Game machine

The gaming machine improves gameplay engagement by implementing a game control system with variable symbol displays and interactive stop operation modes, enhancing player interaction and excitement through probabilistic winning strategies.

JP2025006235AActive Publication Date: 2025-01-17KYORAKU IND CO LTD
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Patent Information

Application Number
JP2023106903
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-06-29
Publication Date
2025-01-17
Estimated Expiration
2043-06-29

AI Technical Summary

Technical Problem

Existing gaming machines lack engaging and interactive stop operation instructions, leading to a lack of fun and excitement in gameplay.

Method used

The gaming machine incorporates a game control system with variable symbol displays, performance control, and instruction means to provide different stop operation modes with varying probabilities of winning, including correct and incorrect answer modes, and states with adjustable probabilities for stop operation success.

Benefits of technology

Enhances the engagement and fun of gameplay by introducing interactive stop operation instructions that increase player interaction and excitement through variable outcomes and rewards.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025006235000001_ABST
    Figure 2025006235000001_ABST
Patent Text Reader

Abstract

To provide a game machine capable of increasing the fun of instructions for a stop operation mode.SOLUTION: A game machine includes state control means capable of controlling a game state to any one of the states including a first state in which the correct answer mode is instructed with a predetermined probability when a specific winning area is won and a second state in which the correct answer mode is instructed with a probability higher than the predetermined probability when the specific winning area is won. Instruction means can instruct the correct answer mode in the first state and the second state. When the instruction means instructs the correct answer mode, the rate at which a specific stop operation mode is instructed as the correct answer mode in the first state is the same as the rate at which a specific stop operation mode is instructed as the correct answer mode in the second state.SELECTED DRAWING: Figure 13
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Description

[Technical field]

[0001] The present invention relates to a gaming machine capable of instructing a stop operation sequence. [Background technology]

[0002] 2. Description of the Related Art Gaming machines that instruct the sequence of stop operations have been proposed (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Patent Publication No. 2022-93459 Summary of the Invention [Problem to be solved by the invention]

[0004] An object of the present invention is to improve the interest of indicating the stop operation sequence. [Means for solving the problem]

[0005] In order to solve the above problems, the gaming machine of the present invention is a gaming machine equipped with game control means for controlling the progress of a game, stop operation means for performing a stop operation, pattern display means for variably displaying a plurality of types of patterns in each game and capable of stopping and displaying a pattern combination resulting from the game in response to a stop operation, presentation control means for controlling presentation in response to a command from the game control means, and instruction means for issuing various instructions, wherein the game control means comprises game start means for starting a game using a prescribed number of game values, winning area determination means for determining which of each winning area in each game, pattern variation control means for stopping and displaying a pattern combination in response to the winning area and the stop operation mode, and game value awarding means for making it possible to award game value corresponding to the pattern combination. each winning area is provided with a predetermined game value when the player operates the stop operation in a correct mode and with no predetermined game value when the player operates the stop operation in an incorrect mode, and includes a plurality of types of specific winning areas with different correct modes; the device is provided with a state control means that can be controlled to one of a first state that indicates the correct mode with a predetermined probability when the specific winning area is won, and a second state that indicates the correct mode with a probability higher than the predetermined probability when the specific winning area is won; the indication means is capable of indicating the correct mode in the first state and the second state, and when the indication means indicates the correct mode, the rate at which the specific stop operation mode is indicated as the correct mode in the first state is identical to the rate at which the specific stop operation mode is indicated as the correct mode in the second state. Effect of the Invention

[0006] According to the present invention, the stopping operation sequence instruction becomes more interesting. [Brief description of the drawings]

[0007] [Figure 1] FIG. [Diagram 2] FIG. 2 is a diagram showing the symbols arranged on each reel. [Diagram 3] FIG. 13 is a diagram for explaining a pattern display area. [Figure 4] FIG. 2 is a functional block diagram of the gaming machine. [Diagram 5]FIG. 13 is a conceptual diagram of a winning area lottery table. [Figure 6] FIG. 13 is a conceptual diagram of a winning combination determination table. [Figure 7] FIG. 13 is a conceptual diagram of a symbol combination table. [Figure 8] FIG. 13 is a diagram for explaining a specific example of an expected acquisition value. [Figure 9] A diagram to explain the transition of the ball output state. [Figure 10] FIG. 13 is a conceptual diagram of an instruction decision table. [Figure 11] 11 is a diagram for explaining commands transmitted from a main control board. FIG. [Figure 12] FIG. 2 is a diagram for explaining each piece of display information. [Figure 13] FIG. 13 is a conceptual diagram of a specific performance determination table. [Figure 14] FIG. 13 is a diagram for explaining a specific example of an instruction performance. [Figure 15] 11A and 11B are diagrams for explaining specific examples of triggers for switching instruction modes; [Figure 16] A diagram to explain the average number of plays in a non-advantageous zone. [Figure 17] A diagram to explain specific examples of triggers for transition of ball output state. [Figure 18] FIG. 13 is a diagram for explaining a warning image. [Figure 19] 11 is a diagram for explaining a specific example of a period during which a warning image is displayed. FIG. [Figure 20] 13 is a flowchart of the game control processing of the main CPU. [Figure 21] This is a flowchart of the main CPU's processing during non-favorable periods. [Figure 22] This is a flowchart of the main CPU's advantageous zone control processing. [Diagram 23] 13 is a flowchart of a sub startup process of a sub CPU. [Figure 24] FIG. 2 is a diagram for explaining each control mode of a sub-CPU. [Diagram 25] 13 is a flowchart of each effect process of the sub-CPU. [Figure 26] FIG. 11 is a diagram for explaining a second embodiment. [Figure 27] FIG. 11 is another diagram for explaining the second embodiment. [Figure 28] FIG. 11 is a diagram for explaining a third embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0008] First Embodiment Hereinafter, the present invention will be described in detail with reference to the embodiments shown in the drawings. <Structure of gaming machine> The structure of the gaming machine 1 in the first embodiment will be described with reference to FIG. 1. FIG. 1 is an example of a front view of the gaming machine 1. A player plays on the gaming machine 1 using gaming media (e.g., medals or gaming balls). In this embodiment, a gaming machine 1 (a slot machine) in which medals are used as gaming media is exemplified. Note that the gaming machine may be configured to use electrically stored points as gaming media (see, for example, JP 2020-116297 A).

[0009] The gaming machine 1 includes a box-shaped cabinet with an opening on the front side (player side) and a front door 3. The cabinet is provided with a hinge mechanism. The front door 3 is pivotally supported by the hinge mechanism so that the opening of the cabinet can be opened and closed.

[0010] As shown in Fig. 1, a plurality of (14 in the example of Fig. 1) cabinet lamps 5 are provided on the periphery of the front door 3. Each cabinet lamp 5 is composed of, for example, a light-emitting body such as a light-emitting diode (LED) and a light-transmitting lens that covers the light-emitting body. The cabinet lamps 5 emit light in a manner corresponding to each performance in the gaming machine 1.

[0011] As shown in Fig. 1, a lower panel 6 is provided on the front door 3. The name of the gaming machine 1 and the like are depicted on the lower panel 6. A tray unit 7 for storing medals is provided below the lower panel 6. The tray unit 7 is provided so that the player can freely remove the stored medals.

[0012] The front door 3 is provided with a medal insertion section 8 having an opening through which medals are inserted, and a medal payout outlet 9 through which medals are ejected from inside the gaming machine 1. When a specified number (three medals) of medals are inserted into the medal insertion section 8, play can begin. The specified number is set according to the state of the game. The medals ejected from the medal payout outlet 9 are stored in the receiving tray unit 7.

[0013] A panel 10 is provided at the center of the front of the front door 3. A substantially rectangular display window 11 is formed in the center of the panel 10. From the display window 11, a plurality of reels 12 (12L, 12C, 12R) inside the cabinet can be seen.

[0014] Each reel 12 is configured to include a substantially cylindrical drum portion and a band-shaped sheet member attached to the outer peripheral surface of the drum portion. The sheet member of the reel 12 is light-transmitting and has a variety of patterns drawn on it. Each reel 12 is rotatably provided and arranged horizontally next to each other. Specifically, each reel 12 is arranged so that the rotation axes are positioned on the same straight line. A stepping motor 101 (101L, 101C, 101R) is provided on each of the reels 12 (not shown), and each reel 12 is rotated by each stepping motor 101.

[0015] FIG. 2 is a diagram showing the symbols arranged on each reel 12 in this embodiment. As shown in FIG. 2, the outer circumference of each of the multiple reels 12 is divided into 20 frames. As shown in FIG. 2, one symbol is drawn on each frame. In this embodiment, the Nth frame (N is an integer from "0" to "19") from the bottom of the arrangement of symbols shown in FIG. 2 may be referred to as symbol position "N". As shown in FIG. 2, a replay symbol, a bell A symbol, a bell B symbol, a cherry A symbol, a cherry B symbol, a seven A symbol, a seven B symbol, a seven C symbol, a BAR symbol, and a blank symbol are arranged on each reel 12.

[0016] Specifically, the replay symbols are arranged at symbol positions "2", "7", "12", and "17" on the left reel 12L, at symbol positions "1", "5", "10", and "15" on the center reel 12C, and at symbol positions "4", "9", "14", and "19" on the right reel 12R. The bell A symbols are arranged at symbol positions "4", "9", "14", and "19" on the left reel 12L, at symbol positions "1", "6", "11", and "16" on the center reel 12C, and at symbol positions "2" and "17" on the right reel 12R. The bell B symbols are arranged at symbol positions "1", "6", and "11" on the left reel 12L, and at symbol positions "7" and "12" on the right reel 12R. The Cherry A symbol is arranged at symbol position "12" on the center reel 12C and at symbol positions "5" and "15" on the right reel 12R. The Cherry B symbol is arranged at symbol position "10" on the left reel 12L and at symbol position "14" on the center reel 12C. The Seven A symbols are arranged at symbol positions "0" and "15" on the left reel 12L, at symbol positions "2" and "7" on the center reel 12C, and at symbol position "10" on the right reel 12R. The Seven B symbols are arranged at symbol position "5" on the left reel 12L, at symbol position "17" on the center reel 12C, and at symbol position "0" on the right reel 12R. The SEVEN C symbols are arranged at symbol position "16" on the left reel 12L, symbol position "4" on the center reel 12C, and symbol position "11" on the right reel 12R. The BAR symbols are arranged at symbol positions "3", "8", "13", and "18" on the left reel 12L, symbol positions "3", "8", "13", and "18" on the center reel 12C, and symbol positions "3", "8", "13", and "18" on the right reel 12R. The BLANK symbols are arranged at symbol positions "9" and "19" on the center reel 12C, and symbol positions "1", "6", and "16" on the right reel 12R.

[0017] 2, each symbol is shown in a color different from the actual color of each symbol. Moreover, each symbol on each reel 12 is generally identifiable by the player even while the reel 12 is spinning. Therefore, the player can perform an operation to stop the reel 12 (so-called eye-pressing) at the timing when a specific symbol passes through the display window 11. A symbol arrangement table (not shown) indicating the arrangement of symbols on each reel 12 is stored in the main ROM 302.

[0018] In the display window 11 of the front door 3 shown in Fig. 1, three symbols are displayed on each reel 12. In other words, when all the reels 12 are stopped, a total of nine symbols are displayed on the display window 11. In this embodiment, the area in which each symbol is displayed is referred to as a "symbol display area."

[0019] FIG. 3 is a diagram for explaining the symbol display area. As shown in FIG. 3, the symbol display area is configured to include each unit area U (L, C, R). One symbol is displayed in each unit area U. Each unit area U is configured to include each unit area UL where each symbol of the left reel 12L is displayed, each unit area UC where each symbol of the center reel 12C is displayed, and each unit area UR where each symbol of the right reel 12R is displayed. Each unit area UL includes a unit area UL1 located in the upper row, a unit area UL2 located in the middle row, and a unit area UL3 located in the lower row. Each unit area UC includes a unit area UC1 located in the upper row, a unit area UC2 located in the middle row, and a unit area UC3 located in the lower row, and each unit area UR includes a unit area UR1 located in the upper row, a unit area UR2 located in the middle row, and a unit area UR3 located in the lower row.

[0020] When a specified number of medals are inserted into the medal insertion portion 8, a pay line is set. The pay line is an area that is configured from one unit area U of the reel 12L, one unit area U of the reel 12C, and one unit area U of the reel 12R among the unit areas U. The pay line in this embodiment is a line that connects the unit area UL2 of the reel 12L, the unit area UC2 of the reel 12C, and the unit area UR2 of the reel 12R.

[0021] A symbol combination resulting from a game is displayed as a stopped symbol on the winning line. When a predetermined symbol combination is stopped on the winning line, a player is awarded a benefit according to the stopped symbol combination. For example, when a symbol combination related to a winning prize is displayed as a stopped symbol on the winning line, a medal is awarded to the player. When a symbol combination related to a replay is displayed as a stopped symbol on the winning line, the player is granted the right to play again. Specifically, when a symbol combination related to a replay is displayed in the current game, the next game can be started without the need to insert a medal. The symbol combination that can be displayed as a stopped symbol on the winning line is determined for each game according to the result of an internal lottery process described later.

[0022] In this embodiment, a line connecting the upper unit area UL1 of the reel 12L, the upper unit area UC1 of the reel 12C, and the upper unit area UR1 of the reel 12R may be referred to as an "upper line". Similarly, a line connecting the middle unit area UL2 of the reel 12L, the middle unit area UC2 of the reel 12C, and the middle unit area UR2 of the reel 12R (effective line in this embodiment) may be referred to as a "middle line". Also, a line connecting the lower unit area UL3 of the reel 12L, the lower unit area UC3 of the reel 12C, and the lower unit area UR3 of the reel 12R may be referred to as a "lower line". Also, a line connecting the lower unit area UL3 of the reel 12L, the middle unit area UC2 of the reel 12C, and the upper unit area UR1 of the reel 12R may be referred to as an "upper right line". Similarly, a line connecting the upper unit area UL1 of reel 12L, the middle unit area UC2 of reel 12C, and the lower unit area UR3 of reel 12R may be referred to as a "right downward line."

[0023] Further, each reel 12 is provided with a backlight (not shown) that illuminates the sheet member of the reel 12 from the inside. Specifically, each reel 12 is provided with a backlight that illuminates the unit area U of the upper line of the reel 12, a backlight that illuminates the unit area U of the middle line, and a backlight that illuminates the unit area U of the lower line.

[0024] 1, the panel 10 is provided with a number of indicators (hereinafter referred to as "indicators ML") including a slot possible indicator lamp 13, BET lamps 14 (14a, 14b, 14c), a start lamp 15, an instruction indicator 16, a number of reserved coins indicator 17, a replay indicator lamp 18, a wait lamp 19, and a betting stop lamp 20. Each lamp of the indicator ML is controlled by a main CPU 301 described later.

[0025] The insertion possible indicator lamp 13 notifies whether or not it is possible to accept medals from the medal insertion portion 8. The BET lamp 14 indicates the number of bet medals. The BET lamp 14 also includes a 1-coin lamp 14a, a 2-coin lamp 14b, and a 3-coin lamp 14c. When one bet medal is set, the 1-coin lamp 14a lights up, when two bet medals are set, the 1-coin lamp 14a and the 2-coin lamp 14b light up, and when three bet medals are set, the 1-coin lamp 14a, the 2-coin lamp 14b, and the 3-coin lamp 14c light up. The start lamp 15 notifies whether or not it is possible to accept a game start operation (operation of the start lever 24 described later).

[0026] The instruction display 16 is controlled by the main CPU 301 and displays instruction information instructing the operation mode (pressing sequence) of the stop buttons 25. Although details will be described later, the main CPU 301 causes the instruction display 16 to display instruction information in each game during the instruction period. In addition, the instruction display 16 displays the number of medals to be awarded to the player when a symbol combination related to a winning role is displayed on an active line. For example, when the symbol combination "Bell-Bell-Bell" is stopped and displayed on an active line, 12 medals are awarded to the player, and the instruction display 16 displays the number "12."

[0027] The number of medals awarded to a player can be electrically stored (stored) in the gaming machine 1 (main RAM 303 described below). In this embodiment, the number of stored medals is referred to as the "number of credits." The number of credits is added when medals are awarded as a result of playing a game. The number of credits is also added when a specified number of bet medals have been inserted and further medals are inserted from the medal insertion section 8. The stored number display 17 displays the number of credits. Specifically, the stored number display 17 variably displays a number ranging from "0" to "50", which is the upper limit of the number of credits, according to the number of credits stored.

[0028] The replay indicator lamp 18 notifies the player that a replay is in progress. Specifically, the replay indicator lamp 18 is lit from when the combination of symbols related to the replay is stopped and displayed on the pay line in the current game until the next game ends. The replay indicator lamp 18 is lit to notify the player that the next game can be started without using medals. The wait lamp 19 is lit during the wait period from when the game start operation (operation of the start lever 24 described later) is performed until the rotation of each reel 12 begins. The wait period is set so that the average time required for one game is equal to or longer than a predetermined value (approximately 4.1 seconds). The play stop lamp 20 notifies the player that a play is stopped and play is not possible.

[0029] 1, the front door 3 is provided with a plurality of operation units including a 1-BET button 21, a MAX-BET button 22, a settlement button 23, a start lever 24, a plurality of stop buttons 25 (25L, 25C, 25R), a performance button 26, and a direction designation button 27. Each operation unit is operated by the player.

[0030] The 1BET button 21 is operated when setting one bet medal using the stored medals. The MAX-BET button 22 is operated when setting a specified number of bet medals using the stored medals. The settlement button 23 is operated when settling the medals stored as the number of credits and the bet medals. When the settlement button 23 is operated, the total number of medals, the credits and the bet medals, is paid out from the medal payout outlet 9. In this embodiment, the operation of the MAX-BET button 22 or the 1BET button 21 may be referred to as a BET operation.

[0031] The start lever 24 is operated by the player when starting a game. When a game is ready to start, the player can instruct the start of the game by performing a start operation on the start lever 24. The start lever 24 of this embodiment can be tilted 360 degrees in any direction from a state that is approximately perpendicular to the front door 3. The grip portion of the start lever 24 is formed from a translucent resin, and incorporates a lever performance lamp 42. The lever performance lamp 42 lights up during a specified performance.

[0032] The stop button 25 is operated by the player when stopping the reels 12. The stop buttons 25 include a stop button 25L, a stop button 25C, and a stop button 25R. The stop button 25L corresponds to the reel 12L, the stop button 25C corresponds to the reel 12C, and the stop button 25R corresponds to the reel 12R. When the stop button 25 corresponding to the reel 12 is operated (hereinafter referred to as a "stop operation") while the reel 12 is spinning, the reel 12 stops (normal stop, pseudo stop).

[0033] Hereinafter, in this embodiment, the first stop operation in each game is referred to as the first stop operation. Similarly, the second stop operation is referred to as the second stop operation, and the third stop operation is referred to as the third stop operation. In addition, the first stop operation of the left stop button 25L may be described as the "left first stop operation," the first stop operation of the center stop button 25C may be described as the "center first stop operation," and the first stop operation of the right stop button 25R may be described as the "right first stop operation."

[0034] Moreover, the control by the gaming machine 1 (main CPU 301 described later) to stop the reels 12 based on the first stop operation is referred to as the first stop control. Similarly, the stop control of the reels 12 based on the second stop operation is referred to as the second stop control, and the stop control of the reels 12 based on the third stop operation is referred to as the third stop control. Moreover, the symbol position of the reels 12 located on the middle line of the display window 11 at the time when the stop operation is performed is referred to as the stop operation position. The symbol position located on the middle line during the rotation of each reel 12 is stored in a symbol counter, and the symbol position on the symbol counter at the time of the stop operation is acquired as the stop operation position. The symbol counter is provided in, for example, the main RAM 303.

[0035] When all the reels 12 have stopped, the symbol combination resulting from the game is displayed on the pay line, and the game ends. When the game starts, each reel 12 accelerates to a constant rotation speed. During the period when each reel 12 is rotating at a constant speed (the period when the reels 12 are rotating steadily), a stop operation for stopping and displaying the game result on the pay line is possible. On the other hand, during the acceleration period from when each reel 12 starts rotating to when it reaches the steady rotation, a stop operation for displaying the game result is not accepted even if the reel 12 is rotating.

[0036] The stop button 25 of this embodiment can be controlled to a plurality of display modes. Specifically, inside each stop button 25, a light emitter (e.g., an LED) capable of emitting red, blue, and green light is provided. During a period in which the light emitter of the stop button 25 emits red light, the stop button 25 appears to emit red light. Similarly, during a period in which the light emitter of the stop button 25 emits blue light, the stop button 25 appears to emit blue light, and during a period in which the light emitter of the stop button 25 emits green light, the stop button 25 appears to emit green light. The stop button 25 emits green light when a specific setting value (setting value "1") is set among the setting values ​​described below. According to the above configuration, it is possible to know that a specific setting value is set from the state of the stop button 25. Note that the state of the stop button 25 is not limited to the above example.

[0037] The effect button 26 is operated by the player when giving instructions regarding an effect. For example, the player can instruct the execution of a specific effect by operating the effect button 26. That is, the specific effect is executed when the effect button 26 is operated (triggered). It is also possible to make the MAX-BET button 22 have the function of the effect button 26. According to the above configuration, the effect button 26 is omitted, and the number of parts can be reduced.

[0038] In addition, if the effect button 26 is operated during the period from the end of the current game to the insertion of a betting medal to start the next game (hereinafter referred to as the "non-game period"), a menu image is displayed on the liquid crystal display device 30.

[0039] The operation of the effect button 26 is detected by the effect button switch 26SW. For example, when the effect button 26 is not pressed, the effect button switch 26SW outputs an OFF signal. On the other hand, when the effect button 26 is pressed, the effect button switch 26SW outputs an ON signal. During a non-play period, when the effect button switch 26SW changes from an OFF state to an ON state, a menu image is displayed on the liquid crystal display device 30.

[0040] The direction designation button 27 is operated by the player, for example, when a menu image is displayed on the liquid crystal display device 30. The direction designation button 27 is composed of an up button, a down button, a right button, and a left button. For example, by operating the direction designation button 27, a cursor designating an option displayed on the menu image can be moved. Specifically, when the up button is operated, the cursor in the menu image moves upward. Similarly, when the down button is operated, the cursor moves downward, when the right button is operated, the cursor moves right, and when the left button is operated, the cursor moves left.

[0041] When the direction designation button 27 is operated during a non-play period, the master volume of the gaming machine 1 is changed. Also, when the direction designation button 27 is operated appropriately during a non-play period, the presentation control mode of the gaming machine 1 can be changed. The presentation control mode of this embodiment has three types: enjoy mode, normal mode, and simple mode. The frequency of presentation execution differs among the presentation control modes. Specifically, enjoy mode is the presentation control mode in which presentation is most easily executed. Also, simple mode is the presentation control mode in which presentation is least easily executed.

[0042] As shown in FIG. 1, in addition to the above-mentioned display device ML (start lamp 15, etc.), a plurality of performance lamps 28 (28a to 28e) and a plurality of stop operation sequence display lamps 29 (29L, 29C, 29R) are provided on the panel 10 of the front door 3. Each lamp of the display device ML is controlled by the main CPU 301, whereas each performance lamp 28 and each stop operation sequence display lamp 29 are controlled by a sub-CPU 412 described later. Among the plurality of performance lamps 28, the performance lamps 28a and 28b are provided on the left side of the display window 11 when viewed from the front, and the performance lamps 28c to 28e are provided on the right side of the display window 11 when viewed from the front. Each performance lamp 28 notifies the current game state, etc.

[0043] Each stop operation sequence display lamp 29 is provided in an area of ​​the panel 10 below the display window 11, and indicates the sequence of operation of each stop button 25. As shown in FIG. 1, above the display window 11 of the front door 3, a liquid crystal display device 30 that displays various images is provided. The liquid crystal display device 30 displays moving images and still images according to the performance executed by the gaming machine 1. Specifically, the liquid crystal display device 30 indicates information related to the result of an internal lottery process described below, information suggesting the ball output status, and the like.

[0044] Further, each of the performance execution means including the liquid crystal display device 30 is controlled in a plurality of types of performance modes. Each of the performance execution means can execute a performance according to the performance mode. For example, the liquid crystal display device 30 displays various images (such as background images) according to the performance mode. Furthermore, the speaker 31 plays music according to the performance mode. The sub-CPU 412 determines the execution of a performance according to the performance mode.

[0045] As shown in Fig. 1, upper lamps 35 (L, R) are provided on the upper end side of the front door 3. The upper lamps 35 are configured to include, for example, light-emitting diodes capable of emitting light in various colors (blue, yellow, green, red, etc.) and lenses covering the light-emitting diodes. For example, when a winning combination is stopped and displayed on an active line, the upper lamps 35 emit light in a manner (color) corresponding to the winning combination. Furthermore, in each performance, the upper lamps 35 emit light in a manner corresponding to the performance.

[0046] As shown in FIG. 1, the front door 3 is provided with speakers 31 (31L, 31R) and speakers 32 (32L, 32R). The speakers 31 are provided on the lower end side of the front door 3, and include a speaker 31L attached to the left side as seen from the player's side and a speaker 31R attached to the right side. The speakers 32 are provided on the upper end side of the front door 3, and include a speaker 32L attached to the left side as seen from the player's side and a speaker 32R attached to the right side. The speakers 31 and 32 output sounds (music, voice, and sound effects) according to the performance. For example, the speakers 31 and 32 output sounds related to the performance executed by the above-mentioned liquid crystal display device 30, the performance lamp 28, the cabinet lamp 5, the stop operation sequence display lamp 29, or the lever performance lamp 42. The speakers 31 and 32 are attached to the rear surface of the front door 3, and a plurality of sound emission holes are formed on the surface of the front door 3 at positions corresponding to the speakers 31 and 32, respectively.

[0047] As shown in Fig. 1, a return button 33 is provided on the front door 3. The return button 33 is operated to clear medal clogging in the medal flow path inside the gaming machine 1. By operating the return button 33, medals clogging in the medal flow path are discharged from the medal payout outlet 9.

[0048] The front door 3 is provided with a locking device 4 having a keyhole formed therein. The front door 3 is locked by the locking device 4 of the front door 3 engaging with a latch piece (not shown) of the cabinet. As shown in FIG. 1, the keyhole of the locking device 4 is located on the front side of the front door 3, and a key (not shown) for unlocking the front door 3 can be inserted into it. As will be described later, various operating units (e.g., setting change button 37) are provided inside the cabinet. Each operating unit inside the cabinet is operated by a person in charge of the key that unlocks the front door 3 (e.g., a staff member of the game arcade where the game machine 1 is installed).

[0049] A main control board 300 is provided inside the cabinet. Specifically, the main control board 300 is housed in a transparent board case and attached to the back panel of the cabinet. Various electronic components including a main CPU 301 described below are mounted on the main control board 300. The main control board 300 is also electrically connected to various boards including a reel board 100, a relay board 200, a sub-control board 400, and a power supply board 500 described below via connectors (not shown). The various boards described above may be configured as a single board or multiple boards.

[0050] Inside the cabinet, a setting display unit 36 ​​and a setting change button 37 are provided. The setting display unit 36 ​​displays the setting value of the gaming machine 1. The setting value is a numerical value related to the ball payout rate of the gaming machine 1, and various lotteries are executed in each game with a probability according to the setting value. For example, setting values ​​are provided from "1" to "6," and the setting value "6" has the highest ball payout rate. In this embodiment, when the setting change key is inserted into the keyhole for changing the settings and turned, the setting display unit 36 ​​displays the setting value.

[0051] The setting change button 37 is operated when changing the numerical value on the setting display unit 36. Each time the setting change button 37 is operated, the setting display unit 36 ​​increments the numerical value by one and displays it. When the start lever 24 is operated during the period when the setting value is displayed on the setting display unit 36, the numerical value displayed on the setting display unit 36 ​​at the time of the operation is stored as the setting value.

[0052] However, in this embodiment, the numbers "0", "1", "2", "4", "5", and "6" are displayed on the setting display unit 36. Specifically, when the power is turned on with the setting change key rotated, the setting value change process is started and the device transitions to the setting change mode. In the setting change mode, when the start lever 24 is operated during the period when the number "0" is displayed on the setting display unit 36, the setting value "1" is set. Furthermore, when the start lever 24 is operated during the period when the number "1" is displayed on the setting display unit 36, the setting value "2" is set. Furthermore, when the start lever 24 is operated during the period when the number "2" is displayed on the setting display unit 36, the setting value "3" is set.

[0053] Similarly, when the start lever 24 is operated during the period when the number "4" is displayed on the setting display unit 36, the setting value "4" is set, when the start lever 24 is operated during the period when the number "5" is displayed on the setting display unit 36, the setting value "5" is set, and when the start lever 24 is operated during the period when the number "6" is displayed on the setting display unit 36, the setting value "6" is set. When the setting value is set, the setting change mode ends, and all information including the game state (game state flag) and the ball output state (ball output state flag) is initialized, and the game can be played. Note that if the power is turned on without using the setting key, the setting value change process is not executed. In the above cases, various information including the game state flag and the ball output state flag at the time when the power was cut off is retained even after the power is turned on.

[0054] A sub-control board 400 is provided on the back side of the front door 3. The sub-control board 400 includes various boards including a performance control board 410, an image control board 420, and a sound board 430.

[0055] A power supply device 510 is provided inside the cabinet. The power supply device 510 includes an AC-DC converter and a DC-DC converter (both not shown), generates a DC voltage from an AC voltage supplied from outside the gaming machine 1, and generates a plurality of types of DC voltages from the generated DC voltage. For example, the power supply device 510 generates a 32V DC voltage used to drive a motor or a solenoid, a 12V DC voltage supplied to the liquid crystal display device 30, and a 5V DC voltage supplied to an electronic circuit board (e.g., the main control board 300).

[0056] The power supply device 510 is provided with a power button 511 and a reset button 512. When the power button 511 is operated to the ON state, power is supplied to the gaming machine 1, and when the power button 511 is operated to the OFF state, the power is cut off. The reset button 512 is operated when resetting the ball output state, etc. Specifically, when the reset button is operated, a predetermined storage area of ​​the main RAM 303 described later is reset to an initial value.

[0057] Various electronic components are provided on the main control board 300. Specifically, various electronic components including a main CPU 301, a main ROM 302, a main RAM 303, resistors, capacitors, connectors, a setting display unit 36, and a main display 40 are mounted on the main control board 300. The connectors are used to electrically connect the main control board 300 to other control devices.

[0058] <Amusement machine circuit> This concludes the explanation of the structure of the gaming machine 1. Below, the function of each circuit included in the gaming machine 1 will be explained with reference to Fig. 4. As shown in Fig. 4, the gaming machine 1 includes a reel board 100, a relay board 200, a main control board 300, a sub-control board 400, and a power supply board 500.

[0059] <Main control board> 4, the main control board 300 includes a main CPU 301, a main ROM 302, a main RAM 303, a random number generator 304, and an I / F (interface) circuit 305. The main CPU 301, the main ROM 302, and the main RAM 303 may be provided as separate electronic devices, or may be provided as a one-chip microcomputer in which each element is integrally configured.

[0060] The main ROM 302 stores in a non-volatile manner the control programs and various data (for example, a winning area lottery table) executed by the main CPU 301. The main RAM 303 stores various data used in each process executed by the main CPU 301.

[0061] The main CPU 301 reads a control program stored in the main ROM 302 and performs predetermined processing in accordance with the progress of the game, thereby controlling various devices including the sub-control board 400, each reel 12, a hopper 520 that pays out medals, and a display ML.

[0062] The random number generator 304 generates a random number value R1 used in the internal lottery process described later. The random number generator 304 of this embodiment includes a counter circuit, a sampling circuit, and a pulse generating circuit (all not shown), and generates hardware random numbers. Specifically, the pulse generating circuit outputs a signal to the counter circuit at a predetermined period. The value of the counter circuit is incremented by "1" every time a signal is input from the pulse generating circuit. When a player performs an operation to start a game, the sampling circuit stores the value of the counter circuit as the random number value R1. The random number value R1 is generated within the range of values ​​"0" to "65535". Note that a software random number may be adopted as the random number value R1.

[0063] In this embodiment, a random number value R2 is generated in addition to the random number value R1. The random number value R2 is a software random number obtained from a register built into the main CPU301, and is generated in the range of values ​​"0" to "255". As described later, the random number value R2 is used in the reel performance determination process. In the reel performance determination process described above, the type of reel performance (pseudo game) is determined by lottery. In the reel performance, each reel 12 is controlled in a manner different from that of normal game. In addition, the main CPU301 generates a random number value R3. The random number value R3 is generated in the range of values ​​"0" to "255". The random number value R3 is used in the lottery for the initial state determination process described later.

[0064] The I / F circuit 305 inputs signals from each switch SW (e.g., the start switch 24SW) of various operation parts (e.g., the start lever 24) and signals from each sensor SE (e.g., the medal sensor 34SE) to the main CPU 301. The signals from each switch SW and each sensor SE are high-level or low-level signals. For the sake of explanation, in this embodiment, a signal of a first level (high-level or low-level) is expressed as an ON signal, and a signal of a second level (low-level or high-level) is expressed as an OFF signal. Whether the first level, which is an ON signal, is high-level or low-level is set according to the type of the switch SW or the sensor SE. In addition, the fact that an ON signal (OFF signal) is being output from the switch SW may be described as "the switch SW is in an ON state (OFF state)".

[0065] The I / F circuit 305 outputs various signals for driving the display ML, the hopper 520, and each reel 12 to the outside of the main control board 300. The I / F circuit 305 also outputs various commands to the sub-control board 400. Note that to prevent unauthorized commands from being input to the main control board, commands from the sub-control board 400 are not received by the main control board 300.

[0066] A signal is input to the reel board 100 from the main control board 300. The reel board 100 outputs a drive pulse to each reel 12 in response to the signal from the main control board 300. In response to the drive pulse from the reel board 100, each stepping motor 101 of each reel 12 is driven.

[0067] The stepping motor 101 has a plurality of (four) coils. The combination of excited coils among the coils is switched in sequence every time a drive pulse is input from the reel board 100, and the reels 12 rotate as the combination of excited coils is switched in sequence. Specifically, when the combination of excited coils of the stepping motor 101 is switched once, the reel 12 rotates by a predetermined angle. For example, when 24 pulses are applied, the reel 12 rotates by an angle of one frame (unit area U), and when 504 pulses are applied, the reel 12 rotates once. In the above configuration, the shorter the time interval at which the drive pulses are applied, the faster the rotation speed of the reel 12 becomes.

[0068] ON / OFF signals from multiple reel sensors 111 (111L, 111C, 111R) are input to the main control board 300 via the reel board 100. Of the reel sensors 111, reel sensor 111L corresponds to reel 12L, reel sensor 111C corresponds to reel 12C, and reel sensor 111R corresponds to reel 12R. Each reel sensor 111 outputs an ON signal when the rotation angle of the corresponding reel 12 is at a reference position. On the other hand, when the rotation angle of each reel 12 is other than the reference position, each reel sensor 111 outputs an OFF signal. The main CPU 301 of the main control board 300 can determine the rotation angle of each reel 12 from the signal from each reel sensor 111 and the number of times that drive pulses are output to each stepping motor 101.

[0069] The relay board 200 relays a signal from the main control board 300 to the display ML. The display ML is driven in response to the signal output from the main control board 300. The relay board 200 also relays ON / OFF signals input to the main control board 300 from each sensor (such as a start switch 24SW described later) that detects the operation of each operation unit (such as the start lever 24). Specifically, as shown in FIG. 4, the relay board 200 relays ON / OFF signals from the 1BET switch 21SW, the MAX-BET switch 22SW, the settlement switch 23SW, the start switch 24SW, the stop switch 25SW, and the medal sensor 34SE. As shown in FIG. 4, the power supply board 500 also relays ON / OFF signals from various sensors or switches including the reset switch 512SE and the payout sensor 112SE.

[0070] The 1BET switch 21SW detects the operation of the 1BET button 21 by the player. In addition, an ON signal from the 1BET switch 21SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the 1BET switch 21SW, the main CPU 301 adds one medal to the bet medals.

[0071] The MAX-BET switch 22SW detects the operation of the MAX-BET button 22 by the player. An ON signal from the MAX-BET switch 22SW is input to an I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the MAX-BET switch 22SW, the main CPU 301 sets a specified number of medals as the bet medals.

[0072] The settlement switch 23SW detects the player's operation of the settlement button 23. An ON signal from the settlement switch 23SW is input to the I / F circuit 305 of the main control board 300 via the relay board 200.

[0073] When an ON signal is input from the settlement switch 23SW, or when a winning symbol combination is displayed on an active line, the main CPU 301 outputs a hopper drive signal to the hopper 520. The hopper drive signal is input to the hopper 520 from the main control board 300 via the power supply board 500. When the hopper drive signal is input, the hopper 520 pays out medals.

[0074] Payout sensor 112SE outputs a payout signal to main control board 300 each time one medal is paid out from hopper 520. Specifically, payout sensor 112SE is provided at a position where a medal passing through discharge slit 521b of hopper 520 is detected. Payout sensor 112SE outputs a payout signal when it detects a medal. The payout signal is input to main control board 300 via power supply board 500. Main CPU 301 can determine the number of medals paid out by counting the number of times the payout signal is input.

[0075] The power switch 511SW is switched to an ON state or an OFF state by operating the power button 511. When the power switch 511SW is in the ON state, power is supplied from the power supply device 510 to the gaming machine 1, and when the power switch 511SW is in the OFF state, power from the power supply device 510 to the gaming machine 1 is cut off. When power is supplied, the power supply device 510 generates a DC voltage. The DC voltage generated by the power supply device 510 is supplied to various devices including the hopper 520 via the power supply board 500.

[0076] The reset switch 512SW is provided in the power supply device 510, and outputs a reset signal to the main control board 300 when the reset button 512 is operated. The reset signal is input to the main control board 300 via the power supply board 500. When the main CPU 301 receives the reset signal, it initializes a predetermined storage area of ​​the main RAM 303, and releases, for example, an error state. Note that a configuration may be provided with a plurality of reset switches 512SW (reset buttons 512). For example, in addition to the reset switch 512SW provided in the power supply device 510, a reset switch may be provided in the locking device 4. In the above configuration, for example, a configuration is preferably adopted in which the front door 3 is unlocked when the key is inserted into the keyhole of the locking device 4 and turned to the right, and a reset signal is output from the reset switch when the key is turned to the left.

[0077] The setting change switch 37SW shown in Fig. 4 detects the operation of the setting change button 37. The ON signal from the setting change switch 37SW is input to the main control board 300. When the ON signal is input from the setting change switch 37SW, the main CPU 301 updates the display on the setting display unit 36. Furthermore, when an ON signal is input from the setting change switch 37SW during a period when the setting value is not displayed on the setting display unit 36, the main CPU 301 displays the instructed role ratio (described later) on the stored number display 16. The medal sensor 34SE detects medals inserted from the medal insertion unit 8.

[0078] The main control board 300 receives ON / OFF signals from a plurality of stop switches 25SW (25SWL, 25SWC, 25SWR) via the relay board 200. Among the stop switches 25SW, the stop switch 25SWL corresponds to the stop button 25L, the stop switch 25SWC corresponds to the stop button 25C, and the stop switch 25SWR corresponds to the stop button 25R. The main CPU 301 controls the stop of the reel 12 corresponding to the stop switch 25SW to which the ON signal is input. Specifically, when an ON signal is input from the stop switch 25SWL, the main CPU 301 controls the stop of the reel 12L. Similarly, when an ON signal is input from the stop switch 25SWC, the main CPU 301 controls the stop of the reel 12C, and when an ON signal is input from the stop switch 25SWR, the main CPU 301 controls the stop of the reel 12R.

[0079] The start switch 24SW detects the operation of the start lever 24 by the player. An ON signal from the start switch 24SW is input to an I / F circuit 305 of the main control board 300 via the relay board 200. When an ON signal is input from the start switch 24SW, the main CPU 301 controls, for example, each stepping motor 101 to rotate each reel 12. In addition, an ON signal from the setting change switch 37SW is input to the main control board 300.

[0080] The start switch 24SW of this embodiment is formed so as to be able to detect the direction in which the start lever 24 is operated. Specifically, the start switch 24SW can individually detect any of the push-up operation of pushing up the start lever 24, the push-down operation of pushing down the start lever 24, the right-side operation of tilting it to the right, and the left-side operation of tilting it to the left, as viewed from the player's side. For example, the start switch 24SW is configured with a plurality of sensors including a start switch 24SWU that outputs an ON signal when the start lever 24 is pushed up, a start switch 24SWD that outputs an ON signal when the start lever 24 is pushed down, a start switch 24SWR that outputs an ON signal when the start lever 24 is operated to the right, and a start switch 24SWL that outputs an ON signal when the start lever 24 is operated to the left. According to the above configuration, for example, it is possible to make the performance to be executed different between when the start lever 24 is pushed up and when it is pushed up.

[0081] The main CPU 301 calculates various game information (consecutive win ratio, role ratio, most recent consecutive win ratio, most recent role ratio, role ratio with instruction, and bonus game ratio) according to the progress of the game, and displays display information according to the game information on the main display 40. The display information includes each identification information corresponding to each game information and ratio information indicating the size of the game information.

[0082] The main display 40 includes a first display section 40X and a second display section 40Y. The first display section 40X displays the above-mentioned identification information. The second display section 40Y displays the above-mentioned ratio information. The first display section 40X is composed of two 7-segment displays, and the second display section 40Y is composed of two 7-segment displays. When the power of the gaming machine 1 is turned on, the main display 40 starts displaying display information, and continues to do so until the power is turned off. As will be described in detail later, the main display 40 displays a plurality of pieces of display information corresponding to various kinds of game information. Each piece of display information is switched and displayed at a predetermined time interval (about 5 seconds).

[0083] <Sub-control board> The sub-control board 400 controls the liquid crystal display device 30, the speakers (31, 32) and each lamp (for example, the performance lamp 28). As shown in Fig. 4, the sub-control board 400 is composed of multiple boards including a performance control board 410, an image control board 420 and a sound board 430. In addition, various sensors including the performance button switch 26SW and the direction designation switch 27SW, and various lamps including the case lamp 5, the performance lamp 28, the stop operation sequence display lamp 29, the lever performance lamp 42 and the upper lamp 35 are electrically connected to the sub-control board 400.

[0084] 4, a volume adjustment switch 44 is electrically connected to the sub-control board 400. The volume adjustment switch 44 is used to adjust the master volume of the gaming machine 1. For example, a DIP switch is preferably used as the volume adjustment switch 44. As described above, the master volume can also be adjusted by operating the direction designation button 27. That is, the master volume is adjusted by operating either the direction designation button 27 or the volume adjustment switch 44.

[0085] In this embodiment, the adjustable master volume differs between when the direction designation button 27 is operated and when the volume adjustment switch 44 is operated. Specifically, when the direction designation button 27 is operated, the master volume can be adjusted to any of the numbers "1" to "5" (five levels). On the other hand, when the volume adjustment switch 44 is operated, the master volume can be adjusted to any of the numbers "1", "3" and "5" (three levels). Note that the adjustable master volume may be the same when the direction designation button 27 is operated and when the volume adjustment switch 44 is operated.

[0086] 4, the performance control board 410 includes an I / F circuit 411, a sub-CPU 412, a sub-ROM 413, and a sub-RAM 414. The performance control board 410 (sub-CPU 412) controls various lamps including the case lamp 5, the performance lamp 28, the stop operation sequence display lamp 29, and the lever performance lamp 42, and the sound board 430. The performance control board 410 also gives commands to the image control board 420 to cause the liquid crystal display device 30 to display each image.

[0087] The sub ROM 413 stores various data and a control program executed by the sub CPU 412. For example, the sub ROM 413 stores an effect selection table for determining the type of effect and lamp data indicating the blinking patterns of various lamps.

[0088] The sub-RAM 414 functions as a work area for volatilely storing various data. The I / F circuit 411 receives commands from the main control board 300 (I / F circuit 305). However, the main control board 300 is configured not to receive commands from the sub-control board 400. The command received by the I / F circuit 411 is supplied to the sub-CPU 412. The command received by the I / F circuit 411 is, for example, a display winning combination command that indicates the type of winning combination that has stopped on the pay line.

[0089] The sub-CPU 412 executes a control program stored in the sub-ROM 413, and controls various lamps (for example, the case lamp 5) and the sound board 430 based on each data stored in the sub-ROM 413. For example, the sub-CPU 412 reads data indicating a blinking pattern of the case lamp 5 from the sub-ROM 413, and blinks the case lamp 5. The sub-CPU 412 also generates a random number value R4 used in a performance control process, which will be described later. For example, a random number in the range of 0 to 65535 is suitably adopted as the random number value R4. The sub-ROM 413 may be configured with a single electronic component, or may be configured with a plurality of electronic components (storage devices).

[0090] The image control board 420 displays various images on the liquid crystal display device 30 in response to commands from the performance control board 410. The image control board 420 includes an image control CPU 421, an image control ROM 422, a VDP (Video Display Processor) 423, a CGROM 424, and a VRAM 425, as shown in FIG.

[0091] The image control CPU 421 executes a control program stored in the image control ROM 422, and gives instructions to the VDP 423 according to commands from the performance control board 410. The CGROM 424 stores compressed and encoded image data (e.g., texture data). The VDP 423 includes an image decoder and a drawing circuit (both not shown). When an instruction from the image control CPU 421 is input to the VDP 423, the image decoder reads image data from the CGROM 424 according to the instruction. The image decoder expands (decodes) the read image data and stores it in the RAM 425. The drawing circuit displays various images on the liquid crystal display device 30 according to the image data stored in the RAM 425. The RAM 425 also stores various data generated by each process of the image control CPU 421. The RAM 425 is provided with a command storage area for storing sound control commands to be transmitted to the sound source IC 431.

[0092] The sound board 430 generates an audio signal under the control of the image control CPU 421. The audio signal generated by the sound board 430 is supplied to the speaker 31 and the speaker 32 and output as a sound wave. As shown in Fig. 4, the sound board 430 includes a sound source IC 431 and a sound source ROM 432. The image control CPU 421 controls the sound board 430 (sound source IC 431) in response to a command from the sub CPU 412.

[0093] The sound source ROM 432 compresses and stores a plurality of sound data. Each sound data is data indicating each sound including, for example, a music piece for a specific ball dispensing state, a sound output every time the player operates the stop button 25, and an error sound output in an error state.

[0094] The sound source IC 431 generates an audio signal from the audio data in the sound source ROM 432. The sound source IC 431 includes a decoder, a control register, and an A / D converter (all not shown). The decoder of the sound source IC 431 reads out audio data from the sound source ROM 432 in response to an instruction from the sub CPU 412. The decoder of the sound source IC 431 adjusts the volume of the read audio data and then stores the audio data in the control register. The control register stores a plurality of audio data, and the audio data stored in the control register are supplied to the A / D converter in the order in which they were stored. The A / D converter generates an audio signal from the audio data and supplies it to the amplifier 433. The amplifier 433 amplifies the audio signal supplied from the sound source IC 431 (A / D converter) and supplies it to the speaker 31 and the speaker 32. Note that a CPU that controls the sound source IC 431 may be provided separately from the sub CPU 412 and the image control CPU 421.

[0095] <Data used by the main CPU> This concludes the explanation of each circuit in the gaming machine 1. Various data stored in the main ROM 302 will now be explained with reference to the drawings.

[0096] FIG. 5 is a conceptual diagram of a winning area selection table. In an internal selection process described later, the main CPU 301 determines a winning area by using the winning area selection table and a random value R1. As shown in FIG. 5, each winning area selection table includes a plurality of winning areas and selection values ​​corresponding to each winning area. In FIG. 5, the name of each winning area is shown. The winning area selection table is stored in the main ROM 302 for each set value.

[0097] FIG. 5 illustrates an example of a winning area lottery table that is referenced when the setting value is "1." Although details will be described later, the gameplay when the setting value "0" is set is significantly different from the gameplay when other setting values ​​are set. Specifically, when the setting value "0" is set, the gambling aspect is significantly reduced compared to when other setting values ​​are set. For the above reasons, some players may feel that it is less interesting, so some managers of the gaming machine 1 do not set the setting value "0" as a general rule.

[0098] Each winning area in the winning area lottery table specifies each winning role defined in the winning role determination table shown in FIG. 6. For example, assume that "Replay 1" in winning area number "01" is determined by the internal lottery process. As shown in FIG. 6, winning area number "01" specifies winning roles "REP1" and "REP2". In other words, in a game in which the winning area "Replay 1" is won, multiple types of winning roles are specified in overlapping fashion. The combination of symbols of the winning role specified in the winning area is permitted to stop on an active line.

[0099] Each lottery value in the winning area lottery table is subtracted to a random number value R1 in the internal lottery process. Specifically, in the internal lottery process, the main CPU301 subtracts each lottery value corresponding to each winning area from the random number value R1 in ascending order of the winning areas. In the internal lottery process, a winning area in which the result of subtracting the lottery value from the random number value R1 is a negative number is determined. The probability that the number will be negative when subtracted from the random number value R1 increases as the lottery value increases, so the probability of winning increases for winning areas with larger lottery values.

[0100] As shown in FIG. 5, the winning area selection table includes each selection value for each game state. Each game state includes a non-internal state, an internal state, and a bonus operating state. In this embodiment, the specified number of coins in each game state is three coins. Among the game states, the non-internal state is entered when a set value is set (changed) or after the bonus operating state ends. Note that if the set value is changed in the internal state, the internal state may be maintained.

[0101] The internal intermediate state is a game state in which the winning state of the RBB role is carried over (hereinafter, simply described as "the RBB role is carried over" or the like). Specifically, in this embodiment, various winning roles including the RBB role are determined in each game. Winning roles other than the RBB role are not carried over to the next game, regardless of whether or not the symbol combination of the winning role is stopped and displayed. On the other hand, if the symbol combination of the RBB role is not stopped and displayed in the current game, the RBB role is carried over to the next game and thereafter.

[0102] For example, as shown in FIG. 6, in a game in which the winning area "upper right rising bell" is determined, in addition to the RBB role, the winning role "NML1", the winning role "NML2" and the winning role "NML8" can be displayed as a stop. If the RBB role symbol combination is not displayed as a stop in a game in which the winning area "upper right rising bell" is determined, the RBB role is carried over to the next game (transition to the internal state), and other winning roles are not carried over to the next game. The internal state described above is maintained until the bonus operation state is started. Note that the internal state in this embodiment includes a game in which the RBB role is won.

[0103] The bonus activation state is entered when a symbol combination related to the RBB role is stopped and displayed on an active line. The bonus activation state ends when more than 22 medals are paid out. When the bonus activation state ends, the main CPU 301 enters a non-internal state. In each game in the bonus activation state, as shown in FIG. 5, one of the winning areas "all 1 coin", "all 3 coins", and "all roles" is won.

[0104] In a game in which the "All Roles" winning area is won, a winning role with a payout of 12 coins (12-coin bell role) is stopped and displayed on the active line. In a game in which the "All 3 Coins" winning area is won, a winning role with a payout of 3 coins is stopped and displayed on the active line. In a game in which the "All 1 Coin" winning area is won, a winning role with a payout of 1 coin is stopped and displayed on the active line. In a bonus activation state, each of the above winning roles is stopped and displayed on the active line regardless of the stop operation order and stop operation position.

[0105] In this embodiment, the RBB combination can be stopped and displayed only when the winning area "Single RBB" is won (when the RBB combination is won alone) in the non-internal state. Also, once the RBB combination is lost, another winning combination will always be won in the subsequent internal state, so the RBB combination cannot be stopped and displayed. That is, in principle, in this embodiment, the game is played in the internal state.

[0106] FIG. 7 is a conceptual diagram of the symbol combination table. The symbol combination table specifies the symbol combinations that are permitted to stop on a valid line in a game in which each winning role is won. For example, in a game in which the winning role "RBB role" is won, the symbol combination "Cherry B-Cherry B-Cherry A" is permitted to stop on a valid line. Also, for example, in a game in which the winning role "REP1" is won, the symbol combinations "BAR-Bell A-Seven A", "BAR-Bell A-Seven B", and "BAR-Bell A-Cherry A" can stop on a valid line.

[0107] As shown in FIG. 7, the symbol combination table is composed of the permission bit number of each symbol combination and the number of medals to be paid out when the symbol combination for each winning role stops on an active line. FIG. 7 shows the number of medals to be paid out when the symbol combination for each winning role stops on an active line. For example, when the symbol combination "Bell A-Bell A-Bell A" of the winning role "NML1" stops on an active line, the number of medals to be paid out is "3". Also, when the symbol combination of the RBB role stops on an active line, the number of medals to be paid out is "0".

[0108] As shown in FIG. 7, when a symbol combination related to any of the winning roles including the winning role "NML1,2" (3-coin bell role), the winning role "NML3-6" (12-coin bell role), the winning role "NML7" (premium role), the winning role "NML8" (upper right bell role), and the winning role "NML9-43" (1-coin role) is displayed on an active line, a player is awarded a payout number of medals according to the winning role. In this embodiment, a winning role that pays out medals when displayed on an active line is called a "winning role". In addition, the symbol combination of a winning role that is stopped and displayed on an active line may be simply called a "winning role".

[0109] When any of the winning combinations "REP1" (upper replay combination), "REP2" (middle replay combination), "REP3-7" (seven replay combination), and "REP8-11" (fake replay combination) is displayed on an active line, the next game is set to be replayed. In this embodiment, winning combinations that will result in a replay when displayed on an active line are collectively referred to as "replays". When multiple winning combinations are won at the same time, replays are displayed stopped on an active line in preference to other winning combinations, and RBB combinations have a lower priority than other winning combinations. However, a configuration may be adopted in which a bonus combination has a higher priority than a prize winning combination.

[0110] Each permission bit number in the symbol combination table specifies each display permission bit in the display permission bit storage area of ​​the main RAM 303. The display permission bit storage area is configured to include multiple display permission bits, and each display permission bit corresponds to each winning combination. For example, assume that "Replay 1" in winning area number "01" wins, and the symbol combination of the upper replay is permitted to stop on a valid line. In the above case, the display permission bit specified by permission bit number "01" in the display permission bit storage area is set to "1", and the others are set to "0".

[0111] The main RAM 303 stores a display role storage area that is compared with the display permission bit storage area in the display determination process described later. The display role storage area includes a plurality of displayable bits, and each displayable bit corresponds to each winning role (similar to the display permission bit storage area). Each displayable bit is set to "1" when there is a possibility that the symbol combination related to the winning role corresponding to the displayable bit will stop on an active line, and is set to "0" when there is no possibility that the symbol combination related to the corresponding winning role will stop on an active line. For example, when each reel 12 starts to rotate, all the displayable bits are set to "1" because there is a possibility that the symbol combinations related to all the winning roles will stop on an active line. Each displayable bit in the display role storage area is updated every time each reel 12 stops, and when all the reels 12 stop, only the displayable bit corresponding to the symbol combination related to the winning role that actually stopped on the active line becomes "1".

[0112] A winning combination won in the internal lottery process stops on an effective line according to the operation mode of each stop button 25 by the player. Specifically, each winning combination stops on an effective line according to the combination of the stop operation position and the stop operation sequence of each stop button 25 (hereinafter, sometimes referred to as "stop operation mode"). For example, symbols located within a range of four frames (five frames including the stop operation position) from the stop operation position (hereinafter, referred to as "pulling range") can be stopped on an effective line, and symbols located outside the pulling range cannot be stopped on an effective line even if they are symbols that constitute a winning combination (so-called "missing out" occurs). However, if a symbol of a winning combination that can win a prize is located in the pulling range, that symbol is always stopped on an effective line (if multiple symbols are located in the pulling range, any one of them is stopped on an effective line).

[0113] As described above, multiple types of winning combinations may be won in one game. In a game in which multiple types of winning combinations are won, for example, a symbol combination related to a winning combination according to the order of stop operation and the stop operation position is stopped on an active line. In this embodiment, the type of winning combination won in the current game, the combination of the stop operation order and the stop operation position, and the symbol combination to be displayed are associated one-to-one with each winning area.

[0114] As described above, the type of winning combination that is won changes depending on the stop operation sequence. In this embodiment, the game state (non-internal state, internal state) in which a stop operation sequence that is unilaterally advantageous in the number of medals paid out is provided, as will be described in detail later. Hereinafter, a stop operation sequence in which the number of medals paid out is unilaterally advantageous may be described as a "favorable push order", and a stop operation sequence other than the favorable push order may be described as an "unfavorable push order". In addition, when the stop operation position is random, the expected value of the number of medals paid out when playing with a specific stop operation sequence may be described as the "expected acquisition value A" for that stop operation sequence. The above expected acquisition value A is higher when playing with a favorable push order than when playing with an unfavorable push order. However, as will be described in detail later, depending on the ball output state, when playing with a favorable push order, a penalty control is executed in which the performance of the instruction function of the instruction display 16 described above is reduced.

[0115] Fig. 8 is a diagram for explaining the symbol combinations that are stopped and displayed in each game. Fig. 8 shows the symbol combinations that are stopped and displayed in the internal state among each game state (internal state, non-internal state, bonus operation state). As described above, in this embodiment, the game proceeds in the internal state as a rule. Fig. 8 shows the winning combinations that can be stopped and displayed on the pay line (subject to being drawn) in the game in which each winning area is won, for each stopping operation order.

[0116] Hereinafter, for the sake of explanation, the stop operation sequence of "left first stop, center second stop, right third stop" may be simply described as "left center right". The same applies to other stop operation sequences. In addition, in this embodiment, each of the six types of stop operation sequences of "left center right", "left left center", "center left left", "center right left", "right left center", and "right center left" may be described as "sequence 1", "sequence 2", "sequence 3", "sequence 4", "sequence 5", and "sequence 6". Furthermore, any one of the above stop operation sequences may be simply described as "sequence m". "m" is an integer from the number "1" to the number "6". Also, as shown in FIG. 8, the acquisition expectation value A of "left center right" (sequence 1) may be described as "acquisition expectation value A1". Similarly, the acquisition expectation values ​​A of each stop operation sequence from "left left center" (sequence 2) to "right center left" (sequence 6) may be described as "acquisition expectation value A2" to "acquisition expectation value A6".

[0117] In a game where Bell A1 to A4 are won, a 1-coin role or a 3-coin bell role will be won depending on the stop operation order. For example, in a game where Bell A1 is won, if the stop operation is performed on the 1st from the left, one of the 1-coin roles will be won regardless of the stop operation position. On the other hand, in a game where Bell A1 is won, if the stop operation is performed in an irregular push order, a 3-coin bell role will be won regardless of the stop operation position.

[0118] Specifically, in a game in which Bell A1 is won, even if the stop operation is performed on the middle 1st (middle left / right, middle right / left) or the right 1st (right left middle, right middle left) of the irregular push order, the middle bell role out of the three bell roles will win. Similarly, in a game in which Bell A2 is won, if the stop operation is performed on the left 1st, any one of the one-coin roles will win regardless of the stop operation position. Also, in a game in which Bell A2 is won, if the stop operation is performed in the irregular push order, the middle bell role out of the three bell roles will win.

[0119] As can be understood from the above explanation, the bell A1 and the bell A2 are in separate winning areas, but the winning combinations (middle bell, 1 coin combination) that can be won and the stop operation sequence that wins the winning combination are the same (irregular push order, left 1st). However, as will be described later, the type of stop operation sequence (middle left and right, middle right and left) that is instructed is different between the game in which the bell A1 is won and the game in which the bell A2 is won.

[0120] In a game in which Bell A3 is won, if the button is stopped on the 1st left, one of the 1-coin roles will win regardless of the stop operation position. On the other hand, in a game in which Bell A3 is won, if the button is stopped using an irregular pressing sequence, the lower bell of the 3-coin bell role will win regardless of the stop operation position. In a game in which Bell A4 is won, if the button is stopped on the 1st left, one of the 1-coin roles will win regardless of the stop operation position. On the other hand, in a game in which Bell A4 is won, if the button is stopped using an irregular pressing sequence, the lower bell of the 3-coin bell role will win, just like in a game in which Bell A3 is won.

[0121] As can be understood from the above explanation, Bell A3 and Bell A4 are in separate winning areas, but the winning combinations that can be won (lower row bell, 1 coin combination) and the stop operation sequence in which the winning combinations are won are the same (irregular push order, left 1st). However, as described below, the type of stop operation sequence (right left center, right center left) instructed is different between the game in which Bell A3 is won and the game in which Bell A4 is won. As described above, in the game in which Bell A1 to A4 are won, a 1 coin combination is won by stopping the left 1st, and a 3 coin bell combination is won by stopping the left 1st. For the sake of explanation, Bells A1 to A4 may be referred to as "Bell Group A" below.

[0122] Although the details will be described later, when the bell group A is won in a specific ball output state (main AT state, premier AT state), a suggestion effect (see FIG. 14(a-2)) is executed. In the above suggestion effect, the instruction display 16 does not indicate the stop operation sequence, but the stop operation sequence (irregular push order) advantageous to the player is essentially notified (suggested). On the other hand, in other ball output states (addition specialization state, stock specialization state, ending state), when the bell group A is won, an instruction effect (see FIG. 14(a-1)) is executed. In the above instruction effect, the instruction display 16 indicates the stop operation sequence, and indicates (clearly indicates) the stop operation sequence (irregular push order) advantageous to the player. The above suggestion effect Y is not executed in a non-instruction period (normal state, etc.).

[0123] As shown in FIG. 8, in a game in which Bell B1 to Bell B8 are won, a 1-coin or 12-coin bell combination is won depending on the stop operation sequence. Hereinafter, for the sake of explanation, the stop operation sequence in which the 12-coin bell combination is won may be referred to as the "correct push order." Also, in a game in which Bell B1 to Bell B8 are won, the stop operation sequence in which the 12-coin bell combination is not won may be referred to as the "incorrect push order."

[0124] For example, in a game in which Bell B1 is won, if the button is stopped at "middle left / right", a 12-coin bell role will be won regardless of the stop operation position. In other words, in a game in which Bell B1 is won, "middle left / right" is the correct button press sequence. On the other hand, in a game in which Bell B1 is won, if the button is stopped at "middle right / left" or the 1st left button press in an incorrect button press sequence, a 1-coin role will be won regardless of the stop operation position. Also, in a game in which Bell B1 is won, if the button is stopped at the 1st right button press in an incorrect button press sequence, a 1-coin role will be won or a miss will occur depending on the stop operation position.

[0125] In a game in which Bell B2 is won, if the button is stopped at "middle left / right", a 12-coin bell role will be won regardless of the stop operation position. In other words, the correct pressing order is the same for a game in which Bell B2 is won and a game in which Bell B1 is won. On the other hand, in a game in which Bell B2 is won, if the button is stopped at "middle right left" or the left 1st in an incorrect pressing order, a 1-coin role will be won regardless of the stop operation position. Also, in a game in which Bell B2 is won, if the button is stopped at the right 1st in an incorrect pressing order, a 1-coin role will be won or a miss will occur depending on the stop operation position. Note that the stop operation position at which a 1-coin role will be won at the right 1st is different between a game in which Bell B1 is won and a game in which Bell B2 is won.

[0126] In a game in which Bell B3 is won, if the button is stopped at "middle, right, left," a 12-coin bell role will be won regardless of the position of the stop operation. In other words, in a game in which Bell B3 is won, "middle, right, left" is the correct button press sequence. On the other hand, in a game in which Bell B3 is won, if the button is stopped at "middle, left, right" or the 1st left button press during an incorrect button press sequence, a 1-coin role will be won regardless of the position of the stop operation. Also, in a game in which Bell B3 is won, if the button is stopped at the 1st right button press during an incorrect button press sequence, a 1-coin role will be won or a miss will occur depending on the position of the stop operation.

[0127] In a game in which Bell B4 is won, if the button is stopped at "middle, right, left," a 12-coin bell role will be won regardless of the stop operation position. In other words, the correct pressing order is the same for a game in which Bell B4 is won and a game in which Bell B3 is won. On the other hand, in a game in which Bell B4 is won, if the button is stopped at "middle, left, right" or the left 1st in an incorrect pressing order, a 1-coin role will be won regardless of the stop operation position. Also, in a game in which Bell B4 is won, if the button is stopped at the right 1st in an incorrect pressing order, a 1-coin role will be won or a miss will occur depending on the stop operation position. Note that the stop operation position at which a 1-coin role will be won at the right 1st is different between a game in which Bell B3 is won and a game in which Bell B4 is won.

[0128] In a game in which Bell B5 is won, if the button is stopped on "right, left, center," a 12-coin bell role will be won regardless of the position of the stop operation. In other words, in a game in which Bell B5 is won, "right, left, center" is the correct button press order. On the other hand, in a game in which Bell B5 is won, if the button is stopped on "right, center, left" or the 1st left button press, a 1-coin role will be won regardless of the position of the stop operation. Also, in a game in which Bell B5 is won, if the button is stopped on the 1st center button press, a 1-coin role will be won or a miss will occur depending on the position of the stop operation.

[0129] In a game in which Bell B6 is won, if the button is stopped at "right, left, center," a 12-coin bell role will be won regardless of the stop operation position. In other words, the correct push order is the same for a game in which Bell B6 is won and a game in which Bell B5 is won. On the other hand, in a game in which Bell B6 is won, if the button is stopped at "right, center, left" or the left 1st in an incorrect push order, a 1-coin role will be won regardless of the stop operation position. Also, in a game in which Bell B6 is won, if the button is stopped at the middle 1st in an incorrect push order, a 1-coin role will be won or a miss will occur depending on the stop operation position. Note that the stop operation positions at which a 1-coin role will be won at the middle 1st are different between a game in which Bell B5 is won and a game in which Bell B6 is won.

[0130] In a game in which Bell B7 is won, if the button is stopped on "right, center, left," a 12-coin bell role will be won regardless of the position of the stop operation. In other words, in a game in which Bell B7 is won, "right, center, left" is the correct button press sequence. On the other hand, in a game in which Bell B7 is won, if the button is stopped on "right, left, center" or left 1st in an incorrect button press sequence, a 1-coin role will be won regardless of the position of the stop operation. Also, in a game in which Bell B7 is won, if the button is stopped on the 1st middle button press in an incorrect button press sequence, a 1-coin role will be won or a miss will occur depending on the position of the stop operation.

[0131] In a game in which Bell B8 is won, if the button is stopped at "right, center, left," a 12-coin bell role will be won regardless of the stop operation position. In other words, the correct push order is the same for a game in which Bell B8 is won and a game in which Bell B7 is won. On the other hand, in a game in which Bell B8 is won, if the button is stopped at "right, left, center" or left 1st in an incorrect push order, a 1-coin role will be won regardless of the stop operation position. Also, in a game in which Bell B8 is won, if the button is stopped at middle 1st in an incorrect push order, a 1-coin role will be won or a miss will occur depending on the stop operation position. Note that the stop operation positions at which a 1-coin role will be won at middle 1st are different between a game in which Bell B7 is won and a game in which Bell B8 is won.

[0132] As described above, in a game in which bells B1 to B8 are won, if the button is stopped on the first left button press, a 1-coin role will be won, and if the button is stopped in the correct push order, a 12-coin bell role will be won. For the sake of explanation, bells B1 to B8 may be referred to as "bell group B" below. Details will be described later, but when bell group B is won during the instruction period (addition special state, stock special state, ending state, main AT state, premium AT state), the instruction display 16 indicates the correct push order, and an instruction performance in which the correct push order is indicated is executed.

[0133] In a game where Replay 1 is won, if the stop operation is performed on the left 1st, the upper replay role will be stopped and displayed on the active line regardless of the stop operation position. On the other hand, in a game where Replay 1 is won, if the stop operation is performed on the middle 1st or right 1st (irregular push order), the middle replay role will be stopped and displayed on the active line regardless of the stop operation position.

[0134] In a game where Replay 2 or Replay 3 is won, the Red Seven Replay symbol is displayed on the winning line according to the order of the stop operation. When the Red Seven Replay symbol is displayed on the winning line, the symbol combination of "Red Seven - Red Seven - Red Seven" is displayed on one of the five lines.

[0135] For example, in a game in which Replay 2 is won, if the reels 12 are stopped in the reel-in range of the Red Seven symbol in the "center, left, right" stop operation sequence, the Red Seven Replay symbol is stopped and displayed on the winning line. On the other hand, in a game in which Replay 2 is won, if the reels 12 are stopped in the "center, right, left" stop operation sequence, the Fake Replay symbol is stopped and displayed on the winning line even if the reels 12 are stopped in the reel-in range of the Red Seven symbol. When the Fake Replay symbol stops on the winning line, the Red Seven symbol is ready on one of the lines.

[0136] In a game in which Replay 3 is won, if the reels 12 are stopped in the reel-in range of the Red Seven symbol in the "center, right, left" stop operation sequence, the Red Seven Replay symbol is stopped and displayed on the active line. On the other hand, in a game in which Replay 3 is won, if the reels are stopped in the "center, left, right" stop operation sequence, the Fake Replay symbol is stopped and displayed on the active line, even if the reels are stopped in the reel-in range of the Seven A symbol. In a game in which Replay 2 or Replay 3 is won, if the reels are stopped on the left 1st, the upper replay symbol is stopped and displayed on the active line, and if the reels are stopped on the right 1st, the middle replay symbol is stopped and displayed on the active line.

[0137] For the sake of explanation, Replay 2 and Replay 3 may be collectively referred to as "selection group C". Although the details will be described later, when the selection group C is won in a specific ball output state (stock specialization state), the instruction display 16 indicates "Middle 1st" and an instruction effect (see FIG. 14(b-1)) indicating "Middle 1st" is executed. In addition, in a game in which the selection group C is won, if the red seven replay role is stopped and displayed in the order in which it is stopped, a predetermined benefit is awarded. However, as described above, in a game in which the selection group C is won, there are two types of stop operation orders in which the red seven replay role is stopped and displayed, namely "middle left and right" and "middle right and left". Therefore, even if the stop operation is performed according to the instruction effect in a game in which the selection group C is won, the benefit may not be awarded. In addition, in a ball output state other than the stock specialization state, if the red seven replay is stopped and displayed on the effective line in a game in which the selection replay C is won, the benefit described above is not awarded.

[0138] In a game where Replays 4, 5, 6, 9, and 10 are won, the red seven replay role is stopped and displayed on the active line according to the stop operation order. Hereinafter, Replays 4, 5, 6, 9, and 10 may be collectively referred to as "Recovery Replays." For example, when a Recovery Replay is won in a stock-specialized state, the above-mentioned bonus is awarded. Note that unlike when the above-mentioned selection group C is won, when a Recovery Replay is won in a stock-specialized state, the above-mentioned bonus is awarded regardless of the stop operation order.

[0139] In a game where Replay 7 or Replay 8 is won, a fake replay role is displayed on the winning line according to the stopping operation order. Hereinafter, Replay 7 and Replay 8 may be collectively referred to as "fake replay".

[0140] In this embodiment, when Replays 2 to 8 are selected during an instruction period other than the stock specialization state, the liquid crystal display device 30 instructs a stop operation sequence in which the red seven replay or fake replay is not stopped and displayed. Specifically, when Replays 2 to 8 are selected, the left 1st is instructed by the liquid crystal display device 30. During an instruction period other than the stock specialization state, in a game in which Replays 2 to 8 are selected, the advantage does not change according to the stop operation sequence. For the above reasons, during an instruction period other than the stock specialization state, in a game in which Replays 2 to 8 are selected, the liquid crystal display device 30 instructs the left 1st, but the instruction display device 30 does not display instruction information.

[0141] In a game where 1 coin 1 to 6 wins, any one of the 1 coin roles will win regardless of the stop operation order and stop operation position. In a game where 1 coin 4 wins among 1 coin 1 to 6, a 1 coin role that does not win in a game where other winning areas of the 1 coin role wins will win. In a game where a chance eye wins, like a game where 1 coin 4 wins, a 1 coin role that does not win in a game where other winning areas of the 1 coin role win will win regardless of the stop operation mode.

[0142] In a game where the White Seven is won, if the reels 12 are stopped in the reel-in range of the Seven C symbol on the first left hand side, a 1-coin combination of "Seven C-Seven C-Seven C" is won, and in other stopping operation modes, one of the other 1-coin combinations is won. In a game where the winning area "Premium" is won, a Premier combination is won on the first left hand side and the first center hand, and a 12-coin Bell combination is won on the first right hand side.

[0143] In a game in which the Bell Group B is won, regardless of which of the irregular push orders is used to stop the machine, there is a probability of about 1 / 4 for the 12-bell combination. On the other hand, in a game in which the Bell Group B is won, if the machine is stopped on the first left button, the 12-bell combination will not be won. In the above configuration, in a game in which the Bell Group B is won, the expected value of the game value is higher when the machine is stopped on the first left button in an irregular push order than when the machine is stopped on the first left button. However, the expected value of the game value when the machine is stopped on the first left button in an irregular push order in a game in which the Bell Group B is won is less than the specified number (3).

[0144] In addition, in a game in which the bell group A is won, the three-bell role will be won regardless of the stop operation in any of the irregular push orders. In the above embodiment, the expected value A1 and the expected value A2 in the left 1st push order are almost the same, and the expected values ​​A3 to A6 in the irregular push order are almost the same. On the other hand, the expected value A (3 to 6) in the irregular push order is greater than the expected value A (1, 2) in the left 1st push order.

[0145] FIG. 9(a) is a diagram for explaining the transition of the ball output state of the main CPU 301. The main CPU 301 controls the game in either the non-advantageous zone or the advantageous zone. When the ball output state transitions, the game state (non-internal state, internal state, bonus operation state) is generally maintained. When the game state transitions, the ball output state is generally maintained.

[0146] A non-advantageous zone is a zone in which, in principle, processes related to the instruction function (processes related to the transition of the ball output state (update processes, lottery processes), processes for executing instructions on the instruction display device 16, etc.) are not executed, except for the advantageous zone transition process described below. In other words, a non-advantageous zone is a zone in which instructions on the instruction display device 16 are not executed. On the other hand, an advantageous zone is a zone in which processes related to the instruction function are executed. In other words, an advantageous zone is a zone in which instructions on the instruction display device 16 may be executed.

[0147] In this embodiment, a ball output state flag indicating the current ball output state and a game state flag indicating the current game state are stored in the main RAM 303. The main CPU 301 transmits a ball output state command indicating the ball output state flag to the sub CPU 412 in each game. The sub CPU 412 determines the presentation according to the ball output state indicated by the ball output state command. The game state flag is referred to when determining the current game state.

[0148] In this embodiment, the difference in number of coins in the advantageous zone (total number of coins paid out - total number of coins inserted) is counted by a difference in number counter. The difference in number counter is provided, for example, in the main RAM 303. The "difference in number" above is a numerical value obtained by subtracting the number of medals used in the game from the number of medals won in the advantageous zone, and can be a negative number. For example, if the medals start to increase when the difference in number of coins in the advantageous zone is "-1000 coins", and then the difference in number reaches "2400 coins", the net increase in number of coins will be "3400 coins".

[0149] In this embodiment, there is no upper limit to the number of times that a single advantageous zone can be played. However, the advantageous zone may be configured to end after a predetermined number of times of play. For example, in addition to the above-mentioned difference in number of coins reaching 2400 coins, the advantageous zone may be configured to end when the number of times of play in the advantageous zone reaches 4000 times.

[0150] As shown in Fig. 9, in this embodiment, on condition that it is in a favorable zone, it can be controlled to a normal state, an add-on special state, a main AT state, a stock special state, an ending state, a waiting state (A, B), and a premium AT state (a ball output state other than a non-favorable zone). In this embodiment, among the ball output states, the ball output state in which the instruction on the instruction display 16 is executed may be collectively referred to as an "instruction period."

[0151] Although details will be described later, the instruction period in this embodiment is controlled to one of a plurality of instruction modes (a to c). The probability that the stop operation sequence is instructed changes according to the instruction mode. The ball output state in which the instruction in the instruction display 16 is not executed may be collectively referred to as a "non-instruction period." In this embodiment, the add-on specialization state, main AT state, stock specialization state, ending state, and premier AT state are instruction periods, and other ball output states are non-instruction periods.

[0152] As described above, when the setting value is changed, each game state transitions to a non-internal state. Also, when the setting value is changed, each ball output state transitions to a non-advantageous zone (arrow (A) in FIG. 9(a)). As will be described in detail later, the ball output state to which the player can transition is different between the non-advantageous zone in the internal state and the non-advantageous zone in the non-internal state. For example, the non-advantageous zone immediately after the setting value is changed is the non-internal state. In the above non-advantageous zone, when a winning area other than "Miss" and "Replay 1" (hereinafter referred to as "advantageous zone transition winning area") is won, each ball output state transitions to the normal state (arrow (B) in FIG. 9(a)).

[0153] The normal state is a non-instruction period, during which various processes including the AT first win lottery are executed. The normal state includes a number of modes with different winning probabilities for the AT first win lottery. Specifically, in the normal state, a mode transition lottery is executed with a probability according to the winning area, and the mode transition occurs according to the result of the lottery. The above normal state is a relatively disadvantageous ball output state in which the average number of plays required to transition to the instruction period is longer than other ball output states.

[0154] If the initial AT hit lottery is won in the normal state, then the state will transition to an add-on specialized state (arrow (C) in Figure 9(a)). The add-on specialized state is an instruction period, and is a ball output state in which the number of plays in the main AT state is added (added on). However, play in the early stages of the add-on specialized state is a non-instruction period (see Figure 9(b) below). As described above, the state transitions to the add-on specialized state from the normal state. In other words, when transitioning from the normal state to the instruction period, the initial ball output state of the instruction period will be the add-on specialized state. In the above cases, the add-on specialized state functions as a ball output state that determines the initial number of plays in the main AT state.

[0155] In each game in the add-on specialization state, the number of add-on games is determined by lottery. Specifically, the remaining number of games in the main AT state is stored in the AT game number counter. In the add-on specialization state, the number of add-on games is determined with a higher probability than in other ball output states, and the determined number of add-on games is added to the AT game number counter. The above add-on specialization state ends after, for example, 10 games. However, the number of games in the add-on specialization state can be changed as appropriate. For example, the add-on specialization state may be a number of games more than 10.

[0156] In addition, in the added-on special state, the number of added games is determined according to the winning area. Specifically, when the bell group A wins among the winning areas, the number of added games is likely to be determined more than when the bell group B wins. Although the details will be described later, in this embodiment, in the added-on special state, when the bell group A wins and when the bell group B wins, a common instruction performance X is executed. Also, when the bell group A wins and when the bell group B wins, the instruction information that can be displayed is common. According to the above configuration, it is not possible to know whether the bell group A or the bell group B wins from the instruction performance or instruction information. Therefore, there is an advantage that the player can play in the hope that the bell group A wins until the bell role (3-piece bell role, 12-piece bell role) actually wins.

[0157] As will be described in more detail later, in the stock specialization state described below, multiple rights to transition to the added-on specialization state may be granted. Specifically, in the stock specialization state, the added-on stock counter may be incremented. Even if the number of remaining plays in the added-on specialization state reaches the value "0", if the added-on stock counter is equal to or greater than the value "1", the value "1" is subtracted from the added-on stock counter and the state transitions to the added-on specialization state again. As can be understood from the above explanation, when multiple rights to transition to the added-on specialization state are granted, the added-on specialization state is repeated multiple times.

[0158] As shown in Figure 9, in addition to winning the AT first hit lottery in the normal state, if the winning area "White Seven" is won, the state will transition to the added-on specialized state (arrow (D) in Figure 9(a)). For example, if the winning area "White Seven" is won in the normal state, the state will transition to the added-on specialized state from the next game. Similarly, if the winning area "White Seven" is won in the main AT state, the state will transition to the added-on specialized state from the next game. The above added-on specialized state functions as a ball output state to add (extend) the remaining number of games in the main AT state that was already in progress.

[0159] Also, if the winning area "White Seven" is won during the stock specialization state, the value "1" is added to the added stock counter. In the above cases, after the stock specialization state ends, the value "1" is subtracted from the added stock counter and the state transitions to the added specialization state. Similarly, if the winning area "White Seven" is won during the premium AT state, the value "1" is added to the added stock counter, and after the premium AT state ends, the state transitions to the added specialization state.

[0160] If the winning area "White Seven" is won in a non-advantageous zone, the premium stock flag is changed to ON and the game will transition to the add-on specialized state from the next game. In the above cases, after the add-on specialized state and main AT state end, the game can transition to the premium AT state (details will be described later). Similarly, if the winning area "White Seven" is won in the standby state (A, B), the premium stock flag is changed to ON and the game will transition to the add-on specialized state from the next game.

[0161] If the winning area "White Seven" is won during the add-on specialization state, a new add-on specialization state will start after the add-on specialization state ends. If the winning area "White Seven" is won during the premier AT state with the premier stock flag ON, the middle 1st or right 1st will be indicated, and no special bonus will be awarded. If "White Seven" is won, when the stop operation is performed on the middle 1st or right 1st, the symbol combination "Seven C-Seven C-Seven C" will not be stopped and a 1-piece role that will win even if another winning area is won will be won. With the above configuration, the player will not realize that the winning role "White Seven" has been won during the premier AT state.

[0162] As shown in FIG. 9(a), when the additional specialization state ends, it transitions to the main AT state (arrow (E) in FIG. 9(a)). The main AT state is an instruction period. In each game in the above main AT state, the above-mentioned AT game number counter is decremented by the value "1". In addition, in each game in the main AT state, the number of additional games in that main AT state is determined with a probability according to the winning area.

[0163] The main AT state ends when the AT play count counter is decremented to the value "0". When the main AT state ends, it transitions to the normal state (arrow (H) in Figure 9(a)). However, if the premium stock flag is ON when the main AT state ends, it transitions to a non-advantageous area or waiting state B (details will be described later). Note that multiple AT sets may be awarded in the AT first hit lottery. Even if the AT play count counter reaches the value "0", if the AT set is the value "1" or more, the value "1" is subtracted from the AT set and it transitions again to the added specialization state.

[0164] When Replay 10 is won in the main AT state, a lottery is held to see whether or not to transition to a stock-specialized state. If the lottery is won, a stop operation sequence (1st to the right) is instructed to stop and display the red seven replay role, and the state transitions to the stock-specialized state from the next game (arrow (F) in Figure 9(a)). Also, when Replay 9 (red seven) is won in the main AT state, the state transitions to the stock-specialized state from the next game. If Replay 9 (red seven) is won in the normal state, the state transitions to the stock-specialized state from the next game, and after the stock-specialized state ends, the state transitions to the top-up specialization state and then to the main AT state.

[0165] If Replay 9 (Red Seven) is won in a non-advantageous zone, the Premier Stock Flag will be changed to ON and the game will transition to a stock-specialized state from the next game. In the above cases, after the stock-specialized state, the top-up specialized state, and the main AT state end, the game can transition to the Premier AT state (details will be described later). Similarly, if Replay 9 (Red Seven) is won in the standby state (A, B), the Premier Stock Flag will be changed to ON and the game will transition to a stock-specialized state from the next game.

[0166] If Replay 9 (Red Seven) is won during the add-on specialization state, the add-on specialization state will be interrupted midway and transition to the stock specialization state. Also, when the stock specialization state ends, the interrupted add-on specialization state will be resumed. If Replay 9 (Red Seven) is won during the premier AT state or ending state, no special benefits will be awarded. Also, if Replay 9 (Red Seven) is won during the premier AT state or ending state, an instruction performance will be executed to instruct the stop operation order (middle 1st or right 1st) that will not stop the red seven replay role.

[0167] The stock specialization state is a designated period, and the added stock counter is incremented with a high probability in each game. In other words, in the stock specialization state, the right to transition to the added specialization state is granted with a high probability. Specifically, when the above-mentioned selection group C is won and the stop operation is performed in the stop operation sequence in which the red seven replay role is stopped and displayed, the added stock counter is incremented. In addition, when the above-mentioned recovery replay is won, the added stock counter is incremented. When transitioning to the stock specialization state, the initial value "1" is set to the added stock counter.

[0168] The above stock specialization state ends after a predetermined number of plays (for example, 12 times). However, when the added stock counter is incremented, the number of remaining plays in the stock specialization state is reset (restored) to 12 times. If the added stock counter is not incremented even once during 12 plays, the stock specialization state ends. When the stock specialization state ends, a transition to an added specialization state occurs (arrow (G) in Figure 9(a)). The above added specialization state is repeated a number of times according to the value of the added stock counter incremented in the stock specialization state.

[0169] In the stock specialized state, the game is controlled to either the normal mode or the special mode. Specifically, the stock specialized state is generally the normal mode. However, if a replay 9 (red seven) is won in the stock specialized state, the game transitions from the normal mode to the special mode. In the special modes described above, the average added value of the added stock counter in each game is higher than in the normal mode. The special modes described above continue until the stock specialized state ends. However, the special mode may be configured to end (by lottery) when some of the remaining game counts in the stock specialized state are reset.

[0170] As shown in Figure 9(a), when the difference number counter (the number of medals until the current advantageous zone is forcibly ended) is subtracted below 151, the state transitions to the ending state (arrow (I) in Figure 9(a)). Specifically, when the difference number counter is subtracted below 151 in the main AT state, the add-on specialization state, the stock specialization state, or the premium AT state, the state transitions to the ending state. The ending state is an instruction period, and continues until the difference number counter is subtracted to the number "0". In other words, the ending state continues until an opportunity occurs to forcibly end the advantageous zone.

[0171] In the above configuration, when the ending state ends, a transition to a non-advantageous zone occurs. As described above, in this embodiment, in principle, play other than immediately after the setting value is changed will be in the internal state. Therefore, the non-advantageous zone after the ending state ends is usually in the internal state (arrow (J) in FIG. 9(a)). In a non-advantageous zone in the internal state, when the advantageous zone transition winning area is won, an initial state determination process (part of the advantageous zone transition process) is executed. In the above initial state determination process, it is determined with a probability according to the setting value whether to transition to standby state A (see arrow (M) in FIG. 9(a)) or to standby state B (see arrow (K) in FIG. 9(b)).

[0172] In each game in standby state B, a premium transition lottery process is executed. If a prize is won in the above premium transition lottery process, the premium transition flag is changed to ON. In addition, in each game in standby state B, the remaining standby times counter is decremented by one. When transitioning to standby state B, the remaining standby times counters are set to the initial value of 30. In addition, when transitioning to standby state B, the standby ceiling counter is set to the value of 3.

[0173] In standby state B, when the remaining standby counter is subtracted to the value "0", it is determined whether the premier transition flag is ON or not. If the premier transition flag is ON (if the premier transition lottery process was won during 30 plays), then the state transitions to the premier AT state. On the other hand, if the premier transition flag is not ON, the value "1" is subtracted from the standby ceiling counter, and it is determined whether the subtraction result is the value "0". If the standby ceiling counter is the value "0", then the state transitions to the premier AT state. On the other hand, if the standby ceiling counter is not the value "0", then the remaining standby counter is set to "30" again. In the above configuration, standby state B continues for a maximum of 90 times, and then the state transitions to the premier AT state (arrow (L) in FIG. 9(a)).

[0174] Waiting state A ends after one play. Furthermore, when waiting state A ends, there is a transition to a non-advantageous zone (arrow (N) in Figure 9(a)). In the above configuration, there is repeated transition to the non-advantageous zone and waiting state A until waiting state B is determined in the initial state determination process in the non-advantageous zone. As will be described in detail later, with the setting value "0", it is more difficult for waiting state B to be determined in the initial state determination process compared to other setting values. In other words, with the setting value "0", the proportion of the number of plays in the advantageous zone to the total number of plays is smaller compared to other setting values.

[0175] However, in standby state A, the premium transition lottery process is executed in the same manner as in standby state B. If the premium transition lottery process is won in standby state A, the premium transition flag is turned ON. In the above cases, the standby state A does not end with one game, but continues thereafter. Specifically, if the premium transition flag is changed to ON in standby state A, the remaining number of times of waiting is set to the value "30" and the number of times of waiting ceiling is set to the value "1". In the above configuration, after the premium transition flag is changed to ON, when 30 games are played in standby state A, the remaining number of times of waiting is subtracted to the value "0". Also, when the remaining number of times of waiting is subtracted to the value "0", the waiting ceiling counter is subtracted to the value "0", and then the state transitions to the premium AT state (arrow (O) in FIG. 9(a)).

[0176] As mentioned above, when the main AT state ends, the premium stock flag may be ON. In the above cases, depending on the current value of the difference number counter, the advantageous period may continue and the state may transition to the premium AT state, or the advantageous period may end and the state may transition to the premium AT state.

[0177] Specifically, when the premium stock flag is ON, it is determined whether the difference number counter (the number of medals until the current advantageous zone is forcibly ended) is 2400 or more (initial value). If the difference number counter is less than 2400, the current advantageous zone ends and a transition to a non-advantageous zone occurs (arrow (R) in Figure 9(a)). When the main AT state ends and a transition to a non-advantageous zone occurs, the game state is usually in an internal state. Therefore, when the main AT state ends and a transition to a non-advantageous zone occurs, similar to the case where the above-mentioned ending state ends and a transition to a non-advantageous zone occurs, and then the game transitions to the premium AT state via the waiting state (A, B).

[0178] On the other hand, if the difference number counter is 2400 or more, the current advantageous zone continues and transitions to standby state B (arrow (R) in Figure 9(a)). In the above cases, the remaining standby count counter is set to an initial value of "10", and the standby ceiling counter is set to an initial value of "1". Therefore, if the advantageous zone continues, transitions to the premier AT state will occur when 10 games have been played since the main AT state ended.

[0179] As described above, the number of plays required from the end of the main AT state to the transition to the premier AT state is shorter when there is no non-advantageous zone than when there is a non-advantageous zone. Also, the number of plays required from the end of the main AT state to the transition to the premier AT state is random when there is a non-advantageous zone, and is predetermined when there is no non-advantageous zone.

[0180] The premier AT state is an instruction period. When the premier AT state starts, it transitions to a first half premier AT state. The first half premier AT state continues for, for example, 100 plays. In addition, in the first half premier AT state, a lottery for transition to the second half is executed. The above second half transition lottery has a probability of being won of about 75%. If the second half transition lottery is won, it transitions to the second half premier AT state after the first half premier AT state ends. The second half premier AT state continues for, for example, 30 plays. In addition, in the second half premier AT state, a continuation lottery is executed, and if the continuation lottery is won, the second half premier AT state is repeated.

[0181] In this embodiment, when the game transitions to the latter half premier AT state, there is a probability of about 65% that the difference number counter can reach 2400 (the advantageous zone can be completed). As described above, when the advantageous zone ends, the game transitions to the premier AT state via a standby state. Therefore, when the game transitions to the premier AT state, the game can repeatedly transition to the premier AT state by completing the advantageous zone in the premier AT state.

[0182] As shown in Figure 9(a), when the winning area "Premium" is won (when the BAR symbols are lined up), the state transitions to the Premier AT state (arrow (P) in Figure 9(a)). For example, when the winning area "Premium" is won in the normal state, the add-on specialized state, or the main AT state, the state transitions to the Premier AT state from the next game. In the above cases, the Premier Stock Flag is not changed. Also, when the winning area "Premium" is won in a non-advantageous zone, the state transitions to the Premier AT state from the next game. In the above cases, the Premier Stock Flag is changed to the ON state.

[0183] In the stock-specialized state, if the winning area "Premium" is won, the stock-specialized state ends and the state transitions to the Premier AT state. In addition, if the winning area "Premium" is won for the second time in the stock-specialized state, the Premier Stock Flag is changed to ON. In addition, if the winning area "Premium" is won in the stock-specialized state and the Premier Stock Flag has already been changed to ON, if the winning area "Premium" is won again in the stock-specialized state, the right 1st, which results in a 12-bell combination, is indicated, and no special benefits are awarded.

[0184] If you win the "Premium" winning area in the ending state, the right 1st will be selected, which will result in a 12-bell combination, and no special bonus will be awarded. If you win the "Premium" winning area in the standby state (A, B), the next game will transition to the Premier AT state. In the above cases, the Premier Stock Flag will be changed to ON.

[0185] As described above, if a stop operation is performed in an irregular pressing sequence during a non-instruction period in an advantageous zone, the main penalty control is executed. Specifically, a game progress flag is stored in the main RAM 303. As long as the stop operation is performed on the first left button during a non-instruction period, the game progress flag does not change from the ON state. On the other hand, in a game in which a stop operation is performed in an irregular pressing sequence during a non-instruction period, the main penalty control is executed after the third stop operation. When the main penalty control is executed, the game progress flag becomes OFF. Note that the main penalty control is not executed in a non-advantageous zone (including a game in which an advantageous zone transition process is executed).

[0186] In the above configuration, if the stop operation is performed in the irregular pressing sequence in the current game, the game progress flag will be in the OFF state at the start of the next game. If the game progress flag is in the OFF state at the start of the game, the processing related to the instruction function will not be executed (however, the advantageous zone control processing (update processing of the advantageous zone counter and the difference number counter) described below will be executed). Specifically, if the game progress flag is in the OFF state at the start of the game, various counters (such as a counter indicating the remaining number of games in the current ball output state) will not be decremented, and various lotteries will not be executed. In other words, a penalty is given in which the game cannot progress during the period when the game progress flag is in the OFF state. If the stop operation is performed at the left 1st, the game progress flag will be changed from the OFF state to the ON state.

[0187] FIG. 9(b) is a diagram for explaining the details of each ball output state. FIG. 9(b) shows whether each ball output state is a non-instruction period or an instruction period. As described above, the non-advantageous section, normal state, and standby state (A, B) are non-instruction periods. In addition, the main AT state, stock specialization state, ending state, and premier AT state are instruction periods. In addition, the first to third games of each game in the add-on specialization state are non-instruction periods, and the fourth and subsequent games in the add-on specialization state are instruction periods.

[0188] As shown in FIG. 9(b), in the normal state and standby state during the non-instruction period, penalty control (main penalty control) is executed when the stop operation is performed in the irregular pressing sequence. On the other hand, even in the non-instruction period, penalty control is not executed in the non-advantageous zone and the add-on specialized state (1st to 3rd games) regardless of the winning area. Also, penalty control is not executed in each ball output state during the instruction period.

[0189] When the main penalty control is executed, for example, the AT first winning lottery in the normal state is omitted. Also, when the main penalty control is executed, the premium AT transition lottery described later is omitted in the standby state. However, in a game in which the replay 9 (red seven), white seven, or premium (BAR alignment) is won among the winning areas, the main penalty control is not executed even if the stop operation is performed with an irregular push order.

[0190] FIG. 9(b) shows the instruction modes (a, b, c) in each ball output state during the instruction period. In this embodiment, during the instruction period, control is performed to one of the instruction modes including instruction mode a, instruction mode b, and instruction mode c. Specifically, as shown in FIG. 9(b), among the ball output states, the main AT state and the premier AT state become instruction mode a. In addition, the add-on specialization state (from the fourth game onwards) and the ending state become instruction mode b, and the stock specialization state becomes instruction mode c.

[0191] In each instruction mode, the winning area for which the stop operation sequence is instructed by the instruction display 16 is different. Specifically, in instruction mode a, if the bell group B is selected among the winning areas, the correct push sequence for winning the 12-bell role is instructed. In instruction mode b, if the bell group B is selected among the winning areas, the correct push sequence for winning the 12-bell role is instructed, and if the bell group A is selected, the stop operation sequence (any of the irregular push sequences) for winning the 3-bell role is instructed. In instruction mode c, if the bell group B is selected among the winning areas, the correct push sequence for winning the 12-bell role is instructed, and if the bell group A is selected, the stop operation sequence (any of the irregular push sequences) for winning the 3-bell role is instructed, and if the selection group C is selected, the middle 1st is instructed.

[0192] In Fig. 9(b), the increase value in each instruction mode is shown. In this embodiment, the "increase value" is the expected value of the number of medals that increases (the specified number "3" - the number of medals paid out) in one game when the stop operation is performed in the stop operation order in a game in which the stop operation order is instructed on the instruction display 16, and when the stop operation is performed in the first left position in a game in which the stop operation order is not instructed.

[0193] For example, in the instruction modes b and c, the stop operation order is instructed in both the game in which the bell group A is won and the game in which the bell group B is won. The increase value in the instruction modes b and c is about "4". On the other hand, in the instruction mode a, the stop operation order is instructed in the game in which the bell group B is won, but the stop operation order is not instructed in the game in which the bell group A is won. Therefore, the increase value in the instruction mode a is calculated on the assumption that the stop operation is performed on the 1st from the left in the game in which the bell group A is won (a 1-coin role is won and a 3-coin bell role is not won). The increase value in the instruction mode a is less than the increase value "4" in the instruction modes b and c. Specifically, the increase value in the instruction mode a is about "2.77".

[0194] However, in this embodiment, even in the instruction mode a, a configuration is adopted in which the three-bell combination can be won in a game in which the bell group A is won. As will be described in detail later, when the bell group A is won in the instruction mode a, a suggestion effect is executed to suggest that the bell group A has been won. In the suggestion effect described above, the stopping operation sequence for winning the three-bell combination is not directly instructed.

[0195] As described above, in a game in which the bell group A is won, if the player performs a stop operation in any of the irregular push orders (1st in the middle, 1st on the right), the three bells role will be won. Therefore, in a game in which a suggestion effect is executed, the player can win the three bells role by performing a stop operation in an irregular push order, even though a specific stop operation order is not instructed. Also, in each game during the instruction period including instruction mode a, the main penalty control is not executed even if the player performs a stop operation in an irregular push order, regardless of whether or not a stop operation order is instructed in the game.

[0196] In the above configuration, even in the instruction mode a, the bell group A is won and the 3-bell role is won. When playing in the above procedure, the expected value of the number of medals increased in one game (hereinafter referred to as the "actual added value") is the same value of "4" in the instruction mode a, instruction mode b, and instruction mode c. Figure 9(b) shows the actual added value in each ball output state.

[0197] 10(a), 10(b-1) to 10(b-3) are conceptual diagrams of each instruction determination table (X, Ya, Yb, Yc). The main CPU301 determines an instruction number in each game based on the instruction determination table, and displays instruction information ("01" to "05") corresponding to the instruction number on the instruction display 16. The main CPU301 also transmits a command (a second command described later) indicating the instruction number determined in each game to the sub-control board 400 (sub-CPU412).

[0198] Each instruction determination table includes an instruction determination table X (Fig. 10(a)) and an instruction determination table Y (Figs. 10(b-1) to 10(b-3)). The instruction determination table X is used to determine the instruction number for each game in the non-instruction period. Also, the instruction determination table Y (Ya, Yb, Yc) is used to determine the instruction number for each game in the instruction period. As shown in Fig. 10, each instruction determination table is configured to include each instruction number for each winning area.

[0199] The instruction determination table Y includes an instruction determination table Ya, an instruction determination table Yb, and an instruction determination table Yc. The instruction determination table Ya is used in an instruction mode a (main AT state, premier AT state) during the instruction period. The instruction determination table Ya is used in an instruction mode a during the instruction period. Furthermore, the instruction determination table Yb is used in an instruction mode b during the instruction period, and the instruction determination table Yc is used in an instruction mode c.

[0200] As shown in FIG. 10(a), in the non-instruction period, regardless of which winning area is won, the instruction number "99" is determined. When the instruction number "99" is determined, the instruction display 16 does not display instruction information. Specifically, when the instruction number "99" is determined, the instruction display 16 displays the number "0" during the period in which the instruction information is displayed. According to the above configuration, in the non-instruction period, the instruction display 16 does not indicate the stop operation mode (stop operation position, stop operation sequence).

[0201] 10(b-1) is a conceptual diagram of the instruction determination table Ya. As described above, the instruction determination table Ya is used in the instruction mode a. That is, the instruction determination table Ya is used in the main AT state and the premier AT state.

[0202] As shown in FIG. 10(b-1), in each game of the instruction mode a, when the bell B1 or the bell B2 of the bell group B is won, the main CPU301 determines the instruction number "01". When the instruction number "01" is determined, the main CPU301 displays the number "1" (hereinafter, described as "instruction information "1") on the instruction display 16 as instruction information. As described above, the correct pressing order when the bell B1 or the bell B2 is won is "center left right". In the above configuration, in a game in which the instruction information "1" is displayed, if the stop operation is performed in the order of "center left left" it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "1" is displayed on the instruction display 16, the player performs the stop operation in the order of "center left left". In other words, the above configuration is instructed to the player to perform the stop operation in the order of "center left left".

[0203] In each game of the instruction mode a, when the bell B3 or the bell B4 is won, the main CPU301 determines the instruction number "02". When the instruction number "02" is determined, the main CPU301 displays the number "2" (hereinafter, described as "instruction information "2") on the instruction display 16 as instruction information. As described above, the correct pressing order when the bell B3 or the bell B4 is won is "middle, right, left". In the above configuration, in a game in which the instruction information "2" is displayed, if the stop operation is performed in the order of "middle, right, left", it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "2" is displayed on the instruction display 16, the player performs the stop operation in the order of "middle, right, left". In other words, the above configuration indicates that the player is instructed to perform the stop operation in the order of "middle, right, left" by displaying the instruction information "2".

[0204] In each game of the instruction mode a, when the bell B5 or the bell B6 is won, the main CPU301 determines the instruction number "03". When the instruction number "03" is determined, the main CPU301 displays the number "3" (hereinafter, referred to as "instruction information "3") on the instruction display 16 as instruction information. As described above, the correct pressing order when the bell B5 or the bell B6 is won is "right, left, center". In the above configuration, in a game in which the instruction information "3" is displayed, if the stop operation is performed in the order of "right, left, center", it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "3" is displayed on the instruction display 16, the player performs the stop operation in the order of "right, left, center". In other words, the above configuration indicates that the player is instructed to perform the stop operation in the order of "right, left, center" by displaying the instruction information "3".

[0205] In each game of the instruction mode a, when the bell B7 or the bell B8 wins, the main CPU 301 determines the instruction number "04". When the instruction number "04" is determined, the main CPU 301 displays the number "4" (hereinafter, referred to as "instruction information "4") on the instruction display 16 as instruction information. As described above, the correct pressing order when the bell B7 or the bell B8 wins is "right, center, left". In the above configuration, in a game in which the instruction information "4" is displayed, if the stop operation is performed in the order of "right, center, left", it is more advantageous than if the stop operation is performed in another order. Therefore, when the instruction information "4" is displayed on the instruction display 16, the player performs the stop operation in the order of "right, center, left". In other words, the above configuration indicates that the player is instructed to perform the stop operation in the order of "right, center, left" by displaying the instruction information "4".

[0206] As described above, in the instruction mode a, when the bell group B (bell B1-8) is selected among the winning areas, the correct pressing order is indicated by the instruction display 16. On the other hand, as shown in FIG. 10(b-1), in the instruction mode a, even if the bell group A (bell A1-4) is selected among the winning areas, the stop operation order is not indicated. In other words, when the bell group A (bell A1-4) is selected in the instruction mode a, the stop operation order (irregular pressing order) for winning the three-bell role is not indicated. However, as described above, when the bell group A is selected in the instruction mode a, the suggestion effect suggests that the stop operation should be performed in the irregular pressing order for winning the three-bell role. As shown in FIG. 10(b-1), in the instruction mode a, in a game in which a winning area other than the bell group B is selected, the instruction by the instruction display 16 is not executed.

[0207] Fig. 10(b-2) is a conceptual diagram of the instruction determination table Yb. The instruction determination table Yb is used in the instruction mode b. As described above, the ending state and the added special state (from the fourth game onwards) become the instruction mode b. As shown in Fig. 10(b-2), when the bell group B is won in the instruction mode b, the correct pressing order for winning the 12-bell role is indicated by the instruction display 16, as in the instruction mode a.

[0208] In the instruction mode b, the instruction display 16 instructs the stop operation sequence in the game in which the bell group B is won, as well as in the game in which the bell group A (bells A1 to A4) is won. Specifically, when the bell A1 of the bell group A is won in the instruction mode b, the main CPU 301 determines the instruction number "01" (center left and right). In addition, the main CPU 301 displays the instruction information "1" on the instruction display 16. That is, when the bell A1 is won in the instruction mode b, the stop operation sequence of "center left and right" is instructed, as in the case in which the bell B1 (bell B2) is won. As described above, in the game in which the bell A1 is won, if the stop operation is performed in the irregular pressing order (including center left and right), a three-bell role is won. Therefore, in the instruction mode b, by following the instruction of the instruction display 16, a three-bell role can be won in the game in which the bell A1 is won.

[0209] When Bell A2 is won in the instruction mode b, the main CPU 301 determines the instruction number "02". In addition, the main CPU 301 displays the instruction information "2" on the instruction display 16. That is, when Bell A2 is won in the instruction mode b, the stop operation sequence of "center, right, left" is instructed, as in the case where Bell B3 (Bell B4) is won. As described above, in a game in which Bell A2 is won, a three-bell role is won by performing a stop operation in an irregular pressing sequence (including center, right, left). Therefore, in the instruction mode b, by following the instructions of the instruction display 16, a three-bell role can be won in a game in which Bell A2 is won.

[0210] When Bell A3 is won in the instruction mode b, the main CPU 301 determines the instruction number "03". In addition, the main CPU 301 displays the instruction information "3" on the instruction display 16. That is, when Bell A3 is won in the instruction mode b, the stop operation sequence of "right, left, center" is instructed, as in the case where Bell B5 (Bell B6) is won. As described above, in a game in which Bell A3 is won, a three-bell role is won if the stop operation is performed in the irregular pressing sequence (including right, left, center). Therefore, in the instruction mode b, by following the instruction of the instruction display 16, a three-bell role can be won in a game in which Bell A3 is won.

[0211] When the bell A4 is won in the instruction mode b, the main CPU 301 determines the instruction number "04". In addition, the main CPU 301 displays the instruction information "4" on the instruction display 16. That is, when the bell A4 is won in the instruction mode b, the stop operation sequence of "right, center, left" is instructed as in the case where the bell B7 (bell B8) is won. As described above, in a game in which the bell A4 is won, if the stop operation is performed in the irregular pressing sequence (including right, center, left), a three-bell role is won. Therefore, in the instruction mode b, by following the instruction of the instruction display 16, a three-bell role can be won in a game in which the bell A4 is won. In the instruction mode b, when a group other than the bell group A and the bell group B is won, the instruction number "99" is determined, and no instruction information is displayed on the instruction display 16.

[0212] In addition, in a game in which the bell group A is won, if the irregular pressing order is "middle left / right", "middle right / left", "right left / middle", or "right middle / left", the three-bell role will be won. Therefore, when the bell group A is won in the instruction mode b, the instruction information "A" may be commonly displayed on the instruction display 16 regardless of the type of bell A, and the instruction number "A" may be determined (hereinafter referred to as "comparative example"). In the above comparative example, when the instruction number "A" is displayed on the instruction display 16, it is instructed to perform a stop operation in one of the irregular pressing orders (middle left / right, middle right / left, right left middle, right middle / left), and the three-bell role can be won.

[0213] However, in the above-mentioned comparative example, the types of instruction information that can be displayed differ between a game in which the bell group A is won (instruction information=A) and a game in which the bell group B is won (instruction information=1, 2, 3, 4). Therefore, the number of types of instruction information increases, and some players (especially beginners) may have trouble understanding which stop operation sequence each piece of instruction information indicates. In consideration of the above-mentioned circumstances, in this embodiment, the instruction information that can be displayed is made common between a game in which the bell group A is won and a game in which the bell group B is won. In the above-mentioned embodiment, for example, compared to the above-mentioned comparative example, the number of types of instruction information is reduced, and the above-mentioned inconvenience can be suppressed.

[0214] FIG. 10(b-3) is a conceptual diagram of the instruction determination table Yc. As described above, the instruction determination table Yc is used in the instruction mode c. That is, the instruction determination table Yc is used in the stock specialization state. As shown in FIG. 10(b-3), in the instruction mode c, similar to the instruction modes a and b, the instruction indicator 16 indicates the correct pressing sequence for winning a 12-bell role when the bell group B is won. Also, in the instruction mode c, similar to the instruction mode b, the instruction indicator 16 indicates the stop operation sequence for winning a 3-bell role when the bell group A is won.

[0215] In the instruction mode c, the instruction display 16 instructs the stop operation sequence in a game in which the selection group C (replays 2 and 3) and replay 4 (recovery replay) are won, in addition to a game in which the selection group A or the selection group B is won. Specifically, when the selection group C or replay 4 is won in the instruction mode c, the main CPU 301 determines the instruction number "05". In addition, the main CPU 301 causes the instruction display 16 to display the instruction information "5".

[0216] Although details will be described later, in the instruction mode c (stock specialized state), in a game in which the selection group C is selected, the right to transition to the add-on specialized state is granted on the condition that a stop operation is performed in the middle 1st (either middle left / right or middle right / left). Therefore, when the instruction information "5" is displayed on the instruction display 16 in the instruction mode c, the player performs a stop operation in the middle 1st. In other words, when the instruction information "5" is displayed on the instruction display 16, it is essentially instructed to perform a stop operation in the middle 1st.

[0217] In this embodiment, if Replay 4 (recovery replay) is selected in instruction mode c, the right to transition to the added specialization state is granted regardless of the stop operation order. Therefore, if Replay 4 is selected in instruction mode c, the instruction number "99" (no instruction) may be determined and instruction information may not be displayed on the instruction display 16. In instruction mode c, if anything other than bell group A, bell group B, selection group C, and Replay 4 is selected, the instruction number "99" is determined and instruction information is not displayed on the instruction display 16.

[0218] FIG. 11 is a diagram for explaining each command (first command, second command) transmitted from the main CPU301 to the sub CPU412. As shown in FIG. 11, the main CPU301 transmits the first command (such as "A00") to the sub CPU412 according to the winning area. For example, if the winning area of ​​the current game is a miss, the main CPU301 transmits the command "A00" to the sub CPU412. Also, if Replay 1 is a win, the main CPU301 transmits the command "A01".

[0219] As can be understood from FIG. 11, in principle, one first command corresponding to each winning area is provided for the winning area. That is, the winning area and the first command correspond one-to-one. Therefore, when the first command is received by the sub-CPU412, the winning area can be specified from the first command. Therefore, the sub-CPU412 can determine the effect according to the winning area corresponding to the first command.

[0220] However, as shown in FIG. 11, in the games where Replay 2 and Replay 3 (selection group C) are won, the first command "A02" is commonly sent. Therefore, it is not possible to determine which of Replay 2 and Replay 3 is won from the first command "A02". Also, in the games where Bells A1 to A4 (Bell group A) are won, the first command "A10" is commonly sent. Therefore, it is not possible to determine which of Bells A1 to A4 is won from the first command "A10". Similarly, in the games where Bells B1 to B8 (Bell group B) or 1 coin 1 is won, the first command "A11" is commonly sent. Therefore, it is not possible to determine which of Bells B1 to B8 is won from the first command "A11". In the above configuration, the advantageous stop operation sequence (for example, the correct push order) cannot be specified from the first command.

[0221] In addition to the first command, the main CPU301 transmits to the sub CPU412 a second command (such as "B01") corresponding to the instruction number (instruction information) of the current game. Specifically, when the instruction number "99" (no instruction) is determined in the current game, the main CPU301 transmits the command "B99" to the sub CPU412 as shown in FIG. 11. As described above, the instruction number "99" is determined in each game during the non-instruction period. Therefore, during the non-instruction period, the command "B99" is transmitted regardless of the winning area.

[0222] As shown in FIG. 11, when bell B1 or bell B2 (correct pressing order is "middle left right") of bell group B is selected in the instruction mode a (main AT state, premier AT state) during the instruction period, the main CPU301 transmits the second command "B01" corresponding to the instruction number "01" (middle left left). Also, when bell B3 or bell B4 (correct pressing order is "middle right left") of bell group B is selected in the instruction mode a, the main CPU301 transmits the second command "B02" corresponding to the instruction number "02" (middle right left). Similarly, when bell B5 or bell B6 (correct pressing order is "right left middle") of bell group B is selected in the instruction mode a, the main CPU301 transmits the second command "B03" corresponding to the instruction number "03" (right left middle), and when bell B7 or bell B8 (correct pressing order is "right middle left") is selected, the main CPU301 transmits the second command "B04" corresponding to the instruction number "04" (right middle left).

[0223] As shown in FIG. 11, in the same manner as in the instruction mode a, in the instruction mode b (fourth game in the added-on special state, ending state) and the instruction mode c (stock special state) in a game in which the bell group B is won, a second command (B01-B04) corresponding to the correct pressing order of the bell B (1-8) won in that game is transmitted. When the above second command is received, the sub-CPU412 executes an instruction performance in which the stop operation order corresponding to the second command is instructed. In the above instruction performance, the correct pressing order for the 12-bell role is instructed.

[0224] As shown in FIG. 11, when the bell group A is won in the instruction mode a during the instruction period, the main CPU 301 transmits the second command "B99". The above second command "B99" corresponds to the instruction number "99" (no instruction). That is, in a game in which the bell group A is won in the instruction mode a, the irregular pressing sequence is advantageous (although the three-bell role can be won with the irregular pressing sequence), but the second command corresponding to the advantageous stop operation sequence is not transmitted. Also, in a game in which the bell group A is won in the instruction mode a, no instruction information is displayed on the instruction display 16.

[0225] However, the sub-CPU 412 can know whether the bell group A has been won by the first command "A10". When the sub-CPU 412 of this embodiment receives the first command "A10" in the instruction mode a, it executes a predetermined suggestive effect. In a game in which the above suggestive effect is executed, a three-bell role is won by performing a stop operation in an irregular pressing order. In other words, according to the above suggestive effect, even in a game in which instruction information is not displayed on the instruction display 16, an advantageous stop operation order is substantially suggested.

[0226] 11, when bell A1 of bell group A is selected in instruction mode b or instruction mode c during the instruction period, main CPU301 transmits the second command "B01" corresponding to instruction number "01" (center left / right). Also, when bell A2 of bell group A is selected in instruction mode b or instruction mode c during the instruction period, main CPU301 transmits the second command "B02" corresponding to instruction number "02" (center right / left).

[0227] Similarly, when bell A3 of bell group A wins in instruction mode b or instruction mode c during the instruction period, the main CPU301 transmits the second command "B03" corresponding to instruction number "03" (right, left, center), and when bell A4 wins, the main CPU301 transmits the second command "B04" corresponding to instruction number "04" (right, center, left). Upon receiving the above second command, the sub-CPU412 executes an instruction performance in which the stop operation sequence corresponding to the second command is instructed. In the above instruction performance, the stop operation sequence in which a three-bell combination is won is instructed.

[0228] 11, when the selection group C or replay 4 is selected in the instruction mode c during the instruction period, the main CPU301 transmits the second command "B05" corresponding to the instruction number "05" (1st in the middle). Upon receiving the second command, the sub-CPU412 executes an instruction effect (selection effect) in which the stop operation sequence corresponding to the second command is instructed (see FIG. 14(b-1) described later).

[0229] The main CPU 301 calculates various game information (consecutive win ratio, role ratio, most recent consecutive win ratio, most recent role ratio, role ratio with instruction, and bonus game ratio) according to the progress of the game, and displays display information according to the game information on the main display 40. To calculate the above game information, the main CPU 301 counts the number of games played during the period from when the power to the gaming machine 1 is first turned on until the number of games reaches 175,000 (hereinafter referred to as the "total game count period").

[0230] 12 is a diagram for explaining each storage area (G1 to G3, g1, g2) of the main RAM 303. Each of the storage areas is provided for storing each piece of game information (consecutive win ratio, etc.) described above, and includes storage area G1, storage area G2, storage area G3, storage area G4, storage area g1, and storage area g2. For example, each of the storage areas can store 1 byte of information.

[0231] Hereinafter, for the sake of explanation, the period during which the so-called "continuous operation device for the first type special feature" operates may be simply described as "first feature period". Similarly, the period during which the so-called "continuous operation device for the second type special feature" operates may be simply described as "second feature period". The first feature period and the second feature period end with the payout of a predetermined number of medals. In addition, the period during which the so-called "first type special feature" operates may be simply described as "in the first feature", and the period during which the so-called "second type special feature" operates may be simply described as "in the second feature". The first feature period ends after eight plays, and the second feature period ends after one play. In addition, the period during which the so-called "normal feature" operates may be simply described as "in the normal feature". The normal feature period ends after one play.

[0232] The bonus operation state in this embodiment is the first role sequence, and all games are during the first role sequence. In addition, a "first role sequence general" may be provided in the first role sequence. In the first role sequence general, a winning role (RB role) that activates the first type special role is more likely to be won compared to game states other than the first role sequence general. In addition, when a second role sequence is provided, a "second role sequence general" may be provided in the second role sequence. In the second role sequence general, a winning role (CB role) that activates the second type special role is more likely to be won compared to game states other than the second role sequence general.

[0233] The consecutive role ratio is the ratio of the number of medals (hereinafter "consecutive role medal number B") won in the first role (including the first role in the first series) to the number of medals (hereinafter "total medal number A") won from the first power-on to the present (consecutive role ratio = B / A). In this embodiment, the consecutive role medal number B is the number of medals won in the bonus activation state (in the first role in the first series). As shown in Figure 12, the consecutive role ratio is stored in memory area G1.

[0234] The main CPU 301 calculates the consecutive win ratio every 400 games and stores the calculation result in the memory area G1. If the calculation result includes a decimal portion, the main CPU 301 truncates the decimal portion and stores only the integer portion as the consecutive win ratio in the memory area G1.

[0235] The role ratio is the ratio of the sum of the number of medals won in the first role, the second role and the normal role (hereinafter referred to as "number of medals C in the role") to the total number of medals A (role ratio = C / A). As shown in FIG. 12, the role ratio is stored in memory area G2. In this embodiment, the number of medals C in the role is the number of medals won in the first role (bonus activation state) since it is not set in the second role and the normal role.

[0236] The main CPU301 calculates the role ratio for every 400 plays and stores the calculation result in the memory area G2. If the calculation result includes a decimal part, the main CPU301 rounds down the decimal part and stores only the integer part as the role ratio in the memory area G2. The role ratio including instructions is the ratio of the total number of medals (C+D) of the total number of medals acquired in the game instructed by the instruction display 16 (hereinafter referred to as the "instructed game medal number D") and the number of role medals C to the total number of medals A (the role ratio including instructions=(C+D) / A). In this embodiment, even if the instruction display 16 instructs the pressing order to stop the game (if the pressing order is wrong), a one-coin role may be displayed as stopped. In the above cases, the number "1" is added to the instructed game medal number D.

[0237] The main CPU 301 calculates the instruction-inclusive feature ratio every 400 plays and stores the calculation result in the memory area G3. If the calculation result includes a decimal part, the main CPU 301 discards the decimal part and stores only the integer part as the instruction-inclusive feature ratio in the memory area G3.

[0238] The most recent consecutive role ratio is the ratio of the number of medals (hereinafter "number of medals in the most recent consecutive role b") acquired in the first role (including the first role in the first consecutive role) to the number of medals acquired in the most recent 6000 plays (hereinafter "total number of medals a in the most recent play") (most recent consecutive role ratio = b / a). In this embodiment, the most recent consecutive role medal number b is the number of medals acquired in the bonus operating state (in the first role in the first consecutive role) in the most recent 6000 plays. As shown in FIG. 12, the most recent consecutive role ratio is stored in the memory area g1. Note that if the number of plays in the total play period is 6000 or less, the consecutive role ratio and the most recent consecutive role ratio are the same (B / A = b / a).

[0239] The main CPU 301 calculates the most recent consecutive win ratio every 400 games and stores the calculation result in the memory area g1. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the most recent consecutive win ratio in the memory area g1.

[0240] The most recent role ratio is the ratio of the sum of the number of medals acquired in the first role, the second role, and the normal role (hereinafter referred to as "number of medals c") to the most recent total number of medals a (role ratio = c / a). In this embodiment, the number of medals c is not set in the second role or the normal role, so it is the number of medals acquired in the first role (bonus operating state) in the most recent 6000 plays. As shown in FIG. 12, the most recent role ratio is stored in the memory area g2. Note that if the number of plays in the total play period is 6000 or less, the role ratio and the most recent role ratio are the same (C / A = c / a).

[0241] The main CPU 301 calculates the nearest role ratio every 400 plays and stores the calculation result in the memory area g2. If the calculation result includes a decimal part, the main CPU 301 truncates the decimal part and stores only the integer part as the nearest role ratio in the memory area g2.

[0242] The bonus play ratio is the ratio of the bonus play count F, which is the sum of the number of plays of the first role (including the first role), the number of plays of the second role (including the second role), the number of plays of the first role (excluding the first role), the number of plays of the second role (excluding the second role), and the number of plays of the normal role, out of the total number of plays E during the total play period (bonus play ratio = F / E). The bonus play count F in this embodiment is the total number of plays in the bonus operating state.

[0243] 12, the bonus game ratio is stored in the memory area G4. The main CPU 301 calculates the bonus game ratio for each game and stores the calculation result in the memory area G4. If the calculation result includes a decimal portion, the main CPU 301 rounds down the decimal portion and stores only the integer portion as the bonus game ratio in the memory area G4.

[0244] The total number of medals A, the number of consecutive medals B, the number of accessory medals C, the number of instructed game medals D, the total number of games E, the number of bonus games F, the most recent total number of medals a, the most recent number of consecutive medals b, and the number of accessory medals c are stored separately in a dedicated counter provided in the main RAM 303, and are added up at each of the above-mentioned triggers. For example, when a medal is awarded in each game for which an instruction has been executed, the instructed game medal number D is added up. Also, when a medal is awarded in a bonus operating state, the number of accessory medals C is added up. Furthermore, when a game medium is awarded in each game, the total number of medals A is added up regardless of whether or not a stop operation sequence is instructed.

[0245] In this embodiment, when the total number of times of play E reaches 175,000 times, the update of the consecutive role ratio, the role ratio, the role ratio with instruction, and the bonus game ratio is stopped. On the other hand, the most recent consecutive role ratio and the most recent role ratio are updated even after the total number of times of play E reaches 175,000 times.

[0246] 12 is a schematic diagram of the main display 40 displaying the display information HA. When the display information HA is displayed, the first display section 40X of the main display 40 displays the character string "6A" corresponding to the consecutive roll ratio, and the second display section 40Y displays the current value of the memory area G1 (the magnitude of the consecutive roll ratio).

[0247] In addition, when the display information HA is displayed and the ratio information of the second display section 40Y is equal to or greater than the number "60" (G1≧60), the second display section 40Y displays the ratio information by blinking. In addition, when the display information HA is displayed and the number of games played in the total game period is less than 17,500, the first display section 40X displays the identification information by blinking.

[0248] 12 is a schematic diagram of the main display 40 displaying the display information HB. When the display information HB is displayed, the first display section 40X of the main display 40 displays the character string "7A" corresponding to the role ratio, and the second display section 40Y displays the current value of the memory area G2.

[0249] In addition, when the display information HB is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "70" (G2≧70), the second display unit 40Y displays the ratio information by blinking. In addition, when the display information HB is displayed and the number of games played in the total game period is less than 17,500, the first display unit 40X displays the identification information by blinking.

[0250] 12 is a schematic diagram of the main display 40 displaying the display information HC. When the display information HC is displayed, the first display section 40X of the main display 40 displays the character string "7P" corresponding to the command-included role ratio, and the second display section 40Y displays the current value of the memory area G3.

[0251] In addition, when the display information HC is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "70" (G3≧70), the second display unit 40Y displays the ratio information by blinking. In addition, when the display information HC is displayed and the number of games played in the total game period is less than 175000 (E<175000), the first display unit 40X displays the identification information by blinking.

[0252] 12 is a schematic diagram of the main display 40 displaying the display information HD. When the display information HD is displayed, the first display section 40X of the main display 40 displays the character string "6Y" corresponding to the most recent consecutive win ratio, and the second display section 40Y displays the current value of the memory area g1.

[0253] In addition, when the display information HD is displayed and the ratio information of the second display section 40Y is equal to or greater than the number "60" (g1≧60), the second display section 40Y displays the ratio information by blinking. In addition, when the display information HD is displayed and the number of games played in the total game period is less than 6000, the first display section 40X displays the identification information by blinking.

[0254] 12 is a schematic diagram of the main display 40 displaying the display information HE. When the display information HE is displayed, the first display section 40X of the main display 40 displays the character string "7Y" corresponding to the most recent role ratio, and the second display section 40Y displays the current value of the memory area g2.

[0255] When the display information HE is displayed and the ratio information of the second display section 40Y is equal to or greater than the number "70" (g2≧70), the second display section 40Y displays the ratio information by blinking. When the display information HE is displayed and the number of games played in the total game period is less than 6000, the first display section 40X displays the identification information by blinking.

[0256] 12 is a schematic diagram of the main display 40 displaying the display information HF. When the display information HF is displayed, the character string "5F" corresponding to the bonus game ratio is displayed in the first display portion 40X of the main display 40, and the current value of the memory area G4 is displayed in the second display portion 40Y.

[0257] When the display information HF is displayed and the ratio information of the second display unit 40Y is equal to or greater than the number "50" (G4≧50), the second display unit 40Y displays the ratio information by blinking. When the display information HF is displayed and the number of games played during the total game period is less than 175,000, the first display unit 40X displays the identification information by blinking.

[0258] As described above, the above display information is switched and displayed at predetermined time intervals (approximately 5 seconds). Specifically, when the power is turned on, the main display 40 displays a test pattern for approximately 5 seconds. In the above test pattern, all segments of the main display 40 flash. Thereafter, the main display 40 displays each piece of display information for approximately 5 seconds in the following order: display information HC, display information HD, display information HE, display information HA, display information HB, and display information HF. In addition, after display information HF is displayed, each piece of display information is repeatedly displayed from the beginning (starting with display information HC).

[0259] The main display 40 may be configured to display a test pattern during other periods as well as immediately after power is turned on. For example, the main display 40 may be configured to display a test pattern during a period in which a set value can be changed. Also, the main display 40 may be configured to display a test pattern during a period in which a set value can be confirmed. The test pattern may be different between the period immediately after power is turned on and other periods.

[0260] <Data used by the sub-CPU> Hereinafter, with reference to the drawings, a description will be given of various data stored in the sub ROM 413. The sub ROM 413 stores various data including a specific effect determination table.

[0261] When the sub-CPU 412 receives a second command (other than B99 (no instruction)) indicating an instruction number (instruction information), it determines one of the instruction effects based on the specific effect determination table. When the instruction effect is determined, the sub-CPU 412 transmits an effect control command indicating the instruction effect to the image control board (image control CPU 421) 420.

[0262] When the image control CPU421 receives a presentation control command indicating an instruction presentation, it causes each image of the instruction presentation to be displayed on the liquid crystal display device 30. In this embodiment, when the sub-control board (sub-CPU412) 400 receives a second command specifying a stop operation sequence advantageous to the player (when the main CPU301 transmits the second command), the sub-CPU412 always notifies the stop operation mode (stop operation sequence) corresponding to the second command.

[0263] 13(a)-(c) are conceptual diagrams of the special effect determination table. The sub-CPU412 determines one of the special effects using the special effect determination table based on the command (first command, second command) from the main CPU301. The special effects are effects for making the player play in an advantageous stop operation sequence, and include the instruction effects and suggestion effects described above. In this embodiment, aside from (in parallel with) the special effects, a notification effect for notifying the winning area that has been won in the current game may be executed (see FIG. 14(a-1) and the like).

[0264] As shown in Fig. 13(a) to (c), a specific effect determination table is provided for each of the instruction modes (a to c). Fig. 13(a) is a conceptual diagram of the specific effect determination table in instruction mode a. Fig. 13(b) is a conceptual diagram of the specific effect determination table in instruction mode b. Fig. 13(c) is a conceptual diagram of the specific effect determination table in instruction mode c.

[0265] As shown in FIG. 13(a), in the instruction mode a, when the sub-CPU 412 receives a combination of the first command "A10" (bell group A) and the second command "B99", the suggestion effect Y is executed. In a game in which the bell group A is won in the instruction mode a, the instruction information is not displayed on the instruction display 16, but the suggestion effect Y is executed. In a game in which the suggestion effect Y is executed, the player can win the three-bell role by performing a stop operation in an irregular pressing sequence.

[0266] In a game in which 1 coin 4 is won in the instruction mode a, the suggestive effect Y is executed in the same way as in a game in which the bell group A is won. However, in a game in which 1 coin 4 is won, regardless of the order in which the stop operation is performed, a 1 coin role will be won. In the above configuration, in a game in which the suggestive effect Y is executed, even if the stop operation is performed in an irregular pressing order, a 3 coin bell role will not necessarily be won. In other words, the suggestive effect Y does not notify that an irregular pressing order is necessarily advantageous. Note that the suggestive effect Y may be executed in a game in which the bells A1 to A4 are won, and the suggestive effect Y may not be executed in a game in which the other winning areas (including the 1 coin 4) are won.

[0267] As shown in FIG. 13(a), in instruction mode a, when the sub-CPU 412 receives a combination of the first command "A11" (bell group B) and the second commands "B01" to "B04", instruction performance X (1 to 4) is executed in which the stop operation sequence corresponding to the second command is instructed.

[0268] For example, when the sub-CPU412 receives a combination of the first command "A11" and the second command "B01" (middle, left, right), an instruction effect X1 instructing "middle, left, right" is executed. Also, when the sub-CPU412 receives a combination of the first command "A11" and the second command "B02" (middle, right, left), an instruction effect X2 instructing "middle, right, left" is executed. Similarly, when the sub-CPU412 receives a combination of the first command "A11" and the second command "B03" (right, left, middle), an instruction effect X3 instructing "right, left, middle" is executed, and when the sub-CPU412 receives a combination of the first command "A11" and the second command "B04" (right, middle, left), an instruction effect X4 instructing "right, middle, left" is executed. In the above configuration, in a game in which the bell group B is won, the correct push order for the 12-coin bell role is instructed by the instruction effects X (1 to 4).

[0269] FIG. 13(a) shows the probability that instruction performance X is executed in each game of instruction mode a. As shown in FIG. 13(a), the probability that instruction performance X1, among the instruction performances, is executed in instruction mode a is approximately "1 / 11". Also, the probability that instruction performance X2, among the instruction performances, is executed in instruction mode a is approximately "1 / 11". Similarly, the probability that instruction performance X3, among the instruction performances, is executed in instruction mode a is approximately "1 / 11", and the probability that instruction performance X4 is executed in instruction mode a is approximately "1 / 11".

[0270] In the above instruction mode a, the average value of the ratio of each game in which the instruction effect X1 (center left / right) is executed in each game in which the stop operation sequence is instructed on the instruction display 16 (hereinafter, "appearance ratio CLRa") is about 1 / 4. Also, in the instruction mode a, the average value of the ratio of each game in which the instruction effect X2 (center right / left) is executed in each game in which the stop operation sequence is instructed (hereinafter, "appearance ratio CRLa") is about 1 / 4. Similarly, in the instruction mode a, the average value of the ratio of each game in which the instruction effect X3 (right left center) is executed in each game in which the stop operation sequence is instructed (hereinafter, "appearance ratio RLCa") is about 1 / 4, and the average value of the ratio of each game in which the instruction effect X4 (right center left) is executed (hereinafter, "appearance ratio RCLa") is about 1 / 4.

[0271] As shown in FIG. 13(b), in the instruction mode b, in a game in which the first command "A10" (bell group A) is received and in a game in which the first command "A11" (bell group B) is received, the instruction performance X(1-4) is executed. For example, in the instruction mode b, similar to the instruction mode a described above, when the combination of the first command "A11" (bell group B) and the second command "B01" (center left and right) is received, the instruction performance X1 is executed. In addition to the above cases, in the instruction mode b, when the combination of the first command "A10" (bell group A) and the second command "B01" (center left and right) is received, the instruction performance X1 is executed.

[0272] Similarly, in the instruction mode b, when a combination of the first command "A10" (bell group A) and the second command "B02" (center right left) is received, and when a combination of the first command "A11" (bell group B) and the second command "B02" is received, the instruction performance X2 is executed. Also, in the instruction mode b, when a combination of the first command "A10" and the second command "B03" (right left center) is received, and when a combination of the first command "A11" and the second command "B03" is received, the instruction performance X3 is executed. In the instruction mode b, when a combination of the first command "A10" and the second command "B04" (right center left) is received, and when a combination of the first command "A11" and the second command "B04" is received, the instruction performance X4 is executed.

[0273] FIG. 13(b) shows the probability that instruction performance X is executed in each game of instruction mode b. As shown in FIG. 13(b), the probability that instruction performance X1, among the instruction performances, is executed in instruction mode b is approximately "1 / 7". Also, the probability that instruction performance X2, among the instruction performances, is executed in instruction mode b is approximately "1 / 7". Similarly, the probability that instruction performance X3, among the instruction performances, is executed in instruction mode b is approximately "1 / 7", and the probability that instruction performance X4 is executed in instruction mode b is approximately "1 / 7".

[0274] In the above-mentioned instruction mode b, the average value of the ratio of each game in which the instruction effect X1 (middle left / right) is executed in each game in which the stop operation sequence is instructed by the instruction display 16 (hereinafter, "appearance ratio CLRb") is about 1 / 4. Also, in the instruction mode b, the average value of the ratio of each game in which the instruction effect X2 (middle right / left) is executed in each game in which the stop operation sequence is instructed (hereinafter, "appearance ratio CRLb") is about 1 / 4. Similarly, in the instruction mode b, the average value of the ratio of each game in which the instruction effect X3 (right left middle) is executed in each game in which the stop operation sequence is instructed (hereinafter, "appearance ratio RLCb") is about 1 / 4, and the average value of the ratio of each game in which the instruction effect X4 (right middle left) is executed (hereinafter, "appearance ratio RCLb") is about 1 / 4.

[0275] As can be understood from the above explanation, the ratio of each game in which "middle, left, right" is instructed among each game in which the stop operation sequence is instructed by the instruction display 16 is approximately common between instruction mode a and instruction mode b (appearance ratio CLRa = appearance ratio CLRb = 1 / 4). Also, the ratio of each game in which "middle, right, left" is instructed among each game in which the stop operation sequence is instructed is approximately common between instruction mode a and instruction mode b (appearance ratio CRLa = appearance ratio CRLb = 1 / 4). Similarly, the ratio of each game in which "right, left, middle" is instructed among each game in which the stop operation sequence is instructed is approximately common between instruction mode a and instruction mode b (appearance ratio RLCa = appearance ratio RLCb = 1 / 4), and the ratio of each game in which "right, middle, left" is instructed among each game in which the stop operation sequence is instructed is approximately common between instruction mode a and instruction mode b (appearance ratio RCLa = appearance ratio RCLb = 1 / 4).

[0276] In the above embodiment, the probability that a stop operation sequence is instructed changes between instruction mode a and instruction mode b, but each occurrence rate (CLR, CLR, RLC, RCL) does not change between instruction mode a and instruction mode b. Assume a configuration in which the occurrence rate of a specific stop operation sequence changes between instruction mode a and instruction mode b (hereinafter, "comparative example"). In the above comparative example, some stop operation sequences may be extremely difficult to instruct. In the above case, the part of the stop operation sequence is instructed suddenly (rarely), which may cause an inconvenience in which the player cannot follow the instruction. According to the present embodiment, each stop operation sequence is instructed in a balanced manner between instruction mode a and instruction mode b, which has the advantage of suppressing the above inconvenience.

[0277] As shown in Figure 13 (a) and Figure 13 (b), in a game in which the first commands "A02" to "A06" (replays 2 to 7) are received, the second command "99" is received in both command mode a and command mode b. When a combination of the first commands "A02" to "A06" and the second command "99" is received, the left 1st performance W is determined.

[0278] As described above, in a game where Replay 2 to 7 are won, if the left 1st is operated to stop, the upper replay is stopped and displayed on the active line, and in an irregular pressing order, the red seven replay role or the fake replay role may be stopped and displayed. By executing the above left 1st performance W, it is possible to prevent the red seven replay role and the fake replay role from being stopped and displayed meaninglessly. However, in the instruction mode a and the instruction mode b, the stop operation order may not be instructed in a game where Replay 2 to 7 are won.

[0279] 13(c), in the instruction mode c, in the same manner as in the instruction mode b described above, in a game in which the first command "A10" (bell group A) is received and in a game in which the first command "A11" (bell group B) is received, the instruction performances X(1-4) are executed. Also, the probability and appearance rate of each instruction performance X1-4 (center left / right, center right / left, right left center, right center left) in the instruction mode c are substantially the same as in the instruction mode b.

[0280] In the instruction mode c, the instruction performance Z is executed in a game in which the first command "A02" (selection group C) or the first command "A03" (replay 4 (part of recovery replay)) is received, and in a game in which the first commands "A04" to "A06" (recovery replay, fake replay) are received. Specifically, when a combination of the first command "A02" (selection group C) and the second command "B05" (middle 1st) is received, the sub-CPU 412 executes the instruction performance Z. In the above cases, the instruction information "5" is displayed on the instruction display 16.

[0281] Furthermore, when a combination of the first command "A03" (recovery replay) and the second command "B05" (middle 1st) is received, the sub-CPU412 executes the instruction performance Z. In the above cases, the instruction information "5" is displayed on the instruction display 16. Similarly, when a combination of the first commands "A04" to "A06" (recovery replay, fake replay) and the second command "B99" (no instruction) is received, the sub-CPU412 executes the instruction performance Z. In the above cases, no instruction information is displayed on the instruction display 16.

[0282] As can be understood from the above explanation, in a game in which the instruction performance Z is executed, the instruction display 16 may or may not display instruction information. Specifically, in a game in which the selection group C is selected and the instruction performance Z is executed, if the stop operation is performed in any order other than the middle 1st instructed by the instruction display 16, the privilege (the right to move to the added specialization state) is not granted. In other words, in this game, the middle 1st is actually more advantageous than other stop operation orders.

[0283] On the other hand, in a game in which a recovery replay or fake replay is won and the instruction effect Z is executed, a middle 1st is instructed in the instruction effect Z, but a bonus is awarded regardless of the stop operation order. Also, in this game, the replay is stopped and displayed on the effective line regardless of the stop operation order. That is, in this game, the advantage degree is the same for each stop operation order. Therefore, it is not necessary to display the instruction information on the instruction display 16. However, as in a game in which Replay 4 (recovery replay) is won, the instruction information "5" may be displayed in a game in which another recovery replay or fake replay is won.

[0284] FIG. 14(a-1) is a diagram for explaining a specific example of the instruction performance X. The specific example of FIG. 14(a-1) assumes a case where the instruction performance X1 is executed in the main AT state. In the main AT state, the performance during AT is executed in parallel with the specific performance including the instruction performance X. The performance during AT includes, for example, the display of a performance image that notifies or suggests a winning area that has been won. Also, in the main AT state, the remaining number of times of play in the main AT state is displayed. Also, in the main AT state, the number of medals won in the current instruction period is displayed.

[0285] As described above, the main AT state is the instruction mode a, and the instruction performance X (1 to 4) is executed in the game in which the bell group B is won. In the instruction performance X, the instruction image Gsx is displayed. The instruction image Gsx is an image for instructing the correct pressing order of the 12-bell role. As shown in FIG. 14 (a-1), in the instruction performance X1, the instruction image Gsx instructing the stop operation order of "middle left right" is displayed. Also, in the instruction performance X2, the instruction image Gsx instructing the stop operation order of "middle right left" is displayed. Similarly, in the instruction performance X3, the instruction image Gsx instructing the stop operation order of "right left center" is displayed, and in the instruction performance X4, the instruction image Gsx instructing the stop operation order of "right center left" is displayed.

[0286] The above instruction image Gsx starts to be displayed immediately after the start operation of the game. Also, the instruction image Gx is displayed in front of other effect images. The above effect images are expected to be images for notifying the winning area, images for notifying whether or not the number of additional plays will be awarded, etc. In the premier AT state, as in the above main AT state, in a game in which the bell group B is won, the correct pressing order for the 12-bell role is indicated by the instruction image Gx.

[0287] FIG. 14(a-2) is a diagram for explaining a specific example of the suggested performance Y. The specific example of FIG. 14(a-2) assumes a case where the suggested performance Y is executed in the main AT state. As described above, when the bell group A or one coin 4 is won in the main AT state of the instruction mode a, the suggested performance Y is executed. In the main AT state, the performance during the AT is executed in parallel with the suggested performance Y. As shown in FIG. 14(a-2), the suggested image Gsy is displayed in the suggested performance Y. The suggested image Gsy is an image that is approximately frame-shaped, and a performance image is displayed inside. However, the suggested image Gsy is not limited to the specific example of FIG. 14(a-2).

[0288] The above-mentioned suggestion image Gsy starts to be displayed immediately after the start operation of the game. That is, the timing when the suggestion image Gsy starts to be displayed and the timing when the indication image Gsx starts to be displayed are substantially simultaneous. However, the timing when the suggestion image Gsy starts to be displayed and the timing when the indication image Gsx starts to be displayed may be different. For example, the timing when the suggestion image Gsy starts to be displayed may be later than the timing when the indication image Gsx starts to be displayed, or it may be earlier.

[0289] If the stop operation is performed in an irregular button press sequence, the suggestive image Gsy will be hidden at the timing of the third stop operation. However, if the stop operation is performed 1st to the left after the suggestive image Gsy starts to be displayed, the suggestive image Gsy will be hidden at the timing of the first stop operation. Specifically, when the 1st left stop operation is performed in a game in which the suggestive performance Y is executed, the suggestive image Gsy will be hidden immediately thereafter and the message image Gm described below will be displayed. However, even if the stop operation is performed in an irregular button press sequence, the suggestive image Gsy may be configured to be hidden at the timing of the first stop operation.

[0290] Fig. 14(a-3) is a diagram for explaining a specific example of the message image Gm. The specific example of Fig. 14(a-3) assumes that the suggestive performance Gsy is started at the start of the game, and then the left 1st stop operation is performed. In the above case, the message image Gm is displayed immediately after the 1st stop operation is performed. The message image Gm displays a message that the left 1st stop operation has been performed. According to the above message image Gm, in a game in which the suggestive performance Y is performed, it is suggested that a stop operation should be performed at a position other than the left 1st.

[0291] As shown in FIG. 14(a-3), during the period when the message image Gm is displayed, the effect image is displayed. Specifically, as described above, the effect image displayed during the period when the suggestion image Gsy is displayed continues to be displayed during the period when the message image Gm is displayed. For example, assume that a predetermined moving image is displayed as an effect image during the period when the suggestion image Gsy is displayed. In the above case, the predetermined moving image is displayed continuously regardless of whether the message image Gm is displayed (regardless of whether the left first stop operation is performed). However, the configuration may be such that another image (such as an effect image) changes when the message image Gm is displayed. For example, the configuration may be such that a black background image is displayed instead of the effect image when the message image Gm is displayed.

[0292] The message image Gm becomes invisible when the third stop operation is performed. However, the timing at which the message image Gm becomes invisible can be changed as appropriate. For example, the message image Gm may be hidden when a predetermined time has elapsed since the message image Gm started to be displayed.

[0293] In addition, the display mode of the message image Gm may be changed between when the left 1st is stopped in a game in which the bell group A is won in the instruction mode a and when the left 1st is stopped in a game in which the 1 coin 4 is won. Also, when the left 1st is stopped in a game in which the 1 coin 4 is won, the message image Gm may not be displayed. In this embodiment, the message image Gm is not displayed in a game in which the suggestion image Gsy is not displayed (for example, a game in which the 1 coin 1 is won), but the message image Gm may be displayed in the game.

[0294] In the premier AT state, similar to the main AT state described above, a suggestion image Gsy is displayed in a game in which the bell group A is won. Also, in the premier AT state, similar to the main AT state described above, a message image Gm is displayed when the left first stop operation is performed in a game in which the bell group A is won.

[0295] FIG. 14(b-1) is a diagram for explaining a specific example of the instruction effect Z. As described above, the instruction effect Z is executed in a game in which the selection group C, recovery replay, or fake replay is won in the stock specialization state. FIG. 14(b-1) is a schematic diagram of each image when the instruction effect Z is executed in the stock specialization state. In the stock specialization state, an image showing the remaining number of games in the stock specialization state is displayed. Also, in the instruction effect Z, an instruction image Gsz is displayed. The instruction image Gsz is an image for instructing center 1st or right 1st.

[0296] Specifically, in the stock-specialized state, if the selection group C or Replay 4 (recovery replay) is selected, the instruction image Gsz instructing the middle 1st is displayed. Also, in the stock-specialized state, if the selection group C or Replay 4 (recovery replay) is selected, the instruction image Gsz instructing the right 1st is displayed.

[0297] In addition, in the instruction performance Z in the stock specialization state, an image showing the character string "CHANCE!" is displayed in addition to the instruction image Gsz. In a game in which the instruction performance Z is executed, in which the recovery replay is won, and in a game in which the selection group C is won and the stop operation is performed in a specific stop operation order, the red seven play is stopped and displayed on the pay line by aiming for the red seven symbol on each reel 12. Therefore, in a game in which the instruction performance Z is executed, a configuration may be adopted in which a message to aim for the red seven symbol is displayed on each reel 12.

[0298] Fig. 14(b-2) is a diagram for explaining another specific example of the instruction performance X. The specific example of Fig. 14(b-2) shows specific examples of each image displayed in the stock specialization state. As described above, the stock specialization state is the instruction mode b. In the instruction mode b, the instruction performance X(1-4) is executed in the game in which the bell group B is won, as well as in the game in which the bell group A is won.

[0299] In this embodiment, in the instruction mode b (stock specialization state, top-up specialization state), the same instruction effect Gsx is displayed when the bell group A is won and when the bell group B is won. However, the form of the instruction image Gsx may be different when the bell group A is won and when the bell group B is won.

[0300] Figure 15 (a) and Figure 15 (b) are diagrams for explaining specific examples of instruction modes (a to c) in each game. Figure 15 (a) and Figure 15 (b) show the ball output state and instruction mode at each time point. In this embodiment, the instruction mode may be switched during a series of instruction periods.

[0301] The specific example in Figure 15(a) assumes that the AT first win lottery is won at time t1. When the AT first win lottery is won, a transition to an add-on specialized state occurs via a predetermined number of premonition plays. The specific example in Figure 15(a) assumes that a transition to an add-on specialized state occurs at time t2. As described above, the early stages of play in the add-on specialized state (first to third plays) are in a non-instruction period. Furthermore, the later stages of play in the add-on specialized state (fourth play onwards) are in an instruction period. The instruction mode for the add-on specialized state is instruction mode b.

[0302] In the specific example of FIG. 15(b), it is assumed that the add-on specialization state ends at time t3. As described above, when the add-on specialization state ends, the state transitions to the main AT state. The instruction mode of the main AT state is instruction mode a. In addition, in the specific example of FIG. 15(b), it is assumed that the red seven (replay 9) is won at time t4 in the main AT state. In a game in which the red seven is won, if the red seven symbol is aimed at each reel 12 in the 1st from the left, the symbol combination of "red seven-red seven-red seven" is stopped and displayed. In addition, when the red seven is won in the main AT state, the stock specialization state starts from the next game.

[0303] The instruction mode in the stock specialization state is instruction mode c. As described above, the increase value of instruction mode a is about 2.77, and the increase value of instruction mode c is about 4. As can be understood from the above explanation, in this embodiment, when a specific symbol combination (red seven-red seven-red seven) is stopped and displayed in the main AT state, the increase value increases. In the above embodiment, the player can be made to recognize that a transition to an advantageous state has occurred when a specific symbol combination is stopped and displayed.

[0304] However, as mentioned above, the actual increase value is about 4 in the main AT state (instruction mode a) and the stock-specialized state (instruction mode c). Similarly, when a red seven is won in the premier AT state, the instruction mode is changed from instruction mode a (premium AT state) to instruction mode c (stock-specialized state), so that the player can recognize that the ball output state has changed when a specific symbol combination is stopped and displayed.

[0305] As shown in FIG. 15(a), when the stock specialization state ends, thereafter, a transition to an added-on specialization state occurs. In the final play of the stock specialization state, an image is displayed showing the value of the added-on stock counter that was added in the stock specialization state. In the specific example of FIG. 15(a), it is assumed that the stock specialization state ends at time t5. The added-on specialization state after the stock specialization state ends is repeated a number of times according to the added-on stock counter that was added in the stock specialization state.

[0306] As shown in FIG. 15(a), even if the state transitions from the stock specialization state to the add-on specialization state, the early game of the add-on specialization state is a non-instruction period. However, the early game of the add-on specialization state transitioned from the normal state may be a non-instruction period, and the add-on specialization state transitioned from the stock specialization state may be an instruction period (instruction mode b) from the first game. In addition, if a white seven is won in the main AT state, the state transitions to the add-on specialization state from the next game. In this embodiment, even if the state transitions from the main AT state to the add-on specialization state, the early game of the add-on specialization state is a non-instruction period. However, the add-on specialization state transitioned from the main AT state may be an instruction period (instruction mode b) from the first game.

[0307] When the add-on specialization state ends, the state then returns to the main AT state. In the specific example of FIG. 15(a), it is assumed that the add-on specialization state ends at time t6 and transitions to the main AT state. In the above case, the instruction mode is changed from instruction mode b to instruction mode a at time t6. In the final play of the add-on specialization state, an image is displayed that shows the total number of add-on plays acquired in the add-on specialization state.

[0308] FIG. 15(b) is a diagram for explaining other specific examples of the instruction modes (a to c) in each game. In the specific example of FIG. 15(b), it is assumed that the difference number counter is subtracted to a value less than "151" at time t7 in the main AT state. In the above case, the main AT state transitions to the ending state at time t7. As described above, if the difference number counter is subtracted to a value less than "151", the state transitions to the ending state regardless of the ball output state (premium AT state, etc.) during the instruction period. In the ending state, a special ending performance dedicated to the ending state is executed.

[0309] Incidentally, it is more important not to overlook the suggestion effect Y, in which the order of the stop operations is simply suggested, than the instruction effect X, in which the order of the stop operations is directly instructed. Therefore, in the instruction mode a, in which the suggestion effect Y is executed, it is more difficult for the player to concentrate on other effects than in the instruction mode b, in which the suggestion effect Y is not executed. Taking the above circumstances into consideration, in this embodiment, the ending state is set to the instruction mode b. With the above configuration, there is an advantage that it is easier to concentrate on the above-mentioned ending effect, compared to, for example, a configuration in which the ending state is the instruction mode a (a configuration in which the suggestion effect Y can be executed in the ending state).

[0310] However, the longer the ball output state in instruction mode b (instruction mode c) continues, the more likely it is that the above-mentioned inconvenience of the instruction-included feature ratio becoming excessively high will occur. However, the maximum net increase in medals in the ending state is 151+α (α<12). Therefore, by setting the ending state to instruction mode b, the inconvenience of the instruction-included feature ratio becoming extremely high is unlikely to occur. However, the ending state may also be set to instruction mode a.

[0311] As described above, when the ending state ends, the advantageous zone ends and a transition to a non-advantageous zone occurs. In FIG. 15(b), the period of the non-advantageous zone is shown shaded. Similarly, in FIG. 17(a)-(c) and the like described below, the period of the non-advantageous zone is shown shaded. In this embodiment, the freeze flag is set to ON in the final play of the ending state (advantageous zone). The freeze flag is maintained in the ON state even after the final play of the ending state ends and thereafter transitions to the non-advantageous zone.

[0312] Also, if the freeze flag is ON in the first game in the non-advantageous zone, a freeze effect is executed at the start of the game. In the freeze effect described above, the start of movement of each reel 12 is restricted, and the liquid crystal display device 30 notifies the player of the transition to the standby period. The freeze flag is ON when transitioning from an ending state or a main AT state to a non-advantageous zone, and is not ON when transitioning from another ball output state (standby state A) to a non-advantageous zone. Also, the freeze flag is not ON when the setting value is changed and transition is made to a non-advantageous zone.

[0313] When moving to a non-advantageous zone, all information used in the processing related to the instruction function is initialized. The above information includes information indicating the final ball output state in the previous advantageous zone. However, in this embodiment, before the advantageous zone ends, the freeze flag is changed to the ON state according to the final ball output state of the advantageous zone. Therefore, even if all information used in the processing related to the instruction function is initialized before moving to a non-advantageous zone, the presence or absence of a freeze effect in the non-advantageous zone can be changed according to the final ball output state of the previous advantageous zone. Note that the configuration may be such that the freeze effect is executed when the non-advantageous zone is moved to the standby state.

[0314] In the specific example of FIG. 15(b), it is assumed that the advantageous zone transition process is executed at time t8. As described above, the advantageous zone transition process includes the initial state determination process. In the initial state determination process described above, it is determined whether to transition to standby state A or standby state B with a probability according to a set value. In the specific example of FIG. 15(b), it is assumed that standby state A is determined in the initial state determination process at time t8. In the above cases, the advantageous zone will start from the next game and transition will occur to standby state A.

[0315] In principle, the standby state A ends after one play. However, the premium transition lottery process is also executed in the standby state A. In the specific example of FIG. 15(b), it is assumed that the premium transition lottery process executed at time t9 is not won. In the above cases, the standby state A ends and transitions to the non-advantageous zone.

[0316] In the specific example of Figure 15(b), it is assumed that the advantageous zone transition process (initial state determination process) is executed at time t10 of the second non-advantageous zone after the ending state ends. It is also assumed that the standby state B is determined in the initial state determination process at time t10. As described above, the standby state B continues until transition to the premier AT state. In the specific example of Figure 15(b), it is assumed that the standby state B ends at time t12 and transition occurs to the premier AT state.

[0317] FIG. 16(a) is a diagram for explaining the probability that waiting state A or waiting state B is determined in the initial state determination process. As shown in FIG. 16(a), the winning probability of waiting state B changes according to the set value. Specifically, the larger the set value, the easier it is to win waiting state B. As described above, when a game transitions to waiting state B, it then transitions to the premier AT state. On the other hand, when a game transitions to waiting state A, it then transitions to a non-advantageous zone. However, even when a game transitions to waiting state A, if a game is won in the premier transition lottery process, the waiting state A will continue for 30 plays, and then the game can transition to the premier AT state.

[0318] Fig. 16(b) is a diagram for explaining the probability of winning the premier shift lottery process. As shown in Fig. 16(b), the probability of winning the premier shift lottery process in one game is about 2.3%. Therefore, even if a game transitions to standby state A, there is a 2.3% probability that the standby state A will continue and transition to the premier AT state, rather than to the non-advantageous zone.

[0319] FIG. 16(c) is a diagram for explaining the average number of times played in the non-advantageous zone from when the player transitions to the non-advantageous zone in the internal intermediate state until when the player transitions to the premier AT state (hereinafter referred to as the "average number of times in the non-advantageous zone"). In this embodiment, the non-advantageous zone ends after one play in principle, regardless of the setting value. As shown in FIG. 16(a) above, when the setting value is 0, there is no transition to standby state B, and standby state A and the non-advantageous zone are repeated until the player wins the lottery process for transitioning to the premier in standby state A. In this embodiment described above, the average number of times played in the non-advantageous zone at setting value 0 is approximately 43 times.

[0320] On the other hand, for setting values ​​other than 0, waiting state A and the non-advantageous zone are repeated until waiting state B is won in the initial state determination process or the premium transition lottery process in waiting state A is won. As described above, in the initial state determination process, the larger the setting value, the easier it is to win waiting state B. In the above embodiment, as shown in FIG. 16(c), the larger the setting value, the smaller the average number of non-advantageous zones.

[0321] As described above, in this embodiment, at the setting value 0 with the lowest ball payout rate, the average value of the total number of non-advantageous periods in all games is the maximum. On the other hand, at the setting value 6 with the highest ball payout rate, the average value of the total number of non-advantageous periods is the minimum. With the above configuration, a game feature is realized in which the setting value can be predicted based on the number of games required to transition to the premier AT state. Note that the setting value 0 with the lowest ball payout rate may be configured to have the minimum average value of the total number of non-advantageous periods, and the setting value 6 with the highest ball payout rate may be configured to have the maximum average value of the total number of non-advantageous periods. Even with the above configuration, a game feature is realized in which the setting value can be predicted based on the number of games required to transition to the premier AT state.

[0322] Figures 17(a)-(c) are diagrams for explaining the transition of each ball output state when premium stock is present (premium stock flag = ON). Figures 17(a)-(c) show the ball output state, instruction mode, and value of the difference number counter at each point in time. As described above, when premium stock is present, it becomes possible to transition to the premium AT state after the main AT state ends. However, the ball output state until transition to the premium AT state differs depending on the difference number counter when the main AT state ends.

[0323] Figure 17(a) is a diagram for explaining a specific example of the transition from the main AT state to the premier AT state after the main AT state has ended. In the specific example of Figure 17(a), it is assumed that the main AT state ends at time t1a. If the premier stock flag is ON when the main AT state ends, it is determined whether the difference number counter (the number of medals until the current advantageous zone is forcibly ended) is greater than 2400 or not.

[0324] If the difference number counter is 2400 or less, the current advantageous period ends and transitions to a non-advantageous period. In the specific example of FIG. 17(a), assume that the value of the difference number counter is "1000" at time t1a when the main AT state ends (difference number counter < 2400). In the above cases, when the main AT state ends, the advantageous period ends and transitions to a non-advantageous period.

[0325] In the specific example of Figure 17(a), it is assumed that a decision is made to transition to standby state B in the first non-favorable zone after the main AT state ends. In the above case, the first ball output state of the new favorable zone becomes standby state B. In the specific example of Figure 17(a), it is assumed that a new favorable zone starts from time t2a. In the above case, the difference number counter at time t2a becomes the initial value "2401".

[0326] Assume that the main AT state transitions to the premier AT state without passing through a non-beneficial zone, regardless of the value of the difference number counter at the time when the main AT state ends. In the above configuration, if the value of the difference number counter at the time when the main AT state ends is excessively small, the difference number counter is immediately subtracted to the value "0" in the subsequent premier AT state, and the state transitions to a non-beneficial zone. According to this embodiment, if the value of the difference number counter at the time when the main AT state ends is excessively small, the state transitions to a non-beneficial zone once and starts a new favorable zone, so the difference number counter is reset to the initial value "2401" before transitioning to the premier AT state. Therefore, the above-mentioned inconvenience can be suppressed.

[0327] As described above, the premium shift lottery process is executed in each game in the standby state B. In addition, when the number of games in the standby state B reaches 30, it is determined whether or not the premium shift lottery process has been won in the 30 games. In the specific example of FIG. 17(a), it is assumed that the premium shift lottery process has not been won at time t3a when the 30th game in the standby state B is completed. In the above cases, the standby state B continues after time t3a.

[0328] In the specific example of FIG. 17(a), it is assumed that a prize is won in the premium transition lottery process in 30 plays in standby state B from time t3a onward. In the above case, it is determined that a prize has been won in the premium transition lottery process at time t4a when the 60th play in standby state B ends. If a prize has been won in the premium transition lottery process, the game will transition to the premium AT state from the next play. As described above, if 90 plays are played in standby state B, the game will transition to the premium AT state from the next play even if a prize is not won in the premium transition lottery process.

[0329] In addition, when a predetermined condition is satisfied (for example, when a specific winning area is won), the configuration may be such that the state transitions to the premier AT state before 30 games are played in the standby state B. When the state transitions to the premier AT state, the instruction mode becomes the instruction mode a (the instruction period starts).

[0330] Figure 17(b) is a diagram for explaining another specific example from the end of the main AT state to the transition to the premier AT state. In the specific example of Figure 17(a) above, it is assumed that the difference number counter is equal to or less than the value "2400" at the end of the main AT state. In the specific example of Figure 17(b), it is assumed that the difference number counter is greater than the value "2400" at the end time t1b of the main AT state.

[0331] At the end of the main AT state, if the difference number counter is greater than the number "2400", the state transitions to the premier AT state without passing through a non-favorable zone. In other words, the state transitions to the premier AT state without resetting the difference number counter. Specifically, at the end of the main AT state, if the difference number counter is greater than the number "2400", the state transitions directly from the main AT state to standby state B. In other words, the main AT state and standby state B become a common (series of) favorable zones.

[0332] When a direct transition is made from the main AT state to the standby state B, after 10 plays have been performed in the standby state B, the state transitions to the premier AT state regardless of the result of the premier transition lottery process. In FIG. 17(b), it is assumed that the premier AT state is started at time t2b. The presentation mode is the "standby mode" in both the standby state B transitioned from a non-advantageous zone (see FIG. 17(a)) and the standby state B transitioned from the main AT state (see FIG. 17(b)). However, the presentation mode of the standby state B may be different when transitioning from a non-advantageous zone and when transitioning from the main AT state (without passing through a non-advantageous zone).

[0333] Assume that the configuration is such that the game moves to a non-advantageous zone when the main AT state ends, regardless of the value of the difference number counter at the time when the main AT state ends. In the above configuration, even if the value of the difference number counter at the time when the main AT state ends is greater than 2400 (for example, 3000), when the net increase in the number of coins reaches about 2400 in the subsequent premier AT state, the game moves to a non-advantageous zone. In the above configuration, depending on the player, there may be an inconvenience that reduces the motivation to play. According to this embodiment, if the value of the difference number counter at the time when the main AT state ends is greater than 2400, the advantageous zone continues and the difference number counter is not reset to the initial value (2401). Therefore, the above-mentioned inconvenience can be suppressed.

[0334] Figure 17(c) is a diagram for explaining another specific example of the transition from the main AT state to the premier AT state. The specific example of Figure 17(c) assumes that the difference number counter is equal to or less than the value "2400" at the end time t1c of the main AT state, similar to the specific example of Figure 17(a) described above. In the above cases, the transition from the main AT state to the non-advantageous zone occurs.

[0335] The specific example of Figure 17(c) assumes a case where standby state A is determined in the first non-advantageous zone after the main AT state ends. It also assumes a case where the premier AT transition lottery process (time t2c) for that standby state A is a miss. In the above cases, standby state A ends and transitions to the non-advantageous zone again. Furthermore, the specific example of Figure 17(c) assumes a case where standby state A is determined in the second non-advantageous zone after the main AT state ends, and the premier AT transition lottery process (time t3c) for the subsequent standby state A is also a miss. In the above cases, standby state A ends and transitions to the non-advantageous zone again.

[0336] The specific example in Figure 17(c) assumes a case where the main AT state ends and standby state A is determined even in the third non-advantageous section. It also assumes a case where the premium transition lottery process (time t4c) is won in standby state A. In the above cases, standby state A does not end with one game, but continues for 30 games thereafter. Also, after 30 games are played in standby state A, it then transitions to the premium AT state.

[0337] In the above embodiment, when the premium AT transition lottery process is won in the standby state A, even if the original trigger for ending the standby state A (execution of one game) is established, the standby state A continues and transitions to the premium AT state. In other words, in this embodiment, even if the original trigger for ending the advantageous zone is established, if the right to obtain a specified benefit is granted in the advantageous zone, the advantageous zone continues and the benefit is granted. According to the above embodiment, there is an advantage that the player's motivation to play can be improved compared to a configuration in which the right to obtain a specified benefit is granted but the right is invalidated by transitioning to a non-advantageous zone.

[0338] Even in the case of repeated transitions between a non-advantageous zone and standby state A, the presentation mode at each point in time from the end of the main AT state to the transition to the premier AT state will be the "standby mode". Assume a configuration in which the presentation mode is switched when a transition to a non-advantageous zone or standby state A is triggered. In the above configuration, the presentation mode is frequently switched, which may cause inconvenience to some players, which may be annoying. The configuration of this embodiment suppresses the above inconveniences.

[0339] In this embodiment, a warning image Gk may be displayed when transitioning to a non-advantageous zone (see FIG. 18(a) described below). The above warning image Gk is an image for warning the player of game dependence. However, in this embodiment, when transitioning to standby state A, there is a possibility of repeated transitions to the non-advantageous zone. Therefore, if the warning image Gk were uniformly displayed every time a transition was made to a non-advantageous zone, there would be a situation in which the warning image Gk would be displayed repeatedly in a short period of time, which would be inconvenient.

[0340] In consideration of the above circumstances, this embodiment adopts a configuration in which, when moving to a non-advantageous section, if a predetermined display condition is satisfied, a warning image Gk is displayed, but if the display condition is not satisfied, the warning image Gk is not displayed. The above configuration will be described in detail below.

[0341] Fig. 18(a) is a diagram for explaining a specific example of the warning image Gk. Fig. 18(a) is a schematic diagram of a result screen Mr. The result screen Mr is an image that displays the number of medals acquired during a series of instruction periods (such as the main AT state).

[0342] The warning image Gk is displayed, for example, during the period when the result screen Mr is displayed. As shown in FIG. 18(a), the warning image Gk displays messages such as "Be careful not to get addicted" and "Pachinko slots are a game that should be enjoyed in moderation." Specific examples of the warning image Gk are not limited to the above examples. Also, the warning image Gk may be displayed during periods other than the display period of the result screen Mr. For example, the warning image Gk may be displayed during non-play periods. Also, the images displayed on the result screen Mr are not limited to the above examples. For example, the number of times the game has transitioned to the stock specialization state during the main AT state may be displayed on the result screen Mr.

[0343] FIG. 18(b) is a diagram for explaining a specific example of when the warning image Gk is displayed. In principle, the warning image Gk is displayed immediately before the ball output state transitions. For example, when transitioning from the main AT state (source state) to the normal state (destination state), the warning image Gk is displayed when the main AT state ends. On the other hand, when transitioning from the main AT state to standby state B (when there is a premium stock and the advantageous zone is not reset), the warning image Gk is not displayed when the main AT state ends.

[0344] In addition, when moving from the main AT state to a non-advantageous zone (when there is premium stock and the advantageous zone is reset), the warning image Gk is not displayed when the main AT state ends. When moving from an ending state to a non-advantageous zone, the warning image Gk is displayed when the ending state ends. In addition, when moving from standby state A to a non-advantageous zone, the warning image Gk is not displayed when the standby state A ends.

[0345] Fig. 19(a-1) to Fig. 19(a-3) are diagrams for explaining the details of the time when the warning image Gk is displayed in this embodiment. Fig. 19(a-1) to Fig. 19(a-3) show the ball output state and the presentation mode at each time. Fig. 19(a-1) to Fig. 19(a-3) also show the display period T during which the warning image Gk is displayed. The same applies to Fig. 19(b-1) and Fig. 19(b-2) described later.

[0346] Figure 19(a-1) is a diagram for explaining a specific example when the main AT state ends. The specific example in Figure 19(a-1) assumes that the premium stock flag is OFF when the main AT state ends. It also assumes that the number of remaining AT sets is 0. In the above cases, when the main AT state ends, it transitions to the normal state.

[0347] In the specific example of Figure 19 (a-1), it is assumed that the last game in the main AT state ended at time t1d (the third stop operation was performed at time t1d). In the above case, a warning image Gk is displayed for a display period T immediately after time t1d. The display period T ends in a predetermined time (e.g., about 5 seconds). When transitioning from the main AT state to the normal state, as explained using Figure 18 (a) above, a result screen Mr is displayed from time t1d, and a warning image Gk is displayed during the period in which the result screen Mr is displayed.

[0348] In this embodiment, it is assumed that the first game in the normal state starts at time t2d after 5 seconds or more have passed since time t1d. In the above case, the warning image Gk is hidden before the transition to the normal state. On the other hand, if the first game in the normal state starts before 5 seconds have passed since time t1d, the warning image Gk is displayed at the start of the game and then hidden.

[0349] However, the period during which the warning image Gk is displayed can be changed as appropriate. For example, the warning image Gk may be configured to continue to be displayed until the next game is started. The result screen Mr may be displayed, for example, until the start time t2d of the first game in the normal state, and then be hidden. However, the result screen Mr may be hidden when a medal is inserted to start the first game in the normal state. In the above configuration, the presentation mode is switched to the normal mode corresponding to the normal state when a medal is inserted to start the first game in the normal state.

[0350] FIG. 19(a-2) is a diagram for explaining another specific example when the main AT state ends. The specific example of FIG. 19(a-2) assumes the case where the remaining number of AT sets is 0, similar to the above-mentioned FIG. 19(a-1). In addition, the specific example of FIG. 19(a-2) assumes the case where the premium stock flag is ON when the main AT state ends, and the difference number counter is equal to or less than the value "2400". In the above cases, when the main AT state ends, it transitions to a non-advantageous zone.

[0351] In the specific example of Figure 19(a-2), it is assumed that the main AT state ends at time te1 and transitions to a non-advantageous zone. As described above, when transitioning from the main AT state to the normal state, the warning image Gk is displayed (see Figure 19(a-1) above). On the other hand, when transitioning from the main AT state to a non-advantageous zone, as shown in Figure 19(a-2), the warning image Gk is not displayed.

[0352] In the specific example of Figure 19(a-2), it is assumed that there is a transition from the first non-advantageous zone after the main AT state ends to standby state A. It is also assumed that there is a transition from standby state A to a non-advantageous zone at time t2e. As shown in Figure 19(a-2), when there is a transition from standby state A to a non-advantageous zone, the warning image Gk is not displayed. In the specific example of Figure 19(a-2), it is assumed that there is a transition to standby state B in the second non-advantageous zone after the main AT state ends. In the above cases, there is a transition to the premier AT state after standby state B ends.

[0353] As can be understood from the above explanation, when the main AT state ends and transitions to the normal state (see Figure 19(a-1)), the warning image Gk is displayed, whereas when transitioning to a non-advantageous zone (see Figure 19(a-2)), the warning image Gk is not displayed. A detailed explanation will be omitted, but if the premium stock flag is ON when the main AT state ends and the difference number counter is greater than the value "2400", the warning image Gk will not be displayed during the period from the main AT state to the transition to the premium AT state via standby state B.

[0354] As shown in Fig. 19(a-2), the non-advantageous zone starts immediately after the time t1e when the third stop operation is performed in the final game of the main AT state. In the specific example of Fig. 19(a-2), it is assumed that the first game of the non-advantageous zone starts at time t11e and the transition to the advantageous zone is determined in that game. Furthermore, it is assumed that the first game of the standby state A starts from time t12e.

[0355] In the specific example of FIG. 19(a-2) above, the presentation mode from time t1e to time t11e is maintained in the main AT mode corresponding to the main AT state. Note that the result screen Mr may be displayed during the period from time t1e to time t11e. In the above configuration, the display period T of the warning image Gk may be started from time t1e. The presentation mode during the period after time t11e, when the first play of the non-advantageous zone is started, becomes the standby mode corresponding to the standby state (A, B).

[0356] FIG. 19(a-3) is a diagram for explaining a specific example when the ending state ends. As described above, when the ending state ends, a transition to a non-advantageous zone occurs. In the specific example of FIG. 19(a-3), it is assumed that the third stop operation in the final game of the ending state is executed at time t1f, and then a transition to a non-advantageous zone occurs. In the above case, the display period T of the warning image Gk starts from time t1f.

[0357] In the specific example of FIG. 19(a-3), it is assumed that the first game in the non-advantageous zone starts at time t2f after the display period T has elapsed. In the above case, the warning image Gk is not displayed at the start time t2f of the first game in the non-advantageous zone. However, if the first game in the non-advantageous zone starts before the display period H ends, the warning image Gk may be displayed at the start of the game.

[0358] In the specific example of FIG. 19(a-3), in the period from time t1f to time t2f, the presentation mode is controlled to an ending mode corresponding to the ending state, and the result screen Mr is displayed. Also, from time t2f when the first play in the non-advantageous zone is started, the presentation mode is switched to the standby mode. However, instead of the above configuration, the result screen Mfr may be hidden and the presentation mode may be switched to the standby mode when a medal is inserted to start the first play in the non-advantageous zone. In the specific example of FIG. 19(a-3), a case where a transition to standby state B occurs at time t3f is assumed. When standby state B ends, a transition to the premier AT state occurs.

[0359] The display time of the warning image Gk can be changed as appropriate. Figure 19 (b-1) and Figure 19 (b-2) are diagrams for explaining a modified example of the first embodiment. In the first embodiment, as described above, when the game moves from the inside state to the non-advantageous zone, the game moves to the premier AT state. On the other hand, in the modified example shown in Figure 19 (b-1) and Figure 19 (b-2), even if the game moves from the inside state to the non-advantageous zone, the game may not move to the premier AT state. Specifically, in this modified example, the game moves from the non-advantageous zone in the non-inside state to the normal state, as in the first embodiment. Also, in this modified example, the game moves from the non-advantageous zone in the inside state to the standby state. The standby state in the modified example ends after 30 plays, for example.

[0360] In each game in the standby state of the modified example, a premier AT transition lottery process is executed, similar to the standby states (A, B) of the first embodiment. The above standby states are periods during which the right to transition to the premier AT state is determined with a high probability. However, in the first embodiment, even if the number of remaining games in the standby state reaches 0 without winning the premier AT lottery process, the game ultimately transitions to the premier AT state. On the other hand, in the modified example, if the number of remaining games in the standby state reaches 0 without winning the premier AT lottery process, the game then transitions to the normal state.

[0361] The specific example of FIG. 19(b-1) assumes a case where a winner is selected in the premier AT lottery process in the standby state. Specifically, FIG. 19(b-1) assumes a case where a player transitions from the main AT state to a non-advantageous zone at time t1g. Also assumes a case where a player transitions from a non-advantageous zone to a standby state, and wins the premier AT transition lottery process at time t2g in the standby state. In the above cases, when the remaining number of plays in the standby state reaches 0, the player transitions from the standby state to the premier AT state. As shown in FIG. 19(b-1), when a player transitions from a standby state to a premier AT state, a warning image Gk is not displayed during the series of periods during which the player transitions from the main AT state to the premier AT state.

[0362] The specific example in FIG. 19(b-2) assumes that the player does not win the lottery process for transition to the premier AT in the standby state. In the above cases, the warning image Gk is displayed when the standby state ends. Specifically, the specific example in FIG. 19(b-2) assumes that the last game in the standby state ends at time t1h (when the third stop operation is performed). In this modified example, the display period T (5 seconds) of the warning image Gk starts from time t1h. After that, when the next game starts at time t2h, the ball output state transitions to the normal state.

[0363] In the above modified example, the result screen Mr is displayed during the period from time t1h to time t2h. The result screen Mr displays the game result according to the number of medals acquired during the designated period including the immediately preceding main AT state. Note that the result screen Mr may be hidden and the presentation mode may be switched to the normal mode when a medal is inserted to start the first game in the normal state.

[0364] According to the above modified example, the warning image Gk is not displayed when the advantageous zone ends, and the warning image Gk can be displayed in a new advantageous zone that starts after that. Let us assume a configuration in which the warning image Gk is displayed uniformly when the advantageous zone ends. In the above configuration, the warning image Gk is displayed even when a relatively advantageous ball output state (e.g., a standby state) is entered after the advantageous zone ends. That is, the warning image Gk is displayed in the middle of a series of advantageous periods. Therefore, depending on the player, an inconvenience may occur in which the player's motivation to play decreases in the middle of the series of advantageous periods. According to the above modified example, the above inconvenience is suppressed.

[0365] <Processing performed by the main CPU> The main CPU 301 executes various processes using the above-mentioned data. The main CPU 301 executes a startup process when a reset signal is input from the reset circuit. The reset signal is output when the power supply voltage supplied to the main control board 300 exceeds a predetermined threshold. For example, when the power switch 511SW is turned on to start supplying the power supply voltage to the main control board 300, the startup process is executed. In the startup process, the main CPU 301 initializes each register of the main control board 300.

[0366] In addition, in the startup process, the main CPU301 executes various processes (processes for transitioning to a playable state) including a process for changing the set value. The main CPU301 may execute a security check process for determining the validity of the control program stored in the main ROM302 before the startup process. After completing the startup process, the main CPU301 transitions to a game control process. In this embodiment, when the set value is changed, the game state transitions to a non-internal state, and the ball output state becomes a non-advantageous zone. In addition, various information related to the instruction function is initialized.

[0367] FIG. 20 is a flowchart of the game control process of the main CPU301. The game control process is executed every time the player plays a game. Although the details will be described later, the main CPU301 executes interrupt processes at a predetermined time interval (for example, 1.49 ms) during the period in which the game control process is executed. That is, the main CPU301 executes game control processes and interrupt processes alternately. For example, a command to be sent to the sub-control board 400 is set in the game control process and sent to the sub-control board 400 in the interrupt process. Commands indicating the results of various lotteries executed by the main CPU301 or the values ​​of various counters provided in the main RAM303 are appropriately sent to the sub-control board 400. In addition, each timer (for example, a wait timer) set in the game control process is subtracted in the interrupt process.

[0368] When the main CPU301 starts the game control process, it executes the initial setting process (S101). The initial setting process is executed every time one game ends. In the initial setting process, the main CPU301 initializes a storage area of ​​the main RAM303 that is initialized for each game. For example, the winning area storage area in which the winning area (winning area number) of the previous game is stored is initialized in the initial setting process.

[0369] After the initial setting process, the main CPU 301 proceeds to the automatic insertion process (S102). In the automatic insertion process, if a symbol combination related to a replay is aligned on an active line as a result of the previous game, the main CPU 301 sets the same number of bet medals as in the previous game as the bet medals for the current game.

[0370] After the automatic insertion process, the main CPU301 transitions to pre-game processing (S103). In the pre-game processing, the main CPU301 detects medals from the medal insertion unit 8 and detects operation of the settlement button 23. If the insertion of medals is detected in the pre-game processing, the main CPU301 adds the bet medals or credits. Furthermore, if the operation of the settlement button 23 is detected in the pre-game processing, the main CPU301 pays back the bet medals or credits. Furthermore, in the pre-game processing, the main CPU301 detects operation of the start lever 24 (i.e., an operation to start a game).

[0371] When the main CPU301 detects a game start operation in the pre-game start processing, the process proceeds to a setting value confirmation process (S104). In the setting value confirmation process, the main CPU301 judges whether the setting value is appropriate. Specifically, in the setting value confirmation process, the main CPU301 judges whether the setting value is appropriate (any of 0, 1, 2, 4, 5, or 6). If the main CPU301 judges that the setting value is not appropriate, the main CPU301 stores an abnormal setting value command indicating an abnormality in the setting value in the command storage area, and proceeds to a setting value error process.

[0372] When the main CPU301 determines that the setting values ​​are appropriate in the setting value confirmation process, it acquires random number values ​​R1, R2, and R3 (S105). The random number value R1 is a hardware random number generated by the random number generator 304, and is used in the internal lottery process. The random number value R2 is a software random number acquired from a register built into the main CPU301, and is used in the reel performance determination process, etc. The random number value R3 is used in the process related to the instruction function. The main CPU301 stores the acquired random number value R1 in the random number value R1 storage area of ​​the main RAM303. Similarly, the main CPU301 stores the acquired random number value R2 in the random number value R2 storage area of ​​the main RAM303, and stores the random number value R3 in the random number value R3 storage area of ​​the main RAM303.

[0373] After storing the random number values ​​R1, R2, and R3 in the main RAM 303, the main CPU 301 proceeds to start processing (S106). The start processing is composed of various processes including an internal lottery process for determining a winning area by the random number value R1, and a reel performance determination process for determining a reel performance by the random number value R2. The start processing also includes a command number determination process for determining a command number.

[0374] After executing the start processing, the main CPU 301 executes the reel performance processing (S107). For example, in the reel performance processing, various game operations are accepted, and processing for switching the state of the reel 12 (acceleration, variable display, stop, stillness, vibration) is executed. In addition, in the reel performance processing, the main CPU 301 sets the above-mentioned delay time by lottery. Note that the remaining time of the wait period is also subtracted in the reel performance processing.

[0375] After executing the reel performance process, the main CPU 301 executes a wait process (S108). The wait process is a process for making the time length of each game longer than a predetermined length. In the wait process, the main CPU 301 determines whether the wait period has elapsed, and if it determines that the wait period has not elapsed, it does not move from the wait process to the pre-stop process described later.

[0376] On the other hand, when it is determined that the wait period has elapsed, the main CPU 301 proceeds to pre-stop processing (S109). In the pre-stop processing, various data (such as priorities described below) are stored in the main RAM 303 according to the winning area determined in the internal lottery processing. In the stop control processing described below, each reel 12 is stopped according to each data stored in the pre-stop processing, and the symbol combination related to the winning role specified in the winning area is stopped and displayed on the pay line.

[0377] After executing the pre-stop process, the main CPU 301 proceeds to the stop control process (S110). By the stop control process, the main CPU 301 stops the reel 12 corresponding to each stop button 25 every time the stop button 25 is operated. Each reel 12 stops at a symbol position according to each data set in the above-mentioned pre-stop process.

[0378] When all the reels 12 are stopped in the stop control process, the main CPU301 proceeds to a display determination process (S111). In the display determination process, the main CPU301 determines the combination of symbols displayed on the active line. The main CPU301 also sets various data according to the type of the combination of symbols displayed on the active line. For example, when it is determined that a symbol combination related to a replay is stopped and displayed on an active line, the main CPU301 sets a replay operation flag to an ON state. When it is determined that a symbol combination related to a winning combination is stopped on an active line, the main CPU301 adds a number of medals according to the type of the winning combination to the credit amount.

[0379] After executing the display determination process, the main CPU301 executes the stop time process (S112). In the stop time process, the main CPU301 transitions the ball output state and the game state. The above stop time process includes the above-mentioned determination condition lottery process and stock lottery process. Furthermore, in the stop time process, the main CPU301 starts or ends the advantageous zone in accordance with the transition of the ball output state. Specifically, it executes the advantageous zone control process described later. When the main CPU301 ends the stop time process, it returns the process to step S101.

[0380] Fig. 21 is a flowchart of the non-advantageous zone processing. The main CPU301 executes the non-advantageous zone processing during play in the non-advantageous zone. Specifically, the main CPU301 executes the non-advantageous zone processing during start processing (S106 in Fig. 20 described above). Note that the non-advantageous zone processing is executed in all play in the non-advantageous zone, regardless of the play state.

[0381] When the non-advantageous zone processing is started, the main CPU301 judges whether or not the winning area of ​​the current game is an advantageous zone transition winning area (Sx0). If the winning area of ​​the current game is not an advantageous zone transition winning area (Sx0: No), the main CPU301 ends the non-advantageous zone processing, omitting the advantageous zone transition processing described below. In the above cases, the advantageous zone is not started, and the non-advantageous zone continues to the next game. On the other hand, if the winning area of ​​the current game is an advantageous zone transition winning area (Sx0: Yes), the main CPU301 executes the advantageous zone transition processing. The advantageous zone transition processing is a process executed when a new advantageous zone starts, and includes steps Sx1 to Sx5 described below.

[0382] As shown in FIG. 21, in the advantageous zone transition process, it is determined whether the game state is in the internal state (Sx1). If it is determined that the game state is not in the internal state (Sx1: No), the main CPU301 sets the next ball output state to the normal state (Sx2). If the next ball output state is set to the normal state in the previous game, it will become the normal state from the next game. In addition, after setting the next ball output state to the normal state, the main CPU301 executes normal time processing (Sx3). The normal time processing includes various processes executed in each game in the normal state. For example, in the normal time processing, the above-mentioned AT first hit lottery is executed. The main CPU301 ends the non-advantageous zone processing after executing the normal processing.

[0383] In step Sx1, when it is determined that the game state is an internal in-play state (Sx1: Yes), the main CPU301 executes an initial state determination process (Sx4). In the initial state determination process, as described above, standby state A or standby state B is determined. After that, the main CPU301 sets the next ball output state to standby state A or standby state B based on the result of the initial state determination process (Sx5). For example, if standby state A was determined in the immediately preceding initial state determination process, the main CPU301 sets the next ball output state to standby state A.

[0384] On the other hand, if the standby state B was determined in the immediately preceding initial state determination process, the main CPU301 sets the next ball output state to the standby state B. Also, if the main CPU301 sets the next ball output state to the standby state B, it sets the standby ceiling counter to an initial value of "3" and sets the standby remaining counter to an initial value of "30". After setting the next ball output state, the main CPU301 ends the non-advantageous zone processing. Note that, in the non-advantageous zone processing, if the next ball output state is set to the standby state, various processes that are executed during the standby state may be executed. For example, in the non-advantageous zone processing, a premier AT transition lottery process may be executed.

[0385] FIG. 22 is a flowchart of the advantageous zone control process. The main CPU301 executes the advantageous zone control process in the above-mentioned stop time process. The advantageous zone control process is executed in all games regardless of the game state. When the advantageous zone control process is started, the main CPU301 judges whether or not the current game is in an advantageous zone (Sx10). If it is judged that the current game is not in an advantageous zone (Sx10: No), that is, in a non-advantageous zone, the main CPU301 ends the advantageous zone control process. On the other hand, if it is judged that the current game is in an advantageous zone (Sx10: Yes), the main CPU301 judges whether or not a replay has been stopped and displayed on a pay line in the current game (Sx11).

[0386] When it is determined that the replay is not stopped (Sx11: No), the main CPU301 executes a difference number counter update process (Sx12). In the difference number counter update process, the difference number counter is updated. Specifically, the value obtained by subtracting the payout number from the number of medals bet on the current game (3 medals) is added to the difference number counter. For example, if the payout number is 12 medals, the value "-9" is added to the difference number counter (i.e., the value "9" is subtracted from the difference number counter). Also, if the payout number is 0 medals, the value "+3" is added to the difference number counter.

[0387] In a replay (a game following a game in which a replay was stopped and displayed), the number of medals automatically inserted is treated as the number of medals bet in that game, and step Sx12 is executed. After executing the difference number counter update process, the main CPU301 advances the process to step Sx13. If it is determined that a replay was stopped and displayed in the current game (Sx11: Yes), the main CPU301 advances the process to step Sx13, skipping the difference number counter update process.

[0388] In step Sx13, the main CPU301 judges whether the difference number counter is equal to or less than the value "0". If it is judged that the difference number counter is equal to or less than the value "0" (Sx13: Yes), the main CPU301 initializes all parameters related to the instruction functions stored in the main RAM303 (Sx15) and ends the advantageous zone control process. In step Sx15, for example, the above-mentioned counters are initialized and the ball output state transitions to a non-advantageous zone. Note that even if the ball output state transitions to a non-advantageous zone, the game state does not change.

[0389] When it is determined that the difference number counter is greater than the value "0" (Sx13: No), the main CPU301 determines whether the next ball output state is set to the "non-advantageous zone" (Sx14). For example, in the final game of the ending state, the next ball output state is set to the "non-advantageous zone". Also, in the game of the standby state A when the premier AT transition lottery process is lost, the next ball output state is set to the "non-advantageous zone".

[0390] If the next ball output state is the "non-advantageous zone" (Sx14: Yes), the main CPU301 proceeds to step Sx15, initializes all parameters related to the instruction functions stored in the main RAM303, and ends the advantageous zone control process. On the other hand, if the next ball output state is other than the "non-advantageous zone" (Sx14: No), the main CPU301 skips step Sx15 and ends the advantageous zone control process.

[0391] <Processes performed by the sub-CPU> 23 is a flowchart of the sub-start-up process of the sub-CPU 412. The sub-CPU 412 executes the sub-start-up process when a reset signal is input from the reset circuit. The reset circuit outputs a reset signal when the power supply voltage supplied to the sub-control board 400 exceeds a predetermined threshold. For example, the sub-start-up process is executed when the supply of power supply voltage to the sub-control board 400 is started.

[0392] When the sub startup process is started, the sub CPU 412 executes a startup initialization process (S301). In the startup initialization process, the sub CPU 412 initializes various registers of the sub control board 400, for example.

[0393] In the startup initialization process, the sub CPU 412 determines whether or not there is a backup abnormality in the sub RAM 414. If there is a backup abnormality, the sub CPU 412 initializes the backup data. In addition, in the startup initialization process, the sub CPU 412 determines whether or not the data stored in various ROMs including the CGROM 424 is correct. For example, the sub CPU 412 reads data stored at a specific address in each ROM and determines whether or not the data is correct. If an abnormality is found in various ROMs, the sub CPU 412 transitions to a predetermined error process.

[0394] In the sub startup process, the sub-CPU 412 starts a lamp control task (S302), a sound control task (S303), an image control board communication task (S304), a main control board communication task (S305), and a performance button input task (S306).

[0395] The sub-CPU 412 controls various lamps including the case lamp 5 and the performance lamp 28 by a lamp control task. The sub-CPU 412 also controls the speakers (31, 32) by an audio control task. The sub-CPU 412 also transmits commands to the image control board 420 by an image control board communication task, receives commands from the main control board 300 by a main control board communication task, and accepts operations of the performance button 26 and the direction designation button 27 by a performance button input task.

[0396] A timer interrupt signal is input at a predetermined time interval to the sub CPU 412. When the sub CPU 412 receives the timer interrupt signal, it executes one of the tasks. That is, the peripheral devices including the various lamps and speakers (31, 32) are controlled in a time-division manner.

[0397] However, the total number of medals acquired in a given number of games is required to be within a predetermined range, regardless of the set value. Specifically, the total number of medals acquired in 400 games is required to be more than one-third of the total number of medals inserted, and less than 2.2 times. The total number of medals acquired in 1600 games is required to be more than two-fifths of the total number of medals inserted, and less than 1.5 times. The total number of medals acquired in 6000 games is required to be more than one-half of the total number of medals inserted, and less than 1.26 times. The total number of medals acquired in 17500 games is required to be more than three-fifths of the total number of medals inserted, and less than 1.15 times.

[0398] Whether or not the above criteria (hereinafter "ball-out criteria") are met is usually confirmed by testing. If the number of medals is excessively likely to be lost in a given number of games, there is a high possibility that the ball-out criteria will not be met in the test. Also, if an excessively large number of medals is likely to be won in a given number of games, there is a high possibility that the ball-out criteria will not be met in the test. In other words, the more gambling-like a gaming machine is, the more likely it is that it will be determined that the ball-out criteria are not met in the test.

[0399] Considering the above circumstances, the gaming machine 1 of this embodiment adopts a configuration in which a specific set value has a significantly lower gambling nature than other set values. Specifically, a configuration is adopted in which, when the set value "0" is set among the set values, the possibility of meeting the ball output standard in the test is significantly higher than when other set values ​​are set. For example, in this embodiment, by transitioning to the instruction period (BB state), many medals can be acquired. When the set value "0" is set, the probability of transitioning to the instruction period (initial hit probability) is relatively high, but the instruction period is likely to end in a short period of time (continuous wins are difficult to achieve). According to the above configuration, when the set value "0" is set, the probability of meeting the ball output standard in the test is high.

[0400] However, when the set value "0" is set, the gambling aspect is significantly reduced, and many players find the game less interesting. Therefore, if the configuration does not allow players to know whether the set value "0" is set before playing, some players may be reluctant to play with the gaming machine 1. In consideration of the above circumstances, this embodiment employs a configuration that allows players to know whether the set value "0" is set before playing. The above configuration will be described in detail below.

[0401] 24(a) is a flowchart of the power-on process by the sub-CPU412. The sub-CPU412 executes the power-on process immediately after the power is turned on. The power-on process is usually completed before the main CPU301 is able to execute the game control process. In other words, the sub-CPU412 completes the power-on process before the game becomes possible.

[0402] When the power-on process starts, the sub CPU 412 checks the setting value set on the main CPU 301 side. Specifically, the main CPU 301 transmits a command indicating the setting value to the sub CPU 412 immediately after the power is turned on. In step Sy1, the sub CPU 412 checks the setting value indicated by the command. Thereafter, the sub CPU 412 determines whether the setting value checked in step Sy1 is "0" (Sy2).

[0403] If it is determined that the set value is not "0" (Sy2: No), the sub-CPU 412 determines the normal control mode (Sy3) and ends the power-on processing. On the other hand, if it is determined that the set value is "0" (Sy2: Yes), the sub-CPU 412 determines the special control mode (Sy4) and ends the power-on processing. As will be explained in detail below, when the normal control mode is determined, the state of the performance execution means (stop button 25, speaker, liquid crystal display device 30) differs from when the special control mode is determined.

[0404] Fig. 24(b) is a diagram for explaining the mode of the performance execution means in each control mode. As shown in Fig. 24(b), in the normal control mode, the stop button 25 emits red light during a period when the operation of the stop button 25 is invalid (for example, during a period when the corresponding reel is stopped). On the other hand, in the special control mode, the stop button 25 emits green light during a period when the operation of the stop button 25 is invalid.

[0405] In the above configuration, the player can identify whether or not the setting value "0" has been set before playing the game by checking the color of the stop button 25. However, as shown in FIG. 24(b), the color of the stop button 25 during the period when the stop operation is possible is blue, which is common to all control modes. Let us assume a configuration in which the color of the stop button 25 during the period when the stop operation is possible differs between control modes. In the above configuration, it is expected that, depending on the player, there may be an inconvenience in that it becomes difficult to intuitively determine whether or not the stop operation is valid. According to this embodiment, the above inconvenience is suppressed.

[0406] As described above, in this embodiment, the player can adjust the master volume by operating the direction designation button 27. Specifically, as shown in FIG. 24(b), when the control mode is the normal control mode, the player can adjust the master volume. On the other hand, when the control mode is the special control mode, the master volume cannot be changed. With the above configuration, when the master volume cannot be changed, the player can identify that the setting value "0" is set. However, in any control mode, the error sound for notifying an error is output at the maximum volume.

[0407] As described above, in this embodiment, the player can change the presentation control mode (enjoy mode, normal mode, simple mode) by operating the direction designation button 27. Specifically, as shown in FIG. 24(b), when the control mode is the normal control mode, the player can change the presentation control mode. On the other hand, when the control mode is the special control mode, the presentation control mode cannot be changed. According to the above configuration, when the presentation control mode cannot be changed, the player can identify that the setting value "1" is set.

[0408] In this embodiment, when the sub-CPU 412 recovers from a power-off state, the power-on process is immediately executed, and the stop button 25 is displayed in green. The above configuration has the advantage that, for example, when the administrator of the gaming machine 1 who has turned on the power sees that the stop button 25 is displayed in green, the administrator can immediately know that the setting value "1" is set.

[0409] The image on the liquid crystal display device 30 during the non-play period may be different between the normal control mode and the special control mode. In the above configuration, as in this embodiment, it is possible to identify whether the setting value "1" is set before playing. However, the time from when the power is turned on to when the lamps (including the lamp of the stop button) are restored is usually shorter than that of the liquid crystal display device 30. Therefore, this embodiment has the advantage that the time from when the power is turned on to when it becomes possible to identify that the setting value "1" is set is shortened, compared to a configuration in which only the image on the liquid crystal display device 30 changes in each control mode, for example.

[0410] Fig. 25(a)-(c) are flowcharts of the performance control process by the sub CPU 412. The performance control process is a process for controlling the performance in the performance execution means (such as the liquid crystal display device 30). As shown in Fig. 25(a)-(c), the performance control process includes a sub start-time process, a sub first stop process, and a sub stop-time process. Fig. 25(a)-(c) show an excerpt of a portion of the performance control process.

[0411] FIG. 25(a) is a flowchart of the sub start processing. When the main CPU301 performs a game start operation, it transmits a command indicating that to the sub CPU412 (sub control board 400). When the sub CPU412 receives the command from the main CPU301, it executes the sub start processing. As shown in FIG. 25(a), when the sub start processing starts, the sub CPU412 judges whether or not it is in the sub penalty state (Sy11). The sub CPU412 is controlled to the sub penalty state during the period when the above-mentioned game progress flag is in the OFF state (the period after the main penalty control is executed). For example, when a stop operation is performed in an irregular push order in the previous game during the non-instruction period, the sub penalty state is entered at the time of execution of the sub start processing in the current game.

[0412] If it is determined that the game is not in the sub-penalty state (Sy11: No), the sub-CPU412 determines various effects by effect lottery (Sy12) and ends the sub-start processing. When an effect is determined in step Sy12, that effect begins to be executed in each effect execution means. On the other hand, if it is determined that the game is in the sub-penalty state (Sy11: Yes), the sub-CPU412 skips the effect lottery and ends the sub-start processing. With the above configuration, in a game started in the sub-penalty state, a new effect is not determined in step Sy12.

[0413] FIG. 25(b) is a flowchart of the sub-first stop process. When the first stop operation is performed, the main CPU301 transmits a command indicating the stop button 25 (left, center, right) that has been subjected to the first stop operation to the sub-CPU412. When the sub-CPU412 receives the command from the main CPU301 during a non-instruction period, it executes the sub-first stop process. As shown in FIG. 30(b), when the sub-first stop process is started, the sub-CPU412 judges whether or not the left first stop operation has been performed (Sy21). When it is judged that the left first stop operation has been performed (Sy21: Yes), the sub-CPU412 ends the sub-first stop process.

[0414] On the other hand, if it is determined that the stop operation is performed at any other than the left first stop (the middle first stop or the right first stop) (Sy21: No), the sub CPU 412 forcibly ends the currently executing effect (Sy22). For example, the effect that was started in the immediately preceding sub start processing is forcibly ended in the sub first stop processing if the middle first stop operation or the right first stop operation is performed thereafter.

[0415] In addition, when the stop operation is performed at any stop other than the first left stop, instead of the configuration in which all effects are uniformly forcibly terminated, a configuration in which some effects can be continued to be executed may be used. For example, when the stop operation is performed at any stop other than the first left stop, the sub-CPU 412 judges whether or not the currently executed effect is a specific effect. If it is determined to be a specific effect, the specific effect continues to be executed. On the other hand, if it is determined not to be a specific effect, the currently executed effect is forcibly terminated. Note that, as the specific effect, an effect for notifying a transition of the game state (for example, an effect when the main AT state starts) is assumed. It is preferable that the above specific effects are executed in the game that was scheduled to be executed, even if the game is in the sub-penalty state.

[0416] As shown in FIG. 25(b), when the sub CPU 412 determines that the stop operation is performed at a position other than the left first stop, it transitions to a sub penalty state (Sy23). When the sub CPU 412 determines that the stop operation is performed at a position other than the left first stop, it executes a notification content determination process (Sy24). In the notification content determination process, a notification image and a notification sound are determined. Specifically, when the middle first stop operation is performed in the current game, a notification image displaying a message "Pushing from the middle" and a notification sound "Pushing from the middle" are determined. When the right first stop operation is performed in the current game, a notification image displaying a message "Pushing from the right" and a notification sound "Pushing from the right" are determined. When the notification image is determined, the notification image is immediately displayed on the liquid crystal display device 30. When the notification sound is determined, the notification sound is immediately output from the speakers.

[0417] FIG. 25(c) is a flowchart of the sub stop processing. When the last stop button 25 is operated, the main CPU 301 transmits a command indicating that to the sub CPU 412. When the sub CPU 412 receives the command from the main CPU 301, it executes the sub stop processing. As shown in FIG. 25(c), when the sub stop processing starts, the sub CPU 412 judges whether or not the left first stop operation has been performed in the current game (Sy31). If it is judged that the left first stop operation has been performed (Sy31: Yes), the sub CPU 412 judges whether or not the sub penalty state is in progress (S32).

[0418] If it is determined that the sub-penalty state is not in progress (Sy32: No), the sub-CPU 412 ends the sub-stop processing. On the other hand, if it is determined that the sub-penalty state is in progress (Sy32: Yes), the sub-CPU 412 cancels the penalty state (Sy33) and ends the sub-stop processing. With the above configuration, the sub-penalty state is canceled at the end of a game in which the left first stop operation is performed. Also, if it is determined in the above-mentioned step Sy31 that the left first stop operation has not been performed (Sy31: No), the sub-CPU 412 skips step Sy33 and ends the sub-stop processing. With the above configuration, if the left first stop operation is not played, the sub-penalty state is continued to the next and subsequent games.

[0419] <Second embodiment> Other embodiments of the present invention will be described below. In each of the following exemplary embodiments, the elements having the same actions and functions as those of the first embodiment will be designated by the same reference numerals as those in the first embodiment, and detailed descriptions thereof will be omitted as appropriate.

[0420] FIG. 26(a) is a diagram for explaining the transition of the ball-dispensing state in the second embodiment. In FIG. 26(a), some of the ball-dispensing states are shown in excerpt. In the second embodiment, as in the first embodiment, the state transitions to a non-advantageous zone (internal state, non-internal state), normal state, top-up specialization state, main AT state, stock specialization state, premier AT state, ending state, and standby state (A, B) (see FIG. 9(a)). In principle, the transition trigger to each ball-dispensing state in the second embodiment is the same as in the first embodiment. In addition, the type of winning area and the winning combination of symbols that can be stopped and displayed in a game in which each winning area is won are the same in the second embodiment and the first embodiment.

[0421] As shown in FIG. 26(a), in the second embodiment, in addition to each of the above-mentioned ball output states, a preparation state is provided. Specifically, in the above-mentioned first embodiment, the normal state transitioned directly to the add-on specialized state. On the other hand, in the second embodiment, the normal state transitions to the add-on specialized state via the preparation state. Specifically, when the AT first winning lottery is won in the normal state, an AT winning notification is executed via a premonition period, and then the state transitions to the preparation state.

[0422] In the above preparation state, a specific instruction effect (instruction effect H described below) is executed. Also, in a game in which instruction effect H is executed, if the stop operation is performed in a predetermined stop operation sequence (irregular push order), it becomes possible to transition to an add-on specialized state (arrow (a) in FIG. 26(a)). On the other hand, if the stop operation is performed in a sequence other than the above stop operation sequence, the state does not transition to the add-on specialized state, and the preparation state is maintained (arrow (b) in FIG. 26(a)).

[0423] Fig. 26(b) is a conceptual diagram of an instruction determination table Yj in the second embodiment. In the second embodiment, similarly to the first embodiment, the instruction mode is controlled to one of instruction mode a, instruction mode b, and instruction mode c during the instruction period. In the instruction modes a to c in the second embodiment, the instruction number is determined by each instruction determination table Y(a to c) described above using Figs. 10(b-1) to 10(b-3). In the second embodiment, in addition to the above instruction modes (a to c), an instruction mode j is provided. In the instruction mode j, the instruction number is determined by using the instruction determination table Yj.

[0424] In the second embodiment, the above-mentioned preparation state is controlled in the instruction mode j. When the bell group B (bells B1 to B8) is selected in the instruction mode j, the main CPU301 determines the instruction number "06" regardless of the type of bell B, and displays the instruction information "06" on the instruction display 16. In addition, when the bell group B is selected in the instruction mode j, the main CPU301 transmits the first command "A11" indicating the bell group B and the second command "B06" indicating the instruction number "06" to the sub CPU412.

[0425] As described above, the expected winning value in a game in which the Bell Group B wins is higher in the irregular push order than in the first left button. In other words, when it is announced that the Bell Group B has won, the expected winning value will be higher if the player performs the stop operation in the irregular push order in which the 12-bell combination can win, than in the first left button in which the 12-bell combination cannot win. In the above configuration, in a game in which the instruction information "06" is displayed, the player performs the stop operation in the irregular push order. In other words, when the instruction information "06" is displayed, the player is essentially instructed to perform the stop operation in the irregular push order. In a game in which a group other than the Bell Group B wins in the instruction mode j (preparation state), the instruction number "99" (no instruction) is determined, and no instruction information is displayed.

[0426] FIG. 26(c) is a conceptual diagram of a specific effect determination table in instruction mode j. In instruction modes a to c in the second embodiment, specific effects (instruction effects, suggested effects) are determined using the specific effect determination tables explained using the above-mentioned FIG. 13(a) to FIG. 13(c) in the same manner as in the first embodiment. As shown in FIG. 25(c), when a combination of the first command "A11" (bell group B) and the second command "B06" (irregular push order) is received in instruction mode j, the sub-CPU 412 determines the execution of instruction effect H. In the instruction effect H described above, an irregular push order is instructed.

[0427] Fig. 26(d-1) is a diagram for explaining each image displayed in the preparation state. In each game in the preparation state, for example, a message is displayed indicating that the game is being prepared to move to the additional specialization state. In addition, the specific example of Fig. 26(d-1) assumes that the bell group B is won in the preparation state and the instruction performance H is executed.

[0428] In the instruction performance H, an instruction image Gsh is displayed. The instruction image Gsh is an image for instructing that a stop operation should be performed in an irregular pressing order. For example, the instruction image Gsh includes a left portion corresponding to the left stop button 25L, a center portion corresponding to the middle stop button 25C, and a right portion corresponding to the right stop button 25R. Also, an "x" mark is displayed in the left portion of the instruction image Gsh, and a "?" mark is displayed in each of the center and right portions. According to the instruction image Gsh described above, an instruction is given to perform a stop operation other than the left first stop operation (irregular pressing order).

[0429] Also, the instruction image Gsh in the instruction performance H has a different display area on the screen of the liquid crystal display device 30 from the instruction image Gsx in the instruction performance X. FIG. 26(d-2) is a conceptual diagram of each image in the instruction performance X. As shown in FIG. 26(d-2), the instruction image Gsx in the instruction performance X is displayed below the center on the screen of the liquid crystal display device 30. On the other hand, as shown in FIG. 26(d-1), the instruction image Gsh in the instruction performance H is displayed near the center on the screen of the liquid crystal display device 30. Also, as can be understood from FIG. 26(d-1) and FIG. 26(d-2), the instruction image Gsh is displayed in a larger area than the instruction image Gsx. However, it is sufficient for the instruction image Gsh to be able to indicate an irregular pressing sequence, and it can be changed as appropriate.

[0430] The above instruction performance H is executed during the period from when the game is started until the first stop operation is executed. In this embodiment, the start performance is executed in response to the first stop operation after the instruction performance H has begun to be executed. Figure 26 (d-3) is a diagram for explaining an image displayed in the start performance. As shown in Figure 26 (d-3), in the start performance, a message is displayed to notify that the added-on specialization state is about to begin ("START!" in the example of Figure 26 (d-3)). Note that the start performance may be configured to display an image to explain the added-on specialization state.

[0431] Fig. 27(a) is a diagram for explaining a specific example of the period during which the instruction performance H is executed. That is, Fig. 27(a) is a diagram for explaining a specific example of the period during which the instruction image Gsh (see Fig. 26(d-1) above) is displayed. Fig. 27(a) also shows the ball output state and instruction mode at each point in time, the period during which the instruction image Gsh is displayed, and the start image (see Fig. 26(d-3) above).

[0432] In the specific example of FIG. 27(a), it is assumed that there is a transition from the normal state to the preparation state. In the above cases, control is made to the instruction mode j, and the instruction period begins. Also, in the specific example of FIG. 27(a), it is assumed that the bell group B is won in a game that begins at time t1x in the preparation state. In the above cases, at time t1x, the instruction information "06" begins to be displayed on the instruction display device 16, the instruction performance H is executed on the liquid crystal display device 30, and the instruction image Gsh begins to be displayed.

[0433] In the specific example of FIG. 27(a), a case where the stop operation is performed in an irregular push order (middle 1st or right 1st) in a game where the instruction performance H is executed is assumed. Specifically, a case where the first stop operation is performed at time t2x is assumed. In the above cases, a transition to the add-on specialized state is determined, and the next game will transition to the add-on specialized state. Specifically, in a game where the instruction performance H is executed, depending on the stop operation order (middle left / right, middle right / left, right left middle, right middle left), the 12-piece bell role may or may not win. However, if the stop operation is performed in an irregular push order in a game where the instruction performance H is executed, the next game will transition to the add-on specialized state regardless of whether the 12-piece bell role wins or not.

[0434] Meanwhile, there has been a known technology that allows a transition to a favorable ball-out state from the next game when a specific replay is won in a preparation state. In the above-mentioned conventional technology, a special instruction is executed in a game in which a specific replay is won, and a specific symbol combination (seven-seven-seven) is stopped and displayed by performing a stop operation according to the instruction. The above-mentioned configuration has the advantage that a player can easily recognize the transition to a favorable ball-out state.

[0435] However, in the above conventional technology, in a game that can transition to a favorable ball-out state, the replay is stopped and displayed regardless of the stop operation mode. In other words, in the game, the game value (including the right to replay) that can be awarded is uniform. Therefore, some players may find the game boring.

[0436] Considering the above circumstances, in this embodiment, in a game in which a transition to a favorable ball-out state is possible, even if the player plays according to the instruction of the instruction performance, the game value that can be awarded changes. According to the above configuration, it is easy to recognize that the game is transitioning to a favorable ball-out state, and there is an advantage that the fun of the game is improved compared to, for example, the above-mentioned conventional technology.

[0437] As shown in Fig. 27(a), at the time t2x of the first stop operation in a game in which the instruction performance H is executed, the instruction image Gsx becomes invisible. Also, when the first stop operation (first stop in the middle, first stop on the right) is performed in an irregular pressing sequence in a game in which the instruction performance H is executed, the start image starts to be displayed instead of the instruction image Gsh. After that, the start image is displayed until the time t3x when the first game in the added-on specialization state starts.

[0438] The period during which the start image is displayed can be changed as appropriate. For example, the start image may be displayed upon the third stop operation of the game in which the instruction performance H was executed, and may be hidden upon the start of the first game in the added-on specialization state. However, in the above configuration, if the next game is started immediately after the game in which the instruction performance H was executed ends, the period during which the start image is displayed may become extremely short. The configuration of the second embodiment has the advantage of suppressing the above-mentioned inconvenience.

[0439] Fig. 27(b) is a diagram for explaining another specific example of the period during which the instruction performance H is executed. Fig. 27(b) shows the ball output state at each time point and the period during which the instruction image Gsh is displayed.

[0440] In the specific example of FIG. 27(b), it is assumed that the bell group B is won in a game in a preparation state that is started at time t1y. In the above case, the instruction effect H is executed from the start time t1y of the game, and the instruction effect Gsh starts to be displayed. In addition, in the specific example of FIG. 27(b), it is assumed that the left first stop operation is performed at time t2y in the game. In the above case, the instruction image Gsh is hidden in response to the left first stop operation.

[0441] As described above, if the stop operation is performed in the irregular pressing order according to the instruction performance H in the preparation state, the next game will transition to the added specialization state. On the other hand, as shown in Figure 27 (b), if the stop operation is performed on the left 1st in a game in which the instruction performance H in the preparation state is executed, the preparation state will continue in the next game and thereafter.

[0442] Specifically, the ready state continues until the stop operation is performed in the irregular pressing order according to the instruction performance H. For example, in the specific example of FIG. 27(b), in a game that started at time t3y, the second instruction performance H is executed, but the left first stop operation is performed at time t4y of the game. In the above cases, the ready state continues from the game onwards.

[0443] The above preparation state continues until the state transitions to the added-on specialization state, even if the stop operation is performed on the 1st left in the instruction performance H. In other words, the right to transition to the added-on specialization state does not disappear even if the stop operation is performed on the 1st left in the instruction performance H. However, if the difference number counter is decremented to the value "0" in the preparation state, the state transitions to the non-advantageous zone.

[0444] Also, if a white seven, a red seven (replay 9), or a premium (hereinafter collectively referred to as "guaranteed role") is won in the preparation state, the preparation state ends. Specifically, if a white seven is won in the preparation state, the next game will transition to an add-on specialization state. Also, if a red seven is won in the preparation state, the next game will transition to a stock specialization state. Similarly, if a premium is won in the preparation state, the next game will transition to a premium AT state. However, even in each of the above cases, the game will transition to an add-on specialization state after the main AT state ends (the right to transition to the add-on specialization state will not disappear), except when the game transitions to a non-advantageous zone via an ending state.

[0445] In addition, the preparation state may be terminated when a predetermined number of games (for example, 100 times) have been played in the preparation state. Also, even if a fixed role is won, the ball output state may be maintained in the preparation state. In the above configuration, when a fixed role is won in the preparation state, the ball output state may be changed to a ball output state (premium AT state) corresponding to the fixed role (for example, premium) when the preparation state is terminated in accordance with the instruction of the instruction performance H.

[0446] In the specific example of FIG. 27(b), it is assumed that the stop operation is performed at "middle left right" (irregular push order) at time t6y of the game that is started at the subsequent time t5y. In the above case, the game will transition to an add-on specialized state from the next game. As described above, when the add-on specialized state ends, the game will transition to the main AT state. In the above main AT state, bell B1 of bell group B may win and instruction performance X1 (left middle right) may be executed. In the above case, even if the stop operation is performed at "left middle right" in the game in which instruction performance X1 is executed, the ball output state will not change from the main AT state (it will not transition to an add-on specialized state).

[0447] As can be understood from the above explanation, when the instruction performance (X, H) is executed in a game in which the bell group B is won, even if the stop operation sequence is the same, the ball output state may be maintained (main AT state) or not (preparation state). The above configuration has the advantage of suppressing the inconvenience of the ball output state changing at an unintended time, compared to a configuration in which the ball output state changes uniformly when the stop operation is performed in a specific stop operation sequence in a game in which a specific winning area is won.

[0448] <Third embodiment> FIG. 28(a) is a diagram for explaining winning combinations that are achieved in each stop operation sequence in the third embodiment. The possible ball-discharging states are common between the first and third embodiments. In addition, the various processes executed in each ball-discharging state are generally common between the first and third embodiments. Furthermore, the instruction modes (a to c) for each ball-discharging state are common between the first and third embodiments.

[0449] In the third embodiment, batting order bells 01-04 are provided instead of the bells A1-A4 (bell group A) and bells B1-B8 (bell group B) in the first embodiment. The winning probability of each of the batting order bells 01-04 is the same. Hereinafter, the batting order bells 01-04 may be referred to as "bell group X." The winning areas other than the bell group X are common to the first and third embodiments.

[0450] As shown in FIG. 28(a), in a game in which Bell Group X wins, the winning combination that is won differs depending on the stop operation order. For example, in a game in which Batting Order Bell 01 of Bell Group X wins, if the stop operation is performed at "middle left / right", an 8-coin bell combination will win regardless of the stop operation position. The 8-coin bell combination is a winning combination with a payout of 8 coins. On the other hand, in a game in which Batting Order Bell 01 wins, if the stop operation is performed at any position other than "middle left / right", one of the 1-coin combinations will win regardless of the stop operation position.

[0451] Similarly, in a game in which batting order Bell 02 of Bell Group X is won, if the player stops the game at "center, right, left", an 8-coin bell role will be won regardless of the stop operation position, and if the player stops the game at any position other than "center, right, left", any one of the 1-coin roles will be won regardless of the stop operation position. In a game in which batting order Bell 03 is won, if the player stops the game at "right, left, center", an 8-coin bell role will be won regardless of the stop operation position, and if the player stops the game at any position other than "right, left, center", any one of the 1-coin roles will be won regardless of the stop operation position. In a game in which batting order Bell 04 is won, if the player stops the game at "right, center, left", an 8-coin bell role will be won regardless of the stop operation position, and if the player stops the game at any position other than "right, center, left", any one of the 1-coin roles will be won regardless of the stop operation position.

[0452] In the third embodiment, as in the first embodiment, the expected value of the left 1st is smaller than the expected value of the irregular pressing sequence (middle 1st, right 1st). In addition, the expected value of the left 1st is common to each stop operation sequence (left-center-right, left-right-center), and the expected value of the irregular pressing sequence is common to each stop operation sequence (center-left-right, center-right-left, right-left-center, right-center-left).

[0453] In the third embodiment, as in the first embodiment, when a stop operation is performed in an irregular push order in the normal state and the standby state (A, B), the main penalty control is executed. In addition, as will be described in detail later, in a game in which the bell group X is won in the instruction period (instruction mode a), the stop operation order may or may not be instructed. In a game in which the stop operation order is not instructed in the instruction period, the main penalty control is not executed even if the stop operation is performed in an irregular push order.

[0454] When the bell group X is won, the first command "A0F" is commonly sent from the main CPU 301 to the sub CPU 412. In the third embodiment, the first command when the other winning areas are won is the same as in the first embodiment.

[0455] If the bell group X wins during the non-instruction period, the second command "B99" (no instruction) is transmitted. Also, in the instruction mode b and instruction mode c during the instruction period, in a game in which the batting order bell 01 of the bell group X wins, the instruction information "01" (center left / right) is displayed on the instruction display 16, and the second command "B01" (center left / right) is transmitted.

[0456] Similarly, in the instruction modes b and c, in a game in which the batting order bell 02 is won, the instruction information "02" (center, right, left) is displayed on the instruction display 16 and the second command "B02" (center, right, left) is transmitted. Also, in the instruction modes b and c, in a game in which the batting order bell 03 is won, the instruction information "03" (right, left, center) is displayed on the instruction display 16 and the second command "B03" (right, left, center) is transmitted, and in a game in which the batting order bell 04 is won, the instruction information "04" (right, center, left) is displayed on the instruction display 16 and the second command "B04" (right, center, left) is transmitted.

[0457] In the third embodiment, the same specific effects (instruction effect X, suggestion effect Y, instruction effect Z) as in the first embodiment are executed. Specifically, when the sub-CPU 412 receives the second commands "B01" to "B04", instruction effects X1 to X4 are executed on the liquid crystal display device 30. As can be understood from the above explanation, in a game in which the bell group X is won in the instruction mode b or instruction mode c, the instruction indicator 16 and the liquid crystal display device 30 basically indicate the stop operation sequence (hereinafter "correct push order") that can win the 8-bell role.

[0458] On the other hand, if bell group X is won in instruction mode a, an instruction execution lottery is executed, and on condition that the instruction execution lottery is won, instruction information corresponding to the correct button press sequence is displayed on instruction display 16, and an instruction performance instructing the correct button press sequence is executed. On the other hand, if the instruction execution lottery is not won, the instruction information is not displayed on instruction display 16, and the instruction performance is not executed. Specifically, if the instruction execution lottery is not won, a suggestion performance Y is executed. The above configuration will be described in detail using FIG. 28(b) below.

[0459] Fig. 28(b) is a flowchart of the bell winning process in the third embodiment. The main CPU301 executes the bell winning process at the start of a game in which the bell group X is won. When the above bell winning process is started, the main CPU301 judges whether or not the current game is in the command period (Sz11). If it is determined that the current game is not in the command period (Sz11: No), the main CPU301 sets the second command "B99" in the command storage area (Sz17) and ends the bell winning process.

[0460] On the other hand, when it is determined that it is the instruction period (Sz11: Yes), the main CPU301 judges whether the instruction mode is instruction mode a or not (Sz12). When the instruction mode is not instruction mode a (Sz12: No), the main CPU301 executes the instruction indicator control process (Sz13). That is, when it is instruction mode b or instruction mode c, the instruction indicator control process is executed. In the instruction indicator control process, the instruction number corresponding to the correct pressing sequence for winning the 8-coin bell role in this game is determined, and the instruction information (0 to 4) corresponding to the instruction number is displayed on the instruction indicator 16. After that, the main CPU301 sets the second command (B01 to B04) corresponding to the instruction number determined in the immediately preceding instruction indicator control process, and ends the bell winning process.

[0461] According to the above configuration, in a game in which the bell group X is won in the instruction mode b or instruction mode c, the second command indicating the correct pressing order is generally transmitted from the main CPU 301 to the sub CPU 412. The sub CPU 412 executes the instruction performance X indicating the correct pressing order indicated by the received second command.

[0462] On the other hand, when it is determined in the above-mentioned step Sz12 that it is the instruction mode a (Sz12: Yes), the main CPU 301 executes an instruction execution lottery (Sz15). In the above-mentioned instruction execution lottery, whether or not to execute the instruction performance X in the current game is determined by lottery. For example, in the instruction execution lottery, it is determined with a probability of about 1 / 2 that the instruction performance X will be executed (there is a probability of about 1 / 2 that the instruction performance X will be won).

[0463] The main CPU301 determines whether the instruction execution lottery has been won (Sz16), and if it has been won (Sz16: Yes), executes the instruction display control process described above, sets the second command (B01-B04) indicating the correct button press sequence for the current game, and ends the bell winning process. In the above cases, an instruction performance X indicating the correct button press sequence is executed. On the other hand, if the instruction execution lottery has not been won (Sz16: Yes), the main CPU301 sets the second command "B99" (no instruction) and ends the bell winning process. In the above cases, a suggestion performance Y is executed, as described in FIG. 28(c-1) below.

[0464] Fig. 28(c-1) and Fig. 28(c-2) are conceptual diagrams of the specific performance determination table in the third embodiment (see Fig. 13(a) and Fig. 13(b) in the first embodiment). Fig. 28(c-1) and Fig. 28(c-2) show an excerpt of the specific performance determination table in the instruction mode a and the specific performance determination table in the instruction mode b.

[0465] FIG. 28(c-1) is a conceptual diagram of a specific effect determination table in the instruction mode a. As described above, in the instruction mode a, in a game in which the bell group X is won, if the instruction execution lottery is won, a combination of the first command "A0F" and any of the second commands "B01" to "B04" is received on the sub-CPU412 side. In the above case, as shown in FIG. 28(c-1), any of the instruction effects X1 to X4 is executed according to the second command. In the instruction effect X, the correct button pressing sequence for winning the 8-bell role is instructed. Also, in the instruction mode a, in a game in which the bell group X is won, if the instruction execution lottery is not won, a combination of the first command "A0F" and the second command "B99" is received on the sub-CPU412 side. In the above case, as shown in FIG. 28(c-1), a suggestion effect Y is executed.

[0466] As described above, in a game where the bell group X is won, the expected value of winning in the irregular push order is greater than the expected value of winning in the left 1st. In addition, in the instruction mode a, the main penalty control is not executed even if the stop operation is performed in the irregular push order in a game where the instruction performance X is not executed. In the above configuration, when the suggestion performance Y is executed, the player will perform the stop operation in the irregular push order. That is, the suggestion performance Y in the third embodiment functions as a performance that suggests that the stop operation should be performed in the irregular push order, similar to the suggestion performance Y in the first embodiment. As shown in FIG. 28(c-1), in the third embodiment, similar to the first embodiment, when 1 coin 4 is won in the instruction mode a, the suggestion performance Y is executed.

[0467] FIG. 28(c-2) is a conceptual diagram of a specific effect determination table in the instruction mode b. As described above, in the instruction mode b, in a game in which the bell group X is won, the sub-CPU412 receives, in principle, a combination of the first command "A0F" and any one of the second commands "B01" to "B04". In the above case, as shown in FIG. 28(c-2), any one of the instruction effects X1 to X4 is executed according to the second command. In the instruction mode c, as in the instruction mode b, in a game in which the bell group X is won, the instruction effect X(1 to 4) in which the correct push order is instructed is executed in principle. In addition, in the instruction mode c of the third embodiment, as in the instruction mode c of the first embodiment, the instruction effect Z may be executed.

[0468] In the third embodiment, during the non-instruction period, the suggestion performance Y is not executed regardless of the winning area (even if the bell group X is won). Also, when the stop operation is performed in the irregular pressing order during the non-instruction period, t...

Claims

[Claim 1] A game control means for controlling the progress of a game; A stop operation means capable of performing a stop operation; a symbol display means for variably displaying a plurality of types of symbols in each game and capable of stopping and displaying a symbol combination resulting from the game in response to a stopping operation; A performance control means for controlling a performance in response to a command from the game control means; An instruction means capable of issuing various instructions; A gaming machine comprising: The game control means includes: A game starting means for starting a game using a specified number of game values; A winning area determination means for determining one of the winning areas in each game; A symbol variation control means for stopping and displaying the symbol combination in accordance with the winning area and the stop operation mode; A game value awarding means for awarding a game value corresponding to the symbol combination, Each of the winning areas includes a specific winning area that awards a predetermined game value when a stop operation is performed in a correct answer mode, and does not award the predetermined game value when a stop operation is performed in an incorrect answer mode, and the specific winning area includes a specific winning area having a different correct answer mode. A state control means is provided that can control the state to one of a first state indicating a correct answer state with a predetermined probability when the specific winning area is won, and a second state indicating a correct answer state with a probability higher than the predetermined probability when the specific winning area is won, The indicating means is capable of indicating the correct answer mode in the first state and the second state, When the correct mode is indicated by the indicating means, the rate at which a specific stop operation mode is indicated as a correct mode in the first state is the same as the rate at which the specific stop operation mode is indicated as a correct mode in the second state. Amusement machine.

Citation Information

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