in which the presentation button 192 is pressed while no explanation display is being displayed, and the menu display MN is displayed.

[0299] In the slot machine of this example, even if a certain operation (e.g., pressing the performance button 192) is performed by the operating means during a second period (e.g., the period after the display of the explanation display possible notification TC has ended) of a certain presentation state (e.g., CZ state), an explanatory display regarding the certain presentation state (e.g., an explanatory display regarding the CZ state) is not displayed, and when a certain operation is performed by the operating means during the second period of a certain presentation state, a menu display MN is displayed.

[0300] In the state shown in Figure 21 (l), during the period (second period) after the display of the explanation display possible notification TC for the CZ state (a certain presentation state) has ended, the presentation button 192 is pressed (a certain operation by the operating means), so that the explanation display regarding the CZ state (explanation display regarding a certain presentation state) is not displayed, and the menu display MN is displayed.

[0301] If, after viewing the explanatory display, the player mistakenly performs a certain operation and the explanatory display is then displayed again, this may cause annoyance to the player. However, according to this example, by providing a period (second period) during which the explanatory display is not displayed even if a certain operation is performed, convenience for the player can be increased.

[0302] In addition, when a certain operation is performed using the operating means during a second period (in this example, the period after the display of the explanation display possible notification TC shown in Figure 21 (i) has ended) of a certain presentation state (in this example, the CZ state), a menu display (in this example, menu display MN) is displayed. Therefore, by providing a period (second period) during which the explanation display is not displayed even if a certain operation is performed, while at the same time displaying the menu display when a certain operation is performed during that period, convenience for the player can be improved.

[0303] <Explanatory display according to the production situation (Example 3)> 22(a) to 22(l) are diagrams showing screen transitions in chronological order in the explanatory display in accordance with the performance situation (Example 3).

[0304] <Explanatory display according to the performance situation (Example 3) / CZ state ends> The state shown in Figure 22(a) is the state in which the CZ state has ended and the normal state has been set as the presentation state.

[0305] In this state, since the CZ state has ended, a state transition notification effect (in this example, the string "CZ Ended") is performed to notify the player that the CZ state has ended.

[0306] <Explanatory display according to the performance situation (Example 3) / Transition to normal state (non-accompanied state)> The state shown in FIG. 22(b) is a state in which the presentation state in the advantageous zone has transitioned to the normal state (non-accompanying state).

[0307] In this state, since the presentation state in the advantageous zone has transitioned to the normal state (non-accompanying state), a state transition notification presentation (in this example, the display of the string "●● Stage") is performed to notify players that the presentation state has transitioned to the normal state (non-accompanying state), and the transition to the normal state (non-accompanying state) is triggered by an explanation display possible notification TC (in this example, the display of the string "Game Explanation", an image imitating the appearance of presentation button 192, and the display of the string "PUSH").

[0308] <Explanatory display according to the production situation (Example 3) / Start of explanatory display> The state shown in Figure 22 (c) is a state in which the performance button 192 is pressed while the explanation display possible notification TC shown in the same figure (b) is being executed, and an explanation display regarding the normal state (non-accompanied state) is displayed.

[0309] In the slot machine of this example, when a certain operation (e.g., pressing the performance button 192) is performed by the operating means during a first period (e.g., a period during which the explanation display possible notification TC is being executed) of a certain presentation state (e.g., normal play (non-accompanying state)), an explanatory display relating to the certain presentation state (e.g., an explanatory display relating to the normal state (non-accompanying state)) is displayed.

[0310] In the state shown in Figure 22 (c), during the period (first period, in this example, 10 seconds) when the explanation display possible notification TC is being executed in the normal state (non-accompanied state) (certain presentation state), the presentation button 192 is pressed (a certain operation by the operating means), and therefore an explanation display NP1 (an explanation display related to a certain presentation state) regarding the normal state (non-accompanied state) is displayed.

[0311] In recent gaming machines, a wide variety of effects are implemented, and the effects are becoming more complex, but according to this example, by displaying an explanatory display according to the effect state, the player can better understand the contents of each effect state, and the player's interest in the game and the effect of the effect can be increased. Also, by displaying an explanatory display according to the effect state when a certain operation is performed by the operating means, an explanatory display that matches the timing at which the player performs a certain operation by the operating means can be provided, and the convenience of the player can be increased.

[0312] In addition, according to the first and third embodiments, when the presentation state is set to a first presentation state (e.g., CZ state), if a predetermined condition is met (e.g., an operation of the operation means is performed), a first explanation display (e.g., an explanation display related to the CZ state) related to the first presentation state is displayed as an explanation display, and when the presentation state is set to the second presentation state (e.g., normal state), if the predetermined condition is met (e.g., an operation of the operation means is performed), a second explanation display (e.g., an explanation display related to the normal state) related to the second presentation state is displayed as the explanation display. In recent years, a wide variety of presentations have been performed on gaming machines, and the presentations have become complicated. However, by displaying an explanation display according to the presentation state, the player can better understand the contents of each presentation state, and the player's interest in the game and the presentation effect can be increased. In addition, by displaying an explanation display according to the presentation state, an explanation display can be provided to the player at an appropriate timing, and the convenience of the player can be increased.

[0313] In this example, the explanatory display regarding the normal state is made up of multiple (four) pages, and in the example shown in Figure 22 (c), since the performance button 192 was pressed in the normal state (non-accompanied state), the explanatory display regarding the normal state (non-accompanied state) (1 page) NP1 is displayed, out of the explanatory display regarding the normal state which is made up of multiple (four) pages.

[0314] In this example, the explanatory display (1st page) NP1 regarding the normal state (non-accompanying state) explains the conditions for transitioning from the normal state to the old man accompanying state or the princess accompanying state (in this example, the text ``Watermelon and chance eyes give you a chance to accompany the old man. Weak cherries and strong cherries give you a chance to accompany the princess'').

[0315] Also, as shown in FIG. 22(c), in the display area to the right of the explanatory display (page 1) NP1 regarding the normal state (non-accompanied state), when a press operation of the right button (not shown) is received, a guidance display (in this example, the text string "Normal (2) Explanation" and a right-pointing arrow are displayed) is displayed to suggest that the explanatory display (page 2) regarding the normal state (grandfather-accompanied state) will be displayed.

[0316] Then, when the right button press operation is received while the explanatory display (page 1) NP1 relating to the normal state (state where no accompaniment occurs) is being displayed, an explanatory display (page 2) relating to the normal state (state where grandfather accompanies) is displayed, and when the right button press operation is received while this explanatory display (page 2) relating to the normal state (state where grandfather accompanies) is being displayed, an explanatory display (page 3) relating to the normal state (state where princess accompanies) is displayed, and when the right button press operation is received while this explanatory display (page 3) relating to the normal state (state where princess accompanies) is being displayed, an explanatory display (page 4) relating to the normal state (state where princess and grandfather accompany) is displayed.

[0317] On the other hand, in the display area to the left of the explanatory display (page 1) NP1 regarding the normal state (non-accompanied state), a guidance display (in this example, the string "ST Explanation" and a left-pointing arrow) is displayed suggesting that an explanatory display regarding ST (stock time) will be displayed when a press of the left button (not shown) is received.

[0318] Then, when a left button press operation is accepted while an explanatory display (1 page) NP1 relating to the normal state (non-accompanied state) is being displayed, an explanatory display relating to ST is displayed.

[0319] According to this example, when the presentation state is set to a first presentation state (in this example, the normal state (non-accompanied state)), even if the first explanatory display (in this example, an explanatory display relating to the normal state (non-accompanied state)) is displayed, by operating the operating means (in this example, the left button), a second explanatory display (in this example, an explanatory display relating to the ST) can be displayed. Therefore, for example, it is possible to check the explanatory display relating to the next presentation state to be transitioned to or the previously set presentation state, and it is possible to prepare or review the contents of the presentation state, and it is possible to provide the explanatory display required by the player, thereby increasing the satisfaction and convenience of the player.

[0320] <Explanatory display according to the production situation (Example 3) / End of explanatory display> The state shown in FIG. 22(d) is a state in which the explanatory display (1 page) NP1 regarding the normal state (non-accompanied state) has been erased (ended).

[0321] In this state, when the explanatory display (1 page) NP1 regarding the normal state (non-accompanied state) shown in Figure (c) is displayed, a predetermined condition is met (in this example, the performance button 192 is pressed), so the display of the explanatory display NP1 regarding the normal state (non-accompanied state) is erased (ended).

[0322] <Explanatory display according to the production situation (Example 3) / Start of menu display> The state shown in FIG. 22(e) is a state in which, with the explanation display shown in FIG. 22(d) having been erased (ended), the operation of pressing the performance button 192 is performed, and the menu display MN is displayed.

[0323] In the slot machine of this example, even if a certain operation (e.g., pressing the performance button 192) is performed by the operating means during a second period (e.g., the period after the display of the explanation display possible notification TC has ended) of a certain presentation state (e.g., normal state (non-accompanying state)), an explanation display regarding the certain presentation state (e.g., explanation display regarding the normal state (non-accompanying state)) is not displayed, and when a certain operation is performed by the operating means during the second period of a certain presentation state, a menu display (e.g., menu display MN) is displayed.

[0324] In the state shown in Figure 22(e), during the period (second period) after the display of the explanation display possible notification TC for the normal state (non-accompanied state) (certain presentation state) has ended, the presentation button 192 is pressed (a certain operation by the operating means), so that the explanation display for the normal state (non-accompanied state) (explanation display for a certain presentation state) is not displayed, and the menu display MN is displayed.

[0325] If, after viewing the explanatory display, the player mistakenly performs a certain operation and the explanatory display is then displayed again, this may cause annoyance to the player. However, according to this example, by providing a period (second period) during which the explanatory display is not displayed even if a certain operation is performed, convenience for the player can be increased.

[0326] Furthermore, when a certain operation is performed using the operating means during a second period (in this example, the period after the display of the explanation display possible notification TC shown in Figure 22 (b) has ended) of a certain presentation state (in this example, the normal state (non-accompanying state)), a menu display (in this example, menu display MN) is displayed. Therefore, by providing a period (second period) during which the explanation display is not displayed even if a certain operation is performed, while at the same time displaying the menu display when a certain operation is performed during that period, convenience for the player can be increased.

[0327] <Explanatory display according to the production situation (Example 3) / End of menu display> The state shown in FIG. 22(f) is a state in which the end button has been selected in the menu display MN, and FIG. 22(g) is a state in which the menu display MN has been erased (ended).

[0328] In this example, as shown in FIG. 22(f), while the top screen of the menu display MN is displayed, the end button is selected using the up and down buttons (not shown), and then the performance button 192 is pressed, causing the menu display MN to be erased (ended) and returning to the game screen.

[0329] <Explanatory display according to the performance situation (Example 3) / Demo performance> The state shown in FIG. 22(h) is the state when the demo effect has started, and the state shown in FIG. 22(i) is the state when the demo effect has ended.

[0330] In this example, the conditions for starting the demo presentation are met on the normal screen (for example, no BET operation is performed for a specified time), and after the demo presentation is started, the conditions for ending the demo presentation are met (for example, a BET operation is performed), so the demo presentation ends and the game screen is restored, and the return of the game screen (end of the demo presentation) triggers an explanation display available notification TC to notify that a game explanation display can be displayed.

[0331] <Explanatory display according to the production situation (Example 3) / Start of explanatory display> The state shown in Figure 22 (j) is a state in which the performance button 192 is pressed while the explanation display possible notification TC shown in the same figure (i) is being executed, and an explanation display regarding the normal state (non-accompanied state) is displayed.

[0332] In the slot machine of this example, even if a certain operation (e.g., pressing the effect button 192) is performed by the operating means during a second period (e.g., the period after the display of the explanation display possible notification TC has ended) of a certain presentation state (e.g., the normal state (non-accompanying state)), if a demo presentation is being performed before the certain operation by the operating means, the slot machine is configured to display an explanation display regarding the certain presentation state (e.g., an explanation display regarding the normal state (non-accompanying state)) without displaying a menu display.

[0333] In the state shown in Figure 22 (j), during the period (second period) after the display of the explanation display possible notification TC for the normal state (non-accompanied state) (certain presentation state) has ended, the presentation button 192 is pressed (a certain operation by the operating means), but since a demo presentation is being executed before the certain operation by the operating means, an explanation display NP1 (explanation display for a certain presentation state) for the normal state (non-accompanied state) is displayed without displaying a menu.

[0334] According to this example, by executing the demo effect, a state in which the game instruction display can be displayed is restored without going through the menu display, thereby improving convenience for the player.

[0335] <Explanatory display according to the performance situation (Example 3) / Transition to normal state (Princess accompaniment state)> The state shown in FIG. 22(k) is a state in which the presentation state in the advantageous zone has transitioned to the normal state (the princess accompanies the player).

[0336] In this state, since the presentation state in the advantageous zone has transitioned to the normal state (Princess Accompanying State), a state transition notification display (in this example, the string "●● Stage ~ Princess Accompanying ~" is displayed) is performed to notify the player that the presentation state has transitioned to the normal state (Princess Accompanying State), and an explanation display available notification TC is performed to notify the player that a game explanation display can be displayed, triggered by the transition to the normal state (Princess Accompanying State).

[0337] <Explanatory display according to the production situation (Example 3) / Start of explanatory display> The state shown in FIG. 22(l) is a state in which the explanation display regarding the normal state (the princess accompanies state) is displayed when the performance button 192 is pressed during the execution of the explanation display possible notification TC shown in FIG. 22(k).

[0338] In the slot machine of this example, when a certain operation (for example, pressing the performance button 192) is performed by the operating means during a first period (for example, a period during which the explanation display possible notification TC is being executed) of a certain presentation state (for example, a normal state (accompanied by a princess)), an explanatory display relating to the certain presentation state (for example, an explanatory display relating to the normal state (accompanied by a princess)) is displayed.

[0339] In the state shown in Figure 22 (l), during the period (first period; in this example, 10 seconds) during which the explanation display possible notification TC is being executed in the normal state (princess accompanied state) (certain presentation state), the presentation button 192 is pressed (a certain operation by the operating means), and therefore explanation display NP3 (explanation display related to a certain presentation state) regarding the normal state (princess accompanied state) is displayed.

[0340] In recent gaming machines, a wide variety of effects are implemented, and the effects are becoming more complex, but according to this example, by displaying an explanatory display according to the effect state, the player can better understand the contents of each effect state, and the player's interest in the game and the effect of the effect can be increased. Also, by displaying an explanatory display according to the effect state when a certain operation is performed by the operating means, an explanatory display that matches the timing at which the player performs a certain operation by the operating means can be provided, and the convenience of the player can be increased.

[0341] In this example, the explanatory display regarding the normal state is made up of multiple (four) pages, and in the example shown in Figure 22 (l), since the performance button 192 was pressed in the normal state (state where the princess is accompanied), the explanatory display regarding the normal state (3 pages) NP3 regarding the normal state (state where the princess is accompanied) is displayed out of the explanatory display regarding the normal state which is made up of multiple (four) pages.

[0342] In this example, the explanatory display (page 3) NP3 for the normal state (Princess Accompanying State) provides an explanation of the Princess Accompanying State in the normal state (in this example, the text ``Princess Accompanying State In the Princess Accompanying State, the odds of winning with weak and strong cherries are greatly increased.'').

[0343] Also, as shown in FIG. 22(l), in the display area to the right of the explanatory display (page 3) NP3 regarding the normal state (accompanied by princess), when a press operation of the right button (not shown) is accepted, a guidance display (in this example, the text string "Normal (4) Explanation" and a right-pointing arrow are displayed) is displayed to suggest that the explanatory display (page 4) regarding the normal state (accompanied by grandfather and princess) will be displayed.

[0344] Then, when the right button is pressed while the explanatory display (page 3) NP3 regarding the normal state (state where the princess is accompanied) is displayed, the explanatory display (page 4) regarding the normal state (state where the princess and grandfather are accompanied) is displayed.

[0345] On the other hand, in the display area to the left of the explanatory display (page 3) NP3 regarding the normal state (state accompanied by a princess), when a press operation of the left button (not shown) is received, a guidance display (in this example, the text string "Normal (2) Explanation" and a left-pointing arrow are displayed) is displayed suggesting that an explanatory display regarding the normal state (state accompanied by an old man) will be displayed.

[0346] Then, when the left button is pressed while the explanatory display (page 3) NP3 regarding the normal state (state accompanied by a princess) is being displayed, an explanatory display regarding the normal state (state accompanied by an old man) is displayed.

[0347] According to this example, even in the same presentation state (in this example, the same stage in the normal state), the explanatory display differs depending on the timing of operation of the operating means, so that when a certain operation is performed by the player using the operating means, an explanatory display that matches that timing can be provided, thereby increasing convenience for the player.

[0348] Also, according to this example, when the presentation state is set to a first presentation state (for example, a normal state (non-accompanying state)), if a predetermined condition is met (for example, an operation of the operating means is performed), a first explanatory display (for example, an explanatory display regarding the normal state (non-accompanying state)) regarding the first presentation state is displayed as an explanatory display, and when the presentation state is set to the second presentation state (for example, a normal state (accompanying princess) normal state), if the predetermined condition is met (for example, an operation of the operating means is performed), a second explanatory display (for example, an explanatory display regarding the normal state (accompanying princess) normal state) regarding the second presentation state is displayed as the explanatory display. In recent years, a wide variety of presentations have been performed on gaming machines, and the presentations have become more complicated, but by displaying explanatory displays according to the presentation state, the player can better understand the contents of each presentation state, and the player's interest in the game and the presentation effect can be increased. Also, by displaying explanatory displays according to the presentation state, explanatory displays can be provided to the player at an appropriate time, and the convenience of the player can be increased.

[0349] <Explanatory display according to the production situation (Example 4)> 23(a) to 23(l) are diagrams showing screen transitions in chronological order in explanatory display in accordance with the performance situation (Example 4).

[0350] <Explanatory display according to the performance situation (Example 4) / Transition to CZ state> The state shown in Figure 23(a) is the state in which the presentation state in the advantageous zone has transitioned to the CZ state.

[0351] In the slot machine of this example, when a first operation (e.g., pressing the effect button 192) is performed by the operating means during a first period of a certain presentation state (e.g., a CZ state) (e.g., the period from a game in which a certain presentation state (CZ state) is set to the transition to the next game), an explanatory display (first explanatory display) is displayed (or can be displayed), and a first display related to the explanatory display (e.g., the explanation display possible notification TC shown in Figure 23 (a)) can be displayed during the first period.

[0352] In the state shown in Figure 23(a), since the presentation state in the advantageous zone has transitioned to the CZ state, a state transition notification presentation MP (in this example, display of the string "Entering CZ") is performed in the display area of ​​the presentation image display device 157 to notify that the presentation state has transitioned to the CZ state, and an explanation display possible notification TC (the first display related to the explanation display; in this example, display of the string "Game explanation", display of an image imitating the appearance of the presentation button 192, and display of the string "PUSH") is performed to notify that an explanation display can be displayed, triggered by the transition to the CZ state.

[0353] It is expected that players who need an explanatory display are players who are not familiar with this gaming machine, but by making the explanatory display possible notification TC (first display) displayable, even players who are not familiar with this gaming machine can obtain information regarding the explanatory display, thereby improving the convenience for the player. Moreover, by making it possible to display an explanatory display by performing a first operation based on the explanatory display possible notification TC (first display), the convenience for the player can be improved.

[0354] The "first display" according to the present invention may be any "display related to explanatory display" (a display capable of informing users that an explanatory display can be displayed), and may be, for example, simply a display of a string such as "Press button to display explanatory display," or a display that is displayed for a predetermined time (e.g., 10 seconds) and then erased after the predetermined time has elapsed, or a scrolling display that moves from one side of the display area of ​​the performance image display device 157 to the other, or a display displayed on a display means other than the performance image display device 157 (e.g., a sub-liquid crystal display or LED).

[0355] Furthermore, the condition for starting the display of the "first display" according to the present invention is not limited to "transition to a certain presentation state (CZ state)", but may be, for example, when the first display has never been displayed after transition to a certain presentation state, when the explanatory display has never been displayed after transition to a certain presentation state, when no game has been played (no operation has been performed using the operating means) for a predetermined period of time (for example, 30 seconds), when the demo presentation has ended, when a certain operating means has been operated, etc.

[0356] <Explanatory display according to the production situation (Example 4) / Start of display of explanatory display> The state shown in FIG. 23(b) is a state in which the performance button 192 is pressed while the explanation display possible notification TC shown in FIG. 23(a) is being executed, and an explanation display regarding the CZ state is displayed.

[0357] In the slot machine of this example, when a first operation (e.g., pressing the effect button 192) is performed by the operating means during a first period of a certain presentation state (e.g., a CZ state) (e.g., the period from a game in which a certain presentation state (CZ state) is set to the transition to the next game), an explanatory display (first explanatory display) is displayed (or is capable of being displayed).

[0358] In the state shown in Figure 23 (b), during the period (first period) from the game in which the CZ state (a certain presentation state) is set to the transition to the next game, the presentation button 192 is pressed (first operation by the operating means), and therefore an explanatory display CP1 (first explanatory display) regarding the CZ state is displayed.

[0359] In recent gaming machines, a wide variety of effects are performed, and the effects are becoming more complicated. According to this example, by displaying an explanatory display according to the effect state, the player can better understand the contents of each effect state, and the player's interest in the game and the effect of the effect can be increased. In addition, by displaying an explanatory display according to the effect state when the first operation is performed by the operating means, an explanatory display that matches the timing when the player performs the first operation by the operating means can be provided, and the convenience of the player can be increased. In addition, a gaming machine that is easy to use can be provided for players who are familiar with this gaming machine and players who are not familiar with it.

[0360] The display mode of the explanatory display is not particularly limited, but in this example, as shown in Figure 23 (b), first, an explanatory display CP1 regarding the CZ state is displayed, and in the display area to the right of the explanatory display (page 1) CP1 regarding the CZ state, a guidance display (in this example, the display of the string "CZ (2) Explanation" and a right-pointing arrow) is displayed suggesting that an explanatory display (page 2) regarding the CZ state will be displayed when a press of the right button (not shown) is received.

[0361] Then, when the right button press operation is received while the explanatory display (page 1) CP1 regarding the CZ state is being displayed, an explanatory display (page 2) regarding the CZ state is displayed, and when the right button press operation is received while this explanatory display (page 2) regarding the CZ state is being displayed, an explanatory display (page 3) regarding the CZ state is displayed, and when the right button press operation is received while this explanatory display (page 3) regarding the CZ state is being displayed, an explanatory display (page 4) regarding the CZ state is displayed.

[0362] On the other hand, as shown in FIG. 23(b), in the display area to the left of the explanatory display (page 1) CP1 relating to the CZ state, a guidance display (in this example, the string “Normal (4) Explanation” and a left-pointing arrow) is displayed to suggest that the explanatory display (page 4) relating to the normal state will be displayed when a press of the left button (not shown) is received.

[0363] Then, when the left button is pressed while an explanatory display (page 1) CP1 relating to the CZ state is being displayed, an explanatory display (page 4) NP4 relating to the normal state is displayed, as shown in FIG. 23(c).

[0364] In addition, the "first period (of a certain state)" according to the present invention is not limited to "the period from a game in which a certain presentation state (CZ state) is set (transitioned to) until the next game is set (transitioned to)", and may include, for example, the period from when a certain presentation state is set until an explanatory display (first explanatory display) is displayed once, the period from when an explanatory display possible notification TC is started until it is ended, the period from when a certain presentation state is transitioned to until a predetermined number of games are played, the period from when a certain presentation state is transitioned to until the certain presentation state is ended, the period from when a certain presentation state is transitioned to until when a certain presentation state is transitioned to another presentation state, the period from when a certain presentation state is transitioned to until an explanatory display (first explanatory display) is displayed once, It may be the period until a display is displayed (until an operation is performed by the operating means), the period after one of the BET operation, start lever operation, first stop operation, second stop operation, and third stop operation is performed and until another operation is performed thereafter, the period after one of the BET operation, start lever operation, first stop operation, second stop operation, and third stop operation is performed and until a certain amount of time has passed, the period after a transition in the presentation state or a change in the presentation mode occurs and until a certain operation of the operating means is performed, or the period after a transition in the presentation state or a change in the presentation mode occurs and until a certain amount of time has passed.

[0365] Furthermore, the "first operation" according to the present invention is not limited to "pressing effect button 192" and may be an operation using other operating means (for example, any one of the buttons on the cross key buttons 191a or OK button 191b), an operation using a touch panel, etc., or an operation using multiple operating means (for example, pressing effect button 192 after pressing any one of the buttons on the cross key buttons 191a), a long press of a certain operating means, or successive presses of a certain operating means, etc.

[0366] Furthermore, the "first explanatory display" of the present invention is not limited to an explanatory display regarding a certain presentation state (in this example, the CZ state), but may be, for example, an explanation regarding a presentation state other than a certain presentation state (the CZ state), an explanatory display regarding a winning role, an explanation regarding the reel patterns, an explanation regarding the game state, an explanation regarding the game method, a tutorial, etc.

[0367] Furthermore, when the "first explanatory display" of the present invention is configured with multiple displays, the operating means capable of switching between the multiple displays is not limited to the left button and the right button, but may be, for example, other operating means (for example, any one of the buttons of the cross key button 191a or the OK button 191b), a touch panel, etc.

[0368] <Explanatory display according to the performance situation (Example 4) / Left button press operation> The state shown in FIG. 23(c) is a state in which the explanatory display (page 4) NP4 relating to the normal state is displayed.

[0369] In this state, when the explanatory display (1 page) CP1 regarding the CZ state shown in Figure 23(b) is displayed, pressing the left button (not shown) is accepted, and as a result, the explanatory display (4 pages) NP4 regarding the normal state is displayed, as shown in Figure 23(c).

[0370] In this example, the explanatory display (page 4) NP4 for the normal state explains the relationship between the character accompanying state in the normal state and the probability of winning a rare role (in this example, the text ``In the state where Grandfather and Princess accompany each other, when Grandfather and Princess accompany each other, the probability of winning all rare roles is greatly increased.'').

[0371] According to this example, when the presentation state is set to a first presentation state (in this example, the CZ state), even if an explanatory display for the first presentation state (in this example, an explanatory display relating to the CZ state) is displayed, by operating the operating means (in this example, the left button), an explanatory display for the second presentation state (in this example, an explanatory display relating to the normal state) can be displayed. Therefore, for example, it is possible to check the explanatory display relating to the next presentation state to be transitioned to or the previously set presentation state, allowing for preview or review of the contents of the presentation state, and it is possible to provide the explanatory display required by the player, thereby increasing the satisfaction and convenience of the player.

[0372] <Explanatory display according to the production situation (Example 4) / End of explanatory display> The state shown in FIG. 23(d) is the state in which the explanatory display (page 4) NP4 relating to the normal state has been erased (ended).

[0373] In this state, when the explanatory display (page 4) NP4 regarding the normal state shown in Figure 23 (c) is displayed, a specified condition is met (in this example, the effect button 192 is pressed), so the explanatory display (page 4) NP4 regarding the normal state is erased (ended) and only the state transition notification effect MP (display of the string "Entering CZ") is performed.

[0374] In addition, in this example, since the explanation display CP1 regarding the CZ state is displayed once in the state shown in Figure 23(b), the explanation display possible notification TC that was displayed in the state shown in Figure 23(a) is made non-display (configured not to be displayed).

[0375] The explanation display possible notification TC (first display) may be an annoying display for players who are familiar with this gaming machine, but by not displaying the explanation display possible notification TC (first display) until a certain condition is met after the explanation display is erased (for example, until the demo performance shown in Figure 23 (h) ends), it is possible to improve the convenience for players who are not familiar with this gaming machine while reducing the annoyance for players who are familiar with this gaming machine.

[0376] <Explanatory display according to the production situation (Example 4) / Start of display of explanatory display> The state shown in Figure 23(e) is a state in which the explanation display possible notification TC shown in the same figure (d) is not displayed, and the performance button 192 is pressed to display an explanation display regarding the CZ state.

[0377] In the slot machine of this example, when a first operation (e.g., pressing the effect button 192) is performed by the operating means during a first period of a certain presentation state (e.g., a CZ state) (e.g., the period from a game in which a certain presentation state (CZ state) is set to the transition to the next game), the slot machine is configured to display (or be able to display) an explanatory display (first explanatory display) even if an explanation display available notification TC (first display) that notifies that an explanatory display can be displayed has not been performed.

[0378] In the state shown in Figure 23(d), the explanation display possible notification TC described using Figure 23(a) has not been performed, but during the period (first period) from the game in which the CZ state (a certain presentation state) is set to the transition to the next game, the presentation button 192 is pressed (first operation by the operating means), and therefore an explanation display CP1 (first explanation display) regarding the CZ state is displayed.

[0379] In addition, in the state shown in Fig. 23(c), the explanatory display (4 pages) NP4 relating to the normal state was displayed last, but in the timing shown in Fig. 23(e), the explanatory display (1 page) CP1 relating to the current presentation state (in this example, the CZ state) is displayed first without displaying the explanatory display relating to the normal game that was displayed last (without displaying the continuation of the explanatory display). Note that the explanatory display may start from the explanatory display that was displayed last in the most recent explanatory display (in this example, the explanatory display relating to the normal game).

[0380] <Explanatory display according to the production situation (Example 4) / End of explanatory display> The state shown in FIG. 23(f) is the state in which the explanatory display (1 page) CP1 regarding the CZ state has been erased (ended).

[0381] In this state, when the explanatory display (1 page) CP1 regarding the CZ state shown in Figure (e) is displayed, a specified condition is met (in this example, the performance button 192 is pressed), so the explanatory display (1 page) CP1 regarding the CZ state is erased (ended) and the state transition notification performance MP (display of the string "Entering CZ") is resumed.

[0382] <Explanatory display according to the performance situation (Example 4) / Start of demo performance> The state shown in FIG. 23(g) is the state in which the demo performance (waiting for customers demo performance) has started.

[0383] In this state, the demo presentation is started when no game is played (no operation is performed by the operating means) for a predetermined time (for example, 30 seconds).

[0384] The form of the demo performance is not particularly limited, but in this example, the state transition notification performance MP is erased and a moving image is displayed that includes a demo performance notification (in this example, the display of the string "Demo in progress") to notify that a demo performance is being performed.

[0385] <Explanatory display according to the performance situation (Example 4) / Start of demo performance> The state shown in FIG. 23(h) is the state after the demo performance has ended.

[0386] In this state, when a predetermined condition is met during the demo performance (in this example, the performance button 192 is pressed), the demo performance ends, and the explanation display possible notification TC described using Figure 23(a) is re-displayed.

[0387] In addition, in the state shown in Figure 23 (d), even if the performance button 192 is pressed, the explanation display CP1 regarding the CZ state may not be displayed. In other words, the explanation display CP1 regarding the CZ state may be displayed only when the performance button 192 is pressed while the explanation display possible notification TC is displayed. Even in this case, after the demo performance is executed, the explanation display possible notification TC may be displayed as in Figure 23 (h), and the explanation display CP1 regarding the CZ state may be displayed when the performance button 192 is pressed.

[0388] In addition, the trigger for re-displaying the explanation display possible notification TC may be when no game is played or no operation of the operation means such as the effect button 192 is performed for a certain period of time, rather than when a demo effect is executed.

[0389] <Explanatory display according to the performance situation (Example 4) / Several games after the CZ state is set> The state shown in Figure 23(i) is the state after several games have been played since the game in which the CZ state shown in Figure 23(a) was set.

[0390] In this state, the CZ state continues, and a CZ state presentation is being executed, including a game state display indicating that the state is CZ (in this example, the display of the string "CZ~The Princess Accompanies~"); however, since several games have passed since the CZ state was set (the period (first period) from the game in which the CZ state was set to the transition to the next game has passed), the explanation display possible notification TC that was displayed at the timing shown in Figure 23(a) is not displayed.

[0391] <Explanatory display according to the production situation (Example 4) / Start of menu display> The state shown in FIG. 23(j) is a state in which the effect button 192 is pressed and the menu display MN is displayed.

[0392] In the slot machine of this example, when a first operation (e.g., pressing the effect button 192) is performed by the operating means during a second period of a certain presentation state (e.g., a CZ state) (e.g., the period until the CZ state ends in the game following the game in which the CZ state is set, or the period until the time during which no play has been performed in the game in which the CZ state is set reaches a predetermined time (e.g., 30 seconds)), the slot machine is configured to display (or be able to display) a menu display without displaying a first explanatory display (e.g., an explanatory display regarding the CZ state).

[0393] In the state shown in Figure 23(i), during the period (second period) until the end of the CZ state from the game following the game in which the CZ state (a certain presentation state) is set, the presentation button 192 is pressed (first operation by the operating means), so that an explanatory display (first explanatory display) regarding the CZ state is not displayed, and the menu display MN is displayed.

[0394] If the explanation display is displayed again if the player mistakenly performs the first operation after viewing the explanation display, this may be annoying to the player. However, according to this example, by providing a period (second period) during which the explanation display is not displayed even if the first operation is performed, convenience for the player can be increased.

[0395] In addition, the condition for starting the display of the ``menu display'' of the present invention is not limited to a first operation (pressing the presentation button 192) by the operating means during the second period of a certain presentation state (CZ state) (the period until the CZ state ends after the game following the game in which the CZ state is set), but may be, for example, when an operation is performed by the operating means when an explanatory display is displayed once after transitioning to a certain presentation state, or when an operating means dedicated to menu display is operated during the second period of a certain presentation state, etc.

[0396] Also, as explained using Figures 21(f) and (g), when the game explanation button is selected in the menu display MN using the left and right arrow keys of the cross key button 191a and then the performance button 192 is pressed (second operation), the display transitions to an explanation display screen, and on this explanation display screen, an explanation display (second explanation display; in this example, an explanation display SP relating to the story of the performance executed by the gaming machine) that is not dependent on the current performance state (in this example, the CZ state) is displayed.

[0397] The explanatory display CP1 (first explanatory display) described using Figures 23(b) and (e) is a display that displays explanatory content (in this example, an explanation regarding the CZ state) regarding a certain presentation state when the display of this explanatory display CP1 is started, whereas the explanatory display SP (second explanatory display) described using Figure 21(g) is a display that displays explanatory content (in this example, an explanation regarding the story of the presentation executed by the gaming machine) different from the explanatory content (in this example, an explanation regarding the CZ state) regarding a certain presentation state when the display of this explanatory display SP is started.

[0398] In other words, the content of the explanation (in this example, an explanation regarding the CZ state) when the display of the explanation display CP1 (first explanation display) shown in Figure 23(b) or (e) is started is different from the content of the explanation (in this example, an explanation regarding the story of the presentation executed by the gaming machine) when the display of the explanation display SP (second explanation display) shown in Figure 21(g) is started.

[0399] According to this example, the explanation content when the explanation display is started can be made different between when an explanation display (first explanation display) is displayed without going through a menu display and when an explanation display (second explanation display) is displayed via a menu display, so that the player can select the explanation display he or she desires by operating the player himself or herself, thereby increasing the player's satisfaction and convenience.

[0400] Furthermore, when displaying an explanatory display (first explanatory display) that does not go through a menu display, by displaying an explanation according to the current presentation state, the player can confirm an explanation that is appropriate to the current situation, which not only improves convenience for the player but also allows the player to better understand the content of each presentation state, thereby increasing the player's interest in the game and the presentation effect.

[0401] On the other hand, when displaying an explanatory display via a menu display (second explanatory display), it is highly likely that the player has already checked the explanation that corresponds to the current presentation state, and therefore there is a high possibility that the player would like to check an explanation that does not correspond to the current presentation state. Therefore, by displaying an explanatory display that is different from the explanation that corresponds to the current presentation state, it is possible to provide a display that meets the player's needs, thereby increasing the convenience and satisfaction of the player.

[0402] <Explanatory display according to the production situation (Example 4) / End of menu display> The state shown in FIG. 23(k) is the state in which the menu display MN has been erased (ended).

[0403] In this state, when the menu display MN shown in Figure (j) is displayed, a predetermined condition is met (in this example, the end button is selected in the menu display MN and then the presentation button 192 is pressed), so the menu display MN is erased (ended) and the CZ state presentation is resumed, including a game status display indicating that the game is in the CZ state (in this example, the display of the string "CZ~Accompanying the Princess~").

[0404] Although not shown in the drawings, in this example, in the same state, when no operation is performed by the operating means for a predetermined time (for example, 30 seconds), a demo presentation is started.

[0405] <Explanatory display according to the performance situation (Example 4) / Start of demo performance> The state shown in FIG. 23(l) is the state after the demo performance has ended.

[0406] In this state, the demo performance is terminated when a predetermined condition is met (in this example, the performance button 192 is pressed) during the demo performance that started after the CZ state shown in Figure 23 (k).

[0407] In addition, in this state, since the demo presentation has ended, the explanation display possible notification TC described with reference to FIG. 23(a) is displayed.

[0408] Then, when this explanation display possible notification TC is displayed, if the performance button 192 is pressed (first operation by the operating means), an explanation display CP1 (first explanation display) regarding the CZ state is displayed, similar to the state shown in Figure 23 (b).

[0409] According to this example, if the previous player stops playing midway through, explanatory displays can be provided at an appropriate time even to a player who takes over from the previous game, thereby increasing player satisfaction and convenience.

[0410] <Explanatory display / summary according to the production situation> As described above, the gaming machine according to the present embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a setting means (for example, a game state control process) capable of setting one of a plurality of presentation states, and an operation means (for example, the presentation button 192), and the plurality of presentation states include a certain presentation state (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.), and during a first period of the certain presentation state (for example, a period during which an explanation display possible notification TC is being executed, a period from when a certain presentation state is transitioned to when a predetermined number of games are played, a period from when a certain presentation state is transitioned to when the certain presentation state is terminated, a period from when a certain presentation state is transitioned to when a certain presentation state is transitioned to when a certain presentation state is transitioned to another presentation state, a period from when a certain presentation state is transitioned to when an explanation display is displayed (until an operation is performed by the operation means), a BET operation, a start lever, etc.), This gaming machine is characterized in that when a certain operation is performed by the operating means during the period from when one of the BET operation, start lever operation, first stop operation, second stop operation, and third stop operation is performed until the other operation is performed thereafter, the period from when one of the BET operation, start lever operation, first stop operation, second stop operation, and third stop operation is performed until a certain amount of time has passed thereafter, the period from when a transition in presentation state or a change in presentation mode occurs until a certain operation of the operating means is performed, or the period from when a transition in presentation state or a change in presentation mode occurs until a certain amount of time has passed thereafter), an explanatory display relating to the certain presentation state (for example, explanatory display CP1 relating to the CZ state shown in Figure 21(b), explanatory display NP1 relating to the normal state (non-accompanying state) shown in Figure 22(c), and explanatory display NP3 relating to the normal state (princess accompanying state) shown in Figure 22(l)) is displayed.

[0411] In recent gaming machines, a wide variety of effects are executed, and the effects are becoming more complicated, but according to the gaming machine of this embodiment, by displaying an explanatory display according to the effect state, the player can better understand the contents of each effect state, and the player's interest in the game and the effect of the effect can be increased. Also, by displaying an explanatory display according to the effect state when a certain operation is performed by the operating means, an explanatory display that matches the timing at which the player performs a certain operation by the operating means can be provided, and the convenience for the player can be increased.

[0412] In addition, even if the certain operation is performed by the operating means during a second period of the certain presentation state (for example, the period after the display of the explanation display possible notification TC has ended), the explanation display regarding the certain presentation state may not be displayed.

[0413] If the explanation display is displayed again if the player mistakenly performs a certain operation after viewing the explanation display, this may be annoying to the player. However, with this configuration, a period (second period) is set during which the explanation display is not displayed even if a certain operation is performed, thereby increasing convenience for the player.

[0414] Also, when the certain operation is performed by the operating means during the second period of the certain performance state, a menu display (for example, menu display MN shown in FIG. 21(e)) may be displayed.

[0415] With this configuration, a period (second period) is set in which the explanatory display is not displayed even if a certain operation is performed, while the menu display is displayed if a certain operation is performed during that period, thereby increasing convenience for the player.

[0416] In other words, a gaming machine according to this embodiment (e.g., the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a setting means (e.g., a gaming state control process) capable of setting one of a plurality of presentation states, and the plurality of presentation states (e.g., a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.) include a first presentation state (e.g., a CZ state) and a second presentation state (e.g., a normal state), and in the first presentation state and the second presentation state, an explanatory display can be displayed, and when the presentation state is set to the first presentation state, when a predetermined condition is met (e.g., when an operation means is operated, or when a transition is made to a new presentation state set by the setting means), the explanatory display is displayed. a first explanatory display relating to the first presentation state (for example, explanatory display CP1 relating to the CZ state shown in Figure 21(b)) is displayed as the explanatory display when the presentation state is set to the second presentation state and the specified condition is met, a second explanatory display relating to the second presentation state (for example, explanatory display NP1 relating to the normal state (non-accompanying state) shown in Figure 22(c)) is displayed as the explanatory display, and when the certain operation is performed by the operating means during a second period of the certain presentation state (for example, a period after the display of the explanation display possible notification TC has ended), a menu display (for example, menu display MN shown in Figure 21(e)) is displayed without displaying the explanatory display relating to the certain presentation state.

[0417] In recent gaming machines, a wide variety of effects are executed, and the effects are becoming more complicated. However, according to the gaming machine of this embodiment, by displaying an explanatory display according to the effect state, the player can better understand the contents of each effect state, and the interest level and effect of the player in the game can be increased. In addition, by displaying an explanatory display according to the effect state when a certain operation is performed by the operating means, an explanatory display that matches the timing when the player performs a certain operation by the operating means can be provided, and the convenience of the player can be increased. In addition, if the explanatory display is displayed again when a certain operation is performed by mistake after viewing the explanatory display, the player may feel annoyed. However, with this configuration, the convenience of the player can be increased by providing a period (second period) in which the explanatory display is not displayed even if a certain operation is performed. In addition, while providing a period (second period) in which the explanatory display is not displayed even if a certain operation is performed, the convenience of the player can be increased by displaying a menu display when a certain operation is performed during the period.

[0418] In addition, the items of the menu display may include items that display the explanatory display (for example, a game explanation button for switching to an explanatory display screen) and items that display setting displays related to the game (for example, a volume / light intensity setting button for switching to a volume / light intensity setting screen where the volume and light intensity of the presentation means can be set (adjusted), and a custom setting button for switching to a custom setting screen where the player can customize the game content).

[0419] With this configuration, even during a period (second period) when an explanatory display is not displayed even if a certain operation is performed, it is possible to display the explanatory display by going through the menu display, thereby increasing convenience for the player.

[0420] The second period may be a period that follows the first period of the certain performance state.

[0421] In addition, the gaming machine according to this embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a setting means (for example, a game state control process) capable of setting one of a plurality of presentation states, and an operation means (for example, a presentation button 192, any of the up, down, left, and right arrow keys of the cross key button 191a, an OK button 191b, a touch panel), and the plurality of presentation states include a certain presentation state (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.), and when a first operation (for example, a pressing operation of the presentation button 192) is performed by the operation means during a first period of the certain presentation state (for example, a period from a game in which a certain presentation state (CZ state) is set to a transition to the next game), an explanatory display (hereinafter referred to as a "first explanatory display"; for example, an explanatory display CP1 relating to the CZ state shown in FIG. 23(b) and FIG. 23(e)) is displayed, and the certain presentation state is This is a gaming machine characterized in that, when the first operation is performed by the operating means during a second period (for example, from N (N is a positive integer)+1 play onwards in the CZ state), a menu display (for example, menu display MN shown in Figure 23(j)) is displayed without displaying the first explanatory display, and when a second operation is performed by the operating means while the menu display is being displayed (for example, pressing the performance button 192 after the game explanation button is selected by the left and right arrow keys of the cross key button 191a), an explanatory display (hereinafter referred to as the "second explanatory display"; for example, explanatory display SP shown in Figure 21(g)) is displayed, and the explanatory content when the display of the first explanatory display begins (in this example, an explanation regarding the CZ state) is different from the explanatory content when the display of the second explanatory display begins (in this example, an explanation regarding the story of the performance executed by the gaming machine).

[0422] According to the gaming machine of this embodiment, the explanation content when the explanation display is started can be made different between when an explanation display (first explanation display) is displayed without going through a menu display and when an explanation display (second explanation display) is displayed via a menu display, so that the player can select the explanation display he or she desires by operating the player himself or herself, thereby increasing the satisfaction and convenience of the player.

[0423] The first explanatory display may be a display that displays explanatory content relating to the certain presentation state when the display of the first explanatory display starts.

[0424] With this configuration, when an explanatory display (first explanatory display) is displayed without going through a menu display, an explanation according to the current presentation state is displayed, allowing the player to confirm an explanation that is appropriate to the current situation. Not only can this improve convenience for the player, but it also allows the player to better understand the content of each presentation state, thereby increasing the player's interest in the game and the presentation effect.

[0425] In addition, the second explanatory display may be a display that displays explanatory content different from the explanatory content regarding the certain performance state when the display of the second explanatory display begins.

[0426] With this configuration, when an explanatory display (second explanatory display) is displayed via a menu display, it is highly likely that the player has already checked the explanation that corresponds to the current presentation state, and therefore there is a high possibility that the player would like to check an explanation that does not correspond to the current presentation state. Therefore, by displaying an explanatory display that is different from the explanation that corresponds to the current presentation state, it is possible to provide a display that meets the player's needs, thereby increasing the convenience and satisfaction of the player.

[0427] In addition, the gaming machine according to the present embodiment (for example, the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a setting means (for example, a gaming state control process) capable of setting one of a plurality of presentation states, and an operation means (for example, a presentation button 192, any of the up, down, left and right arrow keys of the cross key button 191a, an OK button 191b, a touch panel), and the plurality of presentation states include a certain presentation state (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.), and a first period (for example, a period when an explanation display possible notification TC is executed) of the certain presentation state. the period during which a certain presentation state is played, the period from transitioning to a certain presentation state until a predetermined number of games are played, the period from transitioning to a certain presentation state until the certain presentation state ends, the period from transitioning to a certain presentation state until transitioning to another presentation state, the period from transitioning to a certain presentation state until an explanatory display is displayed (until an operation is performed by the operating means), the period from one of a BET operation, a start lever operation, a first stop operation, a second stop operation, and a third stop operation is performed until the other operation is performed thereafter, the period during which a BET operation, a start lever operation, a first stop operation, a second stop operation, and a third stop operation is performed When a certain operation (e.g., pressing the performance button 192) is performed by the operating means during a period from when one of the first operation, the second operation, the third stop operation, and the third stop operation is performed until a certain time has elapsed, a period from when a performance state transition or a change in performance mode occurs until a certain operation of the operating means is performed, or a period from when a performance state transition or a change in performance mode occurs until a certain time has elapsed), an explanatory display regarding the certain performance state (e.g., explanatory display CP1 regarding the CZ state shown in FIG. 21(b), explanatory display CP2 regarding the normal state (non-accompanying state) shown in FIG. 22(c)) is displayed. 22(l)) and when the certain operation is performed by the operating means during a second period of the certain presentation state, a menu display (for example, menu display MN shown in FIG. 23(j)) is displayed without displaying the explanatory display regarding the certain presentation state, and a first display regarding the explanatory display (for example, explanatory display available notification TC shown in FIG. 23(a), (h) and (l) which notifies the user that an explanatory display can be displayed) can be displayed during the first period.

[0428] According to the gaming machine of this embodiment, by displaying an explanatory display according to the presentation state, the player can better understand the contents of each presentation state, and the player's interest in the game and the presentation effect can be increased. In addition, by displaying an explanatory display according to the presentation state when a certain operation is performed by the operating means, an explanatory display that matches the timing at which the player performs a certain operation by the operating means can be provided, and the convenience of the player can be increased. In addition, it is expected that players who need an explanatory display are players who are not familiar with this gaming machine, but by making it possible to display a first display related to the explanatory display during the first period, even players who are not familiar with this gaming machine can obtain information related to the explanatory display through the first display, and the convenience of the player can be increased.

[0429] The first display may be a display that notifies the user that the instruction display will be displayed by performing the certain operation using the operating means.

[0430] It is expected that players who require an explanatory display will be players who are not familiar with this gaming machine, but by making it possible to display a first display that notifies players that an explanatory display can be displayed by performing a certain operation, even players who are not familiar with this gaming machine can easily display the explanatory display, thereby increasing convenience for players.

[0431] In addition, before the certain operation is performed by the operating means during the first period, the first display can be displayed, but the first display may not be displayed until a certain condition is met after the explanatory display is erased during the first period (for example, until the demo presentation shown in Figure 23(h) ends, until a predetermined time has elapsed after the explanatory display is displayed once, or until the game state changes).

[0432] The first display can be bothersome to players who are familiar with the gaming machine, but by not displaying the first display until a certain condition is met after the explanatory display is erased, it is possible to reduce the bother for players who are familiar with the gaming machine while improving the convenience for players who are not familiar with the gaming machine.

[0433] Furthermore, the gaming machine according to the present embodiment (for example, the slot machine 100 shown in FIG. 1 ) is a gaming machine equipped with a setting means (for example, a game state control process) capable of setting one of a plurality of presentation states, and an operation means (for example, a presentation button 192, any of the up, down, left, and right arrow keys of the cross key button 191a, an OK button 191b, a touch panel), and the plurality of presentation states include a certain presentation state (for example, a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.), and the first period of the certain presentation state (for example, a period during which an explanation display possible notification TC is being executed, a period from when a certain presentation state is transitioned to when a predetermined number of games are played, a period from when a certain presentation state is transitioned to when the certain presentation state is terminated, a period from when a certain presentation state is transitioned to when a certain presentation state is transitioned to another presentation state, a period from when a certain presentation state is transitioned to when an explanation display is displayed (until an operation is performed by the operation means), a BET operation, a start lever operation, a first stop operation, a second stop operation, a third stop operation, a third stop operation, a fourth stop operation, a fifth stop operation, a sixth stop operation, a seventh stop operation, a fifth ... When a certain operation (e.g., pressing the performance button 192) is performed by the operating means during the period from when one of the operations is performed until another operation is performed, when one of the operations is performed until a certain time has elapsed after a BET operation, a start lever operation, a first stop operation, a second stop operation, and a third stop operation, when a certain time has elapsed after a transition of the performance state or a change in the performance mode, when a certain time has elapsed after a transition of the performance state or a change in the performance mode, when a certain time has elapsed after a transition of the performance state or a change in the performance mode, is performed), an explanatory display regarding the certain performance state (e.g., explanatory display CP1 regarding the CZ state shown in FIG. 21(b), explanatory display NP1 regarding the normal state (non-accompanied state) shown in FIG. 22(c), explanatory display NP3 regarding the normal state (accompanied state of the princess) shown in FIG. 22(l)) is displayed, and when the certain operation is performed by the operating means during the second period of the certain performance state, a menu display (e.g., FIG. 21(e),This is a gaming machine that displays a menu display (MN shown in FIG. 23(j)), and the items of the menu display include items that can display the explanation display (for example, a game explanation button for switching to an explanation display screen) and items that display setting displays related to the game (for example, a volume / light amount setting button for switching to a volume / light amount setting screen where the volume and light amount of the performance means can be set (adjusted), and a custom setting button for switching to a custom setting screen where the player can customize the game content).

[0434] According to the gaming machine of this embodiment, by displaying an explanatory display according to the presentation state, the player can better understand the contents of each presentation state, and the player's interest in the game and the presentation effect can be increased. In addition, if the explanatory display is always displayed during a period, the menu cannot be easily displayed, which may impair convenience, but convenience can be improved by providing a period during which the explanatory display is not displayed by the first operation and making the menu easily displayable during that period. In addition, even during a period during which the explanatory display is not displayed by the first operation, the explanatory display can be displayed by going through the menu, thereby improving the convenience of the player.

[0435] In addition, a gaming machine according to this embodiment (e.g., the slot machine 100 shown in FIG. 1) is a gaming machine equipped with a setting means (e.g., a gaming state control process) capable of setting one of a plurality of presentation states, and the plurality of presentation states (e.g., a normal state, a CZ state, an AT state, a bonus, an ED state, a specialized zone, etc.) include a first presentation state (e.g., a CZ state) and a second presentation state (e.g., a normal state), and an explanatory display can be displayed in the first presentation state and the second presentation state, and when the presentation state is set to the first presentation state, This gaming machine is characterized in that when a predetermined condition is met (for example, when the operating means is operated or when a transition to a new presentation state set by the setting means is made), a first explanatory display regarding the first presentation state (for example, explanatory display CP1 regarding the CZ state shown in Figure 21(b)) is displayed as the explanatory display, and when the presentation state is set to the second presentation state, when the predetermined condition is met, a second explanatory display regarding the second presentation state (for example, explanatory display NP1 regarding the normal state (non-accompanying state) shown in Figure 22(c)) is displayed as the explanatory display.

[0436] In recent gaming machines, a wide variety of effects are executed, and the effects are becoming more complicated, but according to the gaming machine of this embodiment, by displaying an explanatory display according to the effect state, the player can better understand the contents of each effect state, and the interest level of the player in the game and the effect of the effect can be increased. Also, by displaying an explanatory display according to the effect state, the explanatory display can be provided to the player at an appropriate timing, and the convenience of the player can be increased.

[0437] In addition, when an operation means (e.g., a performance button 192) is provided and the performance state is set to the first performance state, even if the first explanatory display is displayed, the second explanatory display may be displayed by operating the operation means.

[0438] With such a configuration, for example, it is possible to check explanatory displays relating to the next presentation state to be transitioned to and the previously set presentation state, allowing the player to prepare or review the contents of the presentation state, and it is possible to provide explanatory displays that the player requires, thereby increasing player satisfaction and convenience.

[0439] Also, the game device may include an operation means (e.g., a performance button 192), and the predetermined condition may be that the operation means is operated. Also, the predetermined condition may be that a transition to a new performance state set by the setting means occurs.

[0440] <Display of remaining G number> Next, the display mode of the AT remaining G number (remaining game number) in the AT state will be described with reference to Fig. 24. Note that Fig. 24 is a diagram showing an example of a change in the display mode of the AT remaining G number display, the number of acquired medals display, etc.

[0441] <Display of remaining G number / AT state (38 remaining G number)> The state shown in FIG. 24(a) is a state in which a start operation (pressing the start lever 135) is performed during a game in the AT state (38 G remaining) and an internal win is made in the push order bell.

[0442] In the slot machine of this example, in a certain gaming state (e.g., AT state), it is possible to display a play count display (e.g., AT remaining G number display) showing the number of plays in that certain gaming state, and an acquisition number display (e.g., acquired medal number display) showing the number of gaming values ​​acquired, as well as an granted play count display (e.g., AT added G number display) showing the number of plays newly granted in that certain gaming state.

[0443] In the state shown in Figure 24(a), since the number of remaining AT Gs in the AT state is 38 games, the string "38G remaining" is displayed in normal color (black in this example) in the upper left display area of ​​the performance image display device 157 as the AT remaining G number display RG (number of games displayed) indicating the number of games in the AT state (a certain game state).

[0444] Also, in this state, since the number of medals acquired in the AT state is six, the string "6" is displayed in normal color (black in this example) in the display area in the upper right corner of the performance image display device 157 as the number of medals acquired display MC (number of medals acquired display) indicating the number of medals (game value) acquired.

[0445] The state shown in FIG. 24(b) is a state in which the third stop operation is performed during a game in the AT state (38 G remaining) and the push order bell is won.

[0446] In this state, since the number of remaining AT Gs in the AT state remains at 38 games, the string "38G remaining" is displayed in normal color (in this example, black) in the display area in the upper left of the performance image display device 157 as the AT remaining G number display RG (number of games displayed) indicating the number of games in the AT state (a certain game state).

[0447] On the other hand, in the same state, 13 medals are acquired by winning the push order bell, and the total number of medals acquired in the AT state becomes 19 (=6 + 13), so the string "19" is displayed in normal color (in this example, black) in the display area in the upper right corner of the performance image display device 157 as the number of medals acquired display MC (number of medals acquired display), which indicates the number of medals (game value) acquired.

[0448] <Display of remaining G number / AT state (37 remaining G number) / Additional 10G> The state shown in Figure 24 (c-1) is a state in which, during play in the AT state (37 G remaining), the start operation (pressing the start lever 135) is performed, the additional lottery is won, and 10 G is awarded.

[0449] In this state, since the number of remaining AT Gs in the AT state is 37 games, the string "37G remaining" is displayed in normal color (in this example, black) in the upper left display area of ​​the performance image display device 157 as the AT remaining G number display RG (number of games displayed) indicating the number of games in the AT state (a certain game state).

[0450] Also, in this state, since the number of medals acquired in the AT state is 17, the string "17" is displayed in normal color (black in this example) in the display area in the upper right corner of the performance image display device 157 as the number of medals acquired display MC (number of medals acquired display) indicating the number of medals (game value) acquired.

[0451] Also, in this state, since the player wins the additional lottery in the AT state and is awarded 10 new games, an additional effect is executed to announce the AT additional G number display AG, which indicates the number of AT additional Gs, and the string "+10G" is displayed in normal color (black in this example) as the AT additional G number display AG in the additional effect.

[0452] The state shown in FIG. 24(d-1) is a state in which the third stop operation is performed in a game in the AT state (remaining G number 37), and a certain winning combination with a payout number of 2 coins is won.

[0453] In this state, 10 new games are awarded as a result of winning the additional lottery, and the number of remaining AT Gs in the AT state becomes 47G (=37G+10G), so in the display area at the top left of the performance image display device 157, the string "47G remaining" is displayed in normal color (black in this example) as the AT remaining G number display RG (number of games displayed), which shows the number of games in the AT state (a certain game state).

[0454] Also, in the same state, two medals are acquired through the winning of a certain winning combination, and the number of medals acquired in the AT state becomes 19 (=17 + 2), so the string "19" is displayed in normal color (black in this example) in the display area in the upper right corner of the performance image display device 157 as the number of medals acquired display MC (number of medals acquired display), which indicates the number of medals (game value) acquired.

[0455] <Display of remaining G number / AT state (37 remaining G number) / 300G added> The state shown in Figure 24 (c-2) is a modified version of the state shown in the same figure (c-1), in which a start operation (pressing the start lever 135) is performed during play in the AT state (37 G remaining), the additional lottery is won, and 300 G is awarded.

[0456] In this state, the number of remaining AT Gs in the AT state is 37 games, and the number of medals won in the AT state is 17, so similar to the state shown in Figure 24 (c-1), the AT remaining G number display RG (number of plays display) displays the string "37G remaining" in normal color (in this example, black), and the number of medals won display MC (number won display) displays the string "17 medals" in normal color (in this example, black).

[0457] On the other hand, in the state shown in FIG. 24(c-2), the additional lottery in the AT state is won, and 300 new games are awarded, unlike the state shown in FIG. 24(c-1).

[0458] In the slot machine of this example, when a predetermined condition is met in a certain gaming state (e.g., an AT state) (e.g., when the newly awarded number of added Gs becomes 300G or more), the awarded number of plays display (e.g., AT added Gs display AG), which indicates the number of plays newly awarded in a certain gaming state, is configured to change from a fifth display mode (e.g., black) to a sixth display mode (e.g., rainbow).

[0459] In the state shown in Figure 24 (c-2), the additional lottery is won in the AT state and a specified condition is met (the newly added number of Gs is 300G or more), so an additional effect is executed to notify the AT additional G number display AG, and the string "+300G" is displayed in a special color (rainbow in this example) as the AT additional G number display AG in the additional effect, thereby changing the AT additional G number display AG from black (fifth display mode) to rainbow (sixth display mode).

[0460] According to this example, when a predetermined condition is met in a certain game state, the display mode of the awarded play count display, which shows the number of plays newly awarded in that certain game state, is changed, so that it is possible to add variety to the play count display, which tends to be monotonous, thereby making the game more exciting and increasing the player's interest.

[0461] In addition, the "predetermined condition" is not limited to a condition that is met when the newly awarded number of added Gs becomes 300G or more, but may be a condition that is met when the newly awarded number of added Gs becomes a certain value other than 300G or more, or a condition that is met when the newly awarded number of added Gs becomes a specific value (for example, 500G), or a condition that is met when the newly awarded number of added Gs falls within a certain numerical range (for example, 300G or more and 500 or less), or a condition that is met when the most advantageous number of Gs for the player (the maximum number of added Gs) is newly awarded.

[0462] Furthermore, the change in the display mode of the display of the number of games awarded (AT added G number display) is not limited to this example, and for example, one, more than one, or all of the color, pattern, size, shape, and font of the display of the number of games awarded (AT added G number display) may be changed.

[0463] In addition, when changing the color of the display of the number of plays awarded (the display of the number of Gs added to the AT), colors other than black and rainbow may be applied, or three or more colors may be applied. For example, when the number of plays awarded (the number of Gs added to the AT) exceeds a first value, the display of the number of plays awarded (the display of the number of Gs added to the AT) may be changed from black to red, and when it exceeds a second value, the display of the number of plays awarded (the display of the number of Gs added to the AT) may be changed from red to rainbow, and the display mode of the display of the number of plays awarded (the display of the number of Gs added to the AT) may be changed multiple times.

[0464] The state shown in Figure 24 (d-2) is a state in which a third stop operation is performed during play in the AT state (37 Gs remaining) and a winning combination with a payout of 2 coins is won, which is a modified version of the state shown in the same figure (d-1).

[0465] In this state, two medals are acquired through the winning of a certain winning combination, and the total number of medals acquired in the AT state becomes 19 (=17 + 2), so the string "19" is displayed in normal color (in this example, black) in the display area in the upper right corner of the performance image display device 157 as the number of medals acquired display MC (number of medals acquired display), which indicates the number of medals (game value) acquired.

[0466] In the slot machine of this example, when a first condition is met in a certain gaming state (e.g., an AT state) (e.g., when the number of remaining AT Gs becomes 300G or more), the number of plays display (e.g., the AT remaining Gs display RG) showing the number of plays in a certain gaming state is configured to change from a first display mode (e.g., black) to a second display mode (e.g., rainbow).

[0467] In the state shown in Figure 24 (d-2), unlike the state shown in the same figure (d-1), 300 new games are awarded as a result of winning the additional lottery, and the number of remaining AT Gs in the AT state becomes 337G (=37G+300G). Since the first condition is met (the number of remaining AT Gs becomes 300G or more), the AT remaining G number display RG (number of plays display) indicating the number of plays in the AT state (a certain play state) is displayed in a special color (rainbow in this example) in the display area in the upper left of the performance image display device 157, thereby changing the AT remaining G number display RG from black (first display mode) to rainbow (second display mode).

[0468] According to this example, when a first condition is met in a certain game state, the display mode of the game count display showing the number of games played in that certain game state is changed, so that it is possible to add variety to the game count display which tends to be monotonous, thereby making the game more exciting and increasing the player's interest.

[0469] In addition, the "first condition" according to the present invention is not limited to a condition that is met when the number of remaining AT Gs becomes 300G or more, but may also be a condition that is met when the number of remaining AT Gs becomes a certain value other than 300G or more, or a condition that is met when the number of remaining AT Gs becomes a specific value (for example, 500G), or a condition that is met when the number of remaining AT Gs becomes a certain numerical range (for example, 300G or more and 500 or less), or a condition that is met when the most advantageous number of Gs for the player (maximum added number of Gs) is added to the number of remaining AT Gs.

[0470] Furthermore, the change in the display mode of the number of games played (AT remaining G number display RG) is not limited to this example, and for example, one, more than one, or all of the color, pattern, size, shape, and font of the number of games played (AT remaining G number display RG) may be changed.

[0471] In addition, when changing the color of the AT remaining G number display RG (number of games played) a color other than black and rainbow may be applied, or three or more colors may be applied. For example, when the AT remaining G number (number of games played) exceeds a first value, the AT remaining G number display RG (number of games played) may be changed from black to red, and when it exceeds a second value, the AT remaining G number display RG (number of games played) may be changed from red to rainbow, and the display mode of the AT remaining G number display RG (number of games played) may be changed multiple times.

[0472] <Display of remaining G number / AT state (remaining G number 300→299)> The state shown in Figure 24(e) is the state where play in the AT state (300 Gs remaining) has ended, and the state shown in Figure 24(f) is the state where the start operation (pressing the start lever 135) has been performed in play in the AT state (299 Gs remaining).

[0473] In the state shown in Figure 24 (f), three medals are inserted and the number of medals won in the AT state is 238 (=241 - 3), so the string "238" is displayed in normal color (black in this example) in the display area at the upper right of the performance image display device 157 as the number of medals won display MC (number of medals won display), which shows the number of medals (game value) won.

[0474] In the slot machine of this example, when the number of plays display is displayed in a second display mode (e.g., rainbow colors), if a second condition is met (e.g., the number of remaining AT Gs falls below 300G), the number of plays display is configured to change (return) to the first display mode (e.g., black).

[0475] In the state shown in Figure 24 (f), the number of remaining Gs in the AT becomes 299G from 300G, and the second condition is met (the number of remaining Gs in the AT falls below 300G), so in the display area at the upper left of the performance image display device 157, the AT remaining G number display RG (number of plays display) indicating the number of plays in the AT state (a certain play state) is displayed in normal color (black in this example), thereby changing (returning) the AT remaining G number display RG from rainbow color (second display mode) to black (first display mode).

[0476] If the number of plays is continued in the second display mode, it may become bothersome to the player and cause the game to lose excitement; however, according to this example, when the number of plays is displayed in the second display mode, if the second condition is met, the number of plays display changes to the first display mode, thereby preventing the number of plays display from becoming bothersome to the player and avoiding a situation in which the player loses interest in playing.

[0477] <Display of remaining G number / AT state (remaining G number 179)> The state shown in FIG. 24(g) is a state in which the third stopping operation is performed in the AT state (remaining G number: 179).

[0478] In the slot machine of this example, when a third condition is met (e.g., when the number of medals won reaches 1,000 or more) in a certain gaming state (e.g., AT state), the number of medals won display (e.g., number of medals won display MC) showing the number of gaming value won is configured to change from the third display mode (e.g., black) to a fourth display mode (e.g., rainbow).

[0479] In the state shown in Figure 24 (g), the number of medals won in the AT state in the game becomes 1000, and the third condition is met (the number of medals won becomes 1000 or more), so in the display area at the upper right of the performance image display device 157, the string "1000" is displayed in a special color (rainbow in this example) as the number of medals won display MC (number of medals won display), which indicates the number of medals (game value) won, thereby changing the number of medals won display MC from black (third display mode) to rainbow color (fourth display mode).

[0480] According to this example, when the third condition is met in a certain game state, the display mode of the number of acquisitions display, which shows the amount of game value acquired, is changed, thereby adding variety to the number of acquisitions display, which tends to be monotonous, thereby making the game more exciting and increasing the player's interest.

[0481] In addition, the "third condition" according to the present invention is not limited to a condition that is met when the number of medals acquired is 1,000 or more, but may be a condition that is met when the number of medals acquired is a certain number other than 1,000, or a condition that is met when the number of medals acquired is a specific number (for example, 200, 400, 600, 800, 1,000, etc.), or a condition that is met when the number of medals acquired is within a certain numerical range (for example, 500 or more and 1,000 or less), or a condition that is met when the upper limit of medals that can be acquired in a certain game state is reached.

[0482] Furthermore, the change in the display mode of the number of acquired medals display (number of acquired medals display) is not limited to this example, and for example, one, more than one, or all of the color, pattern, size, shape, and font of the number of acquired medals display (number of acquired medals display) may be changed.

[0483] In addition, when changing the color of the acquired number display (display of the number of acquired medals), colors other than black and rainbow may be applied, or three or more colors may be applied, and the display mode of the acquired number display (display of the number of acquired medals) may be changed multiple times, for example, by changing the acquired number display (display of the number of acquired medals) from black to red when the acquired number (number of acquired medals) exceeds a first value (e.g., 500 medals), and changing the acquired number display (display of the number of acquired medals) from red to rainbow when it exceeds a second value (e.g., 1000 medals).

[0484] Furthermore, in the slot machine of this example, when a predetermined condition is met (for example, when the number of medals won reaches 1000 or more) in a certain game state (for example, AT state), a preset number breaking effect indicating that the number of game value won has reached a certain value (for example, 1000 medals) is executed in a fourth display mode (for example, rainbow colors) (for example, display of a string of characters such as "Breakthrough 1000 medals" or "Over 1000 medals").

[0485] In the state shown in Figure 24 (g), the number of medals won in the AT state becomes 1000, and since a specified condition is met (the number of medals won becomes 1000 or more), the string "OVER 1000" is displayed in a special color (rainbow in this example) as a specified number breaking performance OP, indicating that the number of game value won has reached a certain value (1000 in this example).

[0486] According to this example, the prescribed number breaking effect, which indicates that the number of acquired game values ​​has reached a certain value, can be made to stand out, and the player's motivation to play can be increased. In particular, if the display mode of the prescribed number breaking effect is made the same display mode (for example, rainbow color) as the acquired number display, which tends to be monotonous, both the acquired number display and the prescribed number breaking effect can be made to stand out, and the player's motivation to play can be further increased.

[0487] In addition, the effect of exceeding the specified number is not limited to 1,000 coins, but can be performed in increments of 250 coins, such as 250 coins, 500 coins, or 750 coins.Even in this effect of exceeding the specified number, if the number is below 1,000 coins, the regular color (black) will be used.

[0488] <Display of remaining G number / AT state (200 remaining G number)> The state shown in FIG. 24(h) is a state in which a start operation (depression of start lever 135) has been performed in the AT state (remaining G number 200).

[0489] In the slot machine of this example, the display of the number of medals won (e.g., the display of the number of medals won MC) is configured so as not to change (return) from the fourth display mode (e.g., rainbow color) to the third display mode (e.g., black) before a certain gaming state (e.g., AT state) ends.

[0490] In the state shown in Figure 24 (h), the number of medals won in the AT state is 997, and the third condition is no longer met (the number of medals won is less than 1,000), but the string "997" is displayed in a special color (rainbow in this example) as the number of medals won display MC (number of medals won display) in the display area in the upper right corner of the performance image display device 157.

[0491] If a certain gaming state continues, the number of gaming values ​​acquired will generally increase; however, if the number acquired temporarily decreases due to, for example, pressing the buttons in the wrong order or getting a losing combination, returning the acquired number display in the fourth display mode to the third display mode would result in emphasizing the decrease in the acquired number, which could dampen the excitement of the game. However, according to this example, even if the third condition is no longer met, the acquired number display continues in the fourth display mode and does not return to the third display mode, thereby avoiding a situation in which the player's motivation to play decreases.

[0492] Incidentally, the acquired medal count display MC (acquired medal count display) is set to continue the special color (rainbow in this example) even if the acquired medal count falls below 1000, but it may be set to return to the normal color (black in this example) when the acquired medal count falls below a certain value (for example, 900 medals). A preferable certain value is a value that is not reached even if medals cannot be acquired for several games after the acquired medal count reaches 1000 medals.

[0493] By doing this, even if a player gets a losing combination in succession, it is possible to avoid a situation in which the player's motivation to play decreases, and it is also possible to prevent the display of the number of medals won MC (number won display) from becoming bothersome to the player if the number of medals won decreases significantly for some reason, thereby avoiding a situation in which the player's motivation to play decreases.

[0494] <Display of remaining G number / Summary> As described above, the gaming machine of this embodiment (for example, the slot machine shown in Figure 1) is a gaming machine equipped with a setting means (for example, a gaming state control process) capable of setting one of a plurality of gaming states, the plurality of gaming states including a certain gaming state (for example, an AT state), in which a play count display (for example, the AT remaining G number display RG shown in Figure 24) showing the number of plays in the certain gaming state can be displayed, and when a first condition is satisfied in the certain gaming state (for example, when the AT remaining G number becomes 300G or more), the play count display changes from a first display mode (for example, black) to a second display mode (for example, rainbow).

[0495] According to the gaming machine of this embodiment, it is possible to add variety to the display of the number of games played, which tends to be monotonous, thereby making the game more exciting and increasing the interest of the player.

[0496] In addition, when the number of games played display is displayed in the second display mode (e.g., rainbow colors), if the first condition is no longer met (e.g., if the number of remaining AT Gs falls below 300G), the number of games played display may change to the first display mode (e.g., black).

[0497] If the display of the number of plays is continued in the second display mode, it may become bothersome to the player and cause the game to lose excitement, but with this configuration, it is possible to prevent the display of the number of plays from becoming bothersome to the player and to avoid a situation in which the player loses motivation to play.

[0498] In addition, in the certain game state, it is possible to display an acquired number display (for example, an acquired medal number display MC shown in FIG. 24) indicating the number of game value acquired, and when a second condition is met in the certain game state (for example, when the number of acquired medals becomes 1,000 or more), the acquired number display changes from a third display mode (for example, black) to a fourth display mode (for example, rainbow), and the acquired number display may not change from the fourth display mode to the third display mode when the second condition is no longer met before the certain game state ends.

[0499] If a certain gaming state continues, the amount of gaming value acquired will generally increase, but if the amount acquired temporarily decreases, for example, due to pressing the buttons in the wrong order or getting a losing combination, returning the acquired amount display in the fourth display mode to the third display mode would result in emphasizing the decrease in the acquired amount, which could dampen the excitement of the game. However, with this configuration, it is possible to avoid a situation in which the player's motivation to play decreases.

[0500] The configuration of the gaming machine according to the present invention is not limited to the configuration of the gaming machine according to the above embodiment. For example, the "certain gaming state" according to the present invention is not limited to the AT state, but may be a normal advantageous zone state, a CZ, a specialized zone, a pull-back chance zone, an ending state, etc.

[0501] <Stock priority> Next, the priority order of stocks will be described with reference to FIGS.

[0502] Before explaining the priority of stocks, we will explain the game state. As mentioned above, the game state of the slot machine in this example has non-favorable zones and favorable zones, and the favorable zones include the normal favorable zone state (normal state), CZ state, normal AT state (AT state), specialized zone, pull-back chance zone, and ending state (ED).

[0503] A specialized zone is a gaming state in which an additional game is likely to be awarded (or will always be awarded), and in this example, there is a red 7 specialized zone (hereinafter, may be referred to as the specialized zone (red 7)), and a blue 7 specialized zone (hereinafter, may be referred to as the specialized zone (blue 7)), which is a gaming state that is more advantageous to the player than the red 7 specialized zone (in this example, a gaming state in which an additional game is likely to be awarded).

[0504] The specialized zone may be any game state in which a player can obtain advantageous rights, such as a game state in which a specific winning combination is won (or is likely to be won), a game state in which points are likely to be awarded, or a game state in which a player is likely to transition to an advantageous state (e.g., a bonus), etc. The specialized zone is not limited to two types, and there may be zones other than the specialized zone (red 7) and the specialized zone (blue 7) (e.g., a zone that is more advantageous to the player than the specialized zone (red 7) or the specialized zone (blue 7), or a zone that is less advantageous to the player than the specialized zone (red 7) or the specialized zone (blue 7)).

[0505] In the AT state, a specialized zone lottery is held for each game to determine whether or not to move to the specialized zone, and if the specialized zone (red 7) is won in the specialized zone lottery in the AT state, the player can acquire the right (first right) to move to the specialized zone (red 7).

[0506] The state of acquiring (stocking) the right (first right) that can be moved to this specialized zone (red 7) is sometimes referred to as the "red 7 stock state," the first right that has been acquired (stocked) is sometimes referred to as the "red 7 stock," and the number of first rights that have been acquired (stocked) is sometimes referred to as the "number of red 7 stocks."

[0507] In addition, if the player wins the specialized zone (blue 7) in the specialized zone lottery during the AT state, the player can acquire the right to move to the specialized zone (blue 7) (a second right that is more advantageous than the first right).

[0508] The state of acquiring (stocking) a right (second right) that can be transferred to this specialized zone (blue 7) is sometimes referred to as the "blue 7 stock state," the second right that has been acquired (stocked) is sometimes referred to as the "blue 7 stock," and the number of second rights is sometimes referred to as the "number of blue 7 stocks."

[0509] Furthermore, the state in which the right (second right) to move to the specialized zone (blue 7) is acquired (stocked) when in a red 7 stock state, or the state in which the right (first right) to move to the specialized zone (red 7) is acquired when in a blue 7 stock state, is sometimes referred to as the "red 7 blue 7 stock state."

[0510] In this example, even if a player wins the lottery for a specialized zone during AT play, the player does not immediately move to the specialized zone. Instead, if the player has acquired the right (first right) to move to the specialized zone (red 7) (red 7 stock state), the first right may be used when a specified condition is met (for example, when the remaining number of AT Gs in the AT state becomes 0), and if the player has acquired the right (second right) to move to the specialized zone (blue 7) (blue 7 stock state), the second right is used when a specified condition is met (for example, when the remaining number of Gs in AT1 set in the AT state becomes 0).

[0511] <Stock Priority (Example 1)> FIG. 25 is a diagram showing the flow of a game in the stock priority order (Example 1).

[0512] The present embodiment 1 is an example in which, when a blue 7 is stocked in a red 7 stock state, the blue stock is consumed in preference to the red 7 stock.

[0513] <Stock priority (Example 1) / Red 7 stock status> The state indicated by the symbol T1 in FIG. 25 is a state in which the Mth game (AT state) has started.

[0514] In this state, the specialized zone (red 7) was won in the specialized zone lottery in the game prior to the Mth game (AT state), and the red 7 stock state (number of red 7 stocks = 1) is entered, so as shown in Figure 25 (a), a red 7 stock display RS (in this example, an image of the decorative pattern "red 7") indicating that the red 7 stock state is entered is displayed in the stock display area at the bottom right of the performance image display device 157.

[0515] <Stock priority (Example 1) / Red 7 Blue 7 Stock status> The state indicated by the symbol T2 in FIG. 25 is a state in which the M+1th game (AT state) has started.

[0516] In this state, the specialized zone (blue 7) is won in the specialized zone lottery on the M+1th play (AT state), resulting in a red 7 and blue 7 stock state (number of red 7 stocks = 1, number of blue 7 stocks = 1), but in this example, the blue 7 stock display BS (in this example, the image of the decorative pattern "blue 7") is displayed with priority over the red 7 stock display RS (in this example, the image of the decorative pattern "red 7").

[0517] For this reason, at the timing indicated by symbol T3 in Figure 25, as shown in Figure 25(b), in the stock display area at the bottom right of the performance image display device 157, a blue 7 stock display BS (an image of the decorative pattern "blue 7") indicating that the blue 7 is in stock is displayed instead of the red 7 stock display RS (an image of the decorative pattern "red 7").

[0518] In other words, in this example, if a player wins in the specialized zone (blue 7) while a red 7 is stocked, instead of displaying both the red 7 stock display RS (image of the decorative pattern "red 7") and the blue 7 stock display BS (image of the decorative pattern "blue 7"), the specialized zone (blue 7), which is more advantageous to the player than the specialized zone (red 7), is prioritized, and only the blue 7 stock display BS (image of the decorative pattern "blue 7") is displayed.

[0519] With this configuration, information regarding rights that are advantageous to the player can be provided preferentially, thereby improving convenience for the player and increasing his / her motivation to play.

[0520] However, the present invention is not limited to this, and for example, both the red 7 stock display RS and the blue 7 stock display BS may be displayed, and in this case, the size of the blue 7 stock display BS may be...

Claims

1. A plurality of reels having a plurality of different patterns and driven to rotate; a plurality of stop operation means capable of performing a stop operation for individually stopping the rotation of the plurality of reels; a stop control means for stopping the plurality of reels based on the stop operation; An internal winning result determination means for determining a result of the internal winning based on the lottery information; A game state control means for controlling a game state; A directing means for executing a directing operation; A gaming machine equipped with The gaming state includes a first gaming state, a second gaming state that is more advantageous than the first gaming state, and a predetermined state; the presentation means is capable of executing a predetermined presentation for allowing a player to select an operation mode of the plurality of stop operation means when the result of the internal winning in the predetermined state is a first result (hereinafter referred to as the "first case"); the game state control means is a means capable of starting the second game state when the stop operation means is operated in a first operation mode in a game in which the predetermined performance in the first case is executed, the game state control means is a means for not starting the second game state when the stop operation means is operated in a second operation mode in a game in which the predetermined performance in the first case is executed, The game state control means is a means capable of starting the second game state when a predetermined period of time has elapsed since the start of the predetermined state, even if the stop operation means is not operated in the first operation mode. A gaming machine characterized by:

2. 2. The gaming machine according to claim 1, the predetermined state includes a first predetermined state and a second predetermined state, the second predetermined state is a state that is more disadvantageous to the player than the first predetermined state, The predetermined state before the stop operation means is operated in the second operation mode in the predetermined performance is the first predetermined state, The predetermined state after the stop operation means is operated in the second operation mode in the predetermined performance is the second predetermined state. A gaming machine characterized by:

Citation Information

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