Game machine

The gaming machine addresses the lack of dynamic interaction in conventional slot machines by incorporating variable displays, lottery-based prize systems, and pseudo-games to guide optimal reel stops, improving player engagement and satisfaction.

JP2025005888APending Publication Date: 2025-01-17KITA DENSHI CORP
View PDF 1 Cites 0 Cited by

Patent Information

Application Number
JP2023106306
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-28
Publication Date
2025-01-17

AI Technical Summary

Technical Problem

Conventional gaming machines lack enhancements in providing dynamic and engaging gaming experiences, particularly in slot machines, where players are not adequately guided on optimal reel stopping strategies for winning combinations, and there is a need for improved interaction and reward mechanisms.

Method used

A gaming machine equipped with a display means for variable symbol display, a lottery mechanism for winning combinations, and a privilege awarding system that allows players to set stop modes and receive specific prizes based on lottery results, incorporating features like pseudo-games and bonus states to enhance player engagement.

Benefits of technology

The system provides a more interactive and rewarding gaming experience by guiding players through optimal stopping strategies, increasing engagement and excitement through variable displays and controlled prize lotteries, thereby enhancing player satisfaction.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure 2025005888000001_ABST
    Figure 2025005888000001_ABST
Patent Text Reader

Abstract

To provide a game machine with unprecedented high amusement.SOLUTION: Specific privilege imparting control means capable of executing control for imparting a specific privilege to a player includes stop mode setting means by which a player can set the stop mode of display means in advance as an expected stop mode related to multiple specific winning combinations with different stop modes of the display means for imparting a specific privilege in a predetermined game, determination means capable of determining the stop mode of the display means corresponding to the specific winning combination that has been won and the expected stop mode set by the stop mode setting means when the lottery result in specific winning combination lottery means is a winning of the multiple specific winning combinations in a game after a predetermined game, and specific privilege imparting condition satisfaction means capable of satisfying the imparting condition for the specific privilege on the basis of the determination result by the determination means.SELECTED DRAWING: Figure 21
Need to check novelty before this filing date? Find Prior Art

Description

[Technical field]

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

[0002] A pachinko game machine is known as a gaming machine having a variable display device capable of displaying a variable display game based on multiple identification information, and generating a specific game state advantageous to the player according to the result of the variable display game. Also, a slot machine is known that has multiple reels, executes a game by variably displaying the multiple reels based on the player's start operation, stops the multiple reels based on the player's stop operation, and generates a specific game state according to the stop display state of the multiple reels. Furthermore, in recent slot machines, when a specific game state occurs, an increasing number of slot machines are designed to notify the player of the reel stopping sequence required to achieve a winning combination by lighting up LEDs or the like, and when the player stops the reels in the notified stopping sequence, the combination of symbols corresponding to the winning combination will stop (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2015-128566 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, there is room for improvement in such conventional gaming machines. [Means for solving the problem]

[0005] In order to solve the above problems, the present invention provides a gaming machine that is provided with display means capable of variably displaying a plurality of symbols, that executes a game accompanied by a variable display of the display means based on a player's operation, and that derives the result of the game by stopping the variable display on the display means, the gaming machine further comprising lottery means capable of executing a lottery for a role based on the execution of the game, and specific benefit awarding control means capable of executing control for awarding a specific benefit to a player, the lottery means comprising specific role lottery means capable of executing a lottery for a plurality of specific roles having different stop patterns of the display means for awarding a predetermined benefit, The awarding control means is configured to include a stop pattern setting means which enables a player to pre-set the stop pattern of the display means as the expected stop pattern related to the specific role in a specified game, a judgment means which, when the lottery result in the specific role selection means in a game after the specified game is a winning combination of any of the multiple specific roles, can judge the stop pattern of the display means corresponding to the winning specific role and the expected stop pattern set by the stop pattern setting means, and a specific benefit awarding condition establishment means which can establish the awarding condition for the specific benefit based on the judgment result by the judgment means. [Brief description of the drawings]

[0006] [Figure 1] 1 is a schematic front view showing the appearance of the gaming machine. [Diagram 2] 1 is a schematic perspective view showing the internal configuration of the gaming machine. [Diagram 3] FIG. 2 is a block diagram showing a control configuration of the gaming machine. [Figure 4] 4 is a flowchart showing a gaming method in the gaming machine. [Diagram 5] 13 is a diagram for explaining the transition of the game state. FIG. [Figure 6] A figure showing the display contents of the main performance display device and the sub performance display device when an individual performance is performed during normal gameplay. [Figure 7] A diagram showing the display contents of the main performance display device and the sub performance display device when transitioning from the normal game state to the AT state. [Figure 8] A figure showing the display contents of the main performance display device and the sub performance display device when a pseudo game is executed in a normal game state. [Figure 9] A diagram showing the display contents of the main performance display device and the sub performance display device during simulated play. [Figure 10] This is a modified example of a simulated game, and shows the display contents of the main performance display device and the sub performance display device during the simulated game, and the operating state of the gimmick device. [Figure 11] A figure showing the display contents of the main effect display device and the sub effect display device when a button effect is executed during simulated play. [Figure 12] 11 is a timing chart for explaining the relationship between the operating state of the reels, the operating state of the effect buttons, and the content of the effect when a button effect is executed during a simulated game. [Figure 13] 13 is a diagram for explaining a start lever holding period. [Figure 14] 13 is a flowchart showing a process for changing the presentation mode in the sub-control device. [Figure 15] A figure showing the display contents of the main performance display when the MAX BET button is operated when the number of game medals is "2" or less. [Figure 16] This figure shows the display contents of the main performance display when the MAX BET button is operated while the number of game medals is "2" or less during the call-in display. [Figure 17] 13 is a flowchart showing a lending count monitoring process in the sub-control device. [Figure 18] 13 is a timing chart for explaining the game content during the pseudo bonus state. [Figure 19] A diagram showing the display contents of the main performance display device during the push order selection game. [Figure 20] A diagram showing the display contents of the main performance display device during the push order selection game. [Figure 21] A diagram showing the display contents of the main performance display device during the push order judgment game. [Figure 22]13 is a diagram showing a forced win lottery table used in the main control device when a forced win lottery is performed. [Figure 23] A figure showing the display contents of the main performance display when historical information of the push order selection game and the push order judgment game is displayed. [Figure 24] This is variant example 1 related to the push order selection game, and is a diagram showing the display contents of the main performance display device during the push order selection game in variant example 1. [Diagram 25] This is variant example 2 related to the push order selection game, and is a timing chart to explain the game content during the pseudo bonus state in variant example 2. [Figure 26] This is variant example 3 related to the push order selection game, and is a timing chart to explain the game content during the pseudo bonus state in variant example 3. [Figure 27] This is variant example 4 related to the push order selection game, and is a diagram showing the display contents of the main performance display device during the game number selection game in variant example 4. [Figure 28] A diagram to explain the transition of game states during the AT state. [Figure 29] 13 is a diagram showing a first navigation mode lottery table used in the main control device when drawing lots for the first navigation mode. [Diagram 30] 13 is a diagram showing a second navigation mode lottery table used in the main control device when drawing lots for the second navigation mode. [Diagram 31] A figure showing the display contents of the main performance display when advance notification of the push order guessing game is executed. [Diagram 32] A diagram showing the display contents of the main performance display device during the push order selection game. [Diagram 33] 13 is a diagram showing a specialized zone game number lottery table used in the main control device when drawing lots for the number of continued games in a specialized zone. [Diagram 34] This is a diagram to explain the changes in the push order navigation image during the normal AT state. [Diagram 35]This is variant example 1 of the navigation mode suggestion, and is a figure to explain the change in the push order navigation image during the normal AT state in variant example 1. [Diagram 36] This is variant example 2 of the navigation mode suggestion, and is a figure showing the display contents of the main performance display when the first navigation counter is suggested during the normal game state in variant example 2, and when the second navigation counter is suggested during the normal AT state. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0007] A preferred embodiment of a gaming machine according to the present invention will now be described. The gaming machine of this embodiment is a gaming machine (hereinafter referred to as a medalless gaming machine) that does not use actual medals (gaming media), but manages medals as data, and plays using a pseudo gaming medium in that data format. Below, we will explain an example of applying the present invention to a No. 6 slot machine having an AT (ART) state as a medal-less gaming machine, but the present invention is not limited to this and can also be applied to, for example, normal type (so-called A type) slot machines that allow real bonus play. In addition, medals as data used in medalless gaming machines are called "game medals," and medals as data that have been deposited with the gaming store (management device, dedicated unit) and that have been won in previous games are called "owned medals."

[0008] An embodiment of a gaming machine according to the present invention will be described with reference to FIGS.

[0009] FIG. 1 is a schematic front view showing the appearance of a medal-less gaming machine (gaming machine). FIG. 2 is a schematic perspective view showing the internal configuration of the medal-less gaming machine (gaming machine). As shown in FIGS. 1 and 2, the medal-less gaming machine 1 includes a cabinet 1b and a front door 1a that opens and closes to cover an opening of the cabinet. A display window 6 through which the rear can be seen is formed in the center of the front door 1a, and through this display window 6, the symbols displayed on a reel 41 serving as a display means can be seen. Below the display window 6, a step is formed that protrudes forward, and around this step, operation means such as the bet button 2a, the MAX bet button 2b, the first performance button 2g, the count button 2c, the settlement button 2d, the start lever 3, the stop button 5, and notification means such as the game medal number display device 7, the count button lamp 2e, and the bet number lamp 2f are provided. The game medal number display device 7 may be provided on the upper surface side or the front side of the step. Above the display window 6, there is provided a navigation lamp 12 that guides the player through the operation sequence of the stop button 5. In addition, on the left side of the display window 6, there is provided a sub-effect display 18 that is made up of a liquid crystal display and acts as a notification means and an effect means. The upper part of the front door 1a is provided with a main effect display 8 that functions as a notification means and an effect means. The main effect display 8 has a display section made up of a liquid crystal display with a predetermined display area, and is capable of displaying various effect images and the number of game medals.

[0010] To the side of the main performance display 8 are a second performance button 2h, a speaker 9 that produces sound effects and notifications, and a lamp 11 that produces light effects and notifications in response to the winning of each role or the effects displayed on the main performance display 8.

[0011] Inside the cabinet 1b, there is a main control device 10 equipped with a CPU that performs overall control of the game, and also a sub-control device 20 equipped with a CPU that performs control related to the game presentation, etc. under the control of the main control device 10. The housing 1b also includes a drum unit 4. The drum unit 4 includes three reels 41a to 41c arranged in parallel in the horizontal direction, and each of the reels 41 is configured to be rotatable by the drive of a stepping motor (not shown). A plurality of symbols (identification information) are displayed on the outer peripheral surface of each of the reels 41a to 41c in a predetermined arrangement, and when the reel 41 is in a stopped state, a predetermined number of consecutive symbols (e.g., three) can be seen through the display window 6 for each of the reels 41a to 41c. A power supply device 15 for supplying power to each device including the main control device 10 and the sub-control device 20 is provided inside the housing 1b. A game medal count clear button 14 and a probability setting device 16 are provided inside the cabinet 1b, and a dedicated unit 19, which is an inter-machine device, is located adjacent to the outside of the gaming machine in correspondence with each medalless gaming machine 1 (not shown).

[0012] As shown in Figure 3, various parts such as a bet button 2a, a MAX bet button 2b, a settlement button 2d, a start lever 3, a stop button 5, a dedicated unit 19, a drum unit 4, a counting button 2c, a game medal count display device 7, a game medal count clear button 14, a probability setting device 16, a power supply device 15, and a game equipment device 100 are connected to the main control device 10. In addition, the dashed lines in FIG. 3 (the dedicated unit 19, the gaming facility device 100) indicate that they are external devices. The main control unit 10 functions as a lottery means capable of executing lotteries related to games, and also detects and controls the operation of each of the above-mentioned parts, transitions the game state, and outputs predetermined commands (control information) to the sub-control unit 20 at predetermined timing. The main control device 10 also has a storage unit capable of storing game values ​​(game medals) owned by the player, and controls the execution of a game based on the game values ​​stored in the storage unit.

[0013] The sub-control device 20 is connected to various parts such as a navigation lamp 12, a counting button lamp 2e, a bet number lamp 2f, a main performance display 8, a sub-performance display 18, a speaker 9, a lamp 11, a first performance button 2g, and a second performance button 2h. The sub-controller 20 operates as a performance control means, and controls the operation of each of the above-mentioned parts in response to commands (control information) from the main controller 10. Either or both of the main control unit 10 and the sub-control unit 20 constitute the first display control means, second display control means, pseudo game control means, first display update control means, second display update control means, operation presentation control means, lottery means, specific bonus awarding control means, specific role lottery means, stop mode setting means, judgment means, specific bonus awarding condition establishment means, predicted stop mode changing means, predicted number of games setting means, special bonus awarding control means, notification control means, first notification mode determination control means, second notification mode determination control means, notification execution control means, first notification mode advance notification control means, second notification mode advance notification control means, and notification mode suggestion control means in the present invention.

[0014] The operation of the main parts will now be described. The game medal number display device 7 is a game value display means, and displays the total number of game medals (game value) that can be used in a game. Therefore, the player can insert game medals within the range of the game medal number displayed on the game medal number display device 7 to play the game. The game medal count display device 7 includes a memory means (such as a RAM) and a game medal count display 7a (see FIG. 15) configured, for example, with a 7-segment LED. When game medals are lent or awarded, the main control device 10 adds up the number lent or awarded, and stores (records) the addition result (total) in the memory means as the "game medal count," and displays it on the game medal count display 7a. In addition, when game medals are inserted or counted, the main control device 10 subtracts the number of inserted medals or the number of counted medals from the “number of game medals” “stored and displayed” in the game medal number display device 7. The game medals are dispensed by operating a dedicated unit 19, which is an inter-machine device, and the game medals are inserted by operating the bet button 2a or the MAX bet button 2b. An upper limit (for example, 16,300) is set for the number of game medals (amount of game value) that can be stored and displayed in the game medal count display device 7, and if the total number of game medals awarded as a result of winning, for example, exceeds the upper limit, a "play not possible" control is executed so that play is not possible. In the "unplayable" state, operations of the start lever 3, the bet button 2a, the MAX bet button 2b, and the settlement button 2d are not accepted.

[0015] When game medals are loaned or awarded, the main control unit 10 adds up the number of medals loaned or awarded, and stores (records) the addition result (total) in the memory means as the "number of game medals," and transmits control information to the sub-control unit 20 that can identify the "number of game medals" at that time. In addition, when game medals are inserted or counted, the main control device 10 transmits to the sub-control device 20 control information capable of identifying the "number of game medals" that has been subtracted by the insertion or counting.

[0016] The bet button 2a and the MAX bet button 2b are operating means used to insert (bet) game medals when starting a game. When pressed, the bet button 2a sets the number of bets to "1" (temporarily stored in the RAM), and when pressed, the MAX bet button 2b sets the maximum number of bets to "3" (temporarily stored in the RAM). In response to the pressing of the BET button 2 a or the MAX BET button 2 b, the main control device 10 subtracts the corresponding bet number from the number of game medals stored and displayed on the game medal number display device 7 .

[0017] The start lever 3 is an operating means that is operated by a player when starting a game after inserting a gaming medal. The stop button 5 is an operating means that is pressed to stop the reel 41 that rotates in response to the operation of the start lever 3.

[0018] The count button 2c is an operating means that is operated when the player performs a counting process on the game medals that he / she has acquired. Specifically, the count button 2c is a count operation means that is operated to output at least a part of the game medals (game value) displayed on the game medal number display 7a to a dedicated unit 19 (external) as count data. For this reason, the count button 2c is operated when the game is ended, but is not limited to this and can be operated at any time in principle (even during the game or when the game is not available). The count button 2c counts different amounts depending on how it is pressed. For example, when the count button 2c is "short pressed" (e.g., pressed for less than 500 milliseconds), the main control device 10 outputs count data that can identify that "1" game medal has been counted, that is, the counted amount "1", to the dedicated unit 19. In this case, the main control device 10 executes a process of subtracting the counted amount "1" from the game medal count stored and displayed in the game medal count display device 7.

[0019] When the count button 2c is "pressed and held" (for example, pressed for 500 milliseconds or longer), the main control device 10 outputs count data that indicates that the maximum number of game medals "50" has been counted, that is, the maximum count number "50", to the dedicated unit 19. In this case, the main control device 10 executes a process of subtracting the count number (maximum "50") from the number of game medals stored and displayed in the game medal number display device 7. For example, if the count button 2c is pressed and held down when the game medal count display 7a shows a game medal count of "50 or less," the maximum number of game medals that will be counted will be "50," and therefore all game medals will be counted. In this case, the main control device 10 outputs count data capable of identifying the counted number to the dedicated unit 19, and subtracts the counted number from the number of game medals stored and displayed in the game medal number display device 7. As a result, the number of game medals stored and displayed on the game medal number display device 7 is updated to "0." In addition, if the counting button 2c is pressed and held continuously while the game medal count display 7a shows a game medal count of "over 50", the game medal count will be "50" in response to the first detection of the long press, and a maximum of "50" game medals will be counted each time a long press is detected from the second time onwards (for example, every 300 milliseconds). In this case, the main control device 10 outputs count data capable of specifying the total count amount to the dedicated unit 19, and subtracts the total count amount from the number of game medals stored and displayed in the game medal number display device 7. In addition, the counting data output to the dedicated unit 19 based on the continued long press may be a lump-sum output of counting data that allows the total counting amount to be identified when the continued long press ends, or counting data that allows the counting amount (maximum 50) to be identified may be output individually each time a long press is detected. On the dedicated unit 19 side, for example, the total number of counted medals until a return button (not shown) provided on the dedicated unit 19 is operated is managed as the number of medals held. In addition to the normal count button 2c, separate count buttons may be provided, such as a button that can count 100 sheets with a short press, or a count button that stops at 500 sheets even if pressed for a long time.

[0020] In this manner, the number of game medals stored and displayed in the game medal number display device 7 can be subtracted by the counting process. Therefore, if the number of game medals exceeds the upper limit and the "unplayable" state occurs, as a countermeasure, the "unplayable" state can be lifted by operating the counting button 2c to reduce the number of game medals below the upper limit.

[0021] The game medal count clear button 14 is an operation means for a store clerk to reset (to 0) the game medal count stored and displayed in the game medal count display device 7. When the game medal number clear button 14 is operated, the main control device 10 updates the game medal number stored and displayed in the game medal number display device 7 to "0." Therefore, the “unplayable” state can also be released by a store clerk operating the game medal count clear button 14.

[0022] The settlement button 2d is an operation means that is operated when returning (transferring) the set bet number to the game medal number display device . For example, when the settlement button 2d is pressed and the bet number is set to "1", the main control device 10 clears the bet number and adds "1" to the number of game medals stored and displayed in the game medal number display device 7. When the settlement button 2d is pressed while the bet number is set to "2", the main control device 10 clears the bet number and adds "2" to the number of game medals displayed on the game medal number display 7a. When the settlement button 2d is pressed with the bet number set to "3", the main control device 10 clears the bet number and adds "3" to the number of game medals displayed on the game medal number display 7a. In other words, the settlement button 2d is a specific operating means that can be operated to add the game medals (game value) set as the bet number (number of bets) to the number of game medals (game value) displayed on the game medal number display 7a (game value display means). Therefore, when the player wishes to end the game, when he / she confirms that the number of bets has been set by checking that the number of bets lamp 2f is lit, he / she may press the settlement button 2d. As a result, the number of game medals corresponding to the set bet number is added to the number of game medals stored and displayed in the game medal number display device 7, and the bet number can then be returned together with the number of game medals by subsequently pressing the counting button 2c.

[0023] It should be noted that the function of the settlement button 2d can also be given to other operating means such as the bet button 2a. For example, when the bet button 2a is "short pressed", the bet number "1" is set, and when the bet button 2a is "long pressed", the operation of the settlement button 2d (the return operation described above) is performed.

[0024] The bet number lamp 2f is a notification means for notifying the player that the bet number has been set and the bet number (1 to 3 bets) by lighting an LED before the start of a game. Based on receiving control information from the main control unit 10, the sub-control unit 20 controls the following: when the bet number is set to "1", one lamp (for example, the "1 BET" lamp shown in FIG. 1) is turned on; when the bet number is set to "2", two lamps (for example, the "1 BET" and "2 BET" lamps shown in FIG. 1) are turned on; when the bet number is set to "3", three lamps (for example, the "1 BET", "2 BET", and "3 BET" lamps shown in FIG. 1) are turned on. That is, the bet number lamp 2f is a bet number display means, and displays the bet number (game value) set as the number of bets in a game at least before the start of a game. The sub-controller 20 performs control to turn off the bet number lamp 2f based on the reception of information specifying the start of a game (operation of the start lever 3) from the main controller 10.

[0025] Furthermore, based on the control information received from the main control device 10, the sub-control device 20 performs control to turn off the bet number lamp 2f when game medals corresponding to the bet number are inserted. In addition, based on the control information received from the main control device 10, the sub-control device 20 performs control to turn off the bet number lamp 2f when the settlement button 2d is operated and the bet number is transferred to the number of game medals. That is, the bet number lamp 2f is turned on when the bet number is set, and is turned off when game medals are inserted or when game medals are settled (returned). In addition, a display means for displaying the number of bets may be provided separately from the number-of-bet lamps 2f, and the display means may be directly controlled by the main control device 10.

[0026] Furthermore, the sub-controller 20 displays the "game medal number" at that time on the display unit 8a of the main performance display 8 based on the reception of control information capable of identifying the "game medal number" transmitted from the main controller 10. Therefore, the "game medal number" is displayed not only on the game medal number display 7a but also on the main performance display 8, and when the "game medal number" is increased or decreased by lending or granting game medals, or by inserting or counting game medals, the numerical information of both the game medal number display 7a and the main performance display 8 is updated. The “number of game medals” may be stored by the storage means of the sub-control device 20.

[0027] The probability setting device 16 can change the probability of winning the AT state into multiple stages (for example, six stages). The main control device 10 stores one of the set values ​​in the memory based on the probability setting operation of the probability setting device 16 by the arcade staff, and controls the winning probability of the AT state based on the stored set value. For example, setting 1 is the lowest winning probability, and the higher the number, the higher the winning probability.

[0028] The dedicated unit 19 is a lending device that lends out game medals. The dedicated unit 19 is provided outside the medal-less gaming machine 1, and is connected to the medal-less gaming machine 1 via a connection terminal board so as to be able to communicate data with the medal-less gaming machine 1. When a dispensing operation such as inserting cash (banknotes) is performed in the dedicated unit 19, the dedicated unit 19 outputs, to the medal-less gaming machine 1, dispensing data capable of specifying the number of gaming medals to be lent. In the medal-less gaming machine 1, the main control device 10 specifies the number of game medals to be lent based on the inputted lending data, and adds the specified number of lent medals to the number of game medals stored and displayed in the game medal number display device 7.

[0029] The dedicated unit 19 also serves as a return device for returning game medals. Specifically, the medal-less gaming machine 1 outputs to the dedicated unit 19 count data that can specify the counted number of gaming medals based on the operation of the count button 2c. The dedicated unit 19 receives the count data output from the medal-less gaming machine 1 and manages the counted number of gaming medals specified based on the count data as the number of held medals.

[0030] The dedicated unit 19 is provided with a medal count display (not shown) consisting of, for example, a 7-segment LED, and the number of medals held that is stored and managed is displayed on the medal count display. Moreover, the dedicated unit 19 includes a card unit (not shown), and the card unit (not shown) can store (record) the number of medals held in an IC card. The IC card can be ejected from the card unit by operating a return button provided on the dedicated unit 19 (return operation). The ejected IC card can be handed over to a prize exchange corner in the game center to exchange the number of medals held for a prize, or can be inserted into the card unit of another dedicated unit 19 to play again using the number of medals held. The dedicated unit 19 and the game medal count display device 7 are linked, so that if the number of game medals stored and displayed in the game medal count display device 7 is at least "1" or more, the IC card cannot be discharged by the return operation, and the IC card can be discharged by the return operation only when the number of game medals is "0". In other words, the player cannot obtain the IC card until all game medals have been counted. This prevents the player from failing to return any remaining game medals.

[0031] The dedicated unit 19 can be connected to a computer called a hall computer or a management computer either directly or via a relay device, and is capable of outputting game information such as out or safe, sales information, etc. to the computer. This makes it possible, for example, for the computer to tally up the number of outs, safes, prize balls, etc. for each gaming machine, and to calculate the error balls based on this gaming information.

[0032] In addition, the dedicated unit 19 can be connected to the gaming equipment 100 either directly or via a relay device, and is capable of outputting gaming information such as game execution information received from the medal-less gaming machine 1 and information on the occurrence of a specific gaming state (such as an AT state) to a calling device.

[0033] The gaming facility device 100 is a device that is installed above the medal-less gaming machine 1 in an island facility (not shown) on which the medal-less gaming machine 1 is installed. The main control device 10 transmits various game data to the gaming equipment device 100 via a dedicated unit 19, which can identify the number of games played, the number of times a pseudo bonus state or an AT state has occurred, the number of medals spent on a game, the number of medals awarded (paid out), etc. In addition, the gaming equipment device 100 is equipped with a call button (not shown) that a player operates to call an attendant at the gaming facility, a call lamp (not shown) that notifies the player that a call has been made, and an information display device (not shown) consisting of an LCD display or the like. Then, in the gaming equipment device 100, based on various gaming data transmitted from the corresponding medalless gaming machine 1, information such as the number of games played in normal gaming state from the time of power-on or the previous pseudo bonus state to the present, the number of times the pseudo bonus state or AT state has occurred on that day, the probability of occurrence of the pseudo bonus state or AT state, the difference in number of coins, etc. calculated based on the gaming data in the control unit of the gaming equipment device 100 are displayed on an information display device. That is, the main control device 10 includes an external information transmitting means capable of transmitting information relating to the progress of the game to the gaming facility devices 100 installed around the medalless gaming machine 1. Various game data from the medal-less gaming machine 1 is also transmitted to a management device (not shown), but the various game data is transmitted to the management device via a dedicated unit 19.

[0034] A game in the medal-less gaming machine 1 (also called medal-less game) will be described with reference to the flowchart of FIG. First, in step S100, a game start process is executed. In the game start process, first, the medal-less gaming machine 1 inputs the lending data output from the dedicated unit 19. Specifically, when a player performs an operation to lend gaming medals in the dedicated unit 19, lending data capable of specifying the number of medals to be lent is output from the dedicated unit 19, and the medal-less gaming machine 1 inputs this lending data. When loan data is input into the medalless gaming machine 1, the main control unit 10 identifies the number of game medals to be loaned based on the loan data and stores and displays the number of game medals corresponding to the loaned number in the game medal number display device 7, and also transmits control information capable of identifying the number of game medals corresponding to the loaned number to the sub-control unit 20, causing the number of game medals to be displayed on the main performance display device 8. When the "number loaned" is "100", the initial number of game medals displayed on the game medal count display device 7 (game medal count display device 7a) and the main performance display device 8 is "0", so it is updated from "0" to "100" (=0+100). In the game start process, next, game medals are inserted in response to an operation by the player. Specifically, the bet number is set as the number of game medals to be used in one game in response to the operation of the bet button 2a or the MAX bet button 2b. When the bet number "3" is set while the game medal number display device 7 (game medal number display device 7a) and the main performance display device 8 are displaying the game medal number "100", the main control device 10 updates the game medal number stored and displayed in the game medal number display device 7 from "100" to "97" (=100-3), and the sub-control device 20 turns on the "3 BET" lamp in the bet number lamp 2f and updates the game medal number displayed in the main performance display device 8 from "100" to "97" (=100-3). When the bet number (for example, 3 bets) is set as the number of game medals to be used in one game, the game is ready to start, and the operation of the start lever 3 is valid. The medal-less gaming machine 1 may be configured to allow games to be played only with a bet number of "3."

[0035] Next, in step S101, a lottery process is executed. When the start lever 3 is tilted in a state ready for game start, the game starts, and the main control device 10 executes an internal lottery process for determining a winning combination for the current game from among a plurality of winning combinations. In other words, the main control device 10 functions as a lottery means capable of executing the lottery of roles. There are small winning combinations (bell, watermelon, weak cherry, strong cherry), replay and chance combinations, and the number of medals awarded is set for each winning combination. Watermelon, cherry (strong and weak), and chance combinations are so-called rare combinations with a lower probability of winning than other winning combinations, and among the rare combinations, the watermelon and weak cherry combinations, which have a relatively high probability of winning, are weak rare combinations, while the strong cherry and chance combinations, which have a relatively low probability of winning, are strong rare combinations. In addition, there are six types of push order bell roles that can be won only when the stop buttons 5 are operated in a specific order, and a common bell role that can be won in any operation order. In response to the tilting operation of the start lever 3, the sub-controller 20 performs control to turn off the bet number lamp 2f. When the bet number lamp 2f goes out, it indicates that the number of game medals inserted (bet) has been used.

[0036] Next, in step S102, a reel spin process is executed. Specifically, main control device 10 starts the movement of reels 41a-41c on which a plurality of symbols are displayed. After gradually increasing the rotation speed from a stopped state, reels 41a-41c reach a steady rotation at a constant speed, and stop buttons 5a-5c provided corresponding to reels 41a-41c become operable by pressing them.

[0037] Next, in step S103, a reel stop process is executed. When each of the stop buttons 5a to 5c is pressed, the main controller 10 controls the stop of each of the reels 41a to 41c so that a combination of symbols permitted by the operation timing and the lottery result of the internal lottery process is displayed.

[0038] Next, in step S104, a prize-winning process is executed. The main control device 10 controls the stopping of the reel 41 so that it stops with a combination of symbols that corresponds to the winning result of the internal lottery process, based on the timing of the operation of the stop button 5. After the third stop operation, the main control device 10 judges the combination of symbols that has stopped on the winning line to be a predetermined combination, and determines that a winning combination has been achieved. Incidentally, "after the third stop operation" refers to the point after the player releases his / her finger or the like from the stop button 5 that was used to stop the third reel, and the third reel refers to the reel that is stopped in the third and final operation (third stop operation) when the stop operations for each of the three reels 41a to 41c are performed once each for a total of three times.

[0039] Next, in step S105, a payout process (a grant process) is executed. When it is determined that a specific small combination has been won, a process of awarding (paying out) a corresponding number of game medals as a bonus is executed. For example, when the main control device 10 determines that a 10-coin combination has been won, it adds the awarded number "10" to the number of game medals stored and displayed on the game medal number display device 7.

[0040] Next, in step S106, a game ending process is executed. In the game end process, a counting process of game medals is executed. Specifically, when the player operates the count button 2c, the main control device 10 counts the number of game medals stored and displayed in the game medal number display device 7, and updates and displays the number of game medals displayed on the main performance display device 8. More specifically, when the count button 2c is pressed briefly, the counting amount "1" is subtracted from the number of game medals stored and displayed in the game medal number display device 7, and "1" is subtracted from the number of game medals displayed on the main performance display device 8. When the count button 2c is pressed and held, the maximum count amount "50" is subtracted from the number of game medals stored and displayed in the game medal number display device 7, and the number of game medals displayed in the main performance display device 8 is updated and displayed. If the count button 2c is pressed and held for a long time, the maximum count amount "50" is continuously subtracted from the number of game medals stored and displayed in the game medal number display device 7, and "50" is subtracted and displayed from the number of game medals displayed in the main performance display device 8. As a result, count data that can identify the counted amount is output to the dedicated unit 19. The dedicated unit 19 stores the total number of the counted amounts based on the input count data as the number of medals held. In the dedicated unit 19, in response to a return operation, the number of medals held is stored in the IC card in the card unit, and then the IC card is ejected from the card unit. The IC card can be dispensed only when the number of game medals stored and displayed in the game medal number display device 7 is "0". Therefore, the player needs to operate the count button 2c to execute the counting process until the number of game medals displayed on the game medal number display device 7 becomes "0". The player can play again or exchange the prize based on the dispensed IC card. To play again, an IC card is inserted into the card unit instead of inserting cash at S100. As a result, a game start process (S100) can be executed in response to a lending operation or the like in the dedicated unit 19, and then the lottery process (S101) to the payout process (S105) can be executed. The medal-less gaming machine 1 according to the present invention has the following characteristic configurations in addition to the configurations described above. Each of the configuration items may be installed independently or in combination.

[0041] <Game state transition> Next, with reference to FIG. 5, a transition of the game state in the medal-less gaming machine 1 according to the present invention will be described. The game of the medal-less gaming machine 1 of this embodiment is executed in a plurality of game states, including a normal game state, a pseudo bonus state, and an AT state. The main control device 10 is capable of controlling the transition from one game state to another game state based on the establishment of a predetermined transition condition.

[0042] The normal gaming state is a gaming state that is disadvantageous to the player, and is basically a gaming state for generating a pseudo bonus state. In this embodiment, the number of games played during the normal game state is counted, and when the counting result reaches a predetermined ceiling number of games, the transition condition to the pseudo-bonus state is met, and the game state is transitioned to the pseudo-bonus state as a bonus being awarded (arrow a in Figure 5). The ceiling number of games is determined according to the probability setting value, for example, when the conditions for transition to the advantageous zone described below are met, when the next game starts after the pseudo-bonus state ends, or when the next game starts after the AT state ends, and the ceiling number of games for the next pseudo-bonus state is determined.

[0043] In addition, the transition condition to the pseudo bonus state during the normal game state can be established in cases other than when the number of games reaches the ceiling number of games. For example, the transition condition to the pseudo bonus state is established with a predetermined probability (e.g., 20%) when the result of the lottery for the role during game execution is a predetermined rare role (e.g., strong cherry role, chance role). In addition, although details will be described later, when a rare role is won in a game during normal game play, for example, a winning performance is executed on the main performance display 8 to notify the player that a rare role has been won and to heighten anticipation for the transition to the pseudo bonus state. The winning effect is basically executed so as to be completed in one game, but may be executed for a predetermined number of games (for example, two games, three games).

[0044] Furthermore, if a rare role is won and the player wins the lottery for transitioning to the pseudo bonus state, the pseudo bonus state will not be transitioned to immediately, but rather a predetermined delay period (for example, 32 games) will be set, and during the predetermined number of games during this delay period, for example, a premonition effect (main premonition effect) will be performed on the main effect display 8 to heighten the player's expectations, and at the end of this premonition effect, the player will be notified that they will be transitioning to the pseudo bonus state. In addition, if the player does not win the lottery for transitioning to the pseudo bonus state when a rare role is won, a fake premonition effect is executed in the same manner as when a rare role is won, but which notifies the player that the player will not ultimately transition to the pseudo bonus state. It should be noted that the same premonition effect (main premonition effect) as above is executed immediately before the number of games in the normal gaming state reaches the ceiling game number (for example, before 16 games). In addition, even when the game in the normal gaming state is not about to reach the ceiling number of games, a fake premonition effect similar to that described above is executed at a predetermined cycle. In addition, the gaming state may be a gaming state other than those described above. For example, a CZ state (a so-called chance zone) in which the transition conditions to a pseudo bonus state are more likely to be established than in the normal gaming state may be generated for a predetermined period of time.

[0045] The pseudo bonus state is a game state in which, as a notification of an operation mode advantageous to the player, in a game during the pseudo bonus state, a push order navigation (push order notification) corresponding to the winning push order bell role is executed for the push order bell role (push order bell role 1 to 6) of multiple types (for example, six types of specific push orders, "left → center → right", "left → right → center", "center → left → right", "center → right → left", "right → left → center", and "right → center → left"), which are different in the operation order (specific push order) of the stop button 5 for winning each role, making it extremely easy to win game medals by facilitating the winning of the winning push order bell role. When the reel 41 is stopped by a specific push order, a symbol combination corresponding to the push order bell role (for example, a symbol combination that matches "bell-bell-bell") is formed on a predetermined line, and when the reel 41 is stopped by a push order other than the specific push order, a symbol combination different from the symbol combination corresponding to the push order bell role is formed on the predetermined line. In other words, the main control device 10 as a lottery means functions as a specific role lottery means capable of executing a lottery for a plurality of specific roles (push order bell roles) with different stopping patterns of the display means (reel 41) for awarding a specified bonus, and when push order navigation is executed in a game in which a specific role (push order bell role) is won, if the reel 41 is stopped according to the push order navigation, the winning push order bell role will be awarded as the grant of the specified bonus. In addition, the pseudo bonus state continues for a predetermined period of time, and in a predetermined game executed during that period, it is determined whether or not the transition condition for the AT state is established. Details regarding the establishment of the transition condition for the AT state will be described later. In this embodiment, the pseudo bonus state is executed for a predetermined period (for example, 20 games).

[0046] When the push order bell role is won, if the reel 41 is stopped in the operation sequence (specific push order) corresponding to the won push order bell role, a predetermined number (e.g., 8) of game medals will be awarded, and if the reel 41 is stopped in an operation sequence other than the specific push order, no game medals will be awarded. However, even in the case of an operation sequence other than the specific push order, a number of game medals less than the predetermined number (e.g., 1) may be awarded. Therefore, the winning of the Push Order Bell role to award a specified benefit refers to the awarding of a specified number of game medals, but if a relatively small number of game medals (e.g., 1) are awarded even when a push order other than the specific push order is performed, the winning of the Push Order Bell role refers to the awarding of a relatively large number of game medals (e.g., 8) or the formation of a pattern combination corresponding to the Push Order Bell role (for example, a pattern combination in which "Bell Bell Bell" lines up on a specified line). In addition, in this embodiment, the winning probability of each push order bell role is set to be the same, but the winning probability of the push order bell role that wins when the left reel 41a stops first may be set to be lower than the winning probability of other push order bell roles.

[0047] During the pseudo bonus state, push order navigation is executed, and the probability of winning the push order bell role is set to a value that increases the number of game medals if the player plays the game according to the push order navigation. Therefore, if the transition condition for the AT state is met during the pseudo bonus state in which a large number of game medals can be won, the AT state will occur after the pseudo bonus state ends, so that the player can win a certain number of game medals while playing a game to generate the next pseudo bonus state, which creates a synergistically advantageous state for the player. If the conditions for transitioning to the AT state have not been met when the pseudo-bonus state ends, the game state will transition to the normal game state (arrow b in Figure 5).

[0048] On the other hand, if the conditions for transitioning to the AT state are met when the pseudo-bonus state ends, the game state will transition to the AT state after the pseudo-bonus state ends as a bonus (arrow c in Figure 5). In addition, the establishment of the condition for transitioning to the AT state may be any one that results in a transition to the AT state as part of the pseudo-bonus state. A lottery for transitioning to the AT state may be held with a fixed probability for each game, and the transition to the AT state may be established based on the result, or, when a rare role is won, a lottery for transitioning to the AT state may be held with a higher probability than when a non-rare role is won.

[0049] The AT state is a game state in which it is easy to win game medals, as push order navigation for the winning push order bell role is performed in the same way as in the pseudo bonus state, as a notification of an operation mode that is advantageous to the player during the game in the AT state. In addition, when the AT state is first entered (when entering from the normal game state), a predetermined number of games (for example, 50 games) is granted as the remaining number of games, and the remaining number of games is subtracted as games are played during the AT state, continuing until the remaining number of games becomes "0" (the so-called game number management type). Also, during the AT state, for example, based on the winning of a predetermined rare role (e.g., strong cherry role), a lottery for adding to the number of remaining games is held, and if the lottery for adding is won, a predetermined number of games (e.g., 20 games) is added to the number of remaining games. Therefore, the duration of the AT state is extended by adding to the number of remaining games. The added number of remaining games may be notified to the player in its entirety or only in part. In addition, the AT state may be controlled so that it continues until the number of game medals actually acquired by the player during the AT state (net increase in number of game medals) or the number of game medals paid out during the AT state reaches a predetermined number (e.g., 100 medals). In addition, multiple types of AT states with different termination conditions may be provided, and one of the AT states may be selectively generated when the right to transition to the AT state is acquired. If the number of remaining games becomes "0" during the AT state, the condition for ending the AT state is met and the gaming state transitions to the normal gaming state (arrow f in Figure 5).

[0050] In addition, the AT state is divided into a normal AT state and a specialized zone as shown in the figure, but basically the player remains in the normal AT state in which the subtraction process of the remaining number of games is performed, and if the specialized zone transition condition is met in a game during the normal AT state, the player will transition to the specialized zone (the so-called added specialized zone) for a predetermined period of time (for example, 10 games) (arrow c in Figure 5). In the specialized zone, the subtraction process of the remaining number of games stops and the lottery for the remaining number of games in the games executed during that period is more favorable for the player than in the normal AT state. For example, if you win a strong cherry role during the normal AT state, 20 games will be added to the remaining number of games with a 20% probability, but if you win a strong cherry role during the specialized zone, 30 games will be added to the remaining number of games with a 100% probability. In this embodiment, details will be described later, a specified game in which the player wins the push order bell role during the normal AT state is set as a push order guessing game, and the specialized zone transition condition is established based on the player winning the push order bell role in that push order guessing game. In addition to the above, the condition for transitioning to the specialized zone may also be established with a predetermined probability when a rare role with a low probability of winning is won during a game in the normal AT state. When a predetermined number of games (for example, 10 games) have been played in the specialized zone, the gaming state transitions to the normal AT state (arrow d in FIG. 5).

[0051] Furthermore, the main control device 10 of this embodiment is provided with a zone control means capable of controlling the game zone to either a normal zone (non-advantageous zone) or an advantageous zone, in addition to the above-mentioned game state. The normal area is a play area in which push order navigation is not executed, i.e., a play area that cannot be controlled to a pseudo bonus state or AT state. It begins when the next game is started after the favorable area end condition is met, and ends when the favorable area transition condition is met.

[0052] In addition, in the normal zone, when the conditions for transition to the advantageous zone are met, for example, when a predetermined role (for example, a replay role or a push order bell role) is won in an internal lottery, it is determined that the player will transition to the advantageous zone. In the normal section, the push order navigation is not executed. Furthermore, when the main control device 10 is reset, it is controlled in the normal section. The timing of the transition to the advantageous zone may be other than the above, for example, the end of the game in which the advantageous zone transition condition is met (the moment when the last operation of pressing the stop button 5 is completed, etc.). In this case, the transition to the advantageous zone will occur before the start of the next game.

[0053] An advantageous area is a play area where push order navigation can be executed, that is, a play area that can be controlled to a pseudo bonus state or an AT state, and is a play area that is more advantageous to the player than a normal area because push order navigation can be executed. In addition, the advantageous zone begins when the next game is started after the advantageous zone transition condition is satisfied in the normal zone, and ends when a predetermined advantageous zone end condition is satisfied.

[0054] In addition, the advantageous zone transitions to the normal zone based on the establishment of the advantageous zone termination condition within the advantageous zone. An example of an end condition of the advantageous zone is when the medal-less gaming machine 1 (main control device 10) is reset (including when the settings are changed). In principle, the advantageous period continues when the AT state ends, but the conditions for ending the advantageous period may be met at a part of the time when the AT state ends, or it may be decided whether or not to end the advantageous period depending on the difference in number of coins at the time when the AT state ends. In addition, a favorable zone lamp may be provided that can indicate that the vehicle is in a favorable zone by lighting it up, and the lighting may be controlled by the main control device 10. In addition, if a favorable zone lamp is provided, it may be set to light up during the favorable zone and during a game state in which the number of medals increases (pseudo bonus state, AT state, etc.).

[0055] Furthermore, the medalless gaming machine 1 is provided with a limiter function (hereinafter simply referred to as the limiter) for limiting the number of gaming medals that a player can acquire, and the conditions for ending the advantageous zone are met even when the limiter is activated. For example, the limiter is activated when the difference in the number of coins (the number of coins paid out - the number of coins inserted) during one advantageous period reaches the upper limit (for example, +2400 coins). The advantageous zone ends when any of the above-mentioned conditions for ending the advantageous zone (such as reset or limiter activation) are met. In addition, as a condition for activating the limiter, in addition to when the difference in number of coins reaches the upper limit number, the condition may also be set to when the number of games in one advantageous period (number of advantageous period games) reaches the upper limit number of games (for example, 4,000 games).

[0056] In addition to the above-mentioned limiter function as a function for limiting the number of gaming medals acquired by a player, the medalless gaming machine 1 of this embodiment is also provided with a so-called complete function (also simply called complete) that limits the number of gaming medals actually acquired by the player from when the medalless gaming machine 1 is turned on to when it is turned off (net increase in number of medals: so-called MY), and when the net increase in number of medals from when the medalless gaming machine 1 is turned on to when it is turned off reaches a predetermined number (the complete value of +19,000 medals), the game is placed in an unplayable state and a game is stopped in which no further games can be played. Therefore, the number of medals that a player can win is limited while the gaming establishment is open. Furthermore, even if the difference in the number of coins during one advantageous period during business hours of the gaming establishment is an extremely small value and the player is able to win an extremely large number of gaming medals before the limiter function is activated, the complete function will be activated before the limiter function is activated, so that even if the difference in the number of coins is an extremely small value, it is possible to prevent the gaming establishment from suffering an extremely large disadvantage.

[0057] <Pseudo-game> Next, a pseudo game in the medal-less gaming machine 1 according to the present invention will be described with reference to Figs.

[0058] In the medal-less gaming machine 1 of this embodiment, a pseudo game is executed in a predetermined game. A simulated game is one of the game execution modes in which multiple game results are derived in one game under the control of the main control device 10.

[0059] Specifically, in a normal game, the main control device 10 rotates the reel 41 by operating the start lever 3, and derives one game result by stopping the rotating reel 41 by operating the stop button 5. However, in a game in which a simulated play is performed, the reel 41 is pseudo-stopped a predetermined number of times (1 to 3 times) before the final game result (stop pattern combination) is derived, as in a normal game, so that the game result (pseudo stop pattern combination) is pseudo-derived a predetermined number of times even during the game. In other words, when a simulated game is executed, the progress of the game is temporarily interrupted and during the interruption, the reel 41 is pseudo-stopped a predetermined number of times, so that multiple game results, including the final game result, are derived and displayed by consuming the medals (bet input) required to execute one game.

[0060] The pseudo games are classified into operational pseudo games that require player operations and non-operational pseudo games that do not require player operations. The pseudo game is executed by first operating the start lever 3 to spin the reels 41, and then operating the stop button 5 during the game to pseudo-stop (temporarily stop) the spinning reels 41 a predetermined number of times to derive a pseudo game result. After the pseudo game result is derived (after the pseudo game ends), the reels 41 are respun by operating the start lever 3 again, and the game is executed in the same way as a normal game.

[0061] When the player operates the stop button 5 to artificially stop the spinning reel 41, the pull-in stop control that is performed in a normal game is not performed, and a predetermined pattern is always artificially stopped regardless of the stop timing, ignoring the pull-in range. In addition, even when the reel 41 is pseudo-stopped, the pull-in stop control may be performed so that a predetermined symbol stops only when a stop operation is performed at a predetermined timing. In addition, the reels 41 that stop during the pseudo game may be all of the reels 41 or only some of the reels 41.

[0062] The non-operation pseudo game does not require the operation of the stop button 5 when pseudo-stopping the reel 41 during game execution, and automatically stops the reel 41 a predetermined number of times. In this embodiment, the above-mentioned pseudo-game operation is adopted. Therefore, hereinafter, when the term "pseudo-game" is used, it refers to the "pseudo-game operation." That is, the main control device 10 is provided with a pseudo-game control means capable of executing control of a pseudo-game (simulated play) that derives and displays predetermined symbols on the display means (reels 41) during the game.

[0063] In this embodiment, in a game during normal game mode, a pseudo game is performed in a game executed after a game in which a specified rare role (e.g., a strong cherry role) is won, and a pseudo game is performed in a game in which a replay role is first won after the game in which the specified rare role is won. Therefore, a pseudo game is executed when a trigger role for the lottery for transition to the pseudo bonus state is won. In addition, the pseudo game may be performed in any game as long as it enhances the player's expectations, for example, the pseudo game may be performed in the first half of a game in which a predetermined rare combination is won, or in a game in a game state other than the normal game state. Also, in a game in the normal game state, the pseudo game may be performed in a part in which a predetermined rare combination is won. In addition, the number of pseudo stops during the pseudo game may be made variable, and the number of pseudo stops may be determined so that the greater the number of pseudo stops, the higher the probability of transitioning to the pseudo bonus state. In other words, if the lottery for transition to the pseudo bonus state is not won, the probability of executing a pseudo game with a relatively small number of pseudo stops may be increased, and if the lottery for transition to the pseudo bonus state is won, the probability of executing a pseudo game with a relatively large number of pseudo stops may be increased.

[0064] [Simulated gameplay effects] Next, the effects during the simulated game will be described with reference to Figs. In a game during normal game mode, if a specified rare role (for example, a strong cherry role) is won, a pseudo game will be executed in a specified game thereafter, and when this pseudo game is executed, a performance corresponding to the pseudo game will be executed on the main performance display device 8 and the sub performance display device 18.

[0065] In addition, the main performance display device 8 and the sub performance display device 18 will execute various effects even when the pseudo game is not being played. First, we will explain the effects that are executed when the pseudo game is not being played, with reference to Figures 6 and 7. FIG. 6 shows an effect image on the main effect display device 8 and the sub effect display device 18 when, for example, a predetermined rare combination is won and a winning effect is executed in a game during a normal gaming state. As shown in FIG. 6(a), during normal game play, a normal game play state image 30 is displayed as the first image to notify the player that the game is in the normal game play state in the main part of the screen of the main performance display device 8 as the first performance display means. That is, the sub-control device 20 includes a first display control means capable of controlling the first effect display means (main effect display device 8) to display a first image (normal game state image 30). The normal game state image 30 is, for example, a moving image including a predetermined character and background, but may be a still image.

[0066] In addition, during the normal gaming state, a sub normal image 31 is displayed as a second image in the main screen portion of the sub performance display device 18 as a second performance display means. The sub-normal image 31 includes a character image 31a consisting of a specified character, and a game number image 31b indicating the number of games played during the normal game state as the game progresses, i.e., the number of games played until the ceiling game number related to the transition to the pseudo bonus state is reached. In other words, the sub-control device 20 is equipped with a second display control means capable of controlling the second performance display means (sub-performance display device 18) to display a second image (sub-normal image 31) including progress information (game number image 31b) relating to the progress status of the game. The character image 31a may be a moving image or a still image. The game number image 31b is updated by addition according to the progress of the game.

[0067] Then, in a game during the normal game state, for example, when a specified rare role is won and a winning effect is executed, the sub-control device 20 executes display update control (first display update control), and as shown in FIG. 6(b), the normal game state image 30 displayed on the main effect display device 8 is erased, and instead, a winning effect image 32 is displayed as a new image in the main part of the screen of the main effect display device 8, notifying that a winning effect has been executed. When the winning effect is executed, it is preferable that the speaker 9 outputs a sound effect corresponding to the winning effect, and the lamp 11 emits light in a manner corresponding to the winning effect.

[0068] On the other hand, in a game in the normal game state, for example, when a predetermined rare combination is won and a winning effect is executed, the display update control (second display update control) by the sub-control device 20 is not executed, and the sub normal image 31 displayed on the sub-effect display device 18 continues to be displayed as it is. However, the game number image 31b is updated by addition ("+1") according to the progress of the game. At this time, the character image 31a may be made to move in a predetermined manner. In this way, in a game during the normal game state, for example, when a specified rare role is won and a winning effect is executed, the normal game state image 30 displayed on the main effect display 8 is erased and a winning effect image 32 is displayed instead as a new image, whereas the sub normal image 31 displayed on the sub effect display 18 continues to be displayed as is. That is, even if a winning effect is executed, the game in the normal gaming state continues to progress, so the sub normal image 31 is displayed as it is and the game count image 31b is updated. In addition, even in a game in which a predetermined rare combination is not won, the sub-control device 20 executes display update control (first display update control) with a predetermined probability, and the image displayed at that time is updated to a new image. For example, when the number of games in the normal game state approaches the ceiling number of games, display update control is performed with a predetermined probability even if a predetermined rare combination is not won.

[0069] Next, Figure 7 shows the presentation images on the main presentation display device 8 and the sub presentation display device 18 when the number of games in the normal game state reaches the ceiling number of games during the normal game state and transitions to a pseudo bonus state. As shown in FIG. 7(a), during normal game play, a normal game play state image 30 is displayed as the first image to notify the player that the game is in the normal game play state in the main part of the screen of the main performance display device 8 as the first performance display means. In addition, just before the number of games executed during the normal game state reaches the ceiling number of games (for example, 16 games before), a premonition effect (main premonition effect) will be executed. Since the premonition effect is also executed during the normal game state, an image corresponding to the premonition effect will be displayed as the normal game state image 30 (first image). In addition, during the normal game state (premonition effect), a sub normal image 31 is displayed as a second image in the main screen portion of the sub effect display device 18 as a second effect display means.

[0070] Then, when the number of games played during the normal game state reaches the ceiling game number, the first display update control is executed by the sub-control device 20, and as shown in Figure 7 (b), the normal game state image 30 displayed on the main performance display device 8 is erased, and instead, a bonus occurrence image 33 is displayed as a new image in the main part of the screen of the main performance display device 8, notifying that a transition to a pseudo bonus state has occurred. The bonus generation image 33 consists of a predetermined decorative image celebrating the transition to the pseudo bonus state and text information ("Congratulations on the bonus confirmed" as shown in the figure), but is only displayed at the start of the first game in the pseudo bonus state, and thereafter switches to the image displayed during the pseudo bonus state. Furthermore, when the game is shifted to the pseudo bonus state, it is preferable that a predetermined sound effect is output from the speaker 9 and that the lamp 11 emits light in a predetermined manner.

[0071] In addition, when the number of games played during the normal game state reaches the ceiling game number, a second display update control is executed by the sub-control device 20, the sub-normal image 31 displayed on the sub-performance display 18 is erased, and instead a sub-bonus occurrence image 34 is displayed as a new image in the main part of the screen of the sub-performance display 18 to notify that a transition to a pseudo-bonus state has occurred. The sub-bonus occurrence image 34 consists of a predetermined decorative image celebrating the transition to the pseudo-bonus state and text information ("Bonus Confirmed" as shown), but is only displayed at the start of the first game in the pseudo-bonus state, and thereafter switches to the image displayed during the pseudo-bonus state.

[0072] In this way, when there is a transition from the normal game state to a pseudo-bonus state, which is a specific game state that is advantageous to the player, the normal game state image 30 displayed on the main performance display 8 is erased and a bonus occurrence image 33 is displayed instead as a new image, and the sub-normal image 31 displayed on the sub-performance display 18 is erased and a sub-bonus occurrence image 34 is displayed instead as a new image. In other words, when the game transitions to the pseudo bonus state, the progress of the game in the current normal game state ends, so the sub-normal image 31 is erased and the game number image 31b is also erased.

[0073] Next, Figure 8 shows the presentation images on the main presentation display device 8 and the sub presentation display device 18 when a pseudo game is executed based on winning a specified rare role (e.g., a strong cherry role) during a game in the normal game state. As shown in FIG. 8(a), during normal game play, a normal game play state image 30 is displayed as the first image to notify the player that the game is in the normal game play state in the main part of the screen of the main performance display device 8 as the first performance display means. In addition, during the normal game state (premonition effect), a sub normal image 31 is displayed as a second image in the main screen portion of the sub effect display device 18 as a second effect display means.

[0074] Then, if a specified rare role (for example, a strong cherry role) is won in a game during normal game play, a pseudo game will be executed in the subsequent game. In this embodiment, however, the pseudo game start condition is established when a replay role is won for the first time in a game following the winning of a specified rare role (for example, a strong cherry role). Therefore, in a game during normal game mode, if a replay role is won for the first time in a game after a specified rare role (e.g., a strong cherry role) is won, a pseudo-game will be executed as shown in Figure 8(b). As shown in FIG. 8(b), when a pseudo game is executed, the first display update control is executed by the sub-control device 20, the normal game state image 30 displayed on the main performance display device 8 is erased, and instead, a pseudo game image 35 is displayed as a new image in the main part of the screen of the main performance display device 8, notifying that a pseudo game has been executed. The pseudo game image 35 is made up of a predetermined decorative image for increasing the player's sense of expectation and text information ("CHANCE" in the figure), and is displayed until the pseudo game ends (the real game starts). Furthermore, when a pseudo game is executed, it is preferable that a predetermined sound effect is output from the speaker 9 and that the lamp 11 emits light in a predetermined manner.

[0075] In addition, when a pseudo game is executed, a second display update control is executed by the sub-control device 20, the sub normal image 31 displayed on the sub-performance display 18 is erased, and instead, a sub pseudo game image 36 is displayed in the main part of the screen of the sub-performance display 18 as a new image, which notifies the user that a pseudo game has been executed and the number of pseudo games (number of pseudo stops). The sub pseudo game image 36 is composed of a predetermined decorative image for increasing the player's sense of expectation, and information for notifying the number of pseudo games (number of pseudo stops) (illustrated as "First pseudo game"). In addition, when the pseudo game ends and the main game starts, the normal game state image 30 on the main effect display device 8 and the sub normal image 31 on the sub effect display device 18 are returned to being displayed. At this time, the game number image 31b becomes a value obtained by adding 1 to the number of games in the previous game, regardless of the number of times the pseudo game has been executed (the number of pseudo stops).

[0076] In this way, when a pseudo game is executed in a specified game during the normal game state, the normal game state image 30 displayed on the main performance display 8 is erased and a pseudo game image 35 is displayed instead as a new image, and the sub normal image 31 displayed on the sub performance display 18 is erased and a sub pseudo game image 36 is displayed instead as a new image. In other words, while the pseudo game is being played, the reel 41 will be pseudo-stopped a predetermined number of times, but since the progress of the game during the normal game state is interrupted at this time, the sub-normal image 31 will be erased and the game number image 31b will also be erased.

[0077] As described above, in this embodiment, in a game during the normal game state, for example, when a specified rare role is won and a winning effect is executed, or when the game transitions to a pseudo bonus state, the normal game state image 30 displayed on the main effect display 8 is erased, and instead, a winning effect image 32 or a bonus occurrence image 33 is displayed as a new image on the main effect display 8. In other words, the sub-control device 20 as a first display control means is equipped with a first display update control means capable of executing a first display update control for erasing the first image (normal game play state image 30) and displaying a new image (winning effect image 32, bonus occurrence image 33).

[0078] Furthermore, when the pseudo bonus state is entered, the sub normal image 31 displayed on the sub performance display 18 is erased, and instead, a sub bonus occurrence image 34 is displayed on the sub performance display as a new image. In other words, the sub-control device 20 as a second display control means is equipped with a second display update control means capable of executing a second display update control for erasing the second image (sub-normal image 31) and displaying a new image (sub-bonus occurrence image 34). However, when a winning effect is executed in the normal game state, the sub normal image 31 that was displayed on the sub effect display device 18 continues to be displayed as it is.

[0079] The normal game state image 30 displayed on the main effect display 8 will be changed to a new image when a winning effect is executed or a pseudo game is executed in a game during the normal game state, whereas the sub normal image 31 displayed on the sub effect display 18 will continue to be displayed as is without being changed to a new image when a winning effect is executed in a game during the normal game state, but will be changed to a new image when a pseudo game is executed in a game during the normal game state. In other words, the sub-control device 20, as a first display update control means, enables the first display update control to be executed based on the fulfillment of a predetermined condition related to the progress of the game (for example, the execution of a winning effect), and enables the first display update control to be executed based on the execution of a pseudo game (simulated play), and the sub-control device 20, as a second display update control means, disables the second display update control to be executed based on the fulfillment of a predetermined condition (for example, the execution of a winning effect), and enables the second display update control to be executed based on the execution of a pseudo game (simulated play).

[0080] Therefore, when a winning effect or pseudo game is executed during a game in the normal game mode, a new image is displayed on the main effect display 8, which makes it possible to increase the interest of the game and to heighten the player's sense of expectation. On the other hand, when a pseudo game is executed in a game during a normal game state, the game number image 31b on the sub-effect display 18 is erased, so that it is possible to prevent an unnatural situation from occurring due to a difference between the number of times the actual game is executed and the number of times the symbols are derived on the reel 41 as a result of the execution of the pseudo game. In other words, when a pseudo game is executed, symbols are derived and displayed multiple times during one game, but the number of games is not added up by the number of derived times, so that it is possible to prevent the player from feeling distrustful.

[0081] Although the execution of a winning effect (winning a specified rare role) is given as an example of the fulfillment of the above-mentioned specified condition, the specified condition may be fulfilled in cases other than those mentioned above, and may be fulfilled in any case in which some effect is executed on the main effect display device 8. For example, the specified condition may be fulfilled based on the winning of a role other than a rare role in a game during normal play mode, or based on the occurrence of a premonition effect (including a fake premonition effect), or based on the occurrence of a battle effect in which multiple characters battle each other for a specified number of games.

[0082] In addition, when the game changes from the normal game state to the pseudo bonus state, both the normal game state image 30 displayed on the main performance display 8 and the sub-normal image 31 displayed on the sub-performance display 18 are changed to new images. In other words, the sub-control device 20 as a first display update control means is capable of executing the first display update control based on the occurrence of a specific gaming state (pseudo bonus state) that is advantageous to the player, and the sub-control device 20 as a second display update control means is capable of executing the second display update control based on the occurrence of a specific gaming state. Therefore, a wide variety of effects can be implemented, making the game more entertaining and raising the player's expectations.

[0083] Next, with reference to FIG. 9, the effects produced while the simulated game is being played will be described in detail. As mentioned above, if a specified rare role (e.g., a strong cherry role) is won in a game during normal play mode, the conditions for executing a pseudo game will be met in a subsequent game, for example, by winning a replay role, and the pseudo game will be executed in the first half of that game. First, as shown in FIG. 9(a), at the beginning of the pseudo game, a pseudo game image 35 is displayed on the main effect display device 8, thereby increasing the player's sense of expectation. In addition, a sub pseudo game image 36 will be displayed on the sub performance display 18, and during the first pseudo game (during the first stage of pseudo game), i.e., until the reel 41 makes the first pseudo stop, text information informing that effect (shown as "First pseudo game") will be included in the sub pseudo game image 36. The notification of the first pseudo game may be made by text information other than that described above, and other text information may be displayed, or a predetermined character image, color scheme, or the like may be used to notify the player of the first pseudo game.

[0084] Then, during the first simulated game, the stop button 5 is activated, and when the player subsequently operates the stop button 5, the reels 41 come to a simulated stop and the symbol combination "BAR·BAR·BAR" is derived and displayed as shown in the figure.

[0085] Then, when the pseudo game continues, that is, when a second pseudo game (second stage pseudo game) is started, when the player operates the activated start lever 3, as shown in FIG. 9(b), a continuation image 37 (shown as "Not yet") notifying the player that the pseudo game will continue and an arrow image 38 encouraging the player to pay attention to the reel 41 are displayed in the lower part of the screen of the main performance display 8, below the pseudo game image 35, and the rotation of the reel 41, which had been pseudo-stopped, resumes. Also, at this time, the sub pseudo game image 36 will continue to be displayed on the sub performance display 18, but during the second pseudo game, i.e., until the reel 41 comes to a second pseudo stop, the text information in the sub pseudo game image 36 will change to information corresponding to the second time (shown as "second pseudo game"). In addition, if the pseudo game does not continue, i.e., if the pseudo game ends after one play, when the player subsequently operates the activated start lever 3, the rotation of the pseudo-stopped reel 41 will resume and the actual game will begin.

[0086] Then, during the second simulated game (second stage simulated game), the stop button 5 is activated. When the player then operates the stop button 5, the reels 41 come to a pseudo-stop as shown in FIG. 9(c), and the symbol combination "BAR·BAR·BAR" is again derived and displayed, as in the first simulated game. Thereafter, if a third pseudo game is to be executed, the third pseudo game is started by operating the start lever 3 in the same manner as the second pseudo game, and if a third pseudo game is not executed, the main game is started by operating the start lever 3.

[0087] During the simulated play at each stage, the reels 41 are pseudo-stopped so that the symbol combination "BAR·BAR·BAR" is derived and displayed regardless of when the player operates the stop button 5. However, the symbol combination "BAR·BAR·BAR" may be derived and displayed only when the reels 41 are stopped at a specified timing. Also, during the pseudo game at each stage, the reel 41 may be moved up and down in small increments while the symbol combination of "BAR·BAR·BAR" is being derived and displayed. In addition, during simulated play at each stage, an instruction may be given to stop only a portion of the reels 41 (for example, the middle reel 41b), and a predetermined pattern (for example, "BAR") may be pseudo-stopped only on some of the reels 41, while the other reels 41 continue to rotate as is. In addition, during a simulated game at each stage, if the stop button 5 is enabled but the player does not operate the stop button 5, the reel 41 may be automatically stopped in a simulated manner after a predetermined time has elapsed. In addition, during the pseudo game at each stage, the reels 41 may be automatically stopped pseudo-stopped after a predetermined time has elapsed since the start of the pseudo game at each stage, without the player operating the stop button 5, and a non-operation pseudo game may be executed in which the symbol combination "BAR·BAR·BAR" is derived and displayed.

[0088] As described above, in this embodiment, when a simulated game is executed, various effects are executed, so that it is possible to increase the entertainment value of the game. Furthermore, when a pseudo game is executed, the game number image 31b on the sub performance display 18 is erased and the sub pseudo game image 36 is displayed instead. This makes it possible to prevent an unnatural situation from occurring due to a difference between the number of times the actual game is executed and the number of times a pattern is derived on the reel 41 when a pseudo game is executed, and also makes it possible for the player to accurately recognize the progress during the pseudo game by displaying the sub pseudo game image 36.

[0089] As mentioned above, the gaming equipment device 100 is disposed above the medalless gaming machine 1, above the main performance display device 8, and the gaming equipment device 100 displays the number of games played during normal game play on the medalless gaming machine 1. However, when a pseudo game is executed, even if a pattern is derived and displayed multiple times during one game, the number of games played on the gaming equipment device 100 will not be increased by the number of times that the pattern is derived. In contrast to this, during simulated play, as each stage progresses, a continuation image 37 is displayed as a specific image at the bottom of the main performance display 8, and further, an arrow image 38 is displayed to encourage attention to the reel 41. In other words, the sub-control device 20 as the first display control means is capable of executing control to cause the first performance display means to display specific images (continuation image 37, arrow image 38) after a predetermined pattern ("BAR") is derived and displayed in the pseudo game (simulated play). Therefore, during the simulated game, it is possible to remove the player's viewpoint from the gaming equipment device 100, and similarly to the case where the game count image 31b is displayed on the sub-performance display device 18, it is possible to prevent the player from recognizing an unnatural situation caused by a difference between the actual number of games played on the gaming equipment device 100 and the number of times patterns are derived on the reel 41 due to the execution of the simulated game.

[0090] In this embodiment, as each stage progresses during the simulated game, a continuation image 37 and an arrow image 38 are displayed on the main performance display 8 as specific images. However, as shown in the modified example in FIG. 10, a role device 39 may be provided so that the player's attention is drawn to the reel 41 by the operation of the role device 39. As shown in Figure 10, in this modified example, a reel device 39 is disposed to the right of the main performance display device 8, and the reel device 39, which is positioned at the upper side in the normal state (when not in operation), is converted to the lower side (towards the main performance display device 8) when the operation condition is met and a continuation image 37 and an arrow image 38 are displayed on the main performance display device 8 at the point where each stage during the simulated game progresses. Therefore, by the conversion operation of the accessory device 39, it becomes possible to further move the player's viewpoint away from the gaming facility device 100 during the simulated game. In addition, the role device 39 may be one that performs the conversion operation of the conversion section by rotation, or may be one that performs the conversion operation of the conversion section by sliding movement, so long as the conversion operation is from the upper side to the lower side.

[0091] [Effects during pseudo-game play with button effects] Next, the effects during a pseudo game accompanied by button effects will be described with reference to Figs. 11 to 13. In the medal-less gaming machine 1 of this embodiment, as described above, for example, a pseudo game is executed in a game during a normal gaming state, and a button effect is executed as part of the pseudo game.

[0092] For example, during a specified game, the button presentation first displays on the main presentation display 8 an image imitating an operation button that prompts the player to operate the first presentation button 2g, which is exemplified as an operating means, or an operation image consisting of text information instructing the operation (e.g., "press"), and then, when the displayed first presentation button 2g is operated, an image informing the player of the type of rare role that has been won or an image that heightens the player's expectations is displayed on the main presentation display 8. In this embodiment, the button effect is executed in various states, but is also executed in some cases when a pseudo game is executed. For example, when it is decided to execute a pseudo game, the main control device 10 or the sub-control device 20 executes a lottery to determine whether or not to execute the button effect, and if the lottery is won, the button effect is executed. In addition, the winning probability of the lottery at this time is set to a higher probability when the transition to the pseudo bonus state has been decided than when it has not been decided.

[0093] Therefore, when a pseudo game is executed, the probability of winning the lottery for transitioning to the pseudo bonus state is higher if a button effect is executed during the pseudo game than if it is not executed. The decision to execute the button effect is made by either the main control device 10 or the sub-control device 20, as will be described later. In other words, the main control device 10 or the sub-control device 20 is equipped with an operation presentation control means capable of executing an operation presentation (button presentation) involving the operation of an operating means (e.g., the first presentation button 2g) in connection with the execution of a pseudo game.

[0094] Furthermore, in this embodiment, when the main control device 10 or the sub-control device 20 executes a button effect during simulated play, the main control device 10 or the sub-control device 20 determines by lottery at what stage the button effect will be executed. For example, if a transition to a pseudo bonus state has been determined, a lottery is held so that the probability of the button effect being executed at a later stage is higher than if this has not been determined. Therefore, during the execution of a pseudo game, for example, the probability of winning the lottery for transitioning to the pseudo bonus state is higher if a button effect is executed during a third stage of pseudo game than if a button effect is executed during a first stage of pseudo game.

[0095] Furthermore, in this embodiment, the first performance button 2g is capable of converting the operating part of the first performance button 2g from a normal state in which it is positioned downward to a protruding state in which it is displaced upward by the action of an electrical drive source (e.g., a solenoid), and is configured so that it can be pressed downward whether the first performance button 2g is in the normal state or in the protruding state, and conversion control of the first performance button 2g is possible under the control of the sub-control device 20. In other words, the first performance button 2g as an operating means is configured to be convertible between a normal state and a protruding state in which the operating portion is displaced in the opposite direction to the operating direction from the normal state.

[0096] In addition, when the main control device 10 or the sub-control device 20 executes a button effect during a pseudo game, it is arranged to determine by lottery whether the first effect button 2g will be in a normal state or in a protruding state. For example, if a transition to a pseudo bonus state has been decided, a lottery is held so that the probability of the button effect being executed with the first effect button 2g in a protruding state is higher than if this has not been decided. Therefore, when a pseudo game is executed, the probability of winning the lottery for transitioning to the pseudo bonus state is higher if the button effect is executed with the first effect button 2g in the protruding state than if the button effect is executed in the normal state.

[0097] FIG. 11 shows the effect images on the main effect display device 8 and the sub effect display device 18, and the state of the first effect button 2g when a button effect is executed during a simulated game. 11 shows an example of a case where the button effect is executed with the first effect button 2g in the protruding state after the reel 41 stops for the third time during the third pseudo game (third stage). Therefore, although not shown in the figure, the same button effect can be executed during the first and second pseudo games.

[0098] First, as shown in FIG. 11(a), during the third (third stage) pseudo game, a pseudo game image 35 is displayed on the main performance display device 8, and a sub-pseudo game image 36 (shown as "third pseudo game") corresponding to the third pseudo game is displayed on the sub-performance display device 18. When the player operates the stop button 5 during the third pseudo game, the reels 41 come to a pseudo stop and the symbol combination "BAR·BAR·BAR" is derived and displayed.

[0099] Then, when the reel 41 comes to a third pseudo stop, as shown in Figure 11 (b), a button image 40 modeled after the first performance button 2g, an operation image 42 (shown as "Press") consisting of text information instructing the operation of the first performance button 2g, and an arrow image 38 encouraging attention to be paid to the reel 41 and the first performance button 2g are displayed in the lower part of the screen of the main performance display device 8, below the pseudo game image 35, and the button performance (operation instruction performance) begins. Then, when the reel 41 comes to a pseudo stop for the third time, the first effect button 2g is converted from its normal state to its protruding state, operation of the first effect button 2g is enabled, and the internal light-emitting source is illuminated. The button image 40, the operation image 42, and the arrow image 38 may be displayed when the first effect button 2g is converted to the protruding state. Also, it is preferable that the first effect button 2g is enabled when the first effect button 2g is converted to the protruding state.

[0100] When the player operates the first effect button 2g in the protruding state, the button image 40, operation image 42, and arrow image 38 at the bottom of the screen of the main effect display 8 are erased, and instead an expectation-increasing image 43 (shown as "Super Hot") consisting of text information that heightens the player's sense of anticipation is displayed, and the expectation effect is executed. In addition, there are multiple types of expectation-increasing images 43 displayed at this time, and one of the images is selectively determined depending on whether or not there is a transition to a pseudo-bonus state, thereby varying the player's sense of expectation. Also, although not shown in the figure, if the selection is made to set the first performance button 2g to its normal state when the button performance is executed, the first performance button 2g will be activated in its normal state in which no upward displacement occurs. Furthermore, when the first performance button 2g in the protruding state is operated (pressed), the sensor is configured to react at the same position as when the first performance button 2g in the normal state is operated, so when operating the first performance button 2g in the protruding state, an operation signal will not be output unless the operating part is displaced near the lower end.

[0101] Then, after a predetermined time has elapsed from the third pseudo-stop of the reel 41, the start lever 3 is activated, and when the player operates the start lever 3, the performance images displayed on the main performance display device 8 and the sub performance display device 18 are erased, the rotation of the reel 41 is resumed, and the game begins. In addition, even if the player does not operate the first effect button 2g after the third pseudo stop of the reel 41, it is preferable to activate the start lever 3 after a predetermined time has elapsed. Also, if the player does not operate the start lever 3 despite the start lever 3 being activated, it is preferable to automatically resume the rotation of the reel 41 after a predetermined time has elapsed and start the main game, regardless of whether the player operates the first effect button 2g or not. In addition, when a button effect is performed at the end of the first and second pseudo-games, the pseudo-game may be continued by displaying the above-mentioned continuation image 37 or arrow image 38 after the button effect ends, or the button effect may be executed only after the final stage of the pseudo-game ends. In addition, while the first effect button 2g is operated during the button effect, the second effect button 2h, the MAX BET button 2b, or the start lever 3 may also be used as the operating means.

[0102] As described above, in this embodiment, it is possible to execute button effects during execution of a simulated game. That is, the sub-control device 20 includes an operation effect control means capable of executing an operation effect (button effect) involving the operation of the operating means (first effect button 2g) in relation to the execution of the pseudo game. Therefore, it is possible to increase the interest of the game and to heighten the player's sense of expectation. Furthermore, when a button effect is to be executed during execution of a pseudo game, the first effect button 2g is converted into a protruding state to enable the button effect to be executed. That is, the sub-control device 20 as an operation performance control means can convert the operation means (first performance button 2g) into a protruding state in connection with the execution of an operation performance (button performance). Therefore, it becomes possible to provide more diverse button effects, which can further increase the excitement of the game and the player's sense of anticipation.

[0103] Next, with reference to the timing chart of FIG. 12, a detailed description will be given of the state of the first effect button 2g and the relationship between the corresponding effects when a button effect is executed during execution of a pseudo game. The timing chart in FIG. 12 corresponds to the case where, after the third pseudo game is ended as shown in FIG. 11, a button effect is executed by the first effect button 2g in the protruding state.

[0104] As shown in Figure 12, when the button effect is executed at the end of the third simulated game, i.e., at the point when the third simulated stop of the reel 41 is made (timing t1), the first effect button 2g is converted from the normal state (non-protruding) to the protruding state. Furthermore, when the first performance button 2g is converted into a protruding state, a button image 40, an operation image 42 and an arrow image 38 are displayed on the main performance display device 8, and an operation instruction performance, which is part of the button performance, is executed. Then, when the player operates the first performance button 2g in the protruding state (timing t2), the first performance button 2g is converted to a normal state, an expectation level increase image 43 is displayed on the main performance display 8, and an expectation level performance, which is part of the button performance, is executed.

[0105] In addition, when a button effect involving conversion of the first effect button 2g to a protruding state is executed, a specific period (start lever operation invalid period) until the button effect is executed is set by the control of the main control device 10 from the point at which the third pseudo-stop of the reel 41 is performed until a predetermined time (for example, 30 seconds) has elapsed (timing t4), and during this period, the input of the start lever 3 is invalidated, and even if the start lever 3 is operated (timing t3), the start of the game is invalidated. Therefore, if a button effect is executed by the first effect button 2g in the protruding state after the third pseudo-stop of the reel 41 has been performed, sufficient time will be secured for the button effect to be executed.

[0106] Then, at the end of the specific period (timing t4), operation of the start lever 3 is enabled, and when the player operates the start lever 3, the rotation of the reel 41 resumes and the game begins (the game progress resumes). Furthermore, if the start lever 3 is not operated within a predetermined time (for example, 20 seconds) after the specific period has ended, the main game will be started automatically. It should be noted that when the start lever 3 is operated during a specific period, the main control device 10 may temporarily store and retain the operation, and when the specific period ends, the game may be started based on the stored information. In this case, therefore, even if the start lever 3 is not operated after the specific period ends, the reels 41 will automatically resume spinning and the game will start. In addition, when a button effect is executed after the first and second pseudo stops of the reels 41, the same control as above is performed.

[0107] As described above, in this embodiment, when a pseudo game is executed, for example, after the pseudo stop of the reel 41 is performed for the third time, a button effect can be executed. That is, the sub-control device 20 as an operation presentation control means makes it possible to execute an operation presentation (button presentation) after a predetermined symbol ("BAR") is derived and displayed in a pseudo game (pseudo play).

[0108] In addition, after the third pseudo-stop of reel 41, a specific period is set to ensure sufficient time to execute the button effect, and during this period, the input of start lever 3 is disabled, so that even if start lever 3 is operated, the start of the game is invalidated. In other words, the main control device 10, as a pseudo-game control means, makes it possible to set a specific period related to the execution of an operation presentation (button presentation) from after a predetermined pattern ("BAR") is derived and displayed in a pseudo-game (simulated play) until the game can progress. Therefore, it is possible to prevent the button performance from being stopped (canceled) due to some kind of erroneous operation, and it is possible to reliably execute a highly entertaining button performance.

[0109] Next, control of button effects will be described in detail with reference to FIG. As shown in FIG. 13, in this embodiment, two types of button effects are provided, namely, button effect A and button effect B, and each can be executed by a different control form. The button effect A is a button effect involving conversion of the first effect button 2g to a protruding state described above, and is mainly controlled (managed) by the main control device 10. Therefore, the main control device 10 controls (manages) whether or not button performance A occurs and the duration of its execution, and the main control device 10 transmits control information related to these controls to the sub-control device 20, thereby controlling the activation and input management of the first performance button 2g, conversion from a normal state to a protruding state, display of various performance images related to the button performance, and other button performance-related controls. Furthermore, when executing button performance A, the main control device 10 sets a start lever invalid period (specific period), and the sub-control device 20 converts the first performance button 2g to a protruding state during this specific period.

[0110] The button effect B is a button effect that does not involve conversion of the first effect button 2g to a protruding state as described above, and is mainly controlled (managed) by the sub-control device 20. Therefore, the occurrence or nonoccurrence of button effect B and its execution period, etc. are controlled (managed) by the sub-control device 20, and the control related to the above-mentioned button effect is performed independently by the sub-control device 20 without any instructions from the main control device 10. In addition, when the button performance B is executed, the start lever invalid period (specific period) is not set by the main control device 10. Therefore, if the game is progressed by operating the MAX BET button 2b or the start lever 3 during the execution of the button performance B, the button performance B is stopped (canceled) at that point. In other words, if the start lever invalid period (specific period) is not set, the sub-control device 20 executes button performance B without any physical transformation of the first performance button 2g. In this embodiment, the occurrence of each button effect is set so that button effect A has a higher probability of transitioning to a gaming state that is more advantageous to the player than button effect B. In addition, the button effects managed by the main control device 10 are limited to those involving conversion of the first effect button 2g to a protruding state, but other button effects may also be managed.

[0111] As described above, in this embodiment, there is provided a button performance A that is mainly managed by the main control device 10 and a button performance B that is mainly managed by the sub-control device 20, and a button performance that involves converting the first performance button 2g into a protruding state is set as button performance A. Furthermore, in the sub-control device 20, if the start lever invalid period (specific period) is not set, the button performance B without physical conversion of the first performance button 2g is executed. In other words, the sub-control device 20, as an operation presentation control means, is capable of executing an operation presentation (button presentation B) that does not convert the operation means (first presentation button 2g) into a protruding state, based on the fact that a specific period has not been set by the pseudo-game control means (main control device 10). Therefore, it becomes possible to execute a wider variety of button effects, thereby making the game more entertaining. Furthermore, if the effect is canceled when executing button effect B, which involves physical button conversion, an unnatural state such as the return motion of the first effect button 2g will occur during play, but it is possible to prevent such an occurrence from occurring.

[0112] <Performance according to the number of medals played> Next, with reference to Figs. 14 to 17, a description will be given of effects according to the number of game medals in the medalless gaming machine 1 according to the present invention. In the medal-less gaming machine 1 of this embodiment, a game is executed based on the number of game medals (number of credits) stored in the game medal number display device 7. In addition, the sub-control device 20 receives the stored number of game medals from the game medal number display device 7, and executes, for example, various presentation controls in the main presentation display device 8 according to this number of game medals.

[0113] First, the change of the presentation contents according to the number of game medals played and the display of specific information will be described with reference to the flowchart of FIG. FIG. 14 shows the rendering mode change process executed by the sub-control device 20. This presentation mode change process is executed during normal game play. First, in step S1, a process of receiving game medal count information from the game medal count display device 7 is performed. By this process, the number of game medals at that time is stored in the sub-controller 20.

[0114] Next, in step S2, it is determined whether the number of game medals is equal to or less than a predetermined number. For example, if the number of game medals is "10" or less, the process proceeds to step S3, and if the number is more than "10", the present presentation mode change process ends. The number of game medals determined in step S2 may be a value other than "10", but a relatively small value such as "20" that will quickly result in the number of game medals being used up is preferable.

[0115] Next, in step S3, a process for changing the content of the performance is carried out. For example, a process is performed to increase the probability of occurrence of various effects, such as winning effects, that are executed during the game. In addition, the effect that increases the occurrence probability can be any effect that results in frequent changes in the effect image on the main effect display device 8, etc., and can be, for example, an effect that involves a character's lines that occurs when a rare role, etc. is not won.

[0116] Next, in step S4, it is determined whether the number of game medals is "2" or less. If the number of game medals is "2" or less, the process proceeds to step S5, and if the number is more than "2", the present presentation mode change process is terminated.

[0117] Next, in step S5, it is determined whether or not the MAX BET button 2b has been operated. If the MAX BET button 2b is operated, the process proceeds to step S6, and if the MAX BET button 2b is not operated, the present effect mode change process ends.

[0118] Next, in step S6, a process for displaying specific information is performed, and the present presentation mode change process is terminated. For example, specific information is displayed on the main performance display 8.

[0119] Next, with reference to FIG. 15, the specific information displayed by the process of step S6 of the above-mentioned presentation mode change process will be described in detail. As shown in FIG. 15, during normal game play, a normal game play state image 30 is displayed on the main performance display device 8, and when the number of game medals is "2", the number "2" is displayed on the game medal number display device 7a. In this state (when the number of game medals is "2" or less), when the MAX BET button 2b is operated, a specific suggestion image 44 consisting of the text information "Maybe it's about time?" is displayed as specific information at the bottom of the screen of the main performance display 8, below the normal game state image 30. In addition, in this medal-less gaming machine 1, the game can only be played when the number of bets is "3", so even if the MAX BET button 2b is operated in the above state (when the number of game medals is "2" or less), the number of bets will not be input, and only the specific suggestion image 44 will be displayed.

[0120] The specific suggestion image 44 suggests that the occurrence of a gaming state advantageous to the player is approaching, and the display of this information makes it possible to heighten the player's sense of anticipation. In this embodiment, when the display condition of specific information is established, the specific suggestion image 44 is displayed regardless of the control state related to the transition to the pseudo bonus state or the AT state, but, for example, it may be displayed when the number of games executed during the normal game state is within "100" before the ceiling game number is reached. In other words, the specific suggestion image 44 may be displayed when the display condition of specific information is established while the transition time to a game state (e.g., pseudo bonus state) advantageous to the player is actually approaching. In addition, the specific suggestion image 44 may be other than the above, and may display a predetermined character or item, as long as it can suggest that the occurrence of a game state advantageous to the player is approaching. Also, it may not suggest that the occurrence of a game state advantageous to the player is approaching, but may suggest that there is a high possibility that the game state advantageous to the player will occur. Moreover, the above-mentioned effects may be performed not only by the main effect display device 8 but also by the sub effect display device 18.

[0121] As described above, in this embodiment, when the number of game medals falls to a predetermined number (for example, "10") or less during the normal game state, the process of changing the presentation contents is carried out. That is, the sub-control device 20 is provided with a presentation change control means capable of changing the content of the presentation according to the number of game medals played. Therefore, when the number of game medals decreases and the possibility that the player will end the game increases, the content of the presentation will be changed, such as by increasing the occurrence rate of a specified presentation, which makes it possible to increase the motivation of players who are about to end the game to continue playing, and therefore makes it possible to increase the operating rate of the medal-less gaming machine 1.

[0122] Furthermore, during normal game play, if the MAX BET button 2b is operated when the number of game medals is "2" or less, specific information is displayed on the main performance display 8, suggesting the occurrence of a game state that is advantageous to the player. In other words, the sub-controller 20 is provided with a suggestion effect control means capable of executing a suggestion effect relating to the occurrence of a game state advantageous to the player, according to the number of game medals played. Therefore, when the number of game medals has reached a value that makes it impossible to play one game, a suggestion effect is executed regarding the occurrence of a game state that is advantageous to the player, which makes it possible to increase the motivation of a player who was about to end the game to continue playing, thereby making it possible to increase the operating rate of the medal-less gaming machine 1.

[0123] Furthermore, when the game is being played continuously, many players will operate the MAX BET button 2b without realizing that the number of game medals remaining falls to "2" or less. However, even in this case, an effect will be executed that suggests the occurrence of a game state that is advantageous to the player, so the above-mentioned suggestive effect can be executed in the natural flow of the game progress without the player being aware of it. Furthermore, if the specific suggestion image 44 is configured to be displayed when the conditions for displaying specific information are met while the time for transition to a game state advantageous to the player (for example, a pseudo bonus state) is actually approaching, a player who is about to end the game because the number of game medals has reached "0" can finally operate the MAX bet button 2b to check whether the specific suggestion image 44 will be displayed or not.

[0124] Next, the change of the performance contents according to the number of rentals will be described with reference to the flowchart of FIG. In the medal-less gaming machine 1 of this embodiment, when the number of gaming medals (number of credits) on the gaming medal number display device 7 runs out, a lending operation of the dedicated unit 19 is performed to lend gaming medals. In the sub-control device 20, the lending of game medals is used, for example, for display control in the main performance display device 8.

[0125] The flowchart in FIG. 17 shows the processing carried out when the performance content is changed according to the number of times of lending, and shows the processing carried out by the sub-control device 20 to monitor the number of times of lending. This lending count monitoring process is executed during normal gaming mode. First, in step S7, when a game medal is lent from the game medal count display device 7, a process of receiving lending information is performed. Next, in step S8, the number of times the item has been lent out within a predetermined period is calculated, and the number of times the item has been lent out monitoring process ends. For example, the number of times the device is lent out in a 20-minute period is calculated.

[0126] Then, the sub-control device 20 performs processing for changing the content of the performance on the main performance display device 8 based on the calculated number of times of lending. For example, if there are 10 or more loans in a 20-minute period, when the system transitions to a pseudo-bonus state within a specified period (e.g., 30 minutes), the system will control the performance to execute a so-called premium performance, which has an extremely low probability of execution in other cases, or to increase the probability of the premium performance being executed. By changing the content of the presentation in this way, presentations can be provided to players who make many loans in a short period of time that are rarely seen by other players. In addition, the content of the presentation to be changed may be other than those mentioned above as long as it gives satisfaction to players who make a large number of loans in a short period of time. For example, the probability of occurrence of a presentation that suggests the setting value in the probability setting device 16 may be increased, or it may be changed to one with a higher reliability.

[0127] As described above, in this embodiment, when the number of times game medals are lent within a predetermined period (for example, 20 minutes) reaches or exceeds a predetermined number (for example, "10"), processing to change the presentation content is performed. In other words, the sub-controller 20 as a presentation change control means can change the content of the presentation according to the number of times game medals have been lent. Therefore, it is possible to give a sense of satisfaction to players who make a large number of loans in a short period of time, and it is possible to improve the operating rate of the medal-less gaming machine 1. It should be noted that the above-mentioned effects may be performed not only by the main effect display device 8 but also by the sub effect display device 18.

[0128] <Push order selection game and push order judgment game> Next, the push order selection game and the push order judgment game in the medal-less gaming machine 1 according to the present invention will be described in detail with reference to Figs.

[0129] In the medalless gaming machine 1 of this embodiment, during the pseudo bonus state, it is determined whether or not the conditions for transitioning to the AT state are met, and this determination is made based on the result of the push order judgment game executed at the end of the pseudo bonus state. That is, the main control device 10 is provided with a specific benefit granting control means capable of executing control for granting a specific benefit (AT state) to a player. In this embodiment, a game in which a push order bell role is won at the end of the pseudo bonus state is set as a push order judgment game, and the order in which the stop buttons 5 are pressed in that push order judgment game (the stop order of the reels 41), i.e., the push order corresponding to the winning push order bell role, is compared with a previously set expected push order, and based on the result of this judgment, it is determined whether or not the transition condition for the AT state as the above-mentioned specific bonus is established, and if the transition condition for the AT state is established, whether or not a bonus different from the specific bonus is awarded.

[0130] Specifically, the main control unit 10 determines whether or not the transition condition to the AT state is established by comparing the position of the stop button 5 that is operated first (in the first stage) in the winning push order bell role in the push order determination game (the first order in the stopping order of the reel 41) with the position of the stop button 5 that is operated first in the expected push order that has been set in advance, and further determines whether or not to add a predetermined number of games (e.g., 10 games) to the initial number of games in the AT state by comparing all of the push orders (stop orders) of both. In other words, when the reel 41 is stopped, multiple stopping stages are formed each time the three reels 41a, 41b, 41c are stopped, and the main control device 10 judges the order in which the two buttons are pressed (initial order) at the time when the stop button 5 is first operated to stop, which is the first stage, and decides whether or not the transition condition to the AT state is established. In addition, the time to determine the press order of the two buttons may be other than the above, and may be the start of the press order judgment game (the time when the input signal of the start lever 3 switches from OFF to ON) or the end of the press order judgment game (the time when the input signal of the stop button 5, which was last operated to stop, switches from ON to OFF).

[0131] In addition, in this embodiment, the player can arbitrarily set the predicted push order used in the push order judgment game. In other words, the main control device 10, which will be described in detail later, allows the player to set a predicted push order in advance by operating the stop buttons 5 in a specified game before the push order judgment game is executed.

[0132] [Game content during pseudo bonus state] First, with reference to FIG. 18, the game content during the pseudo bonus state related to the push order selection game and the push order judgment game will be described.

[0133] As mentioned above, 20 games are played during the pseudo bonus state, and as shown in the figure, the first 17 games are played in the first half, and the games played thereafter are played in the second half. In the first half, the player progresses through the game according to the push order navigation executed in each game to win a predetermined number of game medals, but the fifth game (timing t5), the tenth game (timing t6), and the fifteenth game (timing t7) in the first half are basically push order selection games. That is, the fifth game is the first push order selection game, the tenth game is the second push order selection game, and the fifteenth game is the third push order selection game. In addition, if the push order bell role is won in the 5th, 10th, or 15th game, that game will be the push order selection game. If the push order bell role is not won in any of the games, the game in which the push order bell role is won thereafter will be set as the push order selection game.

[0134] In each push order selection game in which the push order bell role is won, the push order navigation is not executed, and the player operates the stop buttons 5 in any order of his choice, and the main control unit 10 receives the input signal at this time and sets the predicted push order. Therefore, a total of three predicted button presses will be set in the first half. In this embodiment, if the push order bell role is won, each game is set to a push order selection game. However, if the replay role is won or the lottery result is a miss, the game in which the replay role was won or the game in which the lottery result was a miss (a total of three games) may be set as a push order selection game, and a predicted push order may be set for that game. Also, during a period (three times) between predetermined games when no game is being played, the main control device 10 may enable the operation of the stop button 5 so that the player can input (set) a predicted push order of his / her own choice. In this case, the input of the predicted push order is unrelated to the progress of the game. In addition, a pseudo game may be executed a predetermined number of times in a predetermined game executed in the first half of the pseudo bonus state, and the player may set the predicted button press sequence during this pseudo game.

[0135] On the other hand, the latter half is a period in which a game is played to determine whether the predicted push order is the same as the push order for the actual winning push order bell role, and as shown in the figure, the 18th game (timing t8), the 19th game (timing t9), and the 20th game (timing t10) are basically push order determination games. That is, the 18th game is the first push order determination game, the 19th game is the second push order determination game, and the 20th game is the third push order determination game. In addition, if the push order bell role is won in the 18th, 19th, and 20th games, those games will be the push order judgment games, but if the push order bell role is not won in each game, the game in which the push order bell role is won after that will be set as the push order judgment game. Therefore, if you want to win the push order bell role in the latter part, the number of games in the pseudo bonus state may be changed.

[0136] In each push order judgment game in which the push order bell role is won, push order navigation will be executed as usual, but the push order navigation at this time, i.e., the operation sequence of the stop button 5 corresponding to the won push order bell role and the expected push order that has been set in advance, will be determined by the main control unit 10. In the first push order judgment game, the judgment criterion is the predicted push order set in the first push order selection game, in the second push order judgment game, the judgment criterion is the predicted push order set in the second push order selection game, and in the third push order judgment game, the judgment criterion is the predicted push order set in the third push order selection game. Therefore, in the second half of the game, the push orders for the three actually-winning push order bell roles and the predicted push orders will be judged separately.

[0137] Then, in each of the three push order judgment games, a first judgment is made by comparing the position of the stop button 5 to be operated first in the winning push order bell role (the first position in the stopping sequence of the reels 41) with the position of the stop button 5 to be operated first in the predicted push order set correspondingly (the first position in the stopping sequence of the reels 41), and if the two match two or more times, the condition for transitioning to the AT state is met. In addition, in each push order judgment game, a second judgment is performed by comparing all the push orders in the winning push order bell role with all the push orders in the predicted push order set correspondingly, and if the two match, a predetermined number of games (e.g., 10 games) is added to the initial number of games in the AT state for each match. However, the addition of the predetermined number of games is only performed when the transition condition for the AT state is met. Therefore, even if both match once, if the transition condition for the AT state is not met, the addition of the predetermined number of games is invalid. In addition, since the entire pressing sequence can be ascertained when the stop button 5 is operated for the second time, the above-mentioned second judgment may be made when all the reels 41 have stopped, or when two reels 41 have stopped. In addition, in the push order judgment game, even if the player does not press the buttons in the order that corresponds to the winning push order bell role, the main control device 10 uses the push order that is preset in correspondence with the winning push order bell role as the object of comparison.

[0138] [Press play during the button selection game] Next, with reference to Figures 19 and 20, the effects during the push order selection game will be described. First, FIG. 19 shows an effect image on the main effect display 8 when the push order bell role is won in the push order selection games during the pseudo bonus state, that is, the 5th, 10th, and 15th games. As described above, the main control unit 10 sets the predicted push order based on the player's operation of the stop button 5 in the push order selection game, while the sub-control unit 20, based on the control information from the main control unit 10, displays the following in the push order selection game.

[0139] As shown in Figure 19(a), when the push order selection game is executed and the reels 41 spin, a push order selection title image 50a (shown as "push order selection") consisting of text information is displayed in the upper part of the screen of the main performance display device 8, informing the player that the push order selection game has been executed and that the player can arbitrarily select the order in which the stop buttons 5 are operated (the stop order of the reels 41). In addition, below the push order selection title image 50a, a push order selection result image 51 is displayed, which is composed of a left push order selection result image 51a, a center push order selection result image 51b, and a right push order selection result image 51c lined up in the left-right direction. The push order selection result image 51 displays numbers, symbols, etc. inside a circular frame, and at the beginning of the push order selection game, a "?" symbol is displayed, indicating that the player has not yet decided on the order of operation. In addition, in the push order selection game, push order navigation will not be performed even if you win the push order bell role.

[0140] Then, while the push order selection game is being played, the player will operate the stop button 5. For example, if the player performs the stop operation in the order of the center stop button 5b → right stop button 5c → left stop button 5a, all of the reels 41 will stop, as shown in Figure 19 (b), and the push order selection title image 50a displayed in the upper part of the screen of the main performance display device 8 will be erased and instead a push order determination title image 50b (shown as "Push Order Determined") consisting of text information informing users that the push order has been determined will be displayed. . Also, the "?" symbol displayed inside the frame of the push order selection result image 51 will be switched to a number according to the operation of each stop button 5. For example, as shown in Fig. 19(b), when the player performs the stop operation in the order of the center stop button 5b → right stop button 5c → left stop button 5a, the number "3" will be displayed in the left push order selection result image 51a, the number "1" will be displayed in the center push order selection result image 51b, and the number "2" will be displayed in the right push order selection result image 51c.

[0141] In this way, in the push order selection game, when the player operates the stop buttons 5 in any order, a predicted push order is set and stored in the main control device 10 based on the operation input. In addition, during the pseudo bonus state, a total of three push order selection games are executed in the same manner as described above, and the first predicted push order, the second predicted push order, and the third predicted push order are stored separately. During the pseudo bonus state, the predicted push order set by the player may be announced on the main performance display device 8.

[0142] Also, in this embodiment, as shown in FIG. 20, when a winning push order bell role is won in the push order selection game, that is, when the predicted push order selected by the player matches the push order corresponding to the winning push order bell role in the push order selection game, the main control unit 10 will conduct a forced win lottery to forcibly switch one judgment in the push order judgment game to a winning judgment result, as will be described in detail later. That is, as shown in FIG. 20, in the push sequence selection game, if the specific push sequence that will award a specified bonus (winning a role or awarding a specified number (8) of game medals) is the push sequence bell role of "center → right → left," and the player performs the stop operation in the order of center stop button 5b → right stop button 5c → left stop button 5a, a lottery for a forced win will be held. Therefore, if the predicted push order in the push order selection game for setting the judgment criteria in the subsequent push order judgment game is one that will result in the push order bell role being awarded in that push order selection game, a specified bonus will be awarded in addition to the predicted push order being set. In addition, whether or not there will be a forced win lottery will be determined in each of the three push order selection games.

[0143] As described above, in the first half of the pseudo bonus state, a total of three push order selection games are played, and in each push order selection game, the player sets the predicted push order by operating the stop button 5 as desired. In other words, the main control device 10, which serves as a specific benefit granting control means, is equipped with a stop pattern setting means that enables a player to pre-set the stop pattern of the display means (reel 41) as the predicted stop pattern (predicted push order) related to a specific role (push order bell role) in a specified game (push order selection game). Therefore, the player can set the expected button press order as he or she wishes, and the player will not have any doubts about the establishment of the conditions for transitioning to the AT state, which makes the game more interesting and increases the player's sense of expectation.

[0144] [Press order judgment game effects] Next, with reference to FIG. 21, the effects during the push order determination game will be described. FIG. 21 shows an effect image on the main effect display device 8 when the push order bell role is won in the push order judgment games during the pseudo bonus state, that is, the 18th, 19th, and 20th games. As mentioned above, the main control unit 10 determines the predicted push order set in the push order selection game and the push order that corresponds to the push order bell role that is won in the push order judgment game, and the sub-control unit 20 performs the display (presentation) as shown below in the push order judgment game based on the control information from the main control unit 10.

[0145] As shown in FIG. 21, in the push order judgment game, even if the start lever 3 is operated and the conditions for starting the game are met, the progress of the game will be temporarily halted for a predetermined time (e.g., 5 seconds) from the start, without the reel 41 spinning or the stop button 5 being activated. In addition, while the game progress is temporarily stopped, a so-called reel effect may be executed in which the reel 41 is rotated in a predetermined direction (e.g., upward) a predetermined number of frames (e.g., one frame) and this action is repeated, and sound effects may be output from the speaker 9 to increase the player's sense of anticipation. In addition, when the conditions for starting the push order judgment game are met, a push order judgment title image 52 (shown as "Judgment 1") consisting of textual and numerical information is displayed in the upper part of the screen of the main performance display device 8, informing the user that the push order judgment game is being executed and which push order judgment game this is (shown as the first one).

[0146] In addition, below the push order judgment title image 52, a push order predicted image 53 consisting of a left push order predicted image 53a, a center push order predicted image 53b, and a right push order predicted image 53c lined up in the left-right direction is displayed. The predicted push order image 53 displays numbers and symbols inside a circular frame, and in the push order selection game, the predicted push order selected in advance by the player is displayed as numbers. For example, as shown in Fig. 21, if the player performs the stop operation in the order of center stop button 5b → right stop button 5c → left stop button 5a in the first push order selection game, the number "3" will be displayed in the predicted left push order image 53a, the number "1" will be displayed in the predicted center push order image 53b, and the number "2" will be displayed in the predicted right push order image 53c. In addition, in the second and third push order judgment games, the corresponding predicted push order will be displayed in predicted push order image 53 in the same manner as described above.

[0147] Also, at the bottom left of the screen of the main effect display device 8, a history image 54 is displayed which notifies the result of the first judgment in the three push order judgment games. In the initial state, the history image 54 displays only the numerical information "123," with each numerical number corresponding to the number of times the push order judgment game has been played, and the result of the first judgment in each push order judgment game can be displayed in association with the numerical information. For example, if the result of the first judgment in the first push order judgment game is a match, a circular frame is added to the "1" in the history image 54.

[0148] Then, when a predetermined time has elapsed since the start conditions of the push order judgment game are met, the reel 41 starts to rotate and the stop button 5 is activated, resulting in a transition to the first stop stage in the game (the stage in which the first reel 41 is stopped). In addition, in response to the start of rotation of the reel 41, a push order navigation image 55 consisting of a left push order navigation image 55a, a center push order navigation image 55b, and a right push order navigation image 55c is displayed below the push order predicted image 53 on the main performance display device 8.

[0149] The push order navigation image 55 notifies the player of the push order corresponding to the push order bell role that has been won in the push order judgment game. Normally, when the push order navigation image 55 is displayed, numerical information is displayed in each of the left push order navigation image 55a, the middle push order navigation image 55b and the right push order navigation image 55c, thereby notifying the player of the push order corresponding to the winning push order bell role. However, in the push order determination game, only the stop button 5 (reel 41 to be stopped) that should be operated to stop first is notified while all reels 41 are spinning. Therefore, as shown in the figure, the number "1" is displayed only on the center push order navigation image 55b, and the symbol "?" is displayed on the left push order navigation image 55a and the right push order navigation image 55c, and the stop buttons 5 that should be operated to stop second and third are not notified.

[0150] At this time, a comparison is made (first judgment) between the position of the stop button 5 displaying the first number in the predicted push order (predicted push order image 53) (middle push order predicted image 53b displaying "1") and the position of the stop button 5 displaying the first number in the push order (push order navigation image 55) corresponding to the winning push order bell role (middle push order navigation image 55b displaying "1"), and if the two match, one of the conditions for transitioning to the AT state is met, and the condition counter in the main control unit 10 is incremented by "+1". The above condition counter is used when establishing the transition condition for the AT state, and when the condition counter becomes "2" or greater, the transition condition for the AT state is established.

[0151] In this state, when the player operates the center stop button 5b to stop, as shown in FIG. 21(c), the center reel 41b will stop and numerical information will be displayed on the left push order navigation image 55a and the right push order navigation image 55c. Furthermore, when the condition counter reaches "1", that is, when the first predicted press order matches the first stop button 5 to be pressed in the press order judgment game, a circular frame will be added to the "1" in the history image 54, as shown in the figure. At this time, even if the player fails to perform a stop operation by pressing the middle stop button 5b due to an erroneous operation or the like, the condition counter will be incremented by "+1."

[0152] After that, the game will move to the second stopping stage (the stage where the second reel 41 is stopped) and the third stopping stage (the stage where the last reel 41 is stopped), and the player will stop the reel 41 by operating the stop button 5 according to the push order navigation. As shown in Figure 21 (d), after the third stopping stage ends (end of the game), a judgment (second judgment) is made between all push orders in the predicted push order (predicted push order image 53) and all push orders in the push order navigation image 55 corresponding to the winning push order bell role. If the two match, an additional image 56 (shown as "+10G") is displayed to notify that a predetermined number of games (10 games) may be added to the initial number of games in the AT state. At this time, the main control device 10 adds the above-mentioned predetermined number of games to the value of the additional game counter. In addition, the value of the added game counter is the number of games that will be added if the conditions for transitioning to the AT state are subsequently met, and at this point the addition has not been confirmed. In addition, since all of the push orders of both buttons can be determined even during the second stop stage, the second determination may be performed during the second stop stage.

[0153] In this way, in the push order judgment game, the main control unit 10 compares and judges the predicted push order that the player has arbitrarily set in advance with the push order that corresponds to the push order bell role that has been won in the push order judgment game, and determines whether or not to make the AT state a transition condition (update the condition counter), and whether or not to add a predetermined number of games to the initial number of games in the AT state as a bonus separate from the establishment of the AT state transition condition. In addition, during the pseudo bonus state, a total of three push order determination games are executed in the same manner as described above, and if the condition counter becomes "2" or greater as a result, the conditions for transitioning to the AT state are granted.

[0154] As described above, in the latter half of the pseudo bonus state, a total of three push order judgment games are executed, and in each push order judgment game, the main control unit 10 compares and judges the predicted push order set by the player in the previously executed push order selection game with the push order corresponding to the push order bell role won in the push order judgment game. In other words, the main control unit 10, as a specific benefit granting control means, is equipped with a judgment means that, when the lottery result in the specific role lottery means (main control unit 10) in a game (push order judgment game) following a specified game (push order selection game) is a winning combination of one of a plurality of specific roles (push order bell roles), can judge the stopping pattern of the display means (reel 41) corresponding to the winning specific role and the predicted stopping pattern (predicted push order) set by the stop pattern setting means (main control unit 10). The stop modes and expected stop modes of the display means to be determined by the determination means may be all stop modes or some of the stop modes.

[0155] In addition, the main control unit 10, through a first judgment, compares and judges the predicted push-button sequence with the push-button sequence corresponding to the push-button bell role that was won in the push-button judgment game, and if the initial push-button sequences (the position of the stop button 5 that is first operated) of the two match, it updates the value of the condition counter ("+1"). Then, as a result of three push order determination games, if the value of the condition counter becomes equal to or greater than a predetermined number ("2"), the transition condition to the AT state is granted. In other words, the main control unit 10, which serves as a specific benefit granting control means, is equipped with a specific benefit granting condition establishment means that can establish the conditions for granting a specific benefit (AT state) based on the judgment result by the judgment means (main control unit 10). Therefore, it is possible to increase the interest of the game during the pseudo bonus state and to heighten the player's sense of expectation. In addition, since the predicted push order is set (selected) at the discretion of the player, not only will the player not have any sense of distrust in the process of generating an AT state advantageous to the player, but when an AT state occurs, it will be possible to further improve the player's sense of accomplishment. For example, if the predicted push order is not set by the player but is set automatically by the main control device 10, even if it is set using random numbers or the like, the player cannot confirm the setting (generation) process, which may lead to distrust, but it will be possible to prevent such a situation.

[0156] In addition, the main control device 10 performs a first judgment (a judgment to update the value of the condition counter) at the first stop stage among multiple stop stages (first stop stage, second stop stage, third stop stage) in the push order judgment game. That is, main control device 10 as a determination means is capable of executing a determination (first determination) at the time point of the first stop stage (first stop stage) among a plurality of stop stages. Therefore, the game contents can be made more diverse, and it is possible to reliably execute the judgment regarding the awarding of a specific benefit.

[0157] In addition, the main control device 10 makes a second judgment (a judgment to add an additional game number) at the third stop stage among the multiple stop stages (first stop stage, second stop stage, third stop stage) in the push order judgment game. In other words, the main control unit 10 as a judgment means can judge the stopping pattern of the display means (reel 41) corresponding to the specific role (push order bell role) that has been won and the predicted stopping pattern (predicted push order) set by the stop pattern setting means (main control unit 10) in the stopping stage (third stop stage) after the initial stopping stage (first stopping stage), and can grant a special benefit (addition to the number of games) different from the specific benefit based on the judgment result by the judgment means in the later stopping stage. Therefore, it is possible to diversify the game content and to reliably execute a judgment regarding the awarding of a special benefit that is different from a specific benefit. In addition, different first and second judgments are made at multiple stopping stages in one game, which makes it possible to diversify the game content and increase the interest of the game and the player's expectations.

[0158] In this embodiment, in the push order selection game and the push order judgment game, the main performance display device 8 performs a performance corresponding to each game, but the performance may also be performed by the sub performance display device 18, or by both the main performance display device 8 and the sub performance display device 18. In addition, when the push order selection game and the push order judgment game are executed, it is preferable to output a predetermined sound effect from the speaker 9 and to cause the lamp 11 to emit light in a predetermined manner. In addition, although each of the push order selection game and the push order judgment game is executed three times, the number of times they are executed may be other than the above, and although the transition condition to the AT state is established when the value of the condition counter is "2" or greater, the threshold value of the condition counter may be other than "2". In addition, the first judgment is made in the first stop stage, and if the initial push order in both stages matches, the value of the condition counter is updated ("+1"), but the first judgment may also be made in the second stop stage or the third stop stage. In addition, in this embodiment, the push order selection game and the push order judgment game are executed during the pseudo bonus state, but the push order selection game and the push order judgment game may be executed during the normal game state. For example, if the AT state is directly transitioned from the normal game state without going through the pseudo bonus state, the push order selection game and the push order judgment game will be executed during the normal game state.

[0159] In addition, in the push order selection game, the stop button 5 to be last operated to stop (the reel 41 to be last to stop) may be selected and set as the predicted push order for making the first determination. In this case, in the push order judgment game, the progress of the game may be temporarily stopped after the first reel 41 stops, to perform an exciting effect that heightens the player's expectations. Furthermore, the input means used by the player to set the predicted push order may be any input means other than the stop button 5 (for example, the MAX BET button 2b) as long as it is an input means managed by the main control device 10. Also, for the first and second push order judgment games, the expected push order may be set by the main control device 10 as in the past, and the push order set by the player may be used only for the final push order judgment game (a push order judgment game that will enter the AT state if there is one more hit). In this case, the push order selection game will be held only once during the pseudo bonus state.

[0160] Also, in a push order determination game, for example, if a push order bell role in which the left stop button 5a (left reel 41a) is operated to stop first is won, it will be considered a win unconditionally, and the player may select and set only the push order in which the middle stop button 5b or the right stop button 5c is operated to stop first. Also, for example, a function may be provided that allows the user to select "automatic selection" in advance (for example, by operating the MAX bet button 2b) at the start of the pseudo bonus state, and when "automatic selection" is set, the main control device 10 may automatically set in advance the predicted push orders for all push order selection games.

[0161] [Forced lottery] Next, the forced win lottery in this embodiment will be described with reference to FIG. As described above, in the medal-less gaming machine 1 of this embodiment, in the first half of the pseudo bonus state, the push order selection game is mainly executed to set the player's desired predicted push order, but in addition, a lottery for forced wins is also held in the first half. The forced win lottery is a lottery for forcibly updating ("+1") the condition counter, regardless of the result of the first judgment in the push order judgment game in the latter half part. Therefore, in the game in the first half of the pseudo bonus state, a forced win lottery is held, and if the lottery is won, the condition counter is updated before the game moves to the second half, which is advantageous for the player.

[0162] FIG. 22 shows a forced win lottery table used in the main control device 10 when the forced win lottery is performed. The forced win lottery is executed when a weak rare role (watermelon role, weak cherry role) and a strong rare role (strong cherry role, chance role) are won in the first half of the pseudo bonus state game, and when a push order bell role is won in the push order selection game (when a predetermined number of game medals are awarded) as shown in Figure 20. The forced win lottery is carried out using random numbers (256 random numbers) sampled during each game, and Figure 22 shows the number of winning random numbers among the sampled random numbers.

[0163] As shown in FIG. 22, if a weak rare role is won in the first half of the game, there is a 5 / 256 probability that the forced win lottery will be won and a 251 / 256 probability that the forced win lottery will be lost; if a strong rare role is won, there is a 10 / 256 probability that the forced win lottery will be won and a 246 / 256 probability that the forced win lottery will be lost; and if a push order bell role is won in the push order selection game (shown as "Bell role wins when push order selection is performed"), there is a 25 / 256 probability that the forced win lottery will be won and a 231 / 256 probability that the forced win lottery will be lost.

[0164] Therefore, if a rare combination with a low probability of winning is won, a forced winning lottery will be held, and if a strong rare combination with an even lower probability of winning is won, a lottery with a higher probability of winning will be held. Also, if the push order bell combination is won in the push order selection game, a lottery with an even higher probability of winning will be held. Then, in the first half of the game, the value of the condition counter is updated (incremented by "+1") every time the lottery is won. In addition, when the value of the condition counter is updated at this time, not only will the player be in an advantageous state before the transition to the latter half part, but if the value becomes equal to or exceeds a predetermined number ("2") at this point, the transition condition for the AT state will be established. In other words, it is possible for the transition condition for the AT state to be established before the transition to the latter half part.

[0165] As described above, in this embodiment, a forced win lottery related to the establishment of the conditions for transitioning to the AT state is held even in the first half of the pseudo bonus state. If the forced win lottery results in a win, the value of the condition counter will be updated, and if the value at this time becomes a predetermined number ("2") or greater, the condition for transitioning to the AT state will be met. That is, the main control device 10 as a specific benefit granting condition establishment means makes it possible to establish the conditions for granting a specific benefit (AT state) before the push order determination game is executed. Therefore, it is possible to increase the interest of the game and the player's sense of expectation throughout the period during which the pseudo bonus state is being executed.

[0166] In addition, when the forced winning lottery is won, it is preferable to notify the fact on the main performance display device 8, for example. In addition, the forced win lottery may be performed based on a trigger other than the above, and may be performed based on a trigger that is set in advance in the first half part. In addition, if a rare role is won in the second half part, the forced win lottery may be performed in the same manner as above. In addition, the probability of winning the forced winning lottery may be other than the above, as long as the above-mentioned tendency can be formed. In addition, the probability of winning the forced win lottery may be changed according to a setting value in the probability setting device 16.

[0167] [History information for push order selection games and push order judgment games] Next, with reference to FIG. 23, the history information of the push order selection game and the push order determination game in this embodiment will be described. As described above, in this embodiment, the player sets a predicted push order in the push order selection game, and then the push order (push order result) corresponding to the push order bell role that has been won in the push order judgment game is compared with the predicted push order. The sub-control device 20 stores past predicted push orders, push order results, and judgment results in a memory unit for each push order judgment game to generate historical information, and displays the historical information on the main performance display device 8 based on the establishment of the display conditions for the historical information. The condition for displaying the historical information is set to be established by operation of the first effect button 2g while the game is not being executed, but it can also be established by other operation by the player, for example, by operation of the second effect button 2h, or by configuring the sub-effect display 18 as a touch panel type display and operating the touch panel.

[0168] FIG. 23 shows the display contents of the main performance display device 8 when the display conditions for the history information are met. As shown in FIG. 23, when the display conditions for the history information are met, a history information image 49 is displayed in the main part of the screen of the main performance display device 8. The history information displayed in the history information image 49 displays in table form the predicted push order, push order results, and judgment results for each push order judgment game executed up to a predetermined number of times prior to that point in time.

[0169] Specifically, as shown in the figure, in the previous push order judgment game ("1 game ago"), the predicted push order was "left → center → right" ("left center right" as shown), the push order result was "right → left → center" ("right left center" as shown), and the judgment result showed that the first and second judgments both did not match ("miss" as shown); in the second previous push order judgment game ("2 games ago"), the predicted push order was "center → right → left" ("center right left" as shown), the push order result was "center → left → right" ("center left left" as shown), and the judgment result showed that only the first judgment matched ("correct" as shown); and in the third previous push order judgment game ("3 games ago"), the predicted push order was "right → center → left" ("right center left" as shown), the push order result was "right → center → left" ("right center left" as shown), and the judgment result showed that both the first and second judgments matched ("very correct" as shown). In addition, if the judgment result is a match for only the first judgment, the initial push order for both parties is surrounded by a circular image, and if the judgment result is a match for both the first judgment and the second judgment, the entire push order for both parties is surrounded by a circular image and the judgment status is notified in detail.

[0170] In this way, by displaying the historical information, the player can, for example, check past predicted push orders, push order results, and judgment results immediately before a push order selection game, and can select the current predicted push order by referring to past results, thereby increasing the player's satisfaction. In this embodiment, information for the past three push order judgment games is displayed as history information, but information for four or more push order judgment games may also be displayed.

[0171] [Variation 1 related to the push order selection game] Next, with reference to FIG. 24, a first modified example related to the push order selection game in this embodiment will be described. In addition, in each of the variants described below, including this variant 1, only the control related to setting the predicted button press order differs from the previously described embodiment; the rest are the same as the previously described embodiment, so only the differences will be described.

[0172] First, in this variant example 1, with regard to the winning probability of six types of push order bell roles, namely, push order bell role 1 in which the specific push order is "left → middle → right", push order bell role 2 in which the specific push order is "left → right → middle", push order bell role 3 in which the specific push order is "middle → left → right", push order bell role 4 in which the specific push order is "middle → right → left", push order bell role 5 in which the specific push order is "right → left → middle", and push order bell role 6 in which the specific push order is "right → middle → left", the winning probability of push order bell roles 1 and 2, i.e., the push order bell role which wins when the left reel 41a stops first, is set to be lower than the winning probability of the other push order bell roles. In the push order selection game, the player sets the predicted push order to the push order corresponding to push order bell role 1 or push order bell role 2, and if the player wins the first judgment in the push order judgment game, a predetermined bonus is awarded by adding a predetermined number of games (e.g., 10 games) to the initial number of games when the AT state is entered.

[0173] FIG. 24 shows a presentation image on the main presentation display 8 when the push order bell role is won in the push order selection games during the pseudo bonus state in this variant example 1, i.e., the 5th, 10th, and 15th games. As shown in FIG. 24, when the push sequence selection game is started, a bonus image 57 consisting of the text information "BONUS" is displayed above the left push sequence selection result image 51a on the screen of the main performance display device 8. The bonus image 57 indicates that if a predicted pressing order is selected in which the left stop button 5a is operated first (the left reel 41a is stopped first), a predetermined bonus may be awarded. Therefore, when "1" is set in the left push order selection result image 51a, if the push order bell role 1 or push order bell role 2 is won in the push order judgment game corresponding to the push order selection game, a specified bonus will be awarded.

[0174] As described above, in this variant example 1, the main control device 10 allows the player to set the push order corresponding to the push order bell role 1 or the push order bell role 2, which have a relatively low probability of winning, as the predicted push order through any operation by the player, and if the two match in the first judgment in the corresponding push order judgment game, a specified bonus is awarded. Therefore, the probability that the two will match in the first judgment is low, but if they do match, a specified bonus will be awarded, which makes it possible to moderately increase the element of gambling and improve the player's sense of expectation. The above-mentioned predetermined benefit may be awarded by a method other than adding a predetermined number of games to the initial number of games, for example, by updating the value of the condition counter ("+1"). In addition, the probability of winning Push Order Bell Roles 1 and 2 is set lower than other Push Order Bell roles, but as long as the probability of winning Push Order Bell Roles 1 and 2 is set lower than other Push Order Bell roles, the probability of winning the other Push Order Bell roles may be the same or different.

[0175] [Variation 2 related to the push order selection game] Next, with reference to FIG. 25, a second modified example related to the push order selection game in this embodiment will be described. In this second variation, the predicted push order once set in the push order selection game can be changed by the player's arbitrary operation.

[0176] FIG. 25 shows the game contents during the pseudo bonus state in the present modified example 2. As shown in Figure 25, as described above, in the pseudo bonus state, a push order selection game will be executed in the 5th game (timing t11), the 10th game (timing t12), and the 15th game (timing t13), but the predicted push order set in each push order selection game can be changed during a specified period after each push order selection game.

[0177] In other words, as shown in the figure, the period during which a predetermined number of games (e.g., five games) are played after each push order selection game is set as a changeable period, and in a predetermined game played during this changeable period, the player can set the predicted push order again, thereby changing the predicted push order set immediately before to the re-set predicted push order. In addition, the expected push order may be reset (changed) in any manner, but for example, when a replay role is won during the changeable period, the replay role is won and the expected push order can be reset by stopping the reels 41 by pressing the reel in reverse (right → center → left), and when a reverse operation is performed in the game, the main control device 10 determines that there is an input for resetting the expected push order, and then executes the push order selection game similar to that described above in the game in which the push order bell role is won. Also, between games in the changeable period in which no games are being played, the main control device 10 may determine that there is an input for resetting the expected push order (a player's desire to change the expected push order) by continuing to press the MAX BET button 2b for a predetermined time (for example, 5 seconds), and then execute the push order selection game again in the game in which the push order bell role is won.

[0178] As described above, in this modified example 2, the predicted button press sequence that has been set can be cancelled and the predicted button press sequence can be set again by the player's arbitrary operation. That is, the main control device 10 is provided with predicted stop pattern changing means that enables a player to change the predicted stop pattern (predicted push order) set by the stop pattern setting means (main control device 10). Therefore, since the player can change the predicted push-button sequence that he or she has once set and reset it to a new predicted push-button sequence, it is possible to increase the player's satisfaction even if the player's mood changes after setting the predicted push-button sequence. After resetting to a new predicted button press order, the predicted button press order may be made changeable in the same manner as described above.

[0179] [Variation 3 related to push order selection game] Next, a third modified example related to the push order selection game in this embodiment will be described with reference to Figs. In this third variation, in addition to the player's predicted push order in the push order selection game, a function is provided that allows the player to predict and set in advance the timing for the push order judgment game.

[0180] FIG. 26 shows the game contents during the pseudo bonus state in the present modified example 3. In FIG. As shown in Figure 26, as described above, in the latter part of the pseudo bonus state, the game in which the push order bell role is first won after the transition to the latter part (the game at timing t21) will be the first push order judgment game, but if the push order bell role is not won even after the transition to the latter part, the first push order judgment game will be on hold. In this third variant, the player can set in advance the expected number of games for which the first push order judgment game will be played after the transition to the second half (timing t20), and this set expected number of games is compared with the actual number of games in which the first push order judgment game was played, and if the two match, a specified bonus is awarded. The above-mentioned specified bonus is awarded by adding a specified number of games (e.g., 10 games) to the initial number of games when the AT state is entered, but other bonuses may also be awarded as long as they are advantageous to the player.

[0181] FIG. 27 shows a setting mode of the predicted number of games in the present modified example 3. In FIG. The player sets the expected number of games to be played, for example, during the game in which the replay role is first won from the start of the first half of the pseudo bonus state, and during that game, as shown in FIG. 27, a left-press order navigation image 55a, a center-press order navigation image 55b, and a right-press order navigation image 55c, each displaying a "?" symbol, are displayed on the screen of the main performance display device 8, and an expected number of games image 60 indicating the expected number of games to be played as predicted by the player is displayed above each navigation image. The predicted game number image 60 is displayed above the left push order navigation image 55a and is composed of a left predicted game number image 60a (shown as "1st game") with the predicted game number being "1st game," a middle predicted game number image 60b (shown as "2nd game") with the predicted game number being "2nd game," and a right predicted game number image 60c (shown as "3rd game or more") with the predicted game number being "3 games or more."

[0182] If the player sets the predicted number of games to be the "first game," he or she will first operate the left stop button 5a in that game (stopping the left reel 41a); if the player sets the predicted number of games to be the "second game," he or she will first operate the middle stop button 5b in that game (stopping the middle reel 41b); and if the player sets the predicted number of games to be "three or more games," he or she will first operate the right stop button 5c in that game (stopping the right reel 41c), and the predicted number of games will be set in the main control device 10. The main control device 10 compares the predicted number of games that has been set in advance and stored with the number of games in which the push order judgment game was actually executed in the latter half part, and if the comparison judges that the two match, it grants the right to add a predetermined number of games to the initial number of games in the AT state. However, since the transition to the AT state has not yet been confirmed at this point, the number of games is not added. If the two match, it is preferable to notify the user on the screen of the main performance display 8 of the match or the possibility of a specified benefit being awarded.

[0183] As described above, in this variant example 3, the player can predict in advance the number of games in which the first push order judgment game will be executed in the latter part of the pseudo bonus state, i.e., the number of games in which the first judgment (or second judgment) will actually be made by the main control unit 10, and set that number as the predicted number of games. That is, main control device 10 is provided with predicted game number setting means that enables a player to set in advance the games that are activated by determination means (main control device 10) as a predicted game number. Therefore, in addition to the predicted button press order, the player can also set the predicted number of games to be played, which makes it possible to diversify the game content and increase the interest of the game and the player's expectations. Furthermore, if the predicted number of games matches, it is possible to prevent the player's expectations from decreasing even if some of the predicted button press sequences do not match. The player is to set the predicted number of games to be played during the game in which the replay role is first won from the start of the first half of the pseudo bonus state, but as long as the player can set the predicted number of games at will, it may be done during any game in the second half.

[0184] <Press order guessing game> Next, the push order guessing game in the medal-less gaming machine 1 according to the present invention and controls related to the push order guessing game will be described in detail with reference to Figs.

[0185] In the medal-less gaming machine 1 of this embodiment, the AT state can be controlled by a normal AT state, in which the number of remaining games is subtracted as the game is played, and a specialized zone, in which the number of games is added more favorably than in the normal AT state. Initially, the machine transitions to the normal AT state, and if the conditions for transitioning to the specialized zone are met during the normal AT state, the machine transitions to the specialized zone for a specified period of time as a special bonus. That is, the main control device 10 is provided with a special benefit granting control means capable of executing control for granting a special benefit (specialized zone) to a player. As shown in Figure 28, the specialized zone transition condition can be established depending on the game result of the specialized zone transition determination game executed during the normal AT state, and when the game result of the specialized zone transition determination game becomes a specific result, the specialized zone transition condition is established and the game state during the AT state transitions from the normal AT state to the specialized zone (arrow g in Figure 28). In addition, the specialized zone transition determination game is executed with a predetermined probability (e.g., 30% probability) when a predetermined rare role (e.g., strong cherry role) is won during a game in the normal AT state. In addition, the execution of the specialized zone transition determination game may be other than the above as long as it is determined with a predetermined probability during the normal AT state. For example, when a predetermined role (for example, a replay role) is won during the normal AT state, a predetermined number of points may be awarded, and when the points reach a predetermined number, the specialized zone transition determination game may be executed or a lottery may be held to determine the execution.

[0186] When the game moves to the specialized zone, the subtraction process of the remaining number of games stops, and in the games executed during that period, the addition lottery for the remaining number of games is carried out in a way that is more favorable to the player than in the normal AT state. For example, if a strong cherry role is won during the normal AT state, 20 games are added to the remaining number of games with a 20% probability, but if a strong cherry role is won during the specialized zone, 30 games are added to the remaining number of games with a 100% probability. Then, when the number of games played in the specialized zone reaches a predetermined number (for example, 10 times), the gaming state in the AT state transitions from the specialized zone to the normal AT state (arrow h in Figure 28).

[0187] The specialized zone shift determination game is executed on the condition that the push order bell role is won, and the specialized zone shift condition is established when the winning push order bell role is won in the game. Therefore, the specialized zone shift determination game is executed as a push order guessing game in which the push order corresponding to the winning push order bell role is matched with the push order predicted by the player. In other words, the main control device 10, which serves as a special bonus awarding control means, is capable of awarding a special bonus based on the fact that a specified bonus (e.g., eight game medals) has been awarded in a specified game in which one of a plurality of specific roles (push order bell roles) has been won. In addition, the main control device 10 may be configured to establish a specialized zone transition condition based on the fact that a symbol combination corresponding to a winning push order bell role has stopped in a push order guessing game.

[0188] In addition, in the specialized zone transition determination game (push order guessing game), the execution of push order navigation is controlled in one of three ways for the push order corresponding to the winning push order bell role: push order navigation is performed in the same way as in other games during the AT state, push order navigation is not performed at all, or only part of the push order navigation is performed. In other words, the main control unit 10, which serves as a special bonus granting control means, is equipped with a notification control means capable of executing control of notifications (control of push order navigation) related to the stopping patterns of the display means (reel 41) corresponding to a plurality of specific roles (push order bell roles). Therefore, if push order navigation is not performed at all or only part of the push order navigation is performed in the specialized zone transition determination game (push order guessing game), the player will predict the push order that corresponds to the winning push order bell role and stop the specified stop buttons 5 in any order of their choice, but if the push order navigation is performed in its entirety, the specialized zone transition condition will be met if the player stops the stop button 5 in accordance with the push order navigation. In addition, when all or part of the push order navigation has been performed, if the player performs a stopping operation different from the push order navigation due to an error or the like, and as a result is unable to achieve the winning push order bell role, it is preferable to establish the specialized zone transition condition as a relief measure. In addition, since the push order navigation is executed on the main performance display device 8 by the sub-control device 20 based on control information from the main control device 10, the notification control means can also be considered to be composed of the cooperation of the main control device 10 and the sub-control device 20.

[0189] [Selection of push order navigation mode in push order guessing game] Next, with reference to Figures 29 and 30, the lottery for the push order navigation mode in the push order guessing game in this embodiment will be described. As described above, in the medal-less gaming machine 1 of this embodiment, a push order guessing game is executed in the specialized zone transition determination game during the normal AT state, but in the push order guessing game, the push order navigation can be executed in multiple ways. In addition, in the main control unit 10, when determining the mode of the above-mentioned push order navigation, two decision controls are executed, and the mode of the push order navigation is determined separately in two stages: a first navigation mode, which is the mode of the push order navigation executed before the first reel 41 is stopped, and a second navigation mode, which is the mode of the push order navigation executed before the second reel 41 is stopped.

[0190] In other words, the manner of the first stage push order navigation (first push order navigation) executed from the start of the game until the first reel 41 is stopped, and the manner of the second stage push order navigation (second push order navigation) executed from the stop of the first reel 41 until the stop of the second reel 41 are determined separately. The mode of each push order navigation is determined by the main control unit 10 through a lottery based on the drawing of a random number at the start of the game that triggers the transition to the specialized zone transition determination game. In addition, the mode of each push order navigation may be determined at any time before the specialized zone transition determination game is executed. In addition, there is also a push order navigation mode that is executed from when the second reel 41 stops until the third reel 41 stops, but the final push order navigation mode is automatically determined when the second stage push order navigation mode is determined.

[0191] First, with reference to FIG. 29, the determination of the first navigation mode, which is the mode of the push order navigation in the first stage in the specialized zone shift determination game (pushing order guessing game), will be described. FIG. 29 shows a first navigation mode selection table used by main control device 10 when determining the first navigation mode (when selecting the first navigation mode). As mentioned above, the specialized zone transition determination game during the normal AT state is executed with a predetermined probability when the strong cherry role is won, but when the game in which the strong cherry role is won is executed, the first navigation mode is selected by extracting a random number value (256 random number values). In addition, even if a strong cherry role is won, there are cases where the specialized zone transition determination game is not executed. In such cases, the lottery for the first navigation mode may not be held, or the lottery for the first navigation mode may be held but the lottery result may be invalidated.

[0192] In addition, the lottery for the first navigation mode will be different depending on the setting value in the probability setting device 16. In addition, FIG. 29 shows the number of winning random number values ​​among the extracted random number values. Additionally, "No navigation" in the table indicates that no push order navigation is performed at all. Also, "Partial Navigation A" indicates a push order navigation mode that notifies one of the two stop buttons 5 that should not be operated first (the two reels 41 that should not be stopped first), that is, a mode that provides two options. For example, if the push order corresponding to the winning push order bell role is "center → right → left", "left" and "right" are stop buttons 5 that should not be operated, but only "left" is notified as the stop button 5 that should not be operated, and the other push orders are not notified. In addition, "Partial Navigation B" indicates a push order navigation mode in which only the stop button 5 that should be operated to stop first (the reel 41 that should be stopped first) is notified, and the other push orders are not notified. "All Navigation" indicates a mode in which all push order navigation is performed, that is, a mode in which all push orders corresponding to the winning push order bell role are notified. Furthermore, when "Partial Navi B" and "All Navi" are selected, it is possible to match the button press sequence for the first stage, but when "All Navi" is selected, it is also possible to match the button press sequence for the second stage at this point in addition to the first stage.

[0193] As shown in Figure 29, for example, when the setting value of the probability setting device 16 is "1", a lottery is held in which the probability that the first navigation mode will be "no navigation" is 60 / 256, the probability that it will be "partial navigation A" is 130 / 256, the probability that it will be "partial navigation B" is 41 / 256, and the probability that it will be "all navigation" is 25 / 256. Although not explained further, lotteries are also held for other set values ​​with the respective probabilities as shown in the figure.

[0194] As described above, when a strong cherry role is won in a game during the normal AT state, the main control unit 10 determines the first navigation mode, which is the mode of the first stage of push order navigation in the specialized zone transition determination game (push order guessing game). In other words, the main control device 10, which serves as an alarm control means, is equipped with a first alarm mode determination control means capable of executing control to determine a first alarm mode (first navigation mode) corresponding to the first stage stopping mode when stopping the display means (reel 41). The first navigation mode includes "no navigation", "partial navigation A", "partial navigation B" and "full navigation", and the first navigation mode is determined by selecting one of these. In other words, the main control device 10, as a first notification mode determination control means, is capable of determining the first notification mode (first navigation mode) from any of a plurality of notification modes including at least a notification mode (e.g., "all navigation") that notifies the stopping mode of the display means (reel 41) in the first stage corresponding to the winning specific role (push order bell role) and a notification mode (e.g., "no navigation") that does not notify the stopping mode of the display means in the first stage corresponding to the winning specific role. Therefore, the first navigation mode can be diversified, and the entertainment value of the game can be improved.

[0195] In addition, the selection probability of the first navigation mode can be changed according to the setting value of the probability setting device 16. In other words, the main control device 10, as a first notification mode determination control means, is capable of selecting one of a plurality of notification modes to determine the first notification mode (first navigation mode), and is capable of changing the selection probability when selecting the first notification mode. Therefore, it becomes possible to freely change the lottery probability for the first navigation mode. For example, by changing the lottery probability for the first navigation mode through external operation (for example, operation by the gaming establishment), it becomes possible to execute a lottery for the first navigation mode in accordance with the business policy of the gaming establishment.

[0196] In addition, the lottery for the first navigation mode is carried out according to the setting value of the probability setting device 16, so that the higher the setting value of the probability setting device 16, the lower the probability that "no navigation" or "partial navigation A" will be selected, and the higher the setting value of the probability setting device 16, the higher the probability that "partial navigation B" or "all navigation" will be selected. The degree of advantage that the first navigation mode has for the player increases in the order of "no navigation" → "partial navigation A" → "partial navigation B" → "full navigation", so the higher the setting value of the probability setting device 16, the more advantageous the first navigation mode that is determined for the player. Therefore, when the set value is high, it is possible to increase the player's sense of expectation.

[0197] It should be noted that each probability may be other than those mentioned above as long as the above tendency can be formed. In addition, when a strong cherry role is won, a lottery is held to determine whether or not to execute a specialized zone transition decision game and to determine the first navigation mode, which is the mode of the first stage push order navigation, but a lottery to make the above decision may also be held when other roles are won. In addition, in this embodiment, the specialized zone transition determination game is executed with a predetermined probability when a specified rare role is won, but the higher the setting value of the probability setting device 16, the higher the probability that the specialized zone transition determination game will be executed when a specified rare role is won. Also, at the time of transition to the normal AT state, the right to execute the specialized zone transition determination game may be granted with a predetermined probability, and the specialized zone transition determination game may be executed immediately after transition to the normal AT state or when a predetermined number of games have been executed since transition to the normal AT state. In this case, the lottery for determining the first navigation mode may be executed at the start of the specialized zone transition determination game.

[0198] Next, with reference to FIG. 30, a description will be given of the determination of the second navigation mode, which is the mode of the push order navigation in the second stage in the specialized zone shift determination game (pushing order guessing game). FIG. 30 shows a second navigation mode selection table used by main control device 10 when determining the second navigation mode (when selecting the second navigation mode). The lottery for the second navigation mode is performed by extracting a random number (256 random numbers) at the start of the game in which the trigger role (strong cherry role) of the specialized zone transition decision game is won, in the same way as the lottery for the first navigation mode. Note that FIG. 30 shows the number of winning random numbers among the extracted random numbers. The lottery for determining the second navigation mode may be conducted at the start of the specialized zone shift determination game.

[0199] Further, the selection for the second navigation mode is performed differently depending on the value of the navigation counter. The navigation counter is a counter that is incremented by "+1" when the watermelon role is won during a game in the normal AT state, and a lottery is held in which the lottery results for the second navigation mode differ depending on the value of this counter. Therefore, the lottery for the first navigation mode is conducted differently depending on the setting value in the probability setting device 16, whereas the lottery for the second navigation mode is conducted differently depending on the game result during the normal AT state. Furthermore, in the second stage of push order navigation, one reel 41 has already stopped and the push order navigation is for two reels 41, so the only options for the type of second navigation mode are "no navigation" and "all navigation." The value of the navigation counter is initialized when the game zone transitions to the normal zone, as well as when the game zone transitions from the AT state to the normal game zone, but initialization may not be performed when the game zone transitions from the AT state to the normal game zone.

[0200] In addition, the update of the value of the navigation counter during the normal AT state may be any value that changes according to the game content during the normal AT state, other than "+1" when a watermelon role is won, and may be anything other than that, such as adding a predetermined number when a rare role other than the watermelon role is won, adding a predetermined number when a push order bell role or a replay role is won, adding a predetermined number every time the game is executed, or changing the value to be added according to the type of role won. Also, a predetermined number (e.g., "1") may be added with a predetermined probability (e.g., 50%) when a predetermined rare role (e.g., watermelon role) is won.

[0201] First, FIG. 30(a) shows the second navigation mode selection table when the navigation counter value is "0" to "4". As shown in Figure 30 (a), when the value of the navigation counter is between "0" and "4", a lottery is held in which the probability that the second navigation mode will be "no navigation" is 180 / 256, and the probability that it will be "all navigation" is 76 / 256.

[0202] Next, FIG. 30(b) shows a second navigation mode lottery table when the navigation counter value is "5" to "9". As shown in Figure 30 (b), when the value of the navigation counter is between "5" and "9", a lottery is held in which the probability that the second navigation mode will be "no navigation" is 100 / 256 and the probability that it will be "all navigation" is 156 / 256.

[0203] Next, FIG. 30(c) shows a second navigation mode lottery table when the value of the navigation counter is "10" or more. As shown in Figure 30 (c), if the value of the navigation counter is "10" or greater, a lottery is held in which the probability that the second navigation mode will be "no navigation" is 0 / 256 and the probability that it will be "all navigation" is 256 / 256. In addition, if "all navigation" is selected during the lottery for the first navigation mode, "all navigation" will also be forcibly selected as the second navigation mode regardless of the value of the navigation counter.

[0204] As described above, the second navigation mode, which is the mode of the second stage push order navigation in the specialized zone transition determination game (pushing order guessing game), is determined by the main control device 10 separately from the determination of the first navigation mode. In other words, the main control device 10 as an alarm control means is equipped with a second alarm mode determination control means capable of executing control to determine a second alarm mode (second navigation mode) corresponding to the second stage stopping mode when stopping the display means (reel 41). The second navigation mode includes "no navigation" and "all navigation", and the second navigation mode is determined by selecting one of these. In other words, the main control unit 10, as a second notification mode determination control means, is capable of determining the second notification mode as either a notification mode ("full navigation") that notifies the stopping mode of the display means in the second stage corresponding to the specific role that has been won (push order bell role), or a notification mode ("no navigation") that does not notify the stopping mode of the display means in the second stage corresponding to the specific role that has been won. Therefore, not only can the second navigation mode be made more diverse and the entertainment value of the game increased, but by combining it with the first navigation mode, the navigation mode can be made even more diverse, thereby making it possible to further increase the entertainment value of the game.

[0205] In addition, the first navigation mode is determined based on the winning of the strong cherry role, whereas the second navigation mode is determined based on the value of the navigation counter, which is updated based on the winning of the watermelon role. In other words, the main control unit 10, as a first notification mode determination control means, can determine the first notification mode (first navigation mode) based on the winning of the first role (strong cherry role), and the main control unit 10, as a second notification mode determination control means, can determine the second notification mode in association with the winning of the second role (watermelon role). Therefore, since the first navigation mode and the second navigation mode are determined when different roles are won, it is possible to play a highly entertaining game in which the player's expectations change in various ways.

[0206] In addition, the lottery for the second navigation mode is carried out according to the value of the navigation counter, so that the larger the value of the navigation counter, the lower the probability that "no navigation" will be selected, and the larger the value of the navigation counter, the higher the probability that "all navigation" will be selected. Therefore, it is possible to play an exciting game in which the second navigation mode changes depending on the game results during the normal AT state, and when the value of the navigation counter becomes large, it is possible to increase the player's sense of anticipation. In addition, since the value of the navigation counter is updated according to the results of the game during the normal AT state, it is possible to increase interest and anticipation for the transition to the specialized zone during the normal AT state.

[0207] Furthermore, since the first navigation mode and the second navigation mode are determined separately, that is, the first navigation mode is determined by lottery based on the setting value of the probability setting device 16, and the second navigation mode is determined by lottery based on the value of the navigation counter, it is possible to make the push order navigation mode during the specialized zone transition determination game more diverse than ever before, and it is possible to prevent the player's expectations from decreasing even if one of the navigation modes turns out to be unfavorable to the player.

[0208] In addition, the main control device 10 may be provided with a lottery probability change control means that can be controlled to a high expectation period for a predetermined period (for example, 20 games) based on the establishment of a predetermined condition during the normal AT state, and when a specialized zone transition determination game is executed during this high expectation period, the first navigation mode and / or the second navigation mode is determined to be more advantageous for the player than when it is executed during a period other than the high expectation period. Also, the high expectation period may be triggered by different triggers for each of the first navigation mode and the second navigation mode, or may be generated for different periods. In addition, other methods than those described above may be used as long as the first navigation mode and the second navigation mode are determined separately and the factors used in the selection of each navigation mode are set separately. For example, the selection of the first navigation mode may be performed based on the value of a counter that is updated based on the winning of a specified rare role during the normal AT state, and the selection of the second navigation mode may be performed based on the number of games played during the normal AT state. Also, although details will be described later, during the normal AT state, the main performance display device 8 will announce the type of second navigation mode based on the value of the navigation counter at that time.

[0209] [Pre-announcement of the button sequence guessing game] Next, with reference to FIG. 31, advance notification of the push order guessing game will be described. FIG. 31 shows an effect image displayed on the main effect display device 8 after the end of a game in which the execution of a specialized zone shift determination game (push order guessing game) has been determined.

[0210] As mentioned above, during the normal AT state, a specialized zone transition determination game will be executed with a predetermined probability if a specified rare role is won, but after the end of the game in which it has been decided that a specialized zone transition determination game will be executed, advance notification of the first navigation mode and the second navigation mode will be given. In this embodiment, although not shown, when a specialized zone shift determining game is determined based on the winning of a strong cherry role, a performance of whether or not to shift to the specialized zone shift determining game during the game is executed by the main performance display 8. For example, a treasure chest is displayed during the game, and when a treasure appears from the treasure chest, a performance is executed to notify that the game will shift to the specialized zone shift determining game. Then, when it is decided to transition to the specialized zone transition determination game, an advance notification of the push order guessing game is given, that is, an advance notification of the first navigation mode and second navigation mode that have been determined at that time is given after the end of the game.

[0211] In addition, the advance notification of the first navigation mode and the second navigation mode may be given at any time before the specialized zone transition determination game is executed. For example, a game dedicated to advance notification may be executed in the next game, rather than after the end of the game in which the specialized zone transition determination game is determined, and the advance notification of the first navigation mode and the second navigation mode may be given during this game. In addition, after the strong cherry role is won, a continuous performance may be executed for a predetermined number of games (for example, three times), and the result of the continuous performance may be used to notify whether or not the game will move to the specialized zone. In this case, the first navigation mode and the second navigation mode will be notified in advance after the final game of the continuous performance is completed.

[0212] Figure 31 shows a presentation image on the main presentation display 8 when advance notification of the push order guessing game is given under the control of the sub-controller 20 based on control information from the main control unit 10, and shows some combinations of the first navigation mode and the second navigation mode. First, FIG. 31(a) shows a presentation image on the main presentation display device 8 when the first navigation mode is determined to be "all navigation" and the second navigation mode is also determined to be "all navigation." As shown in Figure 31(a), when an advance notification of the push order guessing game is made, an advance notification title image 70 (shown as "Current Navigation Pattern") consisting of text information indicating that the push order guessing game will be played and that the current first navigation mode and second navigation mode will be announced is displayed at the bottom of the screen of the main performance display device 8.

[0213] In addition, a first navigation mode position image 71 (shown as "1st") indicating the display position of the first navigation mode is displayed on the left side of the screen of the main performance display device 8, and to the left of that is displayed a first navigation mode image 72 consisting of a left first navigation mode image 72a, a middle first navigation mode image 72b, and a right first navigation mode image 72c lined up in the left-right direction. That is, since there are three options for the push order in the first stage, the first navigation mode images 72 are displayed corresponding to this number. Each first navigation mode image 72 consists of text information etc. inside a circular frame informing the type of first navigation mode determined in this lottery, and if the first navigation mode is determined to be "all navigation," the text information "all navigation" will be displayed on each first navigation mode image 72 as shown in the figure.

[0214] In addition, a second navigation mode position image 73 (shown as "2st") indicating the display position of the second navigation mode is displayed above the first navigation mode position image 71, and to the left of it is displayed a second navigation mode image 74 consisting of a left second navigation mode image 74a and a right second navigation mode image 74b lined up in the left-right direction. That is, since there are two options for the push order in the second stage, the second navigation mode images 74 are displayed corresponding to this number. Each second navigation mode image 74 consists of text information etc. inside a circular frame informing the type of second navigation mode determined in this lottery, and if the second navigation mode is determined to be "all navigation," the text information "all navigation" will be displayed on each second navigation mode image 74 as shown in the figure. By executing such advance notification for the first navigation mode and the second navigation mode, it is possible to be notified in advance that the first and second stage push orders corresponding to the push order bell role that has been won in the specialized zone transition determination game will all be notified before the specialized zone transition determination game is executed. Therefore, before the specialized zone transition determination game is executed, the player can recognize that it is possible to win the push order bell role won in the specialized zone transition determination game with certainty (with a probability of 6 / 6).

[0215] Next, FIG. 31(b) shows a presentation image on the main presentation display device 8 when the first navigation mode is determined to be "Partial Navigation A" and the second navigation mode is determined to be "No Navigation." As shown in Figure 31 (b), when the first navigation mode is determined to be "Partial navigation A" and the second navigation mode is determined to be "No navigation," the text information "Partial navigation A" will be displayed on each first navigation mode image 72, and the text information "No navigation" will be displayed on each second navigation mode image 74. By executing advance notification for the first navigation mode and the second navigation mode in this manner, before the specialized zone transition determination game is executed, a notification is given in advance of one of the two stop buttons 5 that should not be operated to stop first for the first stage press sequence corresponding to the press sequence bell role that has been won in the specialized zone transition determination game, and a notification is given in advance that no notification will be made at all for the second stage press sequence.

[0216] Therefore, before the specialized zone transition determination game is executed, the player can recognize that the push order in the first stage is the correct answer from two options, the push order in the second stage is also the correct answer from two options, and the actual probability of winning the push order bell role is 1 / 4. Although not shown in the figure, when the first navigation mode is determined to be "Partial Navigation B," the text information "Partial Navigation B" will be displayed on each first navigation mode image 72, allowing the player to recognize that the actual probability of matching the push order in the first stage is 3 / 3.

[0217] Next, FIG. 31(c) shows an effect image on the main effect display device 8 when the first navigation mode is determined to be "no navigation" and the second navigation mode is determined to be "all navigation." As shown in Figure 31 (c), when the first navigation mode is determined to be "no navigation" and the second navigation mode is determined to be "all navigation," the text information "no navigation" will be displayed on each first navigation mode image 72, and the text information "all navigation" will be displayed on each second navigation mode image 74. By providing such advance notification of the first navigation mode and the second navigation mode, before the specialized zone transition determination game is executed, it is notified in advance that no notification will be made at all for the first stage push order corresponding to the push order bell role that has been won in the specialized zone transition determination game, and it is notified in advance that all notifications will be made for the second stage push order. Therefore, before the specialized zone transition determination game is executed, the player can recognize that the push order in the first stage is the correct answer from three options, and that as long as he or she matches this push order in the first stage, the player can be sure to win the winning push order bell role, and that the actual probability of winning the push order bell role is 1 / 3.

[0218] As described above, before the specialized zone shift determination game (push order guessing game) is executed, the first navigation mode and the second navigation mode determined by the main control device 10 are notified in advance. That is, the main control unit 10 as a notification control means is equipped with a first notification mode advance notification control means capable of executing control to notify in advance of the first notification mode (first navigation mode) determined by the first notification mode determination control means (main control unit 10), and a second notification mode advance notification control means capable of executing control to notify in advance of the second notification mode (second navigation mode) determined by the second notification mode determination control means (main control unit 10). Therefore, the player can be made aware of the first navigation mode and the second navigation mode in advance before the specialized zone transition determination game is executed, making it possible to effectively increase the player's sense of anticipation.

[0219] It should be noted that the notification of the types of the first and second navigation modes may be other than those described above as long as the player can recognize the types of the first and second navigation modes, and may be notified by the type and color scheme of icon images consisting of characters, items, etc. rather than by text information. In addition, the type of each navigation mode is announced in a format similar to that of the push order navigation image 55 (three places and two places), but the type of each navigation mode may also be announced by displaying one image at a predetermined position (for example, a side part) on the screen of the main performance display device 8. In addition, the main performance display device 8 is configured to notify the types of the first navigation mode and the second navigation mode, but the sub performance display device 18 may also be configured to notify the types of the first navigation mode and the second navigation mode. Also, before announcing the types of the first and second navigation modes, a predetermined effect may be executed to notify the types of each navigation mode. For example, a roulette game may be executed on the main effect display device 8 to determine the types of the first and second navigation modes, and the types of navigation modes may be notified after the execution of this roulette game.

[0220] [Display during the button press guessing game] Next, with reference to FIG. 32, the display during the push order guessing game will be described. FIG. 32 shows an effect image displayed on the main effect display device 8 during execution of the specialized zone shift determination game (push order guessing game). In addition, Figure 32 illustrates an example in which the first navigation mode is determined as "Partial Navigation A" and the second navigation mode is determined as "No Navigation", and the push order corresponding to the winning push order bell role is "Center → Right → Left".

[0221] First, FIG. 32(a) shows an effect image of the main effect display device 8 at the time when the push order guessing game is started. In addition, since the specialized zone shift decision game (push order guessing game) is executed on the condition that the push order bell role is won, if the push order bell role is not won even if the execution of the specialized zone shift decision game is decided, the execution of the push order guessing game will be postponed until the push order bell role is won. Also, even while the execution of the push order guessing game is postponed, the advance notification for the first navigation mode and the second navigation mode will continue to be executed.

[0222] As shown in Figure 32(a), when the push-order guessing game is started, a push-order guessing title image 75 (shown as "Guess the push order") consisting of text information indicating that in this game, the player can make the winning push-order bell role win by performing a stopping operation at their own discretion is displayed at the bottom of the screen of the main performance display 8. Furthermore, text information of "Partial Navigation A" is displayed on each of the first navigation mode images 72, and text information of "No Navigation" is displayed on each of the second navigation mode images 74. That is, the advance notification image shown in FIG. 31(b) will continue to be displayed in the game.

[0223] In addition, below the first navigation mode image 72 on the main performance display device 8, a push order navigation image 55 is displayed, which is composed of a left push order navigation image 55a, a center push order navigation image 55b, and a right push order navigation image 55c lined up in the left-right direction. Therefore, even during the button press order guessing game, the button press order navigation image 55 is displayed in the same manner as during the normal AT state. However, unlike during the normal AT state, the frame surrounding each push order navigation image 55 does not display numbers indicating the push order corresponding to the winning push order bell role, but instead displays symbols corresponding to "Partial Navigation A".

[0224] Figure 32 shows an example in which the push order corresponding to the winning push order bell role is "center → right → left", so an "X" is displayed on the left push order navigation image 55a, a "?" on the middle push order navigation image 55b, and a "?" on the right push order navigation image 55c, informing players that the left stop button 5a should not be used first to stop the reel (stop the left reel 41a), and that the first button to be used to stop the reel can be either the middle stop button 5b or the right stop button 5c. In other words, in response to the selection of "Partial Navigation A" in the first navigation mode, of the left stop button 5a and the right stop button 5c, which should not be operated to stop first, the left stop button 5a is indicated with an "X", which indicates that it should not be operated to stop. When "Partial Navigation A" is selected for the first navigation mode, if the push order corresponding to the winning push order bell role is "center → right → left," the stop buttons 5 that should not be operated to stop first are the left stop button 5a and the right stop button 5c, but the main control unit 10 will select one of the stop buttons 5 with a 1 / 2 probability when determining the first navigation mode.

[0225] Also, although not shown in the figure, if "all navigation" is selected in the first navigation mode at this time, all of the push orders corresponding to the winning push order bell role in each push order navigation image 55 will be announced, just as in the normal AT state, and if "partial navigation B" is selected in the first navigation mode, only the stop button 5, which should be operated to stop first, will be announced.

[0226] Then, if the center reel 41b is stopped by operating the center stop button 5b, the center press order navigation image 55b will be erased, and the left press order navigation image 55a and the right press order navigation image 55c will continue to be displayed, as shown in Figure 32 (b). Also, the left-pressing order navigation image 55a and the right-pressing order navigation image 55c each alternately display the symbol "?". That is, in response to the selection of "without navigation" in the second navigation mode, the stop button 5 that should be operated second to stop is not notified.

[0227] Then, if all the reels 41 are stopped by operating the right stop button 5c and then the left stop button 5a in that order, and the winning push order bell role is won, as shown in Figure 32(c), a transition condition fulfillment image 76 (shown as "Congratulations, you have entered the specialized zone") consisting of text information notifying that the specialized zone transition condition has been fulfilled will be displayed at the bottom of the screen, and the reel will transition to the specialized zone from the next game. On the other hand, if all the reels 41 are stopped by subsequently operating the left stop button 5a and then the right stop button 5c in that order, then (not shown in the figure) the winning push order bell role could not be won and a predetermined presentation image (for example, "Too bad") is displayed at the bottom of the screen to notify the player that the specialized zone transition conditions were not met, and the normal AT state will be restored from the next game.

[0228] As described above, in the push order guessing game, push order navigation is executed by the first navigation mode in the first stage at the game stop stage and the second navigation mode in the second stage. In other words, the main control device 10 as a notification control means is equipped with a notification execution control means capable of executing and controlling notifications in a first notification mode (first navigation mode) and a second notification mode (second navigation mode) in a specified game (push order guessing game). Furthermore, since the first navigation mode and the second navigation mode are determined separately, i.e., the first navigation mode is determined by lottery based on the setting value of the probability setting device 16, and the second navigation mode is determined by lottery based on the value of the navigation counter, it is possible to make the push order navigation modes during the specialized zone transition determination game more diverse than ever before, and it is also possible to prevent the player's expectations from decreasing even if one of the navigation modes turns out to be unfavorable to the player.

[0229] In this embodiment, the push order navigation is executed using each determined navigation mode as is, but a function for changing the navigation mode midway may be provided. For example, when the second navigation mode is determined in advance as "all navigation", the main control device 10 may be provided with a notification mode change control means capable of controlling the notification to notify the second navigation mode as "no navigation" instead of "all navigation" at the start of the push order guessing game, and to change the second navigation mode to "all navigation" when the first reel 41 stops. In addition, when changing the notification mode, the notification mode may be changed from the notification mode given in advance notification to another notification mode at the start of the push order guessing game (or at the time of bet input). In addition, a probability of regarding the first navigation mode and the second navigation mode as being "correct" may be determined in advance, and, for example, even if the first stage stop operation is performed by mistake and the stop operation is not performed according to the navigation, a lottery may be held based on that probability, and control may be executed such that the answer is considered to be "correct" even if the lottery is won.

[0230] [Drawing the number of games in the specialized zone] Next, the lottery for the number of games to be played in the specialized zone will be described with reference to FIG. In this embodiment, when the main control unit 10 transitions the game state during the AT state to a specialized zone, it selects and determines the number of continuing games, which is the duration of the specialized zone, from among multiple game numbers. Therefore, the number of continuing games varies, and the type (size) of the special benefit changes according to the change in the number of continuing games. The number of games to be continued is determined by a lottery drawn by the main control device 10 based on a random number (256 random numbers) sampled at the start of the first game after transition to the specialized zone. In addition, the number of games to be continued may be determined at any time before the transition to the specialized zone, for example, at the end of a game in which the specialized zone transition condition is met in the specialized zone transition determination game.

[0231] In addition, the number of games to be played will be determined based on each navigation mode executed in the specialized zone transition determination game (push order guessing game). Therefore, the number of continuing games in the specialized zone changes according to the types of the first navigation mode and the second navigation mode determined when the specialized zone shift determination game is executed.

[0232] FIG. 33 shows a specialized zone game number lottery table used by the main control device 10 when determining the number of continued games in the specialized zone (when drawing the number of continued games). As shown in Figure 33, when the first navigation mode is "no navigation" and the second navigation mode is "no navigation," i.e., when the probability of moving to the specialized zone (the actual probability that the button press sequence is correct) is 1 / 6, a lottery is held in which the probability of 10 games being selected is 128 / 256, and the probability of 13 games being selected is 128 / 256. In addition, if the first navigation mode is "Partial Navigation A" and the second navigation mode is "No Navigation," i.e., the probability of moving to the specialized zone (the actual probability that the button press sequence is correct) is 1 / 4, a lottery will be held in which the probability of 10 games being selected is 180 / 256, and the probability of 13 games being selected is 76 / 256. In addition, when the first navigation mode is "no navigation" and the second navigation mode is "full navigation," i.e., the probability of moving to the specialized zone (the actual probability that the button press sequence is correct) is 1 / 3, a lottery is held in which the probability of 10 games being selected is 200 / 256, and the probability of 13 games being selected is 56 / 256.

[0233] In addition, when the first navigation mode is "Partial Navigation A" and the second navigation mode is "Full Navigation," i.e., the probability of moving to the specialized zone (the actual probability that the button press sequence is correct) is 1 / 2, a lottery will be held in which the probability of 10 games being selected is 220 / 256, and the probability of 13 games being selected is 36 / 256. In addition, when the first navigation mode is "Partial Navigation B" and the second navigation mode is "No Navigation," i.e., the probability of moving to the specialized zone (the actual probability that the button press sequence is correct) is 1 / 2, a lottery will be held in which the probability of 10 games being selected is 225 / 256, and the probability of 13 games being selected is 31 / 256.

[0234] In addition, when the first navigation mode is "Partial Navigation B" and the second navigation mode is "Full Navigation," i.e., when the probability of moving to the specialized zone (the actual probability of the button press sequence being correct) is 1 / 1, a lottery will be held in which the probability of 10 games being selected is 250 / 256, and the probability of 13 games being selected is 6 / 256. In addition, when the first navigation mode is "full navigation" and the second navigation mode is "no navigation," i.e., the probability of moving to the specialized zone (the actual probability of the button press sequence being correct) is 1 / 1, a lottery will be held in which the probability of 10 games being selected is 251 / 256, and the probability of 13 games being selected is 5 / 256. In this case, even if the second navigation mode is determined to be "no navigation", since the first navigation mode is determined to be "all navigation", the second navigation mode is also forcibly changed to "all navigation". In addition, when the first navigation mode is "all navigation" and the second navigation mode is "all navigation," i.e., when the probability of moving to the specialized zone (the actual probability that the button press sequence is correct) is 1 / 1, a lottery is held in which the probability of 10 games being selected is 256 / 256 and the probability of 13 games being selected is 0 / 256.

[0235] Since the number of games to be continued in the specialized zone is determined as described above, the number of games to be continued in the specialized zone will change depending on the combination of the first navigation mode and the second navigation mode in the push order guessing game. That is, the main control device 10 as the special benefit granting control means can change the type of special benefit (specialized zone) by combining the first notification mode (first navigation mode) and the second notification mode (second navigation mode). Therefore, the number of continuing games in the specialized zone will change depending on the types of first and second navigation modes in the push order guessing game, thereby making it possible to increase the interest of the game and the player's sense of expectation.

[0236] In addition, the lower the probability of moving to a specialized zone in the push order guessing game, i.e., the lower the probability of winning the push order bell role in the push order guessing game, the higher the probability that a game with a larger number of continuing games will be selected. Therefore, even when a navigation mode with a high degree of difficulty is selected, it is possible to prevent the player's expectations from decreasing, and when a transition is made to a specialized zone when a navigation mode with a high degree of difficulty is selected, it is possible to greatly improve the player's satisfaction.

[0237] In addition, when the probability of winning the push order bell role in the push order guessing game is the same, for example, when the first navigation mode is "Partial Navigation B" and the second navigation mode is "All Navigation," or when the first navigation mode is "All Navigation" and the second navigation mode is "No Navigation," the probability of drawing the number of continued games will change. Therefore, even if the probability of winning the push order bell role in the push order guessing game is the same, the number of continuing games can be changed depending on the selection mode of each navigation mode, and even if the probability of winning the push order bell role is the same, it is possible to execute a highly entertaining game that can change the player's expectations. The above-mentioned probabilities may be any ones that can form the above-mentioned tendencies.

[0238] [Navigation behavior suggestions] Next, the suggestion of the navigation mode will be described with reference to FIG. In this embodiment, the value of the navigation counter is updated (increased) based on the winning of the watermelon role during a game in the normal AT state, but if a push order guessing game is executed during the normal AT state, the type of the second navigation mode will change based on the value of this navigation counter. In this embodiment, a function is provided that suggests the type of second navigation mode based on the value of the navigation counter at that time during the normal AT state. Therefore, during the normal AT state in which the push order guessing game has not yet been executed, the player can predict to some extent the type of second navigation mode that may be executed later, making it possible to change the player's expectations even before the push order guessing game is executed.

[0239] In this embodiment, the type of second navigation mode is suggested by utilizing the push order navigation that is normally executed during the AT state. In other words, when the push order bell role is won during the normal AT state, push order navigation is executed on the main performance display device 8, and the image at this time is used to suggest the type of second navigation mode.

[0240] Figure 34 shows a performance image on the main performance display device 8 during the normal AT state. As shown in FIG. 34, during the normal AT state, a normal AT state image 77 indicating that the normal AT state is in effect is displayed in the main part of the screen. In addition, in a game during the normal AT state, if the push order bell role is won, a push order navigation image 55 showing the push order for each character is displayed at the bottom of the screen. Basically, each push order navigation image 55 has a white color scheme (inner frame color scheme) inside a frame, and numbers indicating the push order are displayed above it.

[0241] In this embodiment, the color scheme within the frame of the navigation image in which the second stop instruction is given among the push order navigation images 55, that is, the right push order navigation image 55c in the figure, can be changed. For example, the color can be changed between the initial color scheme within the frame shown in right press order navigation image 55c, which is white, the color scheme within the frame shown in right press order navigation image 78a, and the color within the frame shown in right press order navigation image 78b, which is red. The change control of the color scheme within the frame is executed by a lottery according to the value of the navigation counter at the time when the watermelon role is won (after the value of the navigation counter is updated). For example, when the navigation counter value is between "0" and "4", there is a 90% probability that the color scheme at that time will be maintained and there is a 10% probability that the color scheme will be changed to a color scheme with a higher expectation level (blue for white, red for blue), when the navigation counter value is between "5" and "9", there is a 60% probability that the color scheme at that time will be maintained and there is a 40% probability that the color scheme will be changed to a color scheme with a higher expectation level, and when the navigation counter value is "10" or more, there is a 30% probability that the color scheme at that time will be maintained and there is a 70% probability that the color scheme will be changed to a color scheme with a higher expectation level.

[0242] Therefore, each time the color scheme within the frame of the navigation image in which the second stop instruction is given among the push order navigation images 55 changes from white → blue → red, the likelihood that the value of the navigation counter will increase increases, and the type of second navigation mode that changes according to the value of this navigation counter is also more likely to be selected in the order of white → blue → red, which is the most promising. In this embodiment, the color scheme within the frame of the navigation image in which the second stop instruction is given among the push order navigation images 55 is changed in order to correspond to the second navigation mode, which is the navigation mode of the second stage of push order navigation. In addition, the maintenance and change of the color scheme within the frame will be decided by the main control unit 10, and control information that can identify this decision result will be transmitted to the sub-control unit 20, and under the control of the sub-control unit 20, an image corresponding to the maintenance and change of the color scheme within the frame will be displayed on the main performance display unit 8.

[0243] As described above, in this embodiment, during the normal AT state, the value of the navigation counter is suggested by the color scheme within the frame of the navigation image 55 that is the second to be stopped. Since the type of the second navigation mode is determined according to the value of this navigation counter, the type of the second navigation mode is ultimately suggested by the color scheme within the frame of the navigation image before the push order guessing game is executed. In other words, the main control unit 10, as an alarm control means, is equipped with an alarm mode suggestion control means that can execute control that can be suggested before a specified game (push order guessing game) is executed for the second alarm mode (second navigation mode) determined by the second alarm mode determination control means (main control unit 10). Therefore, it is possible to play a highly entertaining game that can attract the player's interest in the push-order guessing game from the point during the normal AT state before the push-order guessing game is executed. In addition, the color scheme within the frame of the navigation image makes it possible to increase the player's sense of anticipation even during the normal AT state.

[0244] In this embodiment, the type of the second navigation mode is suggested by the color scheme within the frame of the navigation image in which the second stop instruction is given among the push order navigation images 55, but the type of the second navigation mode may be suggested by changing an image other than the push order navigation image 55. Also, instead of changing the color scheme, the pattern or the like may be changed. Also, the type of the second navigation mode may be suggested by revealing and displaying an image that is not normally displayed. In addition, the threshold values ​​of the navigation counter that will change the color scheme within the frame of the navigation image, and the probabilities of changing the color scheme to one with a higher expectation, may be any that can suggest the type of the second navigation mode. Furthermore, although the type of the second navigation mode is suggested in three stages, the type of the second navigation mode may be suggested in four or more stages. In addition, the type of the second navigation mode may be suggested by the sub performance display 18, or by both the main performance display 8 and the sub performance display 18. In addition, the sub-control device 20 may control the maintenance and change of the color scheme within the frame of the navigation image in which the second stop instruction is given.

[0245] [Variation 1 of the suggested navigation behavior] Next, a first modified example of the suggestion of the navigation mode will be described with reference to FIG. In this variant example 1, only the update control of the navigation counter and the push order navigation are different from the previously described embodiment, so only the differences will be explained.

[0246] In this modified example 1, in a game during the normal AT state, when a cherry role (strong or weak) is won, the value of the first navigation counter is updated ("+1"), and the type of the first navigation mode is determined by a lottery based on the value of this first navigation counter. That is, in the above-mentioned embodiment, when a strong cherry role is won, the type of the first navigation mode is determined based on the setting value of the probability setting device 16, whereas in this modified example 1, the type of the first navigation mode is determined based on the value of the first navigation counter. In addition, in a game during the normal AT state, when the watermelon role is won, the value of the second navigation counter is updated ("+1"), and the type of second navigation mode is determined by lottery based on the value of this second navigation counter. Therefore, only the control for determining the type of the first navigation mode differs from the embodiment described above, and the control for determining the type of the second navigation mode is substantially the same as the embodiment described above.

[0247] The type of the first navigation mode is determined by a lottery in which the larger the value of the first navigation counter is, the more advantageous the type of first navigation mode for the player is determined. In other words, the larger the value of the first navigation counter is, the higher the probability that the type of first navigation mode will be selected in the following order: "No navigation" → "Partial navigation A" → "Partial navigation B" → "All navigation". In this variant example 1, the value of the first navigation counter is divided into "0" to "4," "5" to "9," and "10 or more," and a selection lottery for each navigation mode is performed using three lottery tables. In the case of "5" to "9," a first navigation mode with a higher advantage is selected than the case of "0" to "4." Similarly, in the case of "10" or more, a selection lottery is performed in which a first navigation mode with a higher advantage is selected than the case of "5" to "9." However, as long as the type of first navigation mode that is more advantageous to the player is determined as the value of the first navigation counter increases, the selection lottery for each navigation mode may be any lottery type. Also, during the normal AT state, when a strong cherry role is won, a transition lottery for the specialized zone transition determination game is also held, but when a strong cherry role is won, both a transition lottery for the specialized zone transition determination game and an update of the value of the first navigation counter are held.

[0248] In the present modified example 1, a first navigation mode is suggested based on the value of the first navigation counter, and a second navigation mode is suggested based on the value of the second navigation counter. In addition, as in the above-described embodiment, the suggestion of the first navigation mode and the suggestion of the type of the second navigation mode are performed by utilizing the push order navigation that is normally executed during the AT state. The values ​​of the first and second navigation counters are initialized when the game zone transitions to the normal zone, as well as when the game zone transitions from the AT state to the normal game zone. However, initialization may not be performed when the game zone transitions from the AT state to the normal game zone.

[0249] Figure 35 shows the presentation image on the main presentation display device 8 during the normal AT state in this variant example 1. As shown in Figure 35, during the normal AT state, a normal AT state image 77 indicating that the normal AT state is in effect is displayed in the main part of the screen, and if the push order bell role is won, a push order navigation image 55 showing the push order for each role is displayed in the lower part of the screen. Basically, each push order navigation image 55 has a white color scheme (inner frame color scheme) inside a frame, and numbers indicating the push order are displayed above it.

[0250] In this variant example 1, as in the previously described embodiment, the color scheme within the frame of the push sequence navigation image 55 in which the second stop instruction is given, i.e., right push sequence navigation image 55c in the figure, can be changed, and the color scheme within the frame of right push sequence navigation image 55c is made to indicate the type of the second navigation mode. Furthermore, in this variant example 1, the color scheme within the frame of the push sequence navigation image 55 in which the first stop instruction is given, i.e., the center push sequence navigation image 55b in the figure, can be changed, and the color scheme within the frame of the center push sequence navigation image 55b is made to indicate the type of the second navigation mode. For example, similar to the color scheme within the frame of right press order navigation image 55c, it can be changed to the initial color scheme within the frame shown in center press order navigation image 55b, which is white, to the color scheme within the frame shown in center press order navigation image 79a, to the color scheme within the frame shown in center press order navigation image 79b, which is red.

[0251] The change control of the color scheme within the frame of the center push order navigation image 55b is performed in the same manner as the change control of the color scheme within the frame of the right push order navigation image 55c when the watermelon role is won. For example, when the first navigation counter value is "0" to "4" when the cherry role is won (after the value of the first navigation counter is updated), the color scheme at that time is maintained with a probability of 90% and changed to a color scheme with a higher expectation level with a probability of 10% (blue for white, red for blue), when the navigation counter value is "5" to "9", the color scheme at that time is maintained with a probability of 60% and changed to a color scheme with a higher expectation level with a probability of 40%, and when the navigation counter value is "10" or more, the color scheme at that time is maintained with a probability of 30% and changed to a color scheme with a higher expectation level with a probability of 70%.

[0252] Therefore, each time the color scheme within the frame of the navigation image in which the first stop instruction is given among the push sequence navigation images 55 changes from white → blue → red, the value of the first navigation counter is likely to increase, and the type of first navigation mode that changes according to the value of this first navigation counter is also likely to be selected in the order of white → blue → red, which is highly promising.

[0253] As described above, in this variant example 1, during the normal AT state, the values ​​of the first and second navigation counters are suggested by the color scheme within the frame of the push order navigation image 55 in which the first stop instruction and the second stop instruction are made. However, since the types of the first and second navigation modes are determined according to the value of each navigation counter, the types of the first and second navigation modes are ultimately suggested by the color scheme within the frame of each navigation image before the push order guessing game is executed. In other words, the main control unit 10, as an alert mode suggestion control means, is capable of executing control that can be suggested for the first alert mode (first navigation mode) determined by the first alert mode determination control means (main control unit 10) and the second alert mode (second navigation mode) determined by the second alert mode determination control means (main control unit 10) before a specified game (push order guessing game) is executed.

[0254] Therefore, even during the normal AT state before the push-button sequence guessing game is executed, it is possible to execute an extremely entertaining game that can further attract the player's interest in the push-button sequence guessing game. In addition, the color scheme within the frame of the navigation image can further increase the player's sense of anticipation even during the normal AT state. Furthermore, because the type of the first navigation mode and the type of the second navigation mode are determined separately, it is possible to diversify the suggested modes and play a more interesting game, and it is possible to prevent the player's expectations from decreasing when one navigation mode has low expectations but the other navigation mode has high expectations.

[0255] [Variation 2 of the suggested navigation behavior] Next, a second modification of the suggestion of the navigation mode will be described with reference to FIG. In this variant example 2, the type of the first navigation mode is determined based on the value of the first navigation counter, and the type of the second navigation mode is determined based on the value of the second navigation counter, which is similar to the variant example 1 of the navigation mode suggestion described above. However, since the update period for the value of the first navigation counter and the suggested mode for each type of navigation mode are different from those of the variant example 1 of the navigation mode suggestion described above, only the differences will be explained.

[0256] In the present modified example 2, the value of the first navigation counter is updated based on the winning of the cherry role (strong or weak) in the game during the normal gaming state. Therefore, when a cherry role (strong or weak) is won in a game during the normal gaming state, a predetermined number (for example, "+1") is added to the value of the first navigation counter. In addition, since the normal game state often continues longer than the normal AT state, the update mode of the first navigation counter may be changed, such as adding a predetermined number (e.g., "+1") to the value of the first navigation counter each time the cherry role (strong or weak) is won a predetermined number (e.g., 5 times). The type of the first navigation mode is suggested based on the value of the first navigation counter, but in this modified example 2, the suggestion of the type of the first navigation mode is executed during the normal game play state. In addition, the value of the second navigation counter is updated based on the winning of the watermelon role in the game during the normal AT state, as in variant example 1 of the suggestion of the navigation mode.

[0257] The type of navigation mode is determined in the same manner as in Variation 1 of the suggestion of the navigation mode, and a lottery is performed to determine the first navigation mode and the second navigation mode that are more advantageous to the player as the value of the first navigation counter and the value of the second navigation counter are larger. In other words, a lottery is performed to determine the probability that the type of the first navigation mode will be selected in the order of "no navigation" → "partial navigation A" → "partial navigation B" → "all navigation" as the value of the first navigation counter is larger, and a lottery is performed to determine the probability that the type of the second navigation mode will be selected in the order of "no navigation" → "all navigation" as the value of the second navigation counter is larger.

[0258] FIG. 36 shows an image produced on the main production display device 8 when a navigation mode is suggested in this modified example 2. First, FIG. 36(a) shows an effect image on the main effect display device 8 during a normal gaming state. As shown in FIG. 36(a), during the normal gaming state, a normal gaming state image 30 indicating that the game is in the normal gaming state is displayed in the main part of the screen. Also, a first suggestion image 80a suggesting the type of the first navigation mode is displayed in the lower left portion of the screen.

[0259] In the present modified example 2, the first suggestion image 80a displays a predetermined image (for example, an item image) within a circular frame, and the color scheme within the frame (the base color within the frame) is changeable. For example, the initial color scheme within the frame can be changed to white, blue, or red. The change control of the color scheme within the frame is executed by a lottery according to the value of the first navigation counter at the time when the cherry role (strong or weak) is won during the normal game state (after the value of the first navigation counter is updated). For example, when the value of the first navigation counter is "0" to "4", the color scheme at that time is maintained with a probability of 90% and changed to a color scheme with a higher expectation level with a probability of 10% (blue for white, red for blue), when the value of the first navigation counter is "5" to "9", the color scheme at that time is maintained with a probability of 60% and changed to a color scheme with a higher expectation level with a probability of 40%, and when the value of the first navigation counter is "10" or more, the color scheme at that time is maintained with a probability of 30% and changed to a color scheme with a higher expectation level with a probability of 70%.

[0260] Therefore, each time the color scheme within the frame of the first suggestive image 80a displayed during normal game play changes from white → blue → red, the value of the first navigation counter is likely to increase, and the type of first navigation mode that changes according to the value of this first navigation counter is also likely to be selected with the highest expectation in the order of white → blue → red. In other words, the type of the first navigation mode is notified during the normal game state before transitioning to the pseudo bonus state or AT state. The value of the first navigation counter may be initialized when the game zone transitions to the normal zone, when the game zone transitions to the pseudo bonus zone, when the game zone transitions to the AT zone, or when the game zone transitions to the AT zone without being initialized when the game zone transitions to the pseudo bonus zone. Also, the value of the first navigation counter may not be initialized when the game zone transitions to the pseudo bonus zone or the AT zone.

[0261] Next, Figure 36(b) shows a performance image on the main performance display device 8 during the normal AT state. As shown in FIG. 36(b), during the normal AT state, a normal AT state image 77 indicating that the normal AT state is in effect is displayed in the main part of the screen. Also, a second suggestion image 80b suggesting the type of the second navigation mode is displayed in the lower left portion of the screen.

[0262] In the second suggestion image 80b, similar to the first suggestion image 80a, a predetermined image is displayed within a circular frame, and the color scheme within the frame is changeable. For example, the initial color scheme within the frame can be changed to white, blue, or red. The control of changing the color scheme within these frames is executed based on the value of the second navigation counter when the watermelon role is won during the normal AT state (after the value of the second navigation counter is updated). In addition, the control of changing the color scheme within the frame in the second suggestion image 80b is similar to the control of changing the color scheme within the frame based on the value of the first navigation counter in the first suggestion image 80a, except that it is performed based on the value of the second navigation counter, so no explanation will be given here.

[0263] As described above, in this variant example 2, during normal game play, the value of the first navigation counter is suggested by the color scheme within the frame of the first suggestive image 80a. Since the type of first navigation mode is determined according to the value of the first navigation counter, the type of first navigation mode is ultimately suggested by the color scheme within the frame of the first suggestive image 80a during normal game play before transitioning to the pseudo-bonus state. In other words, the main control unit 10, as an alert mode suggestion control means, is capable of executing control that can be suggested to the first alert mode (first navigation mode) determined by the first alert mode determination control means (main control unit 10) before transitioning to a gaming state that is advantageous to the player (e.g., a pseudo bonus state).

[0264] Therefore, it is possible to play an extremely entertaining game that can further attract the player's interest in the push order guessing game, even during the normal game state, before the transition to a game state that is advantageous to the player. Also, it is possible to increase the player's sense of expectation even during the normal game state. In addition, since the type of the first navigation mode is suggested during normal game play, it is possible to prevent the player's motivation to play from decreasing even when the game has not transitioned to a pseudo bonus state or an AT state, which makes it possible to improve the operating rate of the medal-less game machine 1. In addition, the type of the first navigation mode and the type of the second navigation mode are determined individually, and furthermore, the suggestion of the type of the first navigation mode is executed during the normal game state, and the suggestion of the type of the second navigation mode is executed during the normal AT state, so that the suggestion of the type of navigation mode is executed over a longer period of time, which can further increase the interest of the game and the player's expectations.

[0265] In addition, in this variant example 2, the type of the first navigation mode is suggested during the normal game state, but instead of the normal game state, the value of the first navigation counter may be updated based on the winning of a cherry role (strong or weak) in a game during the pseudo bonus state, and the type of the first navigation mode may be suggested during the pseudo bonus state based on the value of the first navigation counter updated during the pseudo bonus state. In addition, although the type of the first navigation mode is suggested during the normal game state, the suggestion of the type of the first navigation mode may be continued even in the pseudo bonus state to which the game may be shifted thereafter. Also, in the game during the pseudo bonus state, the value of the first navigation counter may be updated based on the winning of the cherry role (strong or weak), and the value of the first navigation counter updated during the pseudo bonus state may be reflected in the suggestion of the type of the first navigation mode.

[0266] In addition, in this variant example 2, the color scheme within the frame of the first suggestion image 80a is changed during the normal game state based on the value of the first navigation counter, and the color scheme within the frame of the second suggestion image 80b is changed during the normal AT state based on the value of the second navigation counter. However, without using the navigation counter, a lottery may be held for the right to have the first stage push order navigation mode other than "no navigation" (1st navigation item) and the right to have the second stage push order navigation mode other than "no navigation" (2nd navigation item) when a specified rare role is obtained during the normal game state and / or the normal AT state, and if the lottery is won, the player may be able to acquire the 1st navigation item or 2nd navigation item, and the number of items acquired may be announced by the main performance display 8, etc. Also, for the first navigation item, different types of items may be acquired and notified for each navigation mode. For example, when the right to "Partial Navigation A" is acquired, an apple item is displayed, and when the right to "All Navigation" is acquired, a melon item is displayed. The number of acquired items may be displayed directly, such as "x x number of items," or indirectly, such as by the size of the acquired item.

[0267] As described above, the present invention relates to a gaming machine (medalless gaming machine 1) that is provided with a display means (reel 41) capable of variably displaying a plurality of symbols, that executes a game involving the variable display of the display means based on the operation of a player, and that derives the result of the game by stopping the variable display on the display means, and that is provided with a lottery means (main control device 10) capable of executing a lottery for a role based on the execution of the game, and a specific benefit granting control means (main control device 10) capable of executing control for granting a specific benefit (AT state) to a player, and the lottery means is provided with a specific role lottery means (main control device 10) capable of executing a lottery for a plurality of specific roles (push order bell roles) having different stop patterns of the display means for granting a predetermined benefit, and The special benefit awarding control means is configured to include a stop pattern setting means (main control unit 10) that enables a player to pre-set the stop pattern of the display means as the predicted stop pattern (predicted push order) related to the special role in a specified game (push order selection game), a judgment means (main control unit 10) that, when the result of the lottery in the special role drawing means in a game following the specified game (push order judgment game) is a winning combination of any of the multiple special roles, determines the stop pattern of the display means corresponding to the winning special role and the predicted stop pattern set by the stop pattern setting means, and a special benefit awarding condition establishment means (main control unit 10) that can establish the conditions for awarding the special benefit based on the judgment result by the judgment means.

[0268] Therefore, it is possible to increase the interest of the game and to enhance the player's sense of expectation. Furthermore, since the predicted stopping mode can be set (selected) at the player's discretion, not only will the player not have any distrust during the process of granting a specific benefit, but when a specific benefit is granted, the player's sense of accomplishment can be further enhanced.

[0269] In addition, a plurality of stop stages are set for the stop mode of the display means, and the judgment means is configured to be able to execute the judgment (first judgment) at the first stop stage (first stop stage) among the plurality of stop stages. Therefore, the game content can be made more diverse, and it is possible to reliably execute judgment regarding the awarding of a specific benefit.

[0270] In addition, the judgment means is configured to be able to judge the stop pattern of the display means corresponding to the won specific role and the expected stop pattern set by the stop pattern setting means in a stopping stage after the first stopping stage, and to be able to grant a bonus (addition to the number of games) different from the specific bonus based on the judgment result by the judgment means in the subsequent stopping stage. Therefore, the game contents can be made more diverse, and it is possible to reliably execute a determination regarding the awarding of a special benefit that is different from a specific benefit.

[0271] The present invention is also configured to include an expected stop pattern changing means that enables a player to change the expected stop pattern set by the stop pattern setting means. Therefore, since the player can change the predicted stop mode that has been set and reset it to a new predicted stop mode, the player's satisfaction can be improved even if the player's mood changes after setting the predicted stop mode.

[0272] The game for which the determination means is activated is configured to include an expected number of games setting means that enables a player to set in advance the expected number of games. Therefore, the player can set the predicted number of games in addition to the predicted stopping mode, which makes it possible to diversify the game content and increase the interest of the game and the player's expectations. In addition, when the predicted number of games is consistent, even if some of the predicted stop patterns are not consistent, it is possible to prevent the player's expectations from decreasing.

[0273] The lottery means, the specific bonus award control means, the specific role lottery means, the stop mode setting means, the judgment means, the specific bonus award condition establishment means, the predicted stop mode changing means, and the predicted number of games setting means may be provided in the main control device 10 or in the sub-control device 20. Also, they may be configured by the main control device 10 and the sub-control device 20 working together.

[0274] Meanwhile, as a conventional gaming machine, Patent Document (JP 2015-128566 A) discloses a slot machine that notifies the player of the stopping sequence of the reels to achieve a winning combination. However, such conventional gaming machines are not sufficient in improving the informing ability. According to the gaming machine of this embodiment, it is possible to solve all or part of the above-mentioned problems that need to be improved in conventional gaming machines.

[0275] The above describes a preferred embodiment of the gaming machine of the present invention. However, it goes without saying that the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, main control device 10 may have two main boards each equipped with a CPU. In this case, the main control device 10 can be composed of a main control board on which a main control CPU is mounted, and a medal count control board on which a medal count control CPU is mounted. Specifically, the medal count control CPU can be responsible for controlling the game medal count display device 7 and for controlling the operation of the counting button 2c, the game medal count clear button 14, and the dedicated unit 19, while the main control CPU can be responsible for the overall control of all other games.

[0276] In addition, the sub-controller 20 may be configured to perform some or all of the operations performed by the main control unit 10, or the main control unit 10 may be configured to perform some or all of the operations performed by the sub-controller 20. For example, the sub-controller 20 may control the game medal count display device 7, and the sub-controller 20 may be responsible for control in response to the operation of the count button 2c, the game medal count clear button 14, and the dedicated unit 19. Furthermore, the main control device 10 may control the operation of the counting button lamp 2e and the bet number lamp 2f. In addition, in this embodiment, when it is expressed that "one is more likely than the other" or "one is less likely than the other", the probability of one includes 0% and the probability of the other includes 100%. In addition, in this embodiment, the numerical values ​​stipulated at the time of various lotteries are merely examples, and may be numerical values ​​with a range (2 or more) or numerical values ​​without a range (1).

[0277] In addition, in the present embodiment, the gaming machine is a slot machine by way of example, but it may also be a pachinko machine. In other words, the gaming machine may be a so-called enclosed gaming machine in which gaming media such as gaming balls are not paid out to the outside, but are circulated internally to play a game. In this case, the gaming machine can be provided with a gaming ball number display device corresponding to the gaming medal number display device 7. In addition, for example, the notification mode may be changed depending on the number of game balls stored and displayed in the game ball number display device, and when the counting button is pressed and held down, the amount of counting may be greater than when the counting button is pressed and held down, and when a game ball is acquired by continuing to press and hold the button after the number of game balls stored and displayed in the game ball number display device reaches zero, that game ball may be counted. [Explanation of symbols]

[0278] 1. Medalless gaming machines 2a Bet Button 2b MAX BET button 2c Count button 2d Checkout button 2f Bed Number Lamp 2g 1st performance button 5 Stop button 7. Gaming medal count display device 7a Game medal count indicator 8 Main performance display 10. Main Control Unit 18 Sub-performance display 19 Dedicated Unit 41 Reel

Claims

1. A gaming machine having a display means capable of variably displaying a plurality of symbols, which executes a game accompanied by the variably displayed display of said display means based on the operation of a player, and which derives the result of said game by stopping the variably displayed display of said display means, A lottery means capable of executing a lottery for a winning combination based on execution of the game; A specific benefit granting control means capable of executing control for granting a specific benefit to a player; Equipped with The lottery means includes: A specific combination lottery means is provided for drawing a plurality of specific combinations having different stop patterns of the display means for granting a predetermined benefit, The specific benefit granting control means a stop mode setting means for allowing a player to preset a stop mode of the display means as an expected stop mode related to the specific combination in a predetermined game; A determination means for determining a stop mode of the display means corresponding to the winning specific role and an expected stop mode set by the stop mode setting means when the lottery result of the specific role selection means is a winning of any of the plurality of specific roles in a game after the predetermined game; A specific benefit granting condition satisfying means for satisfying a condition for granting the specific benefit based on a result of the determination by the determining means; Equipped with A gaming machine characterized by:

2. A plurality of stop stages are set for the stop mode of the display means, The determination means is The determination can be performed at the time of the first stop stage among the plurality of stop stages.

2. The gaming machine according to claim 1 .

3. The determination means is In a stop stage after the first stop stage, a stop mode of the display means corresponding to the winning specific combination and the expected stop mode set by the stop mode setting means can be determined; A special benefit different from the specific special benefit can be given based on a result of the determination by the determination means in the later stop stage.

3. The gaming machine according to claim 2 .

4. The predicted stop mode setting means is provided with an expected stop mode changing means by which a player can change the predicted stop mode set by the stop mode setting means.

2. The gaming machine according to claim 1 .

5. The game in which the determination means is activated is provided with a predicted number of games setting means by which a player can preset a predicted number of games.

5. The gaming machine according to claim 1, wherein the first and second components are arranged in a first and second rows.

Citation Information

Patent Citations

  • Rotary drum type game machine

    JP2015128566A