Game machine

By introducing alarm methods and numerical processing into the game platform, the problem that traditional game platform operations are not conducive to players is solved, and information feedback and fairness enhancement is achieved that is beneficial to players.

JP2025016965AActive Publication Date: 2025-02-05DAITO GIKEN CO LTD
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Patent Information

Application Number
JP2023119812
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2023-07-24
Publication Date
2025-02-05
Estimated Expiration
2043-07-24

AI Technical Summary

Technical Problem

Traditional game platforms are not beneficial to players in operation and lack information feedback mechanisms that are beneficial to players.

Method used

By introducing a new alarm method into the game platform, the winning results are determined according to the player's operation, and the warning information is used to notify the player of the advantage of the operation, including the first and second alarm information, respectively, for identifying and unable to identify the winning results in the operation form, and the final winning results are determined in combination with numerical processing.

Benefits of technology

It improves the player's operating experience and enhances the appeal and fairness of the game through a favorable information feedback mechanism.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025016965000001_ABST
    Figure 2025016965000001_ABST
Patent Text Reader

Abstract

To provide a game machine characterized by the notification of operation contents advantageous to a player regarding a game machine represented by a rotary drum game machine (slot machine) or the like.SOLUTION: A game machine is equipped with performance means 157 for executing a performance (navigation performance) corresponding to notification information (instruction monitor information). When a certain operation mode winning result (e.g., bell CLR2) is determined as a winning result, subtraction processing (S344) is executed for subtracting a specific value ("24" of bell_CLR1) from a value (25) indicated by numerical value information, division processing (step S348) is executed for dividing a value (1) which is the result of the subtraction processing by a predetermined number (4, which is the division number), and processing (S349-S351) is executed for determining notification information by a quotient value (0) of the result of the division processing. Specification processing (S343) is executed for specifying the numerical value information both in the case of notifying type 1 notification information (instruction numbers 1-4), and in the case of notifying type 2 notification information (instruction number 5).SELECTED DRAWING: Figure 32
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Description

[Technical field]

[0001] The present invention relates to a gaming machine such as a slot machine or a pinball gaming machine. [Background technology]

[0002] The slot machine is configured to use a predetermined number of gaming media and, by operating the start lever, hold a lottery to determine an internal winning role from among multiple roles, spin multiple reels, stop the reels based on the determined internal winning role and the result of operating the stop button, and award a profit according to the role determined to be a winning role based on the state of the stopped reels.

[0003] There is an internal winning combination, such as a push order combination, in which the winning combination differs depending on the operation of the stop button. A slot machine that notifies a player of an operation that is advantageous to the player is known (for example, Patent Document 1). [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2017-136268 A Summary of the Invention [Problem to be solved by the invention]

[0005] However, in conventional gaming machines, there is room for improvement in terms of notifying players of operation details that are advantageous to them.

[0006] In view of the above circumstances, an object of the present invention is to provide a gaming machine having a feature for notifying a player of operation contents that are advantageous to the player. [Means for solving the problem]

[0007] The first gaming machine of the present invention that solves the above object is: A reel that stops spinning when a stop switch is operated; A winning result determination means for determining a winning result; a notification means for notifying notification information corresponding to an operation mode of the stop switch; a performance means for performing a performance corresponding to the notification information; A gaming machine equipped with The winning result is determined to be one of a plurality of winning results for operation modes advantageous to a player (hereinafter, referred to as a "certain winning result for operation modes"); The plurality of operation mode winning results are configured to include a predetermined number of operation mode winning results each having the advantageous operation mode in common, Numerical information is consecutively added to the plurality of operation mode winning results for each of the advantageous operation modes, the notification information includes a first type of notification information capable of identifying the operation mode, The notification information includes second type of notification information in which at least a part of the operation mode cannot be identified, The effect includes a first type of effect capable of identifying the operation mode, which may be performed in a game in which the first type of notification information is notified, The effect includes a second type of effect in which at least a part of the operation mode cannot be specified, which may be performed in a game in which the second type of notification information is notified, When the notification means notifies the notification information, when the certain operation mode winning result is determined as the winning result, The method is configured to execute a subtraction process of subtracting a specific value from a value represented by the numerical information, A division process is performed to divide the result of the subtraction process by the predetermined number, The system is configured to execute a process of determining the notification information based on a quotient value resulting from the division process, The device is configured to execute a specification process for specifying the numerical information, whether the first type of notification information is to be notified or the second type of notification information is to be notified. It is characterized by:

[0008] The second gaming machine of the present invention that solves the above object is: A reel that stops spinning when a stop switch is operated; A winning result determination means for determining a winning result; a notification means for notifying notification information corresponding to an operation mode of the stop switch; a performance means for performing a performance corresponding to the notification information; A gaming machine equipped with The winning result is determined to be one of a plurality of winning results for operation modes advantageous to a player (hereinafter, referred to as a "certain winning result for operation modes"); The plurality of operation mode winning results are configured to include a predetermined number of operation mode winning results each having the advantageous operation mode in common, Numerical information is consecutively added to the plurality of operation mode winning results for each of the advantageous operation modes, the notification information includes a first type of notification information capable of identifying the operation mode, The notification information includes second type of notification information in which at least a part of the operation mode cannot be identified, The effect includes a first type of effect capable of identifying the operation mode, which may be performed in a game in which the first type of notification information is notified, The effect includes a second type of effect in which at least a part of the operation mode cannot be specified, which may be performed in a game in which the second type of notification information is notified, When the notification means notifies the notification information, when the certain operation mode winning result is determined as the winning result, A division process is configured to divide a value represented by the numerical information by the predetermined number, The method is configured to execute a subtraction process to subtract a specific value from a quotient value resulting from the division process, The subtraction process is performed to determine the notification information. The device is configured to execute a specification process for specifying the numerical information, whether the first type of notification information is to be notified or the second type of notification information is to be notified. It is characterized by: Effect of the Invention

[0009] According to the present invention, it is possible to provide a gaming machine having a feature for notifying a player of operation contents that are advantageous to the player. [Brief description of the drawings]

[0010] [Figure 1] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Diagram 2] 1 is a front view of a slot machine according to an embodiment of the present invention with its front door open. [Diagram 3] 1A to 1C are diagrams showing the pay lines of a slot machine according to an embodiment of the present invention and diagrams showing the operation of a liquid crystal display device. [Figure 4] 2 is a circuit block diagram of a control unit of the slot machine according to one embodiment of the present invention. FIG. [Diagram 5] 1 is a diagram showing a planar layout of the symbols on each reel of a slot machine according to one embodiment of the present invention. FIG. [Figure 6] This is a table showing the display mode and payout number for each operation content of some of the winning roles (mainly push order roles) of the slot machine of one embodiment of the present invention. [Figure 7] FIG. 2 is a transition diagram of the gaming state of the slot machine according to one embodiment of the present invention. [Figure 8] 13A is a diagram showing the probability of winning the transition lottery in the pull-back zone transition lottery, and FIG. 13B is a diagram showing the probability of winning the AT lottery in the pull-back zone during the pull-back zone. [Figure 9] 13 is a graph showing an example of an increase or decrease in the difference in number of coins when passing through a pullback zone. [Figure 10] 13 is a flowchart showing a flow of main processing by a main control unit of the slot machine according to one embodiment of the present invention. [Figure 11] 13 is a flowchart showing a flow of a main control unit timer interrupt process of the slot machine according to one embodiment of the present invention. [Figure 12] A flowchart showing the flow of the first sub-control unit main processing, first sub-control unit command reception interrupt processing, and first sub-control unit timer interrupt processing of a slot machine of one embodiment of the present invention. [Figure 13] A flowchart showing the flow of the second sub-control unit main processing, second sub-control unit command reception interrupt processing, second sub-control unit timer interrupt processing, and second sub-control unit image control processing of a slot machine of one embodiment of the present invention. [Figure 14] This is a diagram intended to point out a problem in an example in which a continuous performance is started and then the transition to an AT state occurs in a conventional slot machine. [Figure 15] 14A and 14B are diagrams showing detailed timing charts of the (N+2)th game and the (N+3)th game described with reference to FIG. 14A, and showing display screens of the liquid crystal display device 157 at each timing. [Figure 16] 14B, showing a detailed timing chart of the N+2th game and the N+3th game, and a display screen of the liquid crystal display device 157 at each timing. [Figure 17] This figure shows detailed timing charts for the N+2th game and the N+3th game, in which irregular button presses were performed but no penalty occurred, and shows the display screen of the liquid crystal display device 157 at each timing. [Figure 18] This figure shows an example of when irregular buttons are pressed during a continuous performance, and an example of when irregular buttons are pressed during a non-continuous performance. [Figure 19] This diagram shows the relationship between the ceiling counter and the game number display GMV when a setting change is made or when power is lost and restored. [Figure 20] (a) is a schematic diagram of what happens when a penalty occurs during a continuous performance, as explained above; (b) is a diagram showing an example of the display of the game count display GMV when a penalty occurs, as explained above; (c1) is a conceptual diagram of a first modified example when a penalty occurs during a continuous performance; and (c2) is a diagram for explaining a second modified example when a penalty occurs during a continuous performance. [Figure 21] 13A to 13C are diagrams showing a number of examples of the display form of an operation recommendation display REC displayed on the display screen of a liquid crystal display device 157. [Figure 22] 13A and 13B are diagrams illustrating examples of a case where an error message ERR is displayed while an operation recommendation message REC is displayed, or where a power outage occurs and is then restored. [Diagram 23] 13A is a diagram showing winning combination data stored in the ROM 306 of the main control unit 300, and FIG. 13B is a flowchart of the advantageous zone shift process executed by the CPU 304 of the main control unit 300. FIG. [Figure 24] 13 is a diagram for explaining an instruction monitor controlled by the CPU 304 of the main control unit 300. FIG. [Diagram 25] FIG. 24 is a diagram showing another example of the winning combination data shown in FIG. 23(a). [Figure 26] A figure showing another embodiment of the favorable zone transition processing shown in Figure 23 (b). [Figure 27] FIG. 24(a) is a flowchart showing the instruction monitor setting process shown in FIG. 24(b) in accordance with the program instructions shown in FIG. 24(b), and FIG. 24(b) is a diagram showing an example of a program for the instruction monitor setting process. [Figure 28] 24(a) is a diagram showing another display mode of the game information display 126 shown in FIG. 24(a), (b) is a flowchart showing the instruction monitor setting process shown in FIG. 24(c) in accordance with the program instructions shown in (c), and (c) is a diagram showing an example of a program for the instruction monitor setting process. [Figure 29] FIG. 13 is a diagram showing another embodiment of the instruction monitor setting process in which one of 0 to 4 is displayed on the game information display 126 functioning as the instruction monitor. [Diagram 30] 31(a) is a diagram showing another example of the winning combination data shown in FIG. 23(a), and FIG. 31(b) is a diagram showing changes in register values ​​in the instruction monitor setting process shown in FIG. 31(a). [Diagram 31] FIG. 10A is a flowchart corresponding to the program for the instruction monitor setting process shown in FIG. 10B, and FIG. 10B is a diagram showing an example of the program for the instruction monitor setting process. [Diagram 32]FIG. 13 is a diagram showing an example of an instruction monitor setting process in which one of 0 to 5 is displayed as an instruction number on the game information display 126 functioning as an instruction monitor, and a navigation presentation is also executed. [Diagram 33] (a) is a diagram showing winning role data in which a different number of roles are prepared for each push order, (b) is a flowchart corresponding to the program of the instruction monitor setting process shown in (c), (c) is a diagram showing an example of the program of the instruction monitor setting process, and (d) is a diagram showing the change in register values ​​in the instruction monitor setting process shown in (b). [Diagram 34] This is a diagram showing an example in which multiple types of roles are prepared as push order roles. [Diagram 35] This is a figure showing an example in which the number of divisions is the same for a three-choice push order role (L Lip, C Lip, R Lip) and a four-choice push order role (Bell_CLR, Bell_CRL, Bell_RLC, Bell_RCL). [Diagram 36] FIG. 13 is a diagram showing a first example of a specification in which the instruction number is two digits. [Figure 37] FIG. 13 is a diagram showing a second example of a specification in which the instruction number is two digits. [Figure 38] This figure shows a third example in which the instruction number is two digits and 0 is displayed for roles other than the push order role. [Figure 39] FIG. 13 is a diagram showing a modified example of the instruction monitor setting process in which one of 0 to 4 is displayed on the game information display 126 functioning as the instruction monitor. [Diagram 40] FIG. 13 is a diagram showing a first modified example of the instruction monitor setting process in which one of 0 to 5 is displayed as an instruction number on the game information display 126 functioning as an instruction monitor and a navigation presentation is also executed. [Diagram 41] FIG. 13 is a diagram showing a second modified example of the instruction monitor setting process in which one of 0 to 5 is displayed as an instruction number on the game information display 126 functioning as the instruction monitor and a navigation performance is also executed. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0012] The slot machine of this embodiment is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels, each decorated with multiple types of patterns, begin to spin when a predetermined rotation start command operation is received, and based on the reception of the rotation start command operation, a lottery is held to determine whether or not multiple types of roles have been internally won, and each of the multiple reels stops spinning individually when a predetermined rotation stop command operation is received.If the conditions determined by the role based on the result of the lottery and the combination of patterns when the multiple reels stop meet predetermined payout conditions, gaming media are paid out and the game ends, but if they do not meet, the game ends without paying out any gaming media.

[0013] <Overall composition> First, the overall configuration of the slot machine 100 will be described with reference to Figures 1 and 2. Figure 1 is an external perspective view of the slot machine 100 as seen from the front side (player side). Figure 2 is a front view showing the slot machine 100 with the front door 102 open. Figure 3(a) is a diagram showing the winning lines.

[0014] 1 corresponds to an example of a gaming machine of the present invention, and includes a main body 101 and a front door 102 attached to the front of the main body 101 and capable of being opened and closed relative to the main body 101. Three reels (left reel 110, center reel 111, right reel 112) with a variety of patterns arranged on the outer periphery are housed inside the center of the main body 101 (not shown), and are configured to be rotatable inside the slot machine 100. These reels 110 to 112 are rotated by a driving device such as a stepping motor.

[0015] In this embodiment, an appropriate number of each symbol are printed at equal intervals on a belt-shaped member, and this belt-shaped member is attached to a predetermined circular cylindrical frame material to form each of the reels 110 to 112. When viewed from the player, the symbols on the reels 110 to 112 are displayed vertically in roughly three rows through reel windows 113 provided in front of each of the reels 110 to 112, so that a total of nine symbols can be seen. To explain this in more detail using FIG. 3(a), the symbol displayed on the top row of the left reel 110 (position 1 shown in the figure; also called symbol position 1) is the left reel top symbol, the symbol displayed on the middle row of the left reel 110 (position 2 shown in the figure; also called symbol position 2) is the left reel middle symbol, the symbol displayed on the bottom row of the left reel 110 (position 3 shown in the figure; also called symbol position 3) is the left reel bottom symbol, the symbol displayed on the top row of the center reel 111 (position 4 shown in the figure; also called symbol position 4) is the center reel top symbol, the symbol displayed on the middle row of the center reel 111 (position 5 shown in the figure; also called symbol position 5) is the center reel middle symbol, The symbols displayed on the lower row of the right reel 111 (position 6 shown in the figure; also called symbol position 6) are called the middle reel lower row symbols, the symbols displayed on the upper row of the right reel 112 (position 7 shown in the figure; also called symbol position 7) are called the right reel upper row symbols, the symbols displayed on the middle row of the right reel 112 (position 8 shown in the figure; also called symbol position 8) are called the right reel middle row symbols, and the symbols displayed on the lower row of the right reel 112 (position 9 shown in the figure; also called symbol position 9) are called the right reel lower row symbols, and three symbols on each of the reels 110 to 112 are displayed vertically through the reel window 113, for a total of nine symbols. Then, by rotating each of the reels 110 to 112, the combination of symbols seen by the player changes. In other words, each of the reels 110 to 112 functions as a display device that variably displays a combination of symbols of multiple types. In addition, as such a display device, an electronic image display device such as a liquid crystal display device can be used in addition to the reels. In addition, in this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation position of the reels are not limited to this.

[0016] A reel backlight (not shown) for illuminating each symbol displayed in the reel window 113 is disposed on the back of each of the reels 110-112. It is preferable that the reel backlight is shielded for each symbol so that each symbol can be evenly illuminated. An optical sensor (not shown) consisting of a light-emitting section and a light-receiving section is provided near each of the reels 110-112 inside the slot machine 100, and a light-shielding piece of a certain length provided on the reel passes between the light-emitting section and the light-receiving section of the optical sensor. Based on the detection result of this sensor, the position of the symbol on the reel in the rotation direction is determined, and the reels 110-112 are stopped so that the target symbol is displayed on the winning line.

[0017] In this embodiment, one winning line 114 is provided, which is a middle winning line L1 consisting of a left reel middle pattern (pattern position 2), a middle reel middle pattern (pattern position 5), and a right reel middle pattern (pattern position 8). The winning line 114 is a line set at the stop position of the patterns visible through the reel window 113, and is a line by which it is determined whether or not a pattern combination corresponding to a winning role is displayed. FIG. 3(a) shows this winning line L1. The winning line 114 that is activated (hereinafter, may be simply referred to as an "activated line") is determined in advance by the number of medals bet as game media. The slot machine 100 of this embodiment is a three-coin betting dedicated machine, and if the number of medals inserted is less than three, the winning line 114 is not activated, and if the number of medals inserted is three, the winning line 114 is activated. When the winning line 114 is activated, the start lever 135 can be operated to start the game.

[0018] The pay lines (winning lines) are not limited to the one middle winning line L1 described above, but may be, for example, one upper pay line consisting of the upper pattern of the left reel (pattern position 1), the upper pattern of the middle reel (pattern position 4) and the upper pattern of the right reel (pattern position 7), or one lower pay line consisting of the lower pattern of the left reel (pattern position 3), the lower pattern of the middle reel (pattern position 6) and the lower pattern of the right reel (pattern position 9). Also, it may be one right-downward pay line consisting of the upper pattern of the left reel (pattern position 1), the middle pattern of the middle reel (pattern position 5) and the lower pattern of the right reel (pattern position 9), or one right-upward pay line consisting of the lower pattern of the left reel (pattern position 3), the middle pattern of the middle reel (pattern position 5) and the upper pattern of the right reel (pattern position 7). Also, there may be one irregular effective line consisting of the middle symbol of the left reel (symbol position 2), the middle symbol of the middle reel (symbol position 5), and the upper symbol of the right reel (symbol position 7). The number of winning lines 114 is not limited to one. For example, in addition to the middle winning line L1, a right-downward winning line consisting of the upper symbol of the left reel, the middle symbol of the middle reel, and the lower symbol of the right reel, and a right-upward winning line consisting of the lower symbol of the left reel, the middle symbol of the middle reel, and the upper symbol of the right reel, totaling three lines, may be set as effective winning lines, and the number of winning lines according to the number of bets may be set as effective winning lines.

[0019] The notification lamp 123 is a lamp that notifies the player that, for example, a specific winning combination (specifically, a bonus combination) has been internally won in an internal winning combination lottery described below, or that a bonus game is being played. The game medal insertion possible lamp 124 is a lamp that notifies the player that a game medal can be inserted. The replay lamp 122 is a lamp that notifies the player that the current game can be replayed (no medal insertion is required) if a replay combination (details will be described later), which is one of the winning combinations, was won in the previous game.

[0020] The medal insertion buttons (also called bet buttons) 130-132 are buttons for inserting a predetermined number of medals (called credits) electronically stored in the slot machine 100. In this embodiment, one medal is inserted each time the bet button 130 is pressed, two medals are inserted when the bet button 131 is pressed, and three medals are inserted when the bet button 132 is pressed. Hereinafter, the operation on the bet buttons 130-132 is also called a bet operation, and the bet button 132 is also called a MAX bet button. In this embodiment, a light-emitting body (called a bet button lamp) is provided inside the bet buttons 130-132, and when the bet buttons 130-132 can be operated, the light-emitting body can be turned on to inform the player. The game medal insertion lamp 129 turns on lamps in a number corresponding to the number of inserted medals, and when a specified number of medals have been inserted, a game start lamp 121 is turned on to inform the player that a game start operation is possible.

[0021] The medal insertion slot 141 is an insertion slot through which a player inserts medals when starting a game. That is, medals can be inserted electronically using the bet buttons 130 to 132, or actual medals can be inserted (insertion operation) from the medal insertion slot 141, and the term "insertion" includes both.

[0022] The stored number display 125 is a display for displaying the number of medals electronically stored in the slot machine 100. The game information display 126 is a display for displaying various internal information (e.g., the number of medals paid out during a bonus game) as numerical values. The payout number display 127 is a display for displaying the number of medals paid out to a player as a result of winning some kind of winning combination. In this embodiment, the stored number display 125, the game information display 126, and the payout number display 127 are configured as seven-segment (SEG) displays.

[0023] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when a desired number of medals are inserted into the medal insertion slot 141 or the bet buttons 130 to 132 are operated and the start lever 135 is operated, the reels 110 to 112 start to rotate. The operation of the start lever 135 is called a game start operation.

[0024] The stop button unit 136 is provided with stop buttons 137-139 consisting of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137-139 are button-type switches for individually stopping the reels 110-112 that have started to rotate by operating the start lever 135, and are provided corresponding to each of the reels 110-112. More specifically, the left reel 110 can be stopped by operating the left stop button 137, the center reel 111 can be stopped by operating the center stop button 138, and the right reel 112 can be stopped by operating the right stop button 139.

[0025] Hereinafter, the operations of the stop buttons 137-139 are referred to as stop operations, with the first stop operation being referred to as the first stop operation, the next stop operation being referred to as the second stop operation, and the last stop operation being referred to as the third stop operation. Also, the reel that is the target of the first stop operation is referred to as the first stop reel, the reel that is the target of the second stop operation is referred to as the second stop reel, and the reel that is the target of the third stop operation is referred to as the third stop reel. Furthermore, the order in which the stop buttons 137-139 are operated to stop all of the reels 110-112 that are spinning is referred to as the operation order or push order. The operation sequence of the stop operations in which the first stop reel is the left reel 110 and the second stop reel is the center reel 111 is called a "forward push operation sequence" or simply "forward push", the operation sequence of the stop operations in which the first stop reel is the left reel 110 and the second stop reel is the right reel 112 is called a "forward sandwich", the operation sequence of the stop operations in which the first stop reel is the center reel 111 is called a "middle push operation sequence" or simply "middle push", the operation sequence of the stop operations in which the first stop reel is the right reel 112 and the second stop reel is the center reel 111 is called a "reverse push operation sequence" or simply "reverse push", and the operation sequence of the stop operations in which the first stop reel is the right reel 112 and the second stop reel is the left reel 110 is called a "reverse sandwich". In this embodiment, a light-emitting body (called a stop button lamp) is provided inside each of the stop buttons 137 to 139, and when the stop buttons 137 to 139 can be operated, the light-emitting body is lit to notify the player.

[0026] The medal return button 133 is a button for removing medals by pressing it when the inserted medals become stuck. The settlement button 134 is a button for settling medals electronically stored in the slot machine 100 and bet medals, and discharging them from the medal payout outlet 155. The door key hole 140 is a hole for inserting a key for unlocking the front door 102 of the slot machine 100. The medal payout outlet 155 is an outlet for paying out medals.

[0027] Below the stop button unit 136, there is provided a title panel 162 on which the model name is displayed and various certificate stamps are attached. Below the title panel 162, there are provided a medal payout outlet 155 and a medal receiving tray 161. The sound hole 145 is a hole for outputting sound from a speaker provided inside the slot machine 100 to the outside. The side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. At the top of the front door 102, there is provided a title panel 160 and a sound hole 143.

[0028] The reel window 113 and the area surrounding it are provided with a liquid crystal display device (performance image display device) 157. Among these, the area inside the reel window 113 (the area covering the reel window 113) is a so-called transmissive liquid crystal display that allows the reels 110 to 112 to be viewed through the reel window 113.

[0029] The PUSH button 192 is a button that can be operated when executing a predetermined effect. In this embodiment, the history of the number of coins won in the AT state so far can be displayed based on the operation of the PUSH button 192. In this embodiment, a light-emitting body (called a PUSH button lamp) is provided inside the PUSH button 192, and when the PUSH button 192 can be operated (can be accepted as a valid operation), the light-emitting body is turned on to notify the player.

[0030] FIG. 2 is a front view showing the slot machine 100 with the front door 102 open. The main body 101 is a box body surrounded by an upper panel 261, a left side panel 260, a right side panel 260, a lower panel 264, and a rear panel 242, and opens to the front. Inside the main body 101, a main control board storage case 210 storing a main control board therein is disposed at a position not overlapping with a ventilation hole 249 provided at the top of the rear panel 242, and three reels 110-112 are disposed below the main control board storage case 210. To the side of the main control board storage case 210 and the reels 110-112, i.e., on the left side panel 260 as viewed from the front, a first sub-control board storage case 220 storing a first sub-control board constituting a first sub-control unit 400 therein is disposed. Also, on the right side panel 260, an external centralized terminal board 248 is attached which is connected to the main control board and outputs information about the slot machine 100 to an external device.

[0031] A medal payout device 180 (a device that pays out medals accumulated in a bucket) is disposed on the lower panel 264, and a power supply device 252 having a power supply board is disposed above this medal payout device 180, i.e., below the reels 110-112, and a power switch 244 is disposed on the front side of the power supply device 252. The power switch 244 can be operated by opening the front door 102, and is difficult or impossible to operate when the front door is closed.

[0032] The power supply device 252 converts AC power supplied from outside to the slot machine 100 into DC, converts it to a predetermined voltage, and supplies it to each control unit and device, such as the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500, which will be described later. Furthermore, it is equipped with a storage circuit (e.g., a capacitor) for supplying power to predetermined components (e.g., the RAM 308 of the main control unit 300, etc.) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.

[0033] An auxiliary medal storage 240 is provided to the right of the medal payout device 180, and an overflow terminal is provided behind this (not shown). The power supply device 252 is provided with a power cord connector for connecting a power cord 265, and the power cord 265 connected to this connector extends to the outside through a power cord hole 262 opened in a back panel 242 of the main body 101.

[0034] The front door 102 is hinged to the left side panel 260 of the main body 101 via a hinge device 276, and above the liquid crystal display device 157 are provided a second sub-board case 230 that houses the second sub-control board that constitutes the second sub-control unit 500, and an upper speaker 272. Below the liquid crystal display device 157 are provided a medal selector 170 for selecting inserted medals, and a passage 266 through which medals pass when the medal selector 170 drops illegal medals, etc. into the medal tray 161. Furthermore, a low-frequency speaker 277 is provided at a position corresponding to the sound hole 145.

[0035] 1 and 2, the liquid crystal display device 157 is a liquid crystal display including a transmissive color liquid crystal panel 157A with a color filter and a backlight 157B that illuminates the color liquid crystal panel 157A from the back side with white light. The liquid crystal panel 157A is a rectangular panel extending to both the inner and outer areas of the reel window 113, and a well-known liquid crystal panel can be used. The liquid crystal panel 157A includes, for example, R, G, and B (red, green, and blue) filters for each pixel, and is configured by sealing liquid crystal between transparent substrates such as glass on which signal lines, switching elements, pixel electrodes, etc. are formed, and this liquid crystal layer is sandwiched between polarizing plates. The liquid crystal panel 157A, which indicates the winning line, may be a normally white type, but is a normally black type in this embodiment.

[0036] The backlight 157B includes a light guide plate, a light source such as an LED that irradiates the light guide plate with light, and an optical member such as a diffusion sheet. The light source is arranged, for example, along the edge of the light guide plate, and light propagating inside the light guide plate is reflected to the liquid crystal panel 157A. In this embodiment, the backlight 157 has an opening 157b that penetrates in the thickness direction in the area inside the reel window 113, and the player can see each of the reels 110 to 112 without going through a light guide plate or the like. In this embodiment, the backlight provided in each of the reels 110 to 112 is used to illuminate the area from behind where the liquid crystal panel 157A and the opening 157b overlap. Since the reel band has a white (or milky white) color, each of the reels 110 to 112 can achieve illumination that is not much different from the backlight 157, and the backlights of each of the reels 110 to 112 can be called a backlight unit, either a part of the backlight 157 or the whole of the backlight 157.

[0037] In this embodiment, the opening 157b is a single rectangle whose outline matches the reel window 113, but it may be three rectangles corresponding to the reels 110-112 so as to fill the gaps between the reels 110-112. This improves the clarity of the image displayed in the gaps between the reels.

[0038] By blocking the transmission of light in the liquid crystal panel 157A, a black image appears to be displayed to the player. Also, by transmitting the backlight light equally in R, G, and B, a white image appears to be displayed to the player. When a white image is displayed, it can be said that the liquid crystal panel 157A has high transmittance, and when R, G, and B are each controlled to their maximum brightness, it can be said that the panel has the highest light transmittance. Such display of black, white, or other colors can be controlled on a pixel-by-pixel basis.

[0039] 3(b) to (d), the operation of the liquid crystal display device 157 will be described. These figures are diagrams showing an example of the operation of the liquid crystal display device 157.

[0040] 3(b) shows the state of the liquid crystal display device 157 when no power is supplied to the slot machine 100. As described above, in the present embodiment, the liquid crystal display device 157 is a normally black type liquid crystal display, and when the power is off, a black image appears to be displayed to the player, making it difficult to see the reels 110 to 112.

[0041] FIG. 3(c) shows an example of the operation of the liquid crystal display device 157. In this figure, it is shown that an image is displayed using the entire liquid crystal display device 157. At this time, in the area inside the reel window 113, light from the reels 110 to 112 and the like acts as a backlight, and the image on the liquid crystal display device 157 becomes visible in this area. However, due to the image display on the liquid crystal display device 157, the visibility of the symbols on the reels 110 to 112 decreases (becomes difficult to see).

[0042] FIG. 3(d) shows an example of the operation of the liquid crystal display device 157 different from that shown in FIG. 3(c). In this figure, the area inside the reel window 113 is different from the example shown in (c) above. Specifically, a white image is displayed in the area inside the reel window 113, thereby ensuring the visibility of the reels 110 to 112. In this embodiment, this state is established after a medal is inserted in one game. That is, in order to ensure the visibility of the reels 110 to 112, the state shown in FIG. 3(d) is maintained at least from the start of rotation of the reels 110 to 112 until they stop.

[0043] An example of the effect display of the liquid crystal display device 157, which will be described later, is an example of display on the upper side of the reel window 113 on the liquid crystal panel 157A.

[0044] A stored number display section 125L is provided on the left side of the reel window 113, and a payout number display section 127L is provided on the opposite right side. The stored number display section 125L displays the same value as the stored number displayed on the stored number display 125, and the payout number display section 127L displays the same value as the payout number displayed on the payout number display 127.

[0045] As described above, in this embodiment, the liquid crystal display device 157 is provided with an area covering the reel window 113, and a white image is displayed to make the reels 110-112 visible, while when an image other than white is displayed, the visibility of the reels 110-112 is reduced. Note that, in order to improve the visibility of the reels 110-112, the transmittance of each pixel constituting the image in the area covering the reel window 113 can be set, and the transmittance may be set to 100% (transparent state).

[0046] The device for displaying the image is not limited to a liquid crystal display device, and may be any display device capable of displaying various performance images and various game information, such as a multi-segment display (7-segment display), a dot matrix display, an organic EL display, a plasma display, a reel (drum), or a display device consisting of a projector and a screen. The display screen is rectangular and configured so that the player can see the entire screen. In this embodiment, the display screen is rectangular, but may be square. Also, a decoration (not shown) may be provided on the periphery of the display screen, so that a part of the periphery of the display screen is hidden by the decoration, making the display screen look irregular. In this embodiment, the display screen is flat, but may be curved.

[0047] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described with reference to Fig. 4. Note that Fig. 4 is a circuit block diagram of the control unit.

[0048] The control unit of the slot machine 100 is broadly composed of a main control unit 300 that controls the progress of the game, a first sub-control unit 400 that controls the main presentation in response to command signals (hereinafter simply referred to as "commands") sent by the main control unit 300, and a second sub-control unit 500 that controls various devices based on the commands sent from the first sub-control unit 400.

[0049] <Main control unit> First, the main control unit 300 of the slot machine 100 will be described. The main control unit 300 includes a basic circuit 302 that controls the entire main control unit 300. The basic circuit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used during internal lottery of winning combinations, and reel pattern arrangements, a RAM 308 for temporarily storing data, an I / O 310 for controlling input and output of various devices, a counter timer 312 for measuring time and number of times, and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this is also true for the first sub-control unit 400 and the second sub-control unit 500 described later. In this embodiment, however, a ROM, which is a storage device having a storage area for non-volatilely storing data, and a RAM, which is a storage device having a storage area for temporarily storing data, are used in combination.

[0050] The CPU 304 of the basic circuit 302 operates by inputting a clock signal with a predetermined period output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits data for frequency division stored in a predetermined area of ​​the ROM 306 to the counter timer 312, and the counter timer 312 determines an interrupt time based on the received data for frequency division and transmits an interrupt request to the CPU 304 for each interrupt time. The CPU 304 monitors each sensor and transmits a drive pulse in response to the interrupt request. For example, if the clock signal output by the crystal oscillator 315b is set to 8 MHz, the frequency division value of the counter timer 312 is set to 1 / 256, and the frequency division data of the ROM 306 is set to 47, the reference time for interrupt is 256×47÷8 MHz=1.504 ms.

[0051] The main control unit 300 is equipped with a random number generating circuit 316 which is used as a hardware random number counter that varies the numerical value within the range of 0 to 65535 based on a clock signal input from a crystal oscillator 315a, and a start-up signal output circuit 338 which outputs a start-up signal (reset signal) when the power is turned on. When a start-up signal is input from this start-up signal output circuit 338, the CPU 304 starts game control (starts the main control unit main processing described later).

[0052] In addition, the main control unit 300 is equipped with a sensor circuit 320, and the CPU 304 monitors the status of various sensors 318 (bet button 130 sensor, bet button 131 sensor, bet button 132 sensor, medal acceptance sensor for medals inserted from the medal insertion slot 141, start lever 135 sensor, left stop button 137 sensor, middle stop button 138 sensor, right stop button 139 sensor, settlement button 134 sensor, medal payout sensor for medals paid out from the medal payout device 180, index sensor of left reel 110, index sensor of middle reel 111, index sensor of right reel 112, PUSH button 192 sensor, etc.) at each interrupt time.

[0053] When the sensor circuit 320 detects the H level of the start lever sensor, it outputs a signal indicating this detection to the random number generation circuit 316. The random number generation circuit 316 that receives this signal latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.

[0054] Two medal acceptance sensors are installed in the internal passage of the medal insertion port 141, and detect whether a medal has passed through. Two start lever 135 sensors are installed inside the start lever 135, and detect the start operation by the player. The left stop button 137 sensor, the middle stop button 138 sensor, and the right stop button 139 sensor are installed on the corresponding stop buttons 137 to 139, and detect the operation of the stop buttons by the player.

[0055] The bet button 130 sensor, bet button 131 sensor, and bet button 132 sensor are provided on the corresponding medal insertion buttons 130-132, respectively, and detect the insertion operation when medals electronically stored in the RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled. The medal payout sensor is a sensor for detecting medals paid out by the medal payout device 180. Each of the above sensors may be a non-contact sensor or a contact sensor.

[0056] The index sensors of the left reel 110, center reel 111, and right reel 112 are installed at predetermined positions on the mounting bases of the reels 110-112, and turn to L level every time a light-shielding piece provided on the reel frame passes by. Rotational position information indicating how far the reel has rotated from the reference position from the time it turns to L level until it turns to L level again is calculated based on the count value of the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the L level signal, it determines that the reel has made one rotation, and resets the rotational position information of the reel to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.

[0057] The main control unit 300 is equipped with a drive circuit 322 that drives the stepping motors provided on the reels 110 to 112, a drive circuit 324 that drives a solenoid provided in the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives a motor provided in the medal payout device 180, and a drive circuit 328 that drives various lamps 339 (notification lamp 123, medal insertion possible lamp 124, replay lamp 122, medal insertion lamp 129, game start lamp 121, number of stored medals indicator 125, game information indicator 126, payout number indicator 127).

[0058] In addition, an information output circuit 334 is connected to the basic circuit 302, and the main control unit 300 outputs game information (e.g., information indicating the game status) of the slot machine 100 to an information input circuit 652 provided in an external hall computer (not shown) or the like via this information output circuit 334.

[0059] The main control unit 300 also includes a voltage monitoring circuit 330 that monitors the voltage value of the power supply supplied to the main control unit 300 from a power supply management unit (not shown), and the voltage monitoring circuit 330 outputs a low voltage signal to the basic circuit 302 indicating that the voltage has dropped when the voltage value of the power supply is below a predetermined value (9V in this embodiment).

[0060] The main control unit 300 also has an output interface for sending commands to the first sub-control unit 400, enabling communication with the first sub-control unit 400. Note that information communication between the main control unit 300 and the first sub-control unit 400 is one-way communication, and the main control unit 300 is configured to be able to send signals such as commands to the first sub-control unit 400, but is configured so that signals such as commands cannot be sent from the first sub-control unit 400 to the main control unit 300.

[0061] <Sub-control section> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives the control command transmitted by the main control unit 300 via the input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on the control command, and the basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling input and output of various devices, and a counter timer 412 for measuring time, number of times, etc. The CPU 404 of the basic circuit 402 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 414 as a system clock. The first sub-control unit 400 also includes a ROM 406 that stores control programs and data for controlling the entire first sub-control unit 400, and data for controlling the backlight lighting pattern and various displays.

[0062] The CPU 404 transmits the frequency division data stored in a predetermined area of ​​the ROM 406 to the counter timer 412 via the data bus at a predetermined timing. The counter timer 412 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 404 controls each IC and each circuit based on the timing of this interrupt request.

[0063] The first sub-control unit 400 is also provided with a sound source IC 418, which is provided with speakers 272, 277 via an output interface. The sound source IC 418 controls the amplifier and the sound output from the speakers 272, 277 in response to commands from the CPU 404. An S-ROM (sound ROM) in which sound data is stored is connected to the sound source IC 418, and sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.

[0064] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamps, lower lamps, side lamps 144, title panel 162 lamps, game medal insertion possible lamps 124, bet button lamps, reel backlights, stop button 137-139 lamps, PUSH button lamps, etc.) are connected to the drive circuit 422 via an input / output interface.

[0065] In addition, the first sub-control unit 400 is provided with a sensor circuit 423, and the CPU 404 monitors the detection result of a door sensor 421 that detects whether the front door 102 is opened.

[0066] In addition, the CPU 404 transmits and receives signals to and from the second sub-control unit 500 via the output interface. The second sub-control unit 500 controls the display of the liquid crystal display device 157.

[0067] Next, the second sub-control unit 500 of the slot machine 100 will be described. The second sub-control unit 500 includes a basic circuit 502 that receives the control command sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on the control command. The basic circuit 502 includes a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling input and output of various devices, and a counter timer 512 for measuring time, number of times, etc. The CPU 504 of the basic circuit 502 operates by inputting a clock signal of a predetermined period output by a crystal oscillator 514 as a system clock. The second sub-control unit 500 also includes a ROM 506 in which control programs and data for controlling the entire second sub-control unit 500, data for image display, etc. are stored.

[0068] The CPU 504 transmits the frequency division data stored in a predetermined area of ​​the ROM 506 to the counter timer 512 via the data bus at a predetermined timing. The counter timer 512 determines an interrupt time based on the received frequency division data, and transmits an interrupt request to the CPU 404 for each interrupt time. The CPU 504 controls each IC and each circuit based on the timing of this interrupt request.

[0069] The second sub-control unit 500 is also provided with a VDP 534 (video display processor), which is connected to the ROM 506 and the VRAM 536 via a bus. The VDP 534 reads out image data and the like stored in the ROM 506 based on a signal from the CPU 504, generates a display image using the work area of ​​the VRAM 536, and displays the image on the liquid crystal display device 157.

[0070] <Pattern Arrangement> The symbol arrangement on each of the reels 110 to 112 will be described with reference to Figure 5. Note that Figure 5 shows the arrangement of symbols on each of the reels (left reel 110, center reel 111, right reel 112) developed in a plane.

[0071] On each of the reels 110-112, a predetermined number of symbols (20 symbols numbered 0-19 in this embodiment) of symbols of different types (10 symbols in this embodiment) are arranged on the right side of the figure. The numbers 0-19 on the left side of the figure indicate the arrangement positions of the symbols on each of the reels 110-112. For example, in this embodiment, a "bell symbol" is arranged on the number 0 symbol of the left reel 110, a "replay symbol" is arranged on the number 1 symbol of the center reel 111, and a "watermelon 1 symbol" is arranged on the number 1 symbol of the right reel 112.

[0072] Note that the "Blue Seven 2 design" and the "Watermelon 2 design" are marked with star marks, which means that the "Blue Seven 2 design" and the "Watermelon 2 design" have the same design as the "Blue Seven 1 design" and the "Watermelon 1 design" but are different designs (also called designs of the same type). "Similar designs" refers to designs where the drawn characters are the same but have different expressions, or the drawn object (watermelon) is the same but has different patterns. In this embodiment, star marks are added to make it easier to distinguish between designs of the same type.

[0073] <Types of winning roles> Next, the types of winning combinations of the slot machine 100 will be described.

[0074] The winning roles of the slot machine 100 include a replay role and a small role. The types of winning roles are not limited to these roles, and any type can be adopted. Among the winning roles in this embodiment, the replay role is a replay role that allows replay without inserting new medals, and may be called an "operating role" to be distinguished from the winning roles. In this embodiment, "winning" also includes a case where a symbol combination of an operating role that does not involve a medal payout (does not involve the payment of medals) is displayed on an active line, and includes, for example, a winning replay role.

[0075] A replay is a winning combination (operating combination) that allows a player to play the next game without inserting medals (game media) due to a winning combination, and allows the player to play the next game with the bet amount set for that game, and no medals are paid out. A minor combination is a winning combination that pays out a predetermined number of medals due to a winning combination.

[0076] The winning combination in a game is any of the combinations corresponding to the internal winning combinations. These internal winning combinations are determined by a lottery (winning combination internal lottery) at the start of the game.

[0077] FIG. 6(a) is a diagram showing all the internal winning combinations of the slot machine 100 shown in FIG.

[0078] The winning probability of the internal winning role is calculated by dividing the numerical data corresponding to the range of the lottery data associated with each internal winning role by the numerical data (65536 in this embodiment) of the range of the random number value acquired during the internal lottery described later. The lottery data is divided into several numerical ranges in advance, and each numerical range is associated with each internal winning role and loss. In the winning role internal lottery process described later, it is determined whether the random number value obtained as a result of executing the internal lottery is a value corresponding to the lottery data corresponding to any of the internal winning roles, and the internal winning role is determined. In practice, this lottery data is prepared in settings 1 to 6, each of which has a different winning probability for at least one internal winning role, and the staff of the game arcade can arbitrarily select and set any of the setting values.

[0079] Regarding the setting values, the probability of winning the internal winning role may be common to each setting value, while the probability of winning the AT described below (ease of transition to the AT) may be different between settings 1 to 6. For example, in setting 1, the probability of drawing the AT when a certain internal winning role is determined may be probability A, while in setting 6, the probability of drawing the AT when a certain internal winning role is determined may be probability B, which is higher than probability A.

[0080] In FIG. 6(a), the range of lottery data (lottery value) is indicated by the alphabet. Replay 4 to Replay 7 all show (g), which indicates that the lottery value is the same. For example, (g)=3000 / 65535. 1-piece role 1 to 1-piece role 8 all show (m), which also indicates that the lottery value is the same. Bell CLR1 to Bell RCL3 all show (n), which also indicates that the lottery value is the same.

[0081] The relationship of the lottery values, indicated by the letters, is (a)+(b)+(c)+(d)<(e)+(f)+(g)+(h)+(i)+(j)+(k)+(l)+(m)+(n).

[0082] In addition, the watermelon and cherry roles are rare roles with small lottery values.

[0083] <Types of internal winning roles> Next, the internal winning combination (condition device) of the slot machine 100 will be described with reference to FIG. 6(b).

[0084] 6(b) is a table showing the display mode and payout number for each operation content of the common bell and push order role among the internal winning roles. The push order role refers to an internal winning role in which the winning role (the display mode of the reels 110 to 112) differs depending on the contents of the stop operation (in this embodiment, the operation sequence from the first stop operation to the third stop operation).

[0085] In this embodiment, (1) the stop operation of left, center, and right (a stop operation in which the first stop reel is the left reel 110, the second stop reel is the center reel 111, and the third stop reel is the right reel 112) is an LCR operation, (2) the stop operation of left, right, and center (a stop operation in which the first stop reel is the left reel 110, the second stop reel is the right reel 112, and the third stop reel is the center reel 111) is an LRC operation, and (3) the stop operation of center, left, and right (a stop operation in which the first stop reel is the center reel 111, the second stop reel is the left reel 110, and the third stop reel is the right reel 112) is a CLR operation. (4) a stop operation of center, right, and left (a stop operation in which the first stop reel is the center reel 111, the second stop reel is the right reel 112, and the third stop reel is the left reel 110) is sometimes referred to as a CRL operation, (5) a stop operation of right, left, and center (a stop operation in which the first stop reel is the right reel 112, the second stop reel is the left reel 110, and the third stop reel is the center reel 111) is sometimes referred to as an RLC operation, and (6) a stop operation of right, center, and left (a stop operation in which the first stop reel is the right reel 112, the second stop reel is the center reel 111, and the third stop reel is the left reel 110) is sometimes referred to as an RCL operation.

[0086] For example, when the push order bells_CLR1 to 3 are internally won in the winning role internal lottery, (1) when the LCR operation or the LRC operation is performed, the winning role is a miss or a 1-coin role, and 0 or 1 medals are paid out; (2) when the CLR operation is performed, the winning role is a bell, and 9 medals are paid out; (3) when the CRL operation is performed, the winning role is a 1-coin role, and 1 medal is paid out; (4) when the RLC operation or the RCL operation is performed, the winning role is a miss or a 1-coin role, and 0 or 1 medals are paid out. That is, when the push order bells_CLR1 to 3 are CLR operation, the winning role is a bell, and the maximum number of medals is paid out. Hereinafter, when the push order role is internally won, the operation content when the maximum number of medals is paid out may be referred to as the "correct operation". In this embodiment, the correct operation means that the operation sequence from the first stop operation to the third stop operation is correct.

[0087] Similarly, for push order bells_CRL1-3, the correct operation is CRL operation, and in the case of CRL operation, bells are won and 9 medals are paid out. Also, for push order bells_RLC1-3, the correct operation is RLC operation, and in the case of RLC operation, bells are won and 9 medals are paid out, and for push order bells_RCL1-3, the correct operation is RCL operation, and in the case of RCL operation, bells are won and 9 medals are paid out.

[0088] On the other hand, for example, if the common bell wins internally in the winning role internal lottery, regardless of the operation content, the bell wins and 9 medals are paid out. Hereinafter, the above-mentioned push order bells_CLR1-3, push order bells_CRL1-3, push order bells_RLC1-3 and push order bells_RCL1-3 are collectively referred to as "push order bells". Of these "push order bells", push order bells_CLR1-3 and push order bells_CRL1-3 may be referred to as "middle first bells" for convenience of explanation, and push order bells_RLC1-3 and push order bells_RCL1-3 may be referred to as "right first bells". In addition, the number of common bells to be paid out is set to 9, the same number as the push order bells, but this is not limited to this, and the number may be less than the push order bells, and by reducing the number of common bells, the medal payout in the normal state can be suppressed.

[0089] In this embodiment, there is no push order bell for which the correct answer is an LCR operation or an LRC operation (forward push or forward sandwich), but there is a push order bell for which the correct answer is a CLR operation or a CRL operation (middle push) and an RLC operation or an RCL operation (reverse push or reverse sandwich). In other words, this is a specification called a biased bell. By using a biased bell, the number of balls dispensed in the normal state (non-AT state) can be reduced and the number of balls dispensed in the AT state can be increased. Note that a biased bell is a specification in which a push order other than the first left stop is more advantageous for play than the first left stop (for example, the number of payouts is greater or the probability of winning is higher).

[0090] In addition, the display mode and payout amount for each operation content when the internal winning role (condition device) is 1-coin role 1-8 and replay 1-7 are as shown in FIG. 6(b). "S Blue 7 / BAR" in FIG. 6(b) means that "Blue Seven 1" will be lined up on a single (1-line) winning line or "BAR" will be lined up. "Fake" means that even if the target pattern is announced and you press the button, the announced pattern will not be lined up. "Replay (Pink 7 / W Blue 7 Fake)" means that you are informed to aim for the pink seven pattern or the blue seven pattern on a double (2-line) winning line, but the replay pattern will be lined up even if you press the button.

[0091] <Types of game states> Next, a description will be given of the types and transitions of game states of the slot machine 100. Fig. 7 is a transition diagram of game states (specifically, AT game states) of the main control unit 300 of the slot machine 100. The AT game states are game states related to presentation.

[0092] The game state of the slot machine 100 is roughly divided into a normal state and an AT state. The normal state is a state in which the operation navigation is not executed, and the AT state is a state in which the operation navigation may be executed. Here, the operation navigation is a notification effect that notifies the stop operation mode (information on the contents of the stop operation), and a result advantageous to the player is brought about when the stop operation is performed according to the notification contents of the operation navigation. The operation navigation is roughly divided into (1) push order navigation that notifies information including the operation order (push order) of the stop operation, and (2) pattern navigation that notifies information including operation timing (for example, the pattern of the stop target, etc.). In other words, the push order navigation is an operation navigation that does not include the timing of pressing, and the pattern navigation is an operation navigation that includes the timing of pressing. In the case of this embodiment, for example, in the AT state, when the push order bell is internally won, the correct operation content (operation order) may be notified.

[0093] The normal state includes a normal stage, a challenge zone (hereinafter abbreviated as CZ), and a pullback zone. The AT state includes a bonus state, an AT normal state, an added zone, and an ending state.

[0094] In addition to the seven game states described above, the concept of an advantageous zone and a non-advantageous zone is provided. The non-advantageous zone is composed of a part of the normal stage period and a part of the pullback zone period, and the advantageous zone is the other period. Therefore, the AT state is the advantageous zone mode. The advantageous zone in this embodiment is a period in which an upper limit difference number is set. Specifically, the upper limit difference number is 2400. Here, the difference number is the accumulated value of the difference between the number of medals inserted and the number of medals paid out in one game (the number of medals paid out - the number of medals inserted). The upper limit difference number of the advantageous zone is a value that determines the end of the advantageous zone, and the difference number is updated by the result of one game. Note that the advantageous zone may be a period in which an upper limit difference number and an upper limit game number are set, but the advantageous zone in the slot machine 100 of this embodiment has no upper limit on the number of games. In addition, the advantageous zone must be ended when the upper limit difference number is reached, but it can be ended even if the upper limit difference number is not reached. Furthermore, although an upper limit on the difference in number of coins is set as the advantageous zone, the technical concept of this embodiment can also be applied to medal-less gaming machines that do not use gaming media such as medals.

[0095] In non-advantageous zones, a lottery is not held to determine whether or not to transition from the normal state to the AT state. This means that this is a zone in which operation navigation is not executed. On the other hand, in advantageous zones, a lottery is held to determine whether or not to transition from the normal state to the AT state. This means that if the lottery is won and the state transitions to the AT state, operation navigation may be executed. An advantageous zone is a zone in which it is possible to transition to the AT state, and a non-advantageous zone is a zone in which it is not possible to transition to the AT state.

[0096] When the settings are changed, it will be set to a non-advantageous zone and will enter the normal stage. If you win a role other than a loss in the normal stage of the non-advantageous zone, you will move to the advantageous zone. If you reach either the upper limit number of games or the upper limit difference in coins in the advantageous zone, you will move to the non-advantageous zone. Even in the non-advantageous zone (pull-back zone) that you moved from the advantageous zone, if you win a role other than a loss, you will move to the advantageous zone.

[0097] Generally, in order to realize a gameplay that increases the medal payout in a state advantageous to the player, such as an AT state, it is necessary to suppress the medal payout in the normal state. Also, with regard to the stopping operation of the gaming machine, the stopping operation (forward push or forward sandwich) in which the first stopping operation is to the left is often recommended to the player. Therefore, in the case of providing a push order role, as a method of realizing a gameplay that suppresses the medal payout in the normal state, a push order bell with a biased bell specification as shown in FIG. 6 (there is no push order bell in which the first stopping operation is to the left, but there is a push order bell in which the first stopping operation is to the right or in the middle of the first stopping operation is to the right) is adopted in this embodiment.

[0098] In this embodiment, there is no push order bell with the first stop operation left as the correct answer, but it may be provided separately. In this case, the internal winning probability of the push order bell with the first stop operation left as the correct answer should be set lower than the sum of the internal winning probability of the push order bell with the first stop operation being the correct answer and the internal winning probability of the push order bell with the first stop operation being the correct answer.

[0099] In addition, this embodiment adopts a gameplay feature in which the game transitions to the AT state when the number of games in the normal state after the AT state ends reaches a predetermined threshold value (hereinafter referred to as the ceiling game number).

[0100] Furthermore, in this embodiment, a stop operation (push in order or sandwiched in order) in which the first stop operation is to the left in the normal state is recommended, and in a game in which the push order bell is internally won in the normal state (non-AT state) of the advantageous zone, if a stop operation other than the first stop operation to the left (specifically, the first stop operation to the right during the first stop operation) is performed, a penalty is given. Here, the penalty is specifically a penalty regarding the transition from the normal state to the AT state, and in this embodiment, (1) a lottery is not held to determine whether or not to transition from the normal state to the AT state in the game. Note that even if a lottery is held, the penalty may be a penalty that does not win the transition to the AT state. Also, (2) the value of a counter (hereinafter referred to as the ceiling counter) that counts the number of games in the normal state up to the ceiling game number is not updated (does not add). In this embodiment, the contents of these penalties (1) and (2) are adopted, but are not limited to these, and other contents may be used as long as they are penalties regarding the transition from the normal state to the AT state. For example, when a stock lottery is performed according to an internal winning role during a premonition in which the AT has already been determined (so-called during the main premonition), the stock lottery may not be performed, or when an AT upgrade lottery is performed to move to a better AT according to an internal winning role during the main premonition, the upgrade lottery may not be performed, etc. In addition, although the penalty is described as a penalty regarding the transition to the AT state, a penalty regarding the transition to the CZ may also be provided.

[0101] 7 shows the seven game states described above, with their transition conditions written on arrows. When the transition condition corresponding to each arrow is met, the game state transitions in the direction of the arrow.

[0102] The normal stage is the initial state after the setting is changed. When condition A is established in the normal stage (more specifically, after winning a role other than a miss in the normal stage of the non-advantageous zone, which is the initial state, and transitioning to the advantageous zone, a specific performance lottery based on a rare role (for example, strong cherry) is won in the normal stage of the advantageous zone, and the specific performance starts and ends, transitioning to the AT normal state occurs. In this embodiment, the specific performance is a continuous performance over multiple games. The continuous performance may be, for example, a duel performance or a freeze performance. In addition, the continuous performance may be a performance over multiple games, and may be called a premonition performance because it occurs before the transition to the AT state. The specific performance lottery may be a 100% win, or it may be a mode in which the transition to the AT normal state is determined at the stage of winning a rare role.

[0103] If condition B is met in the normal stage (more specifically, if a player wins a role other than a losing role in the normal stage of the non-advantageous zone, which is the initial state, and then transitions to the advantageous zone, and then wins the CZ transition lottery based on the winning role in the normal stage of the advantageous zone), then the player transitions to the CZ. The CZ is a finite-period gaming state with a fixed number of games (e.g., 10 games). If condition D is met in the CZ (more specifically, if a player wins the bonus transition lottery based on a winning role in the CZ), then the player transitions to the bonus state, and if condition C is met in the CZ (more specifically, if the player does not win the bonus transition lottery in the CZ), then the player transitions to the normal stage.

[0104] The bonus state is a finite-period game state with a fixed number of games (e.g., 30 games). The bonus referred to here is a pseudo-bonus. If condition F is met in the bonus state (more specifically, if the AT lottery based on the winning role is won in the bonus state), the AT normal state is entered. If the AT lottery is won, the number of games that can be played in the AT normal state (hereinafter referred to as the AT-granted game number) is awarded. On the other hand, if condition E is met in the bonus state (more specifically, if the AT lottery is not won in the bonus state), the state is entered into the normal stage.

[0105] The slot machine 100 of this embodiment is designed to increase the number of balls in the AT normal state. When the condition G is established in the AT normal state (specifically, when the player wins the lottery for shifting to the additional zone based on the winning combination), the game moves to the additional zone. The additional zone is a state in which an additional lottery is executed to add the number of games to which the AT is granted. That is, in the AT normal state, the player can play the number of games that is the initial number of games to which the AT is granted immediately after winning the AT lottery plus the number of games granted in the additional zone. The additional zone is a game state for a finite period in which the number of games is fixed (for example, 10 games). When the condition H is established in the additional zone (specifically, when the additional zone ends due to the number of games being consumed), the game moves to the AT normal state. It is also possible to configure the game number to be determined in the additional zone, without granting the number of games to which the AT is granted immediately after winning the AT lottery.

[0106] Also, when condition J is met in the normal AT state (more specifically, when the ending transition condition is met), the state transitions to the ending state. Here, the ending transition condition is met when the difference in number of sheets in the advantageous zone becomes equal to or exceeds the specified difference in number of sheets (here, 2200 sheets). In other words, condition J is met when the remaining number of sheets until the upper limit difference in number of sheets (here, 2400 sheets) at which the advantageous zone ends becomes equal to or less than the specified number (here, 200 sheets).

[0107] The ending state is the final state of the AT state (advantageous zone). When condition L is met in the ending state (more specifically, when the advantageous zone end condition is met and the pull-back zone transition lottery is won), the player transitions to the pull-back zone. The advantageous zone end condition is met when the difference in number of sheets in the advantageous zone reaches the upper limit of 2400 sheets. Note that since the upper limit of the difference in number is 2400 sheets, it is possible for the advantageous zone to end with more than 2400 sheets, taking into account the negative amount up to the AT state.

[0108] FIG. 8(a) is a diagram showing the winning probability of the return zone transition lottery.

[0109] The RAM 308 of the main control unit 300 is provided with a difference number counter that counts the upper limit difference number in the advantageous zone, the above-mentioned ceiling counter, a counter that counts the number of AT-granting games, and the like, as well as an AT acquisition number counter that counts the number of acquisitions in the AT normal state. When the AT acquisition number counter reaches a predetermined second value (here, 500), the CPU 304 of the main control unit 300 executes a pull-back zone transition lottery. In this case, as shown in FIG. 8(a), the transition winning probability in the pull-back zone transition lottery is about 10%, and there is a possibility of transitioning to the pull-back zone. Strictly speaking, the transition winning probability (probability of transition) is 25 / 256, and the probability of not transitioning is 231 / 256. If the pull-back zone transition lottery is won at this stage, in the AT normal state, the condition K is established at the time when the number of AT-granting games is consumed before the upper limit difference number at which the advantageous zone ends is reached, and the zone transitions to the pull-back zone. If the zone transitions to the pull-back zone in this way, the zone remains advantageous. On the other hand, if the number of coins won in the normal AT state does not reach the specified second value (500 coins), the lottery for transition to the pull-back zone will not be executed. Therefore, in this case, the probability of winning the lottery for transition to the pull-back zone is 0%. If the number of coins won in the normal AT state reaches the specified second value (500 coins), condition I is met when all the AT-granting games are played before the number of coins won in the normal AT state reaches the specified second value (500 coins), and the game returns to the normal stage. If the game returns to the normal stage in this way, the game will remain in the advantageous zone.

[0110] Also, when the AT acquisition number counter reaches a predetermined second value (here, 500), the lottery for moving to the pullback zone is lost, and when the AT acquisition number counter reaches a predetermined first value (a value less than the upper limit difference number at which the advantageous zone ends, here, 1000), the lottery for moving to the pullback zone is executed again. As shown in FIG. 8(a), the probability of winning when reaching 1000 is 100%. After the number of acquisitions in the AT normal state reaches the predetermined first value (1000) (winning the lottery for moving to the pullback zone), in the AT normal state, when the number of AT-granted games is consumed before reaching the upper limit difference number at which the advantageous zone ends, condition K is established, and the zone moves to the pullback zone. Even when moving to the pullback zone in this way, the zone remains in the advantageous zone. Also, when the zone moves to the ending state and reaches the upper limit difference number (2400) at which the advantageous zone ends, condition L is established, and the zone moves to the pullback zone. When moving from the ending state to the pullback zone, the zone moves to the non-advantageous zone. If the difference in the number of coins in the advantageous zone reaches the upper limit of 2,400 coins, it means that the number of coins won in the normal AT state has reached 1,000 coins, and the player will definitely move from the ending state to the pull-back zone.

[0111] Also, when the number of coins acquired in the normal AT state reaches the second value (500 coins), there is a probability of losing the lottery to move to the return zone at about 90%. If the lottery is lost when the number of coins acquired in the normal AT state reaches the second value, and the number of games that give the AT is exhausted before the first value is reached, condition I is met and the game returns to the normal stage. Even when returning to the normal stage in this way, the advantageous zone remains.

[0112] As described above, the pull-back zone transition lottery is not executed unless the number of winning coins in the AT normal state reaches 500 coins, is executed if the number of winning coins reaches 500 coins, and always transitions to the pull-back zone if the number of winning coins reaches 1000 coins. This allows the player to have a game goal during the AT normal state, and also gives the player a sense of expectation that "if a lot of coins are won, more will come out." Here, the AT winning number counter counts the number of winning coins in the AT normal state, but it may count the number of winning coins in the AT normal state and the bonus state combined, or it may count the number of winning coins in the entire AT state. In addition, the winning probability of the pull-back zone transition lottery may be different depending on the setting value, and the winning probability of the pull-back zone transition lottery may be higher for a high setting (e.g., setting 6) than for a low setting (e.g., setting 1). In this way, it is possible to acquire even more game value with a high setting. On the other hand, the winning probability of the pull-back zone transition lottery may be higher for a low setting (e.g., setting 1) than for a high setting (e.g., setting 6). By doing this, it is possible to obtain a large amount of gaming value even at a low setting.

[0113] Also, in the normal AT state, a message such as "When you reach 1000 coins, you may be confirmed to be in the pull-back zone" may be displayed so that the player can visually confirm the game target during the AT. Alternatively, in the normal AT state after winning the pull-back zone transition lottery and gaining the right to transition to the pull-back zone, a display that allows the player to identify that they will transition to the pull-back zone in the future can be displayed to increase the player's motivation to continue playing.

[0114] The pullback zone transition lottery may be executed when the upper limit difference in number of coins is reached, which is the end of the advantageous zone, or when all the AT-granting games have been consumed. In this case, the probability of winning the transition will differ depending on whether the number of coins acquired at the execution timing in the AT normal state has reached a predetermined second value (500 coins) or a predetermined first value (1000 coins), as shown in FIG. 8(a). Alternatively, the pullback zone transition lottery may be executed when the number of coins acquired in the AT normal state has reached a predetermined second value and a predetermined first value, and when all the AT-granting games have been consumed.

[0115] In addition, in the case of moving to the pull-back zone after consuming all the AT-granting games after reaching a predetermined second value (500 coins) or a predetermined first value (1000 coins), the advantageous zone continues without moving to the non-advantageous zone, but at the point when all the AT-granting games are consumed, it may be determined whether or not to end the advantageous zone and move to the non-advantageous zone depending on whether or not a sufficient number of coins can be acquired in the remaining period of the advantageous zone in which the player is currently staying. The sufficient number of coins may be, for example, 2400 coins, or 1500 coins, which is less than 2400 coins. In other words, if a sufficient number of coins cannot be acquired, the current advantageous zone may be ended and moved to the non-advantageous zone so that a new advantageous zone can be started. This is to prevent the occurrence of an event in which the player wins the AT in the pull-back zone and returns to the AT, but the player immediately moves to the ending state even though the number of coins acquired in the returned AT is small, causing dissatisfaction among the player.

[0116] The withdrawal zone is a finite-period game state with a fixed number of games (for example, 15 games). The number of games in the withdrawal zone is less than the number of games in the bonus state, but more than the number of games in the added zone.

[0117] FIG. 8(b) is a diagram showing the AT winning probability of the AT lottery held in the pull-back zone.

[0118] If the AT is won by the AT lottery performed for all roles during the 15 games (condition M shown in FIG. 7 is satisfied), the game will transition to the AT normal state again after the end of the pull-back zone, and if the AT is not won (condition N shown in FIG. 7 is satisfied), the game will transition to the normal stage. If the game has just transitioned to the pull-back zone, the game will return to the non-advantageous zone, so if a loss is won, the AT lottery will not be held. Alternatively, even if the AT lottery is held and the AT is won, it will be treated as invalid. If the game has been won by a role other than a loss and has transitioned to the advantageous zone, there is a possibility that the AT will be won even if a loss is won. The diagram shown in FIG. 8(b) is an example, and other allocations may be made, such as watermelon and weak cherry being weak rare roles, strong cherry and chance eyes being strong rare roles, and the AT winning probability being 45% for weak rare roles and 100% for strong rare roles. In addition, the AT lottery during the pull-back zone may be different depending on the setting value, and the AT winning probability may be higher for a high setting (e.g., setting 6) than for a low setting (e.g., setting 1). By doing this, it is possible to make it possible to obtain even more game value with a high setting. On the other hand, it is also possible to make it possible to obtain a higher probability of winning the AT with a low setting (e.g., setting 1) than with a high setting (e.g., setting 6). By doing this, it is possible to obtain a lot of game value even with a low setting.

[0119] Even if the AT is won, the pull-back zone will remain in place until 15 games have been played, but the AT may transition to the normal state from the game following the AT win. Also, before transitioning from the ending to the pull-back zone, a pull-back zone preparation state may be set for several games, and an opportunity may be given to return from the non-advantageous zone to the advantageous zone in this pull-back zone preparation state. In this case, a preparation performance may be executed that identifies or suggests that the pull-back zone is in preparation. Then, when transitioning to the advantageous zone in the preparation state, the pull-back zone will start.

[0120] FIG. 9 is a graph showing an example of an increase or decrease in the difference in the number of coins when passing through the pullback zone.

[0121] In FIG. 9, the vertical axis represents the number of game media (number of medals), and the horizontal axis represents the passage of time. As described above, the difference in number represented by the graph in FIG. 9 is the cumulative value of the difference between the number of medals inserted and the number of medals paid out in one game (number of medals paid out - number of medals inserted). The setting is changed, and the difference in number is reset to 0. In addition, the setting is changed, and the game state becomes normal. During the normal state, the difference in number decreases, but when the game transitions to the AT state (first time), it starts to increase. When the number of AT-granted games is consumed in the AT normal state, the number of medals won in the AT normal state reaches 500, and a lottery for transition to the pull-back zone is executed. However, the probability of winning is about 10% as shown in FIG. 8(a) is missed (condition I shown in FIG. 7 is met), and the game transitions to the second normal state. During the second normal state, the difference in number also decreases, but when the game transitions to the AT state (second time), it starts to increase, and the difference in number increases to a positive value. Eventually, the number of games with AT granted is consumed even in the AT state (second time). The number of coins won in the AT normal state exceeds 1000 (condition K shown in FIG. 7 is met), and the system transitions to the pullback zone. The pullback zone is in the normal state, and the operation navigation is not executed, so the difference in number of coins decreases. The AT lottery is won during the pullback zone, and after the pullback zone ends after 15 games, the system transitions to the AT state (third time). In the AT state (third time), the difference in number of coins reaches the upper limit of 2400 coins. As a result, condition L shown in FIG. 7 is met, and the system transitions to the pullback zone. In addition, the advantageous zone is reset and becomes a non-advantageous zone. In the pullback zone, the difference in number of coins decreases, the AT lottery cannot be won during the pullback zone, and after the pullback zone ends after 15 games, the system transitions to the normal state.

[0122] As described above, in the slot machine 100 of this embodiment, if the number of winning coins in one AT state is 1000 or more, the slot machine 100 will always move to the pull-back zone. The pull-back zone transition lottery is executed when the favorable zone end condition is met and when the number of AT-granting games is consumed in the AT normal state. In addition, the pull-back zone transition lottery may be executed when the AT normal state is entered or when the number of winning coins reaches 500, and if the winning coin is entered, the right to move to the pull-back zone may be reserved until the number of AT-granting games is consumed. In this way, even if the number of winning coins does not reach 1000, the opportunity to win the right to move to the pull-back zone increases, making it easier to perform a provocative performance during the AT state or when the number of AT-granting games is consumed. As an example of a teasing effect, a performance may be executed that identifies or suggests that the player will be moved to the pull-back zone if the player wins the pull-back zone transition lottery, and when the number of coins won approaches 500 (for example, when it reaches 450 coins), the number of coins won displayed on the screen in AT state may flash or change color, and when it reaches 500 coins, it may flash or change color.

[0123] In addition, instead of the number of coins won in one AT state, the number of coins won in one advantageous zone may be used. Also, if the number of AT-granting games is consumed without being added once, the probability of winning the return zone transition may be increased to more than about 10%.

[0124] The number of coins won may refer to the virtual difference in number of coins, rather than the actual number of coins won. The virtual difference in number of coins here refers to the expected number of coins that would be won if the gaming machine had won the expected gaming value. For example, in the normal state (non-AT state), the number of coins actually won by pressing the buttons in order is counted. The number of coins won by pressing the buttons in an irregular manner in the normal state is treated as 0 (not counted). Since the gaming value obtained by pressing the buttons in an unrecommended manner is not counted, a fair gaming machine can be provided. Even if the operation navigation is not followed in the AT state, the number of coins that can be won by operating in the correct operation sequence is counted. In other words, even if the push order navigation is ignored, the number of coins is counted as if the push order navigation was followed. Even if the push order is incorrect during the AT state, the pull-back zone transition lottery will be performed assuming that the operation was performed correctly. As a result, it is possible to prevent a situation in which, even though the player actually has more than 1000 coins, he or she can only win 990 coins due to pressing the wrong order, loses the lottery for moving to the pull-back zone, and is unable to move to the pull-back zone, thereby preventing the player from being disadvantaged.

[0125] In addition to a difference number counter that counts the pure difference number of coins, a counter (virtual difference number counter) that counts the virtual difference number of coins is also provided on the gaming machine. The initial value of this virtual difference number counter is greater than 0. Even if the count value falls below the initial value in the gaming situation, there is a margin before the negative range, and the period of counting without considering the negative becomes longer. Also, the absolute value on the negative side of the initial value of the virtual difference number counter (second absolute value) is greater than the absolute value on the positive side of the initial value (first absolute value). Even if the acquired difference number exceeds the value obtained by subtracting the first absolute value from the initial value due to the player's gaming situation, there is still room for the player to make up for it.

[0126] Furthermore, the difference number counter counts the difference in the positive range (counting only the positive amount, ignoring the negative amount of the number of coins paid out - the number of coins inserted), and there is also an actual counter that counts the actual number of coins paid out - the number of coins inserted for the day, including the negative amount. The difference number counter and virtual difference number counter are not initialized when power is restored after a power outage, but the actual counter is initialized when power is restored. By not initializing the difference number counter and virtual difference number counter when power is restored after a power outage, they will not be initialized even when the power is turned on before opening, and by carrying over the count value from the previous day, it is expected that the operation of the gaming machines will improve immediately after opening.

[0127] According to the above description, "The reels that stop spinning by the stop operation [for example, the left reel 110, the center reel 111, and the right reel 112], Notification means (e.g., a liquid crystal display device 157); A control means for controlling the transition of the game state [e.g., a main control unit 300]; A gaming machine equipped with The control means is a means capable of transitioning the game state to an announcing game state [for example, an AT state (AT normal state, ending state)] in which the announcing means can notify an operation mode advantageous to the player in the stopping operation [for example, a stopping operation in which the first stop reel is the center reel 111, the second stop reel is the right reel 112, and the third stop reel is the left reel 110], The control means is a means for transitioning to a special gaming state (e.g., a pull-back zone) that can transition to the notification gaming state after the notification gaming state ends when a first condition (e.g., the number of game media acquired in the AT state is 1,000 or more) is satisfied in the notification gaming state. A gaming machine characterized by the above. He explained:

[0128] According to this gaming machine, the player may aim to achieve the first condition in the notification game state, and it is expected that the player's motivation to participate will increase. Furthermore, since the special game state is prepared even after the notification game state ends, the player is motivated to continue playing, and the player's motivation to play can be actively increased.

[0129] Also, "The control means is a means for causing a transition to the special game state when the notification game state ends, even if the first condition is not satisfied in the notification game state [for example, even if the number of game media acquired in the AT state is less than 1000, if the number is 500 or more, a transition lottery may be won]. A gaming machine characterized by the above. He also explained:

[0130] Also, The first condition is satisfied when the game value (e.g., medals) acquired in the notified game state is a predetermined first condition (e.g., 1,000 or more). A gaming machine characterized by the above. He also explained:

[0131] If the acquisition status of game value is the above-mentioned first predetermined status, it is possible to give the player an expectation that the number of balls dispensed may be further increased.

[0132] Also, "The control means is a means for transitioning to the special game state when the first condition is not satisfied in the notification game state but the second condition is satisfied, and the notification game state is terminated, The second condition is a condition that is satisfied when the acquisition status of the game value in the notified game state is a predetermined second status that does not satisfy the predetermined first status [for example, 500 or more and less than 1000] and a transition lottery [for example, a pullback zone transition lottery] is won [for example, about 10% winning probability shown in FIG. 8(a)]. A gaming machine characterized by the above. He also explained:

[0133] Since an opportunity to transition to the special game state is given even if the specified first condition is not met, loss of interest in the game can be prevented.

[0134] Also, " Equipped with advantageous areas that are advantageous to players, The notification game state is one of the game states in the advantageous zone, The advantageous zone may end when the game value acquisition status in the advantageous zone reaches a predetermined third status [for example, 2400 or more], The notification game state may end when the acquisition status of the game value in the advantageous zone reaches the predetermined third status, the predetermined third situation is a situation exceeding the predetermined first situation, When the advantageous zone ends and the notification game state transitions to the special game state [e.g., the pull-back zone] [e.g., when the condition L shown in FIG. 7 is satisfied], the special game state may be a game state in a new advantageous zone [e.g., an internal win for a role other than a miss], A gaming machine characterized by the above. He also explained:

[0135] If a new advantageous zone is started in the special gaming state, the amount of gaming value that can be obtained in that advantageous zone can be guaranteed to the maximum extent.

[0136] <Slot machine operation> Next, the processing of the main control unit 300, the first sub-control unit 400, and the second sub-control unit 500 will be explained using the drawings.

[0137] <Main processing in main control section> First, the main control unit main processing executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 10. Note that Fig. 10 is a flow chart showing the flow of the main control unit main processing.

[0138] As described above, the main control unit 300 is provided with a start signal output circuit (reset signal output circuit) 338 that outputs a start signal (reset signal) when power is turned on. The CPU 304 of the basic circuit 302 that receives this start signal is reset and started by a reset interrupt, and executes the main control unit main processing shown in FIG. 10 according to a control program previously stored in the ROM 306.

[0139] When the power is turned on, first, in step S101, a main control unit initial setting process is performed. In this main control unit initial setting process, a stack initial value is set in the stack pointer (SP) of the CPU 304, interrupt prohibition is set, the I / O 310 is initialized, various variables stored in the RAM 308 are initialized, and the WDT 314 is permitted to operate and has an initial value set.

[0140] In step S103, a game start process is executed. In this process, the presence or absence of medal insertion (hand insertion or operation of the bet buttons 130 to 132) is checked, and if medals have been inserted, preparations are made to send an insertion command indicating this. If a replay was won in the previous game, a process is performed to insert the same number of medals as the number of medals inserted in the previous game, so that the player does not need to insert medals. Also, a check is made as to whether the start lever 135 has been operated when a specified number (2 or 3 medals) of medals have been used, and if the start lever 135 has been operated, the number of medals inserted and the valid winning line are confirmed, and the game is started.

[0141] In step S105, various lottery processes including the lottery process for internal winning combinations are executed.

[0142] In step S107, reel stop data corresponding to the first stop operation is prepared based on the result of the internal winning combination lottery. This reel stop data is stored in the ROM 306 of the main control unit 300.

[0143] In step S109, the reels 110-112 start rotating under the condition that the game interval timer (which is subtracted in a timer update process described later) is 0, and an initial value is set to the game interval timer. When the reels 110-112 start rotating, a preparation is made to send a reel rotation start command to the first sub-control unit 400. After that, when the reels 110-112 reach a predetermined rotation speed and the optical sensors provided on each reel detect and grasp the symbol positions of each reel, the stop operation of the stop buttons 137-139 is enabled. The game interval counter ensures the minimum time required for one game (4.1 s in this embodiment), thereby suppressing gambling.

[0144] In step S111, a reel stop control process is executed. In this process, when any of the stop buttons 137-139 is pressed after the stop operation is enabled, the reels 110-112 corresponding to the pressed stop button 137-139 are stopped. Specifically, each time a stop operation is performed, a stop table of reel stop data is referenced, and the reels 110-112 corresponding to the stop operation are stopped according to the number of pull-in frames set in the stop table. In addition, for the first stop operation, reel stop data corresponding to the second stop operation is prepared, and for the second stop operation, reel stop data corresponding to the third stop operation is prepared. In addition, for each stop operation, preparation is made to send the corresponding command (first to third press commands) to the first sub control unit 400, and each time the reels 110-112 stop, preparation is made to send the corresponding command (first to third stop commands) to the first sub control unit 400. When all the reels 110-112 stop, the process proceeds to step S113.

[0145] In step S113, a winning determination process is performed. Here, if a symbol combination corresponding to a winning combination is displayed on an activated winning line, it is determined that the winning combination has been won. After determining the winning combination, preparations are made to send a winning command to the first sub-control unit 400.

[0146] In step S115, if any winning combination with a payout has been achieved, the number of medals corresponding to the winning combination is awarded (paid out), and the number of medals awarded is displayed using the payout number display 127.

[0147] In step S117, a state update process is executed to update various states in the slot machine 100. For example, the difference number counter that counts the upper limit difference number in the advantageous zone, which is provided in the RAM 308 of the main control unit 300, the above-mentioned ceiling counter, the counter that counts the number of games in which the AT is given, the above-mentioned AT acquisition number counter, etc. are updated.

[0148] After that, the process returns to step S103 and the above-mentioned processing is repeated to progress the game.

[0149] <Main control unit 300 timer interrupt processing> Next, a main control unit timer interrupt process executed by the CPU 304 of the main control unit 300 will be described with reference to Fig. 11. Note that Fig. 11 is a flow chart showing the flow of the main control unit timer interrupt process.

[0150] The main control unit 300 is equipped with a counter timer 312 that generates a timer interrupt signal at a predetermined period (approximately once every 2 ms in this embodiment), and this timer interrupt signal is used as a trigger to start main control unit timer interrupt processing at the predetermined period.

[0151] In step S201, a timer interrupt start process is performed, which includes processes such as temporarily saving the values ​​of each register of the CPU 304 in a stack area.

[0152] In step S203, the WDT 314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) so that the count value of the WDT 314 does not exceed the initial setting value (32.8 ms in this embodiment) and a WDT interrupt does not occur (so that a processing abnormality is not detected).

[0153] In step S205, an input port status update process is performed. In this input port status update process, the presence or absence of a detection signal is monitored by inputting a detection signal from the sensor circuit 320 of each of the sensors 318 via the input port of the I / O 310, and the result is stored in a signal status storage area partitioned for each of the sensors 318 in the RAM 308. The status of the optical sensor is confirmed in this process.

[0154] In step S207, various game processes are executed, and processes according to the interrupt status are executed.

[0155] In step S209, a timer update process is performed. For example, a process of updating various timers by their respective time units, such as subtracting a game interval timer, is executed.

[0156] In step S211, a command setting and sending process is performed, and various commands that have been prepared for sending by the main process of the main control unit 300, timer interrupt process, etc. are sent to the first sub-control unit 400. The output schedule information sent to the first sub-control unit 400 is composed of strobe information (when on, it indicates that data is set), command type (in this embodiment, basic command, throw-in command, start lever acceptance command, internal winning command, performance command associated with performance lottery process, reel rotation start command associated with the start of rotation of the reels 110 to 112, first to third press commands associated with acceptance of operation of the stop buttons 137 to 139, first to third stop commands associated with stopping the reels 110 to 112, winning command, payout number command and payout end command associated with medal payout process, status update command, item addition command, acquired point command, setting change command, power recovery command), and command data (predetermined information corresponding to the command type).

[0157] In the first sub-control unit 400, the command type contained in the received output schedule information makes it possible to determine presentation control in response to changes in game control in the main control unit 300, and it becomes possible to determine the content of presentation control based on the command data information contained in the output schedule information.

[0158] In step S213, an external signal setting process is performed. In this external signal setting process, the game information stored in the RAM 308 is output to the information input circuit 652, which is separate from the slot machine 100, via the information output circuit 334.

[0159] In step S215, device monitoring processing is performed. In this device monitoring processing, first, the signal states of the various sensors 318 stored in the signal state storage area in step S205 are read out, and the presence or absence of errors related to medal insertion abnormalities, medal payout abnormalities, etc. is monitored, and if an error is detected (not shown), error processing is executed. Furthermore, depending on the current game state, the medal blocker 171, various lamps 339, and various seven-segment (SEG) displays are set.

[0160] In step S217, it is monitored whether the low voltage signal is on or not, and if a low voltage signal is received (power cutoff is detected), the process proceeds to step S221, and if a low voltage signal is not received (power cutoff is not detected), the process proceeds to step S219.

[0161] In step S219, a timer interrupt end process is performed. In this timer interrupt end process, the values ​​of each register temporarily saved in step S201 are set back to the original values ​​in each register. Then, the process returns to the main process of the main control unit shown in FIG.

[0162] On the other hand, in step S221, information that needs to be saved, such as specific variables and stack pointers in order to return to the state at the time of power outage when power is restored, is saved in a predetermined area of ​​RAM 308, a checksum value for a predetermined area that includes at least the used area of ​​RAM 308 is derived and stored in RAM 308, and a power flag indicating that power outage processing has been performed is set to ON.

[0163] <Processing of the first sub-control unit> Next, the processing of the first sub-control unit 400 will be explained using Figure 12. Figure 12(a) is a flowchart of the main processing executed by the CPU 404 of the first sub-control unit 400. Figure 12(b) is a flowchart of the command reception interrupt processing of the first sub-control unit 400. Figure 12(c) is a flowchart of the timer interrupt processing of the first sub-control unit 400.

[0164] First, the main processing of the first sub-control unit 400 will be explained using FIG.

[0165] When the power is turned on, an initialization process is first executed in step S301. In this initialization process, the input / output ports are initially set, and a storage area in the RAM 408 is initialized. In this process, an area for storing internal win information, which is information that indicates the result of an internal win, and an area for storing RT update information, which is information that indicates the game status, are provided in the RAM 408.

[0166] In step S302, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S303.

[0167] In step S303, 0 is substituted into the timer variable.

[0168] In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.

[0169] In step S305, a performance control process is performed. Here, preparation for performance is performed according to the performance reservation information in the performance reservation area provided in the RAM 408. This preparation includes, for example, processing such as reading the performance data from the ROM 406, and updating the performance data if it is necessary to update the performance data.

[0170] In step S306, sound control processing is performed based on the result of the processing in step S305. For example, if the performance data read in step S305 includes a command to the sound source IC 418, this command is output to the sound source IC 418.

[0171] In step S307, lamp control processing is performed based on the processing result of step S305. For example, if the performance data read out in step S305 includes a command for the various lamps 420, this command is output to the drive circuit 422.

[0172] In step S309, an information output process is performed to set up sending a command to the second sub-control unit 500 based on the processing result of step S305. For example, if the performance data read out in step S305 contains a command to be sent to the second sub-control unit 500, settings are made to output this control command, and the process returns to step S302.

[0173] Next, the command reception interrupt processing of the first sub-control unit 400 will be explained using Figure 12 (b). This command reception interrupt processing is processing executed by the first sub-control unit 400 when it detects a strobe signal output by the main control unit 300. In step S401 of the command reception interrupt processing, the command output by the main control unit 300 is stored as an unprocessed command in a command memory area provided in RAM 408.

[0174] Next, using Figure 12 (c), we will explain the first sub-control unit timer interrupt processing executed by the CPU 404 of the first sub-control unit 400. The first sub-control unit 400 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes timer interrupt processing at a predetermined period in response to this timer interrupt.

[0175] In step S501, 1 is added to the value of the timer variable storage area of ​​RAM 408 described in step S302 in the first sub-control unit main processing shown in Figure 12 (a), and the value is stored in the original timer variable storage area. Therefore, in step S302, the value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).

[0176] In step S502, commands are sent to the second sub-control unit 500 set in step S309, and the random number values ​​for performance are updated.

[0177] <Processing of the second sub-control unit> Next, the processing of the second sub-control unit 500 will be explained using Figure 13. Figure 13(a) is a flowchart of the main processing executed by the CPU 504 of the second sub-control unit 500. Figure 13(b) is a flowchart of the command reception interrupt processing of the second sub-control unit 500. Figure 13(c) is a flowchart of the timer interrupt processing of the second sub-control unit 500. Figure 13(d) is a flowchart of the image control processing of the second sub-control unit 500.

[0178] First, in step S601 in Fig. 13(a), various initial settings are performed. When the power is turned on, an initialization process is first executed in step S601. In this initialization process, input / output port initial settings, initialization process of the storage area in the RAM 508, initialization process of the storage area in the VRAM 518, etc. are performed.

[0179] In step S602, it is determined whether the timer variable is 10 or more, and this process is repeated until the timer variable becomes 10. When the timer variable becomes 10 or more, the process proceeds to step S603.

[0180] In step S603, 0 is substituted into the timer variable.

[0181] In step S604, command processing is performed. In the command processing, the CPU 504 of the second sub-control unit 500 distinguishes each command received from the CPU 404 of the first sub-control unit 400.

[0182] In step S605, a performance control process is performed. Specifically, if a new command is received in step S604, a process corresponding to this command is performed. For example, a process is executed to read performance data for performing image control related to the background image from ROM 506. In addition, a process is executed to read other performance data from ROM 506, and if the performance data needs to be updated, a process to update the performance data is performed.

[0183] In step S606, image control processing (described in detail later) is performed based on the processing result of step S605. For example, if there is an image control command in the performance data read in step S605, image control corresponding to this command is performed. For example, image control related to the display image (notification image, background image) is executed. When this image control processing is completed, the process returns to step S602.

[0184] Next, the command reception interrupt processing of the second sub-control unit 500 will be explained using Figure 13 (b). This command reception interrupt processing is processing that the second sub-control unit 500 executes when it detects a strobe signal output by the first sub-control unit 400.

[0185] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in a command memory area provided in the RAM 508 as an unprocessed command.

[0186] Next, using Figure 13 (c), we will explain the second sub-control unit timer interrupt processing executed by the CPU 504 of the second sub-control unit 500. The second sub-control unit 500 is equipped with a hardware timer that generates a timer interrupt at a predetermined period (once every 2 ms in this embodiment), and executes timer interrupt processing at a predetermined period in response to this timer interrupt.

[0187] In step S801, 1 is added to the value of the timer variable storage area of ​​RAM 508 described in step S602 in the second sub-control unit main processing shown in Figure 13(a) and stored in the original timer variable storage area. Therefore, in step S602, the timer variable value is determined to be 10 or greater every 20 ms (2 ms x 10).

[0188] In step S802, the random number values ​​for performance purposes are updated.

[0189] Next, the image control processing of step S606 in the main processing of the second sub-control unit 500 will be described with reference to Figure 13(d). This figure is a diagram showing a flowchart illustrating the flow of the image control processing.

[0190] In step S901, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing area between the display area A and the display area B of the VRAM 536. As a result, one frame of image stored in the display area not designated as the drawing area is displayed on the liquid crystal display device 157. Next, the CPU 504 sets the ROM coordinates (the transfer source address of the ROM 506), the VRAM coordinates (the transfer destination address of the VRAM 518), and the like in the attribute register of the VDP 516 based on the position information table, and then sets a command to start transferring image data from the ROM 506 to the VRAM 518. The VDP 516 transfers the image data from the ROM 506 to the VRAM 518 based on the command set in the attribute register. Thereafter, the VDP 516 outputs a transfer end interrupt signal to the CPU 504.

[0191] In step S902, it is determined whether or not a transfer end interrupt signal has been input from the VDP 516. If a transfer end interrupt signal has been input, the process proceeds to step S903; if not, the process waits for the transfer end interrupt signal to be input.

[0192] In step S903, parameters are set based on the rendering scenario configuration table and attribute data, etc. Here, CPU 504 instructs VDP 516 on information about image data constituting the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (layout coordinates), transparency, etc.) in order to form a display image in display area A or B of VRAM 518 based on the image data transferred to VRAM 518 in step S901. VDP 516 sets parameters according to the attributes based on the command stored in the attribute register.

[0193] In step S904, a drawing instruction is issued. In this drawing instruction, the CPU 504 instructs the VDP 516 to start drawing an image. The VDP 516 starts drawing an image in the frame buffer in accordance with the instruction from the CPU 504.

[0194] In step S905, it is determined whether or not a generation end interrupt signal has been input from VDP 516 based on the end of image drawing. If a generation end interrupt signal has been input, proceed to step S906; if not, wait for the generation end interrupt signal to be input.

[0195] In step S906, a scene display counter, which is set in a predetermined area of ​​the RAM 508 and counts how many scene images have been generated, is incremented (+1), and the process ends.

[0196] Next, we will explain an example of a performance transition from a continuous performance to an AT state.

[0197] The RAM 308 of the main control unit 300 is provided with a premonition G number A counter, and the RAM 408 of the first sub-control unit 400 is provided with a premonition G number B counter. In condition A shown in FIG. 7, the AT state (AT normal state) is entered on the condition that the continuous performance ends. Here, the continuous performance becomes a duel performance, which is executed over four games, and when the duel performance ends, the AT state is entered. The game during which the continuous performance is being executed corresponds to the game that is a premonition of the transition to the AT state. Whether the premonition G number A counter or the premonition G number B counter is a counter that counts the remaining number of games that are premonitions before the transition to the AT state. The premonition G number A counter is a counter for managing the transition to the AT state to earn balls, and is managed by the main control unit 300. On the other hand, the premonition G number B counter is a counter for performance management, and is managed by the first sub-control unit 400.

[0198] Figure 14 is a diagram for pointing out a problem in an example of a conventional slot machine where a continuous performance starts and then transitions to an AT state. In this figure, the progression is from left to right in both the upper figure 14(a) and the lower figure 14(b). 14 shows the number of plays (number of games), winning combinations, push order, the display screen of the liquid crystal display device 157, the occurrence of penalties, the performance progress, the count value of the premonition G number A counter, and the count value of the premonition G number B counter. The display screen of the liquid crystal display device 157 is controlled based on the value of the premonition G number B counter managed by the first sub-control unit 400.

[0199] In the upper part of FIG. 14(a), a rare combination (e.g., strong cherry) is won, and a continuous performance is started from the Nth game. That is, performance 1 of the continuous performances is executed, and a notification image (a mission image of "Defeat the Swordsman") is displayed on the display screen of the liquid crystal display device 157, notifying that a duel performance will start. When a rare combination (e.g., strong cherry) is won, the value of "4" is set in both the premonition G number A counter and the premonition G number B counter. The count value of the premonition G number A counter in this Nth game is updated from "4" to "3", and the count value of the premonition G number B counter is also updated from "4" to "3".

[0200] In the N+1th game, the performance 2 of the consecutive performances is executed, and a scene in which a swordsman villain appears is displayed on the display screen of the liquid crystal display device 157. The count value of the premonition G number A counter in this N+1th game is updated to decrease by one to "2", and the count value of the premonition G number B counter is also "2".

[0201] In the N+2 game, the performance 3 of the consecutive performances is executed, and the display screen of the liquid crystal display device 157 displays a scene in which the lord, the protagonist, and the swordsman, the enemy, face each other. The count value of the premonition G number A counter in this N+2 game is further decremented by one due to the update to "1", and the count value of the premonition G number B counter is also "1". Note that the winning role here is the push order bell, whereas the previous winning roles were misses, but since it is in the normal state (not the AT state), the operation navigation is not executed, and the push order stop operation is performed with the first stop operation being the left.

[0202] In the N+3 game (the fourth game after the start of the consecutive performances), performance 4 (corresponding to the final performance) of the consecutive performances is executed, and a scene in which the lord, the protagonist, defeats the enemy swordsman is displayed on the display screen of the liquid crystal display device 157, and the transition to the AT is announced. The count value of the premonition G number A counter in this N+3 game has been updated to "0", and the count value of the premonition G number B counter has also been updated to "0".

[0203] In the N+4th game, the state has transitioned from the normal state to the AT state (AT normal state). On the liquid crystal display device 157, a notification screen (AT start screen displaying "AT start") is displayed to notify the transition to the AT state based on the count value of the premonition G number B counter being "0". Also, based on the count value of the premonition G number A counter being "0", the main control unit 300 is permitted to transmit information regarding the operation sequence of the winning role to the first sub-control unit 400. As a result, the display screen of the liquid crystal display device 157 displays "321" (reverse push operation navigation display) to notify the correct operation of the push order bell, which is the winning role.

[0204] The lower part of Fig. 14(b) shows an example in which a consecutive performance is executed as in the upper part of Fig. 14(a), and a penalty occurs in a game during the consecutive performance. The following mainly describes the differences from the example shown in the upper part of Fig. 14(a).

[0205] Here, let us summarize the penalty once again. First, when all of the following conditions (a) to (c) are met, namely, (a) the game is in a normal advantageous zone (not in a non-advantageous zone, not in an AT state), (b) the game is an internally-winning push order bell, and (c) a stop operation (so-called irregular push) other than the first stop operation left (specifically, during the first stop operation, the first stop operation right) is performed, the action is subject to the penalty. In other words, there is no penalty just for irregular pushes. This prevents players from finding a strategy by repeating irregular pushes and also prevents excessive penalties. However, a penalty may be given regardless of the winning role such as the push order bell (penalty given for (a)+(c)). Also, as described later, when irregular pushes are performed, regardless of whether a penalty is given or not, a recommended operation display such as "Push left is recommended" is displayed on the liquid crystal display device 157 to inform the player of the recommended push.

[0206] Also, no penalty is incurred in the non-advantageous zone. This is to prevent a player from moving to the advantageous zone when an irregular button press is made in the non-advantageous zone, because if the player were prohibited from moving to the advantageous zone, the player would be able to make a series of irregular button presses in the non-advantageous zone and win many medals. Also, the timing for moving from the non-advantageous zone to the advantageous zone is considered to be the first game after the setting is changed, but the first game after the setting is changed is often when the game parlor opens. The reels are not warmed up first thing in the morning, so it takes time for the reels to accelerate, and the timing at which the stop operation can be accepted tends to be slightly delayed. Therefore, even if the player presses the left stop button 137 in the first operation, the timing may be shifted and the timing at which the middle stop button 138 is actually pressed may be the timing mentioned above. Since it would be cruel to the player to impose a penalty in such a case, no penalty is incurred in the non-advantageous zone.

[0207] When an action subject to a penalty is performed, (1) a lottery is not held to determine whether or not the game will transition from the normal state to the AT state. (2) The value of the ceiling counter, which counts the number of games in the normal state up to the ceiling number of games, is not updated. Furthermore, in this example, (3) the count value of the premonition G number A counter is not updated. The following penalties are incurred.

[0208] In the example shown in FIG. 14(b), in the N+2th game (performance 3 of the consecutive performances), a stop operation is performed with the first stop operation being to the right. A stop operation with the first stop operation being to the right is an irregular push. In this case, since an internal win occurs on the push order bell in the normal state of the advantageous zone, this is an action subject to a penalty, and a penalty occurs. Even when the next game, the N+3rd game, starts, the count value of the premonition G number A counter remains at "1". Meanwhile, the count value of the premonition G number B counter has been updated to "0".

[0209] In this example, the game is played in the N+4th game, and the game transitions from the normal state to the AT state (AT normal state). The liquid crystal display device 157 displays an AT start screen based on the fact that the premonition G number B counter count value was "0". On the other hand, since the premonition G number A counter count value was not "0", the main control unit 300 did not transmit information regarding the operation sequence of the winning role to the first sub-control unit 400, and the display screen of the liquid crystal display device 157 does not display an operation navigation display that notifies the correct operation of the push order bell, which is the winning role. In this way, in conventional slot machines, there is a problem that a gap occurs between the start of the operation navigation and the performance due to the occurrence of a penalty.

[0210] The slot machine 100 of this embodiment is devised to solve this problem.

[0211] FIG. 15 is a detailed timing chart of the N+2th game and the N+3th game described with reference to FIG. 14(a), and shows the display screen of the liquid crystal display device 157 at each timing.

[0212] In FIG. 15, time passes from left to right. In FIG. 15, as "game progress", "start operation", "first stop", "second stop", and "third stop" are shown as operations of the start lever 135. Below that, the respective acceptable states of the "left stop Sw" which is the left stop button 137 sensor, the "middle stop Sw" which is the middle stop button 138 sensor, and the "right stop Sw" which is the right stop button 139 sensor are also shown. Each Sw becomes acceptable after a start operation, and when a stop operation is accepted in the acceptable state, the acceptable state ends. Below that, the respective rotating states of the left reel 110, the middle reel 111, and the right reel 112 are also shown. Further below that, the display contents of the "liquid crystal display device" which is the liquid crystal display device 157 are also shown. In this example, in the continuous performance, there is a period (the period from the third stop to the start of the next game) during which the character display NTG of "NEXT", which indicates that the performance continues to the next game, is displayed in the lower right part of the display screen of the liquid crystal display device 157. Furthermore, the game number display GMV is displayed at the bottom left of the display screen of the liquid crystal display device 157. The value of this game number display GMV is the number of games managed by the first sub-control unit 400, and is a value that increases by 1 each time a start lever acceptance command is received from the main control unit 300 after the power is turned on, for example. The matters described above are also applicable to Figs. 16 and 17.

[0213] The timing when the start operation is performed is timing (A1), the N+2th game starts, and the execution of effect 3 of the consecutive effects begins. In the N+2th game, the push order bell is internally won. At timing (A1), a close-up of the main character, the lord, is displayed on the display screen of the liquid crystal display device 157. In addition, with the start of play, the game count display GMV is updated from "99G" to "100G". From then on, the game count display GMV will continue to display "100G" until otherwise noted.

[0214] In the N+2th game under normal conditions, the left stop button 137 is operated first to perform the first stop. Because the left stop button 137 is operated first, it is not an irregular press, and the first stop action here is not subject to a penalty. The timing at which the first stop operation is performed is timing (A2), and the left reel 110 stops. On the display screen of the liquid crystal display device 157 at timing (A2), a close-up of the enemy swordsman is displayed.

[0215] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111, and finally the right stop button 139 is operated to perform the third stop. The timing at which the third stop operation is performed is timing (A3), and the right reel 112 stops. On the display screen of the liquid crystal display 157 at timing (A3), a scene is displayed in which the lord, the protagonist, and the master swordsman, the antagonist, face off against each other, the same scene shown on the display screen of the liquid crystal display 157 in the N+2th game in FIG. 14. Furthermore, in this example, the third stop operation is triggered by the addition of the letters "NEXT" NTG in the lower right corner.

[0216] The timing after the third stop and before the start of the next game is timing (A4). The display screen of the liquid crystal display device 157 at timing (A4) is the same as the display screen of the liquid crystal display device 157 at the previous timing (A3).

[0217] Then, the start lever 135 is operated to perform a start operation, thereby starting the next game (N+3 game), and this time, performance 4 of the consecutive performances is started. The timing when the N+3 game starts is timing (A5). In the N+3 game, an internal replay win occurs. On the display screen of the liquid crystal display device 157 at timing (A5), the main character, a lord, is displayed in the upper half, and the villain, a swordsman, is displayed in the lower half. Also, with the start of the game, the text display "NEXT" NTG disappears, and the game count display GMV is updated from "100G" to "101G".

[0218] In the N+3 game, the left stop button 137 is operated first to perform the first stop. The first stop operation is performed at the timing of (A6), and the left reel 110 stops. At the timing of (A6), the display screen of the liquid crystal display device 157 shows a scene after the hero, the lord, and the villain, the master swordsman, have exchanged swords. The game count display GMV of "101G" continues to be displayed.

[0219] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111, and finally the right stop button 139 is operated to perform the third stop. The third stop operation is performed at timing (A7), and the right reel 112 stops. At timing (A7), the display screen of the liquid crystal display device 157 shows a scene in which the enemy swordsman is slashed. Even though the third stop is performed, since the N+3rd game is the last game (fourth game) of the consecutive performances, there is no subsequent consecutive performance, and the text display NTG of "NEXT" is not additionally displayed. However, the game count display GMV of "101G" continues to be displayed.

[0220] After the third stop, the timing until the next game starts (until the transition to the AT state) is the timing (A8). At this timing (A8), the display screen of the liquid crystal display device 157 displays the same scene as that shown on the display screen of the liquid crystal display device 157 in the N+3 game in Fig. 14, in which the main character, the lord, defeats the enemy swordsman, and the transition to the AT is announced. Note that even here, the game number display GMV of "101G" continues to be displayed.

[0221] Fig. 16 is a detailed timing chart of the N+2th game and the N+3th game described with reference to Fig. 14(b), and shows the display screen of the liquid crystal display device 157 at each timing. The following description will focus on the differences from Fig. 15, and duplicated descriptions may be omitted.

[0222] The N+2th game is started, and the execution of the performance 3 of the consecutive performances is started. In this N+2th game, the push order bell is internally won. The game number display GMV on the display screen of the liquid crystal display device 157 is updated to "100G". In this example, in the N+2th game in the normal state, the right stop button 139 is operated first to perform the first stop. The first stop action here is an irregular push, and since the push order bell is internally won in the normal state of the advantageous zone, it is an action subject to penalty. On the display screen of the liquid crystal display device 157 at the timing (A2) when the first stop operation is performed, an operation recommendation display REC such as "left push recommended" is displayed so as to overlap with the close-up screen of the enemy swordsman. At the timing when the operation recommendation display REC is displayed, the game number display GMV remains to display "100G".

[0223] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111, and finally the right stop button 139 is operated to perform the third stop. At the timing (A3) when the third stop operation is performed, a blackout display is added to the display screen of the liquid crystal display device 157. That is, as in (A3) in FIG. 15, the display screen of the liquid crystal display device 157 displays a scene in which the lord, the protagonist, and the swordsman, the enemy, confront each other, but the blackout display makes the scene difficult to see. The blackout display suggests that a penalty has occurred in that game. In addition, the character display NTG of "NEXT" is not additionally displayed, or even if it is additionally displayed, it is difficult to see due to the blackout display. On the other hand, the operation recommendation display REC and the game number display GMV are not additionally displayed, and the displays REC and GMV are easily visible. At the time the third stop is made (the time when the blackout display is added), the number of games managed by the first sub-control unit 400 is reduced by one game, and the game number display GMV switches to display "99G".

[0224] After the third stop, the display screen of the liquid crystal display device 157 at the timing of (A4) until the start of the next game is the same as the display screen of the liquid crystal display device 157 at the previous timing of (A3). That is, the blackout display continues, but the operation recommendation display REC and the game count display GMV of "99G" are visible.

[0225] Then, the start lever 135 is operated to perform a start operation, and the next game (N+3 game) is started. On the display screen of the liquid crystal display device 157 at the timing (A5) when the N+3 game is started, the display of the blackout display ends and the display of the operation recommendation display REC also ends. As described above, the number of games managed by the first sub-control unit 400 is returned by one game, and the game number display GMV is updated to "100G". In other words, it is returned by one in the game in which the penalty occurred and advanced by one at the start of the next game. Therefore, in the continuous effects, effect 3 of the continuous effects is re-executed according to the number of games managed by the first sub-control unit 400. The same display screen as at the timing (A1) is displayed on the display screen of the liquid crystal display device 157.

[0226] In the N+3 game, an internal replay win occurs, and the left stop button 137 is operated first to perform the first stop. The first stop action here is not subject to a penalty. At the time (A6) when this first stop operation is performed, the display screen of the liquid crystal display device 157 shows the same display screen as at the time (A2), but the operation recommendation display REC is not displayed.

[0227] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111, and finally the right stop button 139 is operated to perform the third stop. At the timing (A7) when the third stop operation is performed, the display screen of the liquid crystal display device 157 displays the same display screen as at the timing (A3) in FIG. 15. That is, a scene is displayed in which the lord, the protagonist, and the swordsman, the villain, confront each other, and the text display "NEXT" NTG is added to the bottom right. Also, the game count display GMV of "100G" is continuously displayed at the bottom left.

[0228] After the third stop, the display screen of the liquid crystal display device 157 at the timing (A8) until the next game starts (until the transition to the AT state) is the same as the display screen of the liquid crystal display device 157 at the previous timing (A7).

[0229] In the slot machine 100 of this embodiment, as described above, the number of games managed by the first sub-control unit 400 is returned by 1 in the game in which the penalty occurred, and is advanced by 1 at the start of the next game. As a result, the number of games in the game in which the penalty occurred and the number of games in the next game become the same. This is the same as the premonition G number A counter managed by the main control unit 300 described with reference to FIG. 14, and the problem of a discrepancy occurring between the start of the operation navigation and the performance after the penalty is resolved by re-executing the performance of the game in which the penalty occurred. Moreover, during the game in which the penalty occurred, the display is blacked out and the game number display GMV is also returned by 1, so that the game in which the penalty occurred is easy to understand, and the player is not misled into thinking that a penalty occurred in the next game, and the interest in the game is less likely to decrease.

[0230] The timing of starting the display of the darkening display may be the same as the timing of starting the display of the operation recommendation display REC. Alternatively, the timing of starting the display of the darkening display may be the timing of (A2), and the timing of starting the display of the operation recommendation display REC may be the timing of (A3). Furthermore, the timing of starting the display of the darkening display may be the timing of the second stop, or the timing of starting the display of the operation recommendation display REC may be the timing of the second stop. The timing of ending the darkening display is not limited to the timing of (A5), and may be a timing a while after the third stop operation of the game in which the irregular push was performed, or may be a timing when the bet number setting operation for the next game is performed. The timing of returning the value of the game number display GMV by 1 may be within the game in which the penalty occurred, and may be the timing of (A2), the timing of (A4), or the timing of the second stop. Even if the value of the game number display GMV is returned by 1 in the game in which the penalty occurred, the presentation itself continues as described below, and a waiting game for the number of games in which the penalty occurred may occur after the series of presentations ends, or may occur before the AT state begins.

[0231] 17 is a diagram showing a detailed timing chart of the N+2th game and the N+3th game in which irregular button presses were performed but no penalty occurred, and the display screen of the liquid crystal display device 157 at each timing. The following explanation will focus on the differences from FIG. 16, and duplicate explanations may be omitted.

[0232] The N+2nd game starts, and the execution of performance 3 of the consecutive performances starts. In this N+2nd game, the internal winner is not the push order bell but a miss. In this example, in the N+2nd game in the normal state, the right stop button 139 is operated first to perform the first stop. The first stop action here is an irregular push, and although it is in the normal state of the advantageous zone, it is not an action subject to penalty because it does not result in an internal winner of the push order bell. At the time when the first stop operation is performed (A2), due to the irregular push, a recommended operation display REC such as "Push left recommended" is displayed on the display screen of the liquid crystal display device 157 so as to overlap with a close-up of the enemy swordsman.

[0233] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111, and finally the right stop button 139 is operated to perform the third stop. Since no penalty has occurred, the display screen of the liquid crystal display device 157 at the timing of the third stop operation (A3) does not go dark, and displays a scene in which the lord, the protagonist, and the swordsman, the villain, confront each other, just like (A3) in FIG. 15. However, the operation recommendation display REC is displayed so as to overlap. Also, the game count display GMV continues to be displayed as "100G" at the bottom left, and the word "NEXT" NTG, which was added as a result of the third stop operation, is displayed at the bottom right.

[0234] After the third stop, at the timing (A4) until the next game is started, on the display screen of the liquid crystal display device 157, the operation recommendation display REC disappears (becomes hidden), and the same display screen as that at the timing (A4) in FIG. 15 is displayed. The timing at which the operation recommendation display REC disappears may be some time after the third stop, or may be simultaneous with the third stop, or may be simultaneous with the second stop. Alternatively, the operation recommendation display REC may disappear after a predetermined time has elapsed from the start of display, regardless of the operation. However, since the operation recommendation display REC is indistinguishable from the performance of the stop operation trigger if it is displayed only for an instant, it is preferable that the operation recommendation display REC is continuously displayed at least until the third stop. In addition, in the irregular push during the continuous performance, the display mode of the operation recommendation display REC differs depending on the winning role. That is, in the case of a non-winning push order bell as in the example shown in this FIG. 17, the operation recommendation display REC is displayed when the irregular push is performed, but the performance of the third stop is executed, and the operation recommendation display REC becomes hidden a while after the third stop. On the other hand, in the case where the push order bell is won as in the example shown in Figure 16, when irregular pushes are performed, the operation recommendation display REC is displayed, the effect that triggers the third stop is not executed (it is difficult to see due to the blackout display), and the operation recommendation display REC continues to be displayed until just before the next game starts.

[0235] The subsequent steps (timings (A5) to (A8)) are the same as the example in FIG.

[0236] As in this example, when irregular buttons are pressed, the operation recommendation display REC is displayed regardless of whether a penalty occurs. If a penalty occurs, the operation recommendation display REC continues to be displayed until the game in which the irregular buttons were pressed ends (until the next game starts) as in the example shown in FIG. 16, but if no penalty occurs, it disappears earlier than when a penalty occurs. Alternatively, the length of the display period of the operation recommendation display REC is fixed, and it disappears even if the player does not perform an operation. Also, even if irregular buttons are pressed, if no penalty occurs, there is no change in the number of games managed by the first sub-control unit 400 (it is not returned by 1), and the value of the game number display GMV also continues to be displayed unchanged.

[0237] Next, a comparison is made between a case where irregular button presses are performed during a continuous performance and a case where irregular button presses are performed during a non-continuous performance.

[0238] FIG. 18 is a diagram showing an example of a case where irregular button presses are made during a continuous performance, and an example of a case where irregular button presses are made during a non-continuous performance.

[0239] The upper Fig. 18(a) is a diagram showing an example of an irregular button press during a continuous performance, and the lower Fig. 18(b) is a diagram showing an example of an irregular button press during a non-continuous performance. In both the upper Fig. 18(a) and the lower Fig. 18(b), the progression is from left to right. Also, in both the upper Fig. 18(a) and the lower Fig. 18(b), 18 shows the number of plays (number of games), winning combinations, push order, the display screen of the liquid crystal display device 157, the occurrence of penalties, the performance progress, and the value of the number of games displayed GMV displayed at the bottom left of the display screen of the liquid crystal display device 157. The value of the number of games displayed GMV is the value of the number of games managed by the first sub-control unit 400.

[0240] The example in the upper part of Fig. 18(a) is the same as the examples explained so far, and the continuous performance is a duel performance. A rare combination (for example, a strong cherry) is won, and the continuous performance starts from the Nth game. That is, performance 1 of the continuous performances is executed, and a notification image (a mission image of "Defeat the Swordsman") notifying the start of the duel performance is displayed on the display screen of the liquid crystal display device 157. The number of games displayed GMV shows "98G".

[0241] In the N+1th game, the effect 2 of the consecutive effects is executed, and a scene in which a swordsman villain appears is displayed on the display screen of the liquid crystal display device 157. The number of games played (GMV) is updated to show "99G".

[0242] In the N+2 game, the push order bell is internally selected, and the right stop button 139 is operated first to perform the first stop. The first stop action here is an irregular push, and since the push order bell is internally selected in the normal state of the advantageous zone, it is an action subject to a penalty, and a penalty is generated. In the N+2 game, the performance 3 of the continuous performances is executed, and a scene in which the lord, the protagonist, and the swordsman, the enemy, confront each other is displayed on the display screen of the liquid crystal display device 157. In addition, because the irregular push was performed, an operation recommendation display REC such as "left push recommended" is displayed overlapping the display of the above scene. In addition, because a penalty has occurred, the number of games managed by the first sub-control unit 400 is returned by one game, and the value of the game number display GMV becomes "99G" from "100G". In this example, the blackout display is not displayed, but it may be displayed after this, or a modified example in which the blackout display is not displayed may be used.

[0243] The N+3rd game is the fourth game played since the start of the continuous performance, but since the number of games managed by the first sub-control unit 400 was set back by one game in the N+2nd game, the game number display GMV is updated and "100G" is displayed again. In addition, according to the number of games managed by the first sub-control unit 400, the continuous performance is also re-executed, with performance 3 being one of the continuous performances. The display screen of the liquid crystal display device 157 displays the same scene as in the N+2nd game, in which the lord, the protagonist, and the master swordsman, the villain, face off against each other. The operation recommendation display REC is not displayed.

[0244] In addition, when an effect is re-executed, the exact same effect may be executed, but in the case where a plurality of types of effects are prepared and an effect is selected by lottery, the effect may be re-selected by lottery.

[0245] In the N+4th game, the fourth (last) of the consecutive effects is executed, and the display screen of the liquid crystal display device 157 shows a scene in which the hero, the lord, wins against the enemy swordsman, and the transition to the AT is announced. The number of games displayed, GMV, is updated and "101G" is displayed.

[0246] The example of Fig. 18(b) shown in the lower part is a state in which continuous performance is not being executed (non-continuous performance is being executed) in the normal state of the advantageous zone. More specifically, it is an example in the normal stage shown in Fig. 7.

[0247] In the Nth game, an internal win occurs for a cherry, which is one of the minor prizes, and minor prize performance 1 is executed. A scene in which the lord is surprised by the appearance of a cherry is displayed on the display screen of the liquid crystal display device 157. The number of games displayed (GMV) is "99G."

[0248] When the N+1th game begins, the game count display GMV is updated to "100G." In this N+1th game, the push order bell is internally won, and the normal presentation is executed. In this game, an irregular push is performed with the first stop operation being to the right, and the operation recommendation display REC is displayed on the display screen of the liquid crystal display device 157. Here, since the push order bell is internally won in the normal state of the advantageous zone, this irregular push is subject to a penalty, a penalty is incurred, the number of games managed by the first sub-control unit 400 is set back by one game, and the value of the game count display GMV becomes "99G" from "100G."

[0249] When the N+2th game starts, the game count display GMV is updated to "100G" again. In this N+2th game, an internal win occurs for a watermelon, one of the small prizes, and small prize performance 2 is executed. Since this is not a continuous performance, the performance itself is not executed again (it is not returned to the normal performance of the N+1th game), and the display screen of the liquid crystal display device 157 shows a scene in which the lord is surprised by the appearance of a watermelon.

[0250] When the N+3rd game starts, the game count display GMV is updated to "101G". In this N+3rd game, an internal win occurs for a cherry, and minor prize performance 1 is executed. In this game, an irregular push is performed with the first stop operation being to the right, and the operation recommendation display REC is displayed on the display screen of the liquid crystal display device 157. Here, although it is in the normal state of the advantageous zone, since an internal win occurs for a cherry instead of a push order bell, this irregular push is not subject to a penalty, and no penalty occurs. For this reason, the number of games managed by the first sub-control unit 400 is not returned, and the value of the game count display GMV does not change.

[0251] When the N+4th game starts, the game count GMV is updated to "102G". In this N+4th game, an internal win occurs on a miss, and the normal performance is executed. Note that since no penalty occurs due to the irregular pressing in the N+3rd game, and it is not a continuous performance, the performance itself is not executed again (it is not returned to the N+3rd game's small prize performance 1).

[0252] When the N+5th game starts, the game count display GMV is updated to "103G". In this N+5th game, an internal win occurs on the replay, and the normal presentation is executed. In this game, an irregular push is performed with the first stop operation being to the right, and the operation recommendation display REC is displayed on the display screen of the liquid crystal display device 157. In this game, although it is in the normal state of the advantageous zone, since an internal win occurs on the replay, not on the push order bell, this irregular push is not subject to penalty, and no penalty occurs. For this reason, the number of games managed by the first sub-control unit 400 is not returned, and the value of the game count display GMV does not change.

[0253] In the example of FIG. 18(a) shown in the upper part, the operation recommendation display REC for the N+2th game, and in the example of FIG. 18(b) shown in the lower part, the operation recommendation display REC for the N+1th game, the operation recommendation display REC for the N+3rd game, and the operation recommendation display REC for the N+5th game are all displayed in a common manner. The operation recommendation display REC is displayed in a common manner regardless of the type of effect being executed. Furthermore, the operation recommendation display REC is displayed in a common manner even if the effect stage is different. In this way, it is possible to prevent the operation recommendation display REC from being mistaken for a type of anticipation effect.

[0254] As compared above, in a normal state, irregular pressing in a game in which the push order bell is won is an action subject to a penalty, and during a continuous performance, the performance is re-executed in the next game, but during a non-continuous performance, the performance is not re-executed in the next game. In the continuous performance (premonition performance) immediately before the transition to the AT state, as explained using FIG. 14(b), there is a problem that the start of the operation navigation and the performance are not synchronized, but if it is not during a continuous performance (premonition performance), such a problem does not occur, so the performance is not re-executed. However, when a penalty occurs, the value of the ceiling counter managed by the main control unit 300 is not updated, so the number of games managed by the first sub-control unit 400 is also not updated at the stage of the next game in accordance with the ceiling counter. The ceiling counter is updated at the third stop. On the other hand, the number of games managed by the first sub-control unit 400 is updated when a reel rotation start command indicating the start of the game is received. For this reason, in the number of games managed by the first sub-control unit 400, the number of games is temporarily set back by one game in the game in which the penalty occurred, and in the next game, the number of games is updated at the start of the game as usual, and as a result, it will match the value of the ceiling counter at the third stop of the next game.

[0255] Next, the relationship between the ceiling counter and the game count display GMV when a setting change is made or when power is restored after a power outage will be explained.

[0256] Figure 19 shows the relationship between the ceiling counter and the number of games displayed GMV when the settings are changed or when the power is restored after a power outage. In this figure, the thick white arrow indicates the flow when the buttons are pressed in order (recommended operation), and the thick black arrow indicates the flow when the buttons are pressed in an irregular order (non-recommended operation).

[0257] The ceiling counter determines whether or not to update the count value at the third stop. Note that this is not limited to the third stop, as long as it is any timing after the first stop in one game. The CPU 304 of the main control unit 300 can determine whether or not a penalty has occurred after the first stop and can determine whether or not to update the count value. If a penalty has occurred, the count value of the ceiling counter is not updated (the count value remains the same), and if no penalty has occurred, the count value is updated (the count value is +1). On the other hand, the CPU 404 of the first sub-control unit 400 updates the game number display GMV (+1) when it receives a reel spin command from the main control unit 300.

[0258] FIG. 19(a) is a diagram showing an example in which a setting change has been made and it has been determined that the game will move to the advantageous zone from the first game.

[0259] When the setting is changed, the ceiling counter provided in the main control unit 300 becomes 0G, and the game number display GMV on the liquid crystal display device 157 also becomes 0G. In addition, the gaming state is a gaming state in a non-advantageous zone.

[0260] The first game starts, a non-losing combination is won, and the player transitions to the advantageous zone from the second game. Hereinafter, a game in which a transition to the advantageous zone has been determined is referred to as an advantageous zone transition game. An advantageous zone transition game is a game in a non-advantageous zone. The ceiling counter is not updated in a non-advantageous zone, but if the game is an advantageous zone transition game even in a non-advantageous zone, it is updated at the timing of the third stop. The game number display GMV is also not updated in a non-advantageous zone, but if the game is an advantageous zone transition game even in a non-advantageous zone, it is updated at the timing of the start of the game.

[0261] When regular pushes are performed in favorable zone transition play, the ceiling counter is updated to 1G at the third stop, and the number of games displayed GMV remains at 1G, as indicated by the thick white arrow. When irregular pushes are performed, the ceiling counter is updated to 1G at the third stop, and the number of games displayed GMV remains at 1G, as indicated by the thick black arrow. The winning role may or may not be a push order bell. In favorable zone transition play, irregular pushes are not penalized. As a result, the ceiling counter is updated normally at the third stop. Also, the number of games displayed GMV updated at the start of the game remains at 1G at the third stop.

[0262] When the second game starts, the game moves to the favorable zone, but it is in the normal state. The GMV of the number of games is updated to 2G at the start of the second game. If the normal push is performed, the ceiling counter is updated to 2G at the third stop, as shown by the thick white arrow, and the GMV of the number of games remains at 2G. If the irregular push is performed after winning the push order bell, a penalty occurs, and the ceiling counter is not updated at the third stop, and remains at 1G, as shown by the thick black arrow. In addition, the GMV of the number of games is returned by 1G to 1G. In addition, if the irregular push is performed after winning something other than the push order bell, the ceiling counter is updated to 2G at the third stop, and the GMV of the number of games remains at 2G.

[0263] FIG. 19(b) is a diagram showing an example in which a setting change has been made and the first game is not a game that transitions to an advantageous zone.

[0264] The first game starts, a losing combination is won, and the second game remains in the non-advantageous zone. The ceiling counter is not updated in the non-advantageous zone except when the player moves to the advantageous zone. The number of games displayed GMV is also not updated in the non-advantageous zone except when the player moves to the advantageous zone. Also, no penalty is incurred in the non-advantageous zone, and even if an irregular press is performed, as shown by the thick black arrow, the ceiling counter is not updated at the third stop and remains at 0G, and the number of games displayed GMV also remains at 0G.

[0265] The second game starts, and a non-losing combination is won, and the second game transitions to a favorable zone. The GMV indicating the number of games is updated to 1G when the second game starts. Also, if the player presses the buttons in order, the ceiling counter is updated to 1G at the third stop, as indicated by the thick white arrow, and the GMV indicating the number of games remains at 1G. Also, as stated above, in favorable zone transition games, there is no penalty for pressing buttons in an irregular order regardless of the winning combination, so the ceiling counter is updated to 1G at the third stop, as indicated by the thick black arrow, and the GMV indicating the number of games remains at 1G.

[0266] FIG. 19(c) is a diagram showing an example in which the ceiling counter is equal to or greater than 1G at the time when power is restored after a power outage.

[0267] In this example, the ceiling counter is 100G when the power is restored. On the other hand, when the power is restored, the game count display GMV becomes 0G. Note that the game state at the time of power restoration is the normal state of the advantageous zone.

[0268] The first game starts, and the GMV for the number of games is updated to 1G. If the buttons are pressed in the normal order, the ceiling counter is updated to 101G at the third stop, as indicated by the thick white arrow, and the GMV for the number of games remains at 1G. If the button is pressed irregularly after winning the push order bell (when a penalty occurs), the ceiling counter is not updated at the third stop and remains at 100G, as indicated by the thick black arrow. On the other hand, the GMV for the number of games, which was updated at the start of the game, remains at 1G. Even if a penalty occurs in the first game after power is restored, the value of the GMV for the number of games is not restored. If the button is pressed irregularly after winning something other than the push order bell, the ceiling counter is updated to 101G at the third stop, and the GMV for the number of games remains at 1G.

[0269] When the second game starts, the GMV for the number of games increases by 1G. If the buttons are pressed in order, the ceiling counter increases by 1G at the third stop, as indicated by the thick white arrow, and the GMV for the number of games remains at 1G. If the button is pressed irregularly after winning the button order bell (when a penalty occurs), the ceiling counter is not updated at the third stop and remains at 100G, as indicated by the thick black arrow. The GMV for the number of games is also set back by 1G to 1G. If the button is pressed irregularly after winning something other than the button order bell, the ceiling counter is updated to 101G at the third stop, and the GMV for the number of games remains at 2G.

[0270] 19(d) is a diagram showing an example in which the ceiling counter is 0G at the time of power outage and power recovery. Note that the game state at the time of power outage and power recovery is the normal state of the advantageous zone.

[0271] The first game starts, and the GMV for the number of games is updated to 1G. When the buttons are pressed in the normal order, the ceiling counter is updated to 1G at the third stop, as indicated by the thick white arrow, and the GMV for the number of games remains at 1G. When the button is pressed in an irregular order after the button press bell is selected (when a penalty occurs), the ceiling counter is not updated at the third stop and remains at 0G, as indicated by the thick black arrow. On the other hand, as mentioned above, even if a penalty occurs in the first game after power is restored, the GMV for the number of games is not restored, so the GMV for the number of games remains at 1G. When the button is pressed in an irregular order after a button press other than the button press bell is selected, the ceiling counter is updated to 1G at the third stop, and the GMV for the number of games remains at 1G.

[0272] When the second game starts, the game count GMV increases by 1G. If the buttons are pressed in order, the ceiling counter increases by 1G on the third stop, as indicated by the thick white arrow, and the game count GMV remains increased by 1G. If the push order bell is won and irregular pushes are performed (when a penalty occurs), the ceiling counter is not updated on the third stop and remains at 0G, as indicated by the thick black arrow. The game count GMV is also set back by 1G to 1G. If irregular pushes are performed when a button other than the push order bell is won, the ceiling counter is updated to 1G on the third stop, and the game count GMV remains at 2G.

[0273] If the setting is changed before the store opens, the result will be as shown in FIG. 19(a) or (b). On the other hand, if the setting is not changed before the store opens, the power is only turned on, and the result will be as shown in FIG. 19(c) or (d). If a player knows that the setting has not been changed, the operation of the slot machine immediately after the store opens may decrease, so it is preferable to display the number of games displayed as the GMV in the case where the setting has been changed and the case where the setting has not been changed. Therefore, if a store clerk plays a game in the advantageous zone transition game before the store opens on a gaming machine where the setting has been changed, the number of games displayed as the GMV will not become 0G, so the player will not know whether the setting has been changed or not. On the other hand, if the setting is changed, the difference number counter (including the virtual difference number counter) in the advantageous zone is reset, and the expected number of game values ​​that can be obtained in the advantageous zone decreases, so it is expected that some players will have a bad impression of the setting change, and the operation of the gaming machine immediately after the store opens may not be extended. Even in such cases, by matching the behavior of the game count display GMV when a setting change is made and when it is not, it becomes difficult to tell whether or not a setting change has been made, and a drop in operation immediately after opening can be prevented.

[0274] Next, a modification of the example described above will be described.

[0275] FIG. 20(a) is a schematic diagram of a case where a penalty occurs during a continuous performance, as explained above.

[0276] When a penalty occurs during a continuous performance, the performance is replayed in the next game. In this mode, when the number of games until the transition to the AT state is managed by both the main control unit 300 and the first sub-control unit 400 (so-called game number management type / mode management type), the number of games managed by the main control unit 300 can be adjusted to the number of games managed by the first sub-control unit 400. This mode is also compatible with the continuous performance of Gaze (continuous performance that does not transition to the AT state even after the continuous performance ends) when the number of games is managed.

[0277] FIG. 20(b) is a diagram showing an example of the display of the game count display GMV when a penalty occurs as described above.

[0278] The game number display GM is updated at the start of a game, and the number of games is increased by one. When a penalty occurs, the game number display GM goes back by one game at the timing of the third stop of the game in which the penalty occurred. Then, when the next game starts, the game number display GM is increased by one. Here, even if a penalty occurs, the game number display GM may not change, and when the next game starts, the game number display GM may be increased by one. However, when a penalty occurs, the ceiling counter controlled by the main control unit 300 is not updated, so that a discrepancy with the ceiling counter occurs. In addition, a mode in which the game number display GM does not advance at the time the next game starts may be considered. However, this may lead to the misunderstanding that a penalty has been given in the next game. In response to these, if the game number display GM is set to go back by one game in the game in which the penalty occurred, it is possible to suggest that the penalty is completed in that game, and there is no discrepancy with the ceiling counter.

[0279] FIG. 20(c1) is a conceptual diagram of a first modified example in which a penalty occurs during consecutive performances.

[0280] In the first modified example, even if a penalty occurs, the continuous performance is executed to the end, and the final performance (the performance that displays the AT final screen) that follows the continuous performance is executed repeatedly. In other words, by executing an extra performance just before the transition to the AT state (at the end of the normal state), the discrepancy with the ceiling counter is eliminated. While the extra final performance is being executed, the display screen displays the text "Waiting" or the like.

[0281] FIG. 20(c2) is a diagram for explaining a second modified example in which a penalty occurs during consecutive effects.

[0282] In the second modified example, even if a penalty occurs, the consecutive performances are executed to the end, and the final performance 4 of the consecutive performances (victory performance) is executed repeatedly. While the extra victory performance is being executed, the display screen of the victory performance on the liquid crystal display device 157 displays a message such as "Waiting".

[0283] Similarly, in the case of Gaze's continuous performances, the continuous performances are executed as is until the end, and no extra performances are performed anywhere.

[0284] In addition, this is a mode that is compatible with cases where the number of games until the transition to the AT state is managed only by the main control unit 300 side out of the main control unit 300 side and the first sub-control unit 400 side, or where the number of games is not managed in the continuous performance of Gaze. In addition, this is a mode that is compatible with specifications in which the transition to the AT state is determined based on the winning combination, rather than specifications in which the transition to the AT state is determined based on the number of games or mode.

[0285] In addition, when an irregular button press causes a penalty, if a rare role is internally won in the next game after the penalty, a special process (rare role avoidance navigation) may be executed to navigate the button press order so that the rare role is not won. If a player recognizes the occurrence of a penalty by a blackout display or the like and wins a rare role immediately after the penalty, he or she may be disappointed that the previous penalty has affected the profit that can be obtained by the rare role and has caused a loss, so the rare role avoidance navigation is executed to prevent the player from being disappointed.

[0286] In addition, the AT lottery is not performed in the game where the penalty occurred, but the AT lottery is performed in the next game. However, the preferential treatment process for the AT (for example, the lottery for adding the number of AT games) that may be performed when the AT lottery is won is not performed in the game following the game where the penalty occurred.

[0287] Next, the display mode of the operation recommendation display REC will be described.

[0288] FIG. 21 is a diagram showing a number of examples of the display form of the operation recommendation display REC displayed on the display screen of the liquid crystal display device 157.

[0289] FIG. 21(a) shows the display screen of the liquid crystal display device 157 before the reels 110 to 112 start to spin, and an image is displayed using the entire display screen.

[0290] 21(b), which is a continuation of FIG. 21(a), shows the display screen of the liquid crystal display device 157 when the start lever 135 is operated and all three reels 110 to 112 are spinning. On this display screen, a normal effect image (a scene in which an old man is reading a letter to the lord in the castle tower) is displayed.

[0291] In FIG. 21(c1), which is a continuation from FIG. 21(b), a line display SPE of the lord is displayed, such as "There is a sign of a good opportunity." All three reels 110 to 112 continue to rotate.

[0292] In FIG. 21(c2), which is a continuation of FIG. 21(c1), only the center reel 111 is stopped among the three reels 110-112. That is, the center stop button 138 is operated as the first stop operation, and irregular pressing is performed. On the display screen of the liquid crystal display device 157 shown in FIG. 21(c2), the operation recommendation display REC is displayed at a position above the line display SPE such as "There is a good chance." That is, the operation recommendation display REC and the line display SPE do not overlap. In addition, the operation recommendation display REC does not overlap the number of stored coins display section 125L on the left side, and the operation recommendation display REC does not overlap the number of paid out coins display section 127L on the right side.

[0293] The display mode of the operation recommendation display REC is a common display mode regardless of the type of effect being executed (for example, a normal effect, a small winning effect, a duel effect, a freeze effect, etc.).

[0294] 21(c3) is a diagram showing another display mode of the operation recommendation display REC. The operation recommendation display REC shown in this figure is displayed on the entire screen except for the three reels 110 to 112. That is, the text "Push left recommended" is displayed on a gray background.

[0295] FIG. 21(c4) is a diagram showing the relationship between the operation recommendation display REC and the error display.

[0296] The error display ERR, which displays the word "ERROR" on a gray background, is displayed on the entire screen except for the three reels 110 to 112. Even if the operation recommendation display REC is displayed before the error display ERR, or even if the operation recommendation display REC is displayed after the error display ERR, the error display ERR overlaps the operation recommendation display REC, making it difficult to see. In FIG. 21(c4), the operation recommendation display REC overlapped on the error display ERR is shown by a dotted line. In this example, the operation recommendation display REC is entirely overlapped on the error display ERR displayed on the entire screen, but it may be at least partially overlapped. Specific errors of the error display ERR include a door open error, a hopper clogged error, a hopper empty error, and a medal passing number error (the same applies in the following explanation).

[0297] As described above, the operation recommendation display REC is displayed in an area that overlaps with the error display ERR but does not overlap with the dialogue display SPE, so that part of the presentation can be grasped. Also, the operation recommendation display REC is displayed in approximately the center of the display screen.

[0298] In addition, in a medal-less gaming machine, counting can be performed at any time, so counting is possible even when the operation recommendation display REC is displayed, and there are cases in which the operation recommendation display REC is displayed during counting.

[0299] Next, an example will be described in which an error message ERR is displayed while the operation recommendation message REC is being displayed, and the error is resolved.

[0300] Fig. 22 is a diagram showing an example in which an error display ERR is displayed or a power outage occurs while an operation recommendation display REC is displayed. In Fig. 22, the display screen of the liquid crystal display device 157 is shown in chronological order from left to right.

[0301] As explained above, the operation recommendation display REC is a display that is displayed when irregular button presses are detected, but irregular button presses may or may not result in a penalty. If a penalty occurs, the operation recommendation display REC remains displayed after the third stop and disappears when the next game starts (see the example shown in FIG. 16), but if no penalty occurs, it disappears earlier than when a penalty occurs (see the example shown in FIG. 17).

[0302] FIG. 22(a1) shows an example of a case where a penalty occurs due to irregular button presses.

[0303] On the display screen of the liquid crystal display device 157 shown at the far left, the operation recommendation display REC is displayed overlapping with the display of the normal effects. When an error is detected while the operation recommendation display REC is displayed, the error display ERR is displayed over the entire display screen, and the operation recommendation display REC becomes invisible (hidden). That is, the error is detected in the game in which the penalty occurred. After that, the error is resolved in the game in which the penalty occurred, the error is recovered, the error display ERR disappears, and the state returns to one in which the operation recommendation display REC is displayed again. When the start lever 135 is operated to start the next game, the operation recommendation display REC disappears, and the display screen shows the effects of the next game (the display of the small winning effects).

[0304] FIG. 22(a2) shows an example of a case where an irregular button press is performed but no penalty is incurred.

[0305] On the display screen of the liquid crystal display device 157 shown at the far left, the operation recommendation display REC is displayed overlapping with the display of the normal effect. An error is detected before the third stop is made, the error display ERR is displayed on the entire display screen, and the operation recommendation display REC becomes invisible (hidden). Thereafter, the third stop is made, and if the error is resolved and the error is restored before a predetermined time has elapsed since the third stop, the error display ERR disappears and the state returns to one in which the operation recommendation display REC is displayed again. On the other hand, if the error is resolved and the error is restored after a predetermined time has elapsed since the third stop, the operation recommendation display REC is not displayed on the display screen after the error display ERR disappears.

[0306] In this example, the error detection may be performed within a period after the third stop and before the predetermined time elapses.

[0307] As described above, if an error occurs while the operation recommendation display REC is displayed, the error display ERR is displayed full screen, and if the error is resolved within the display period of the operation recommendation display REC, the operation recommendation display REC remains, but if the error is resolved after the display period has expired, the operation recommendation display REC does not remain.

[0308] Next, an example will be described in which power is restored after a power outage while the operation recommendation display REC is being displayed.

[0309] FIG. 22(b1) is a diagram showing an example of a case where power interruption and restoration occurs after the third stop and before the start of the next game.

[0310] The display screen of the liquid crystal display device 157 shown at the far left is the display screen after the third stop (while the reels are stopped), and the operation recommendation display REC is displayed overlapping the display of the normal effect. Before the start lever 135 is operated (before the next game is started), a power outage and restoration occurs, and the display screen after the power restoration displays a start-up screen (a screen displaying the characters "Starting"). This example is an example in which a demo screen is displayed after the start-up screen when a power outage and restoration occurs while the reels are stopped with the operation recommendation display REC displayed. In the demo screen, the operation recommendation display REC is erased, and when the start lever 135 is operated while the demo screen is displayed, the next game is started, and the display screen displays the effect of the next game (display of a small winning effect). Therefore, the operation recommendation display REC displayed immediately before the power outage is not displayed after the power restoration. Note that a dedicated screen at the time of power restoration (for example, a restoration screen displaying the characters "Restoration") may be displayed instead of the demo screen.

[0311] FIG. 22(b2) is a diagram showing a first example of a case where power interruption and restoration occurs before the third stoppage when the operation recommendation display REC is displayed.

[0312] The display screen of the liquid crystal display device 157 shown at the far left is the display screen after the irregular push and before the third stop (during reel rotation), and the operation recommendation display REC is displayed overlapping the display of the normal effect. A power interruption and recovery occurs during reel rotation, and a start-up screen is displayed on the display screen after power is restored. This first example is an example in which, when a power interruption and recovery occurs during reel rotation with the operation recommendation display REC displayed, a recovery screen, which is a dedicated screen when power is restored, is displayed after the start-up screen. On the recovery screen, the operation recommendation display REC has disappeared, and when the start lever 135 is operated while the recovery screen is displayed, the next game is started, and the display screen displays the effect of the next game. Therefore, even in this first example, the operation recommendation display REC immediately before the power interruption is not displayed after power is restored.

[0313] FIG. 22(b3) is a diagram showing a second example of a case where power interruption and restoration occurs before the third stoppage when the operation recommendation display REC is displayed.

[0314] In this second example, if a power outage occurs while the reels are spinning and the operation recommendation indicator REC is displayed, the display of the effect immediately before the power outage is displayed after the start-up screen. Here, the normal effect is displayed. When the effect display after the start-up screen is displayed, the operation recommendation indicator REC has disappeared, and when the start lever 135 is operated in this state, the next game starts and the display of the effect for the next game is displayed on the display screen. Therefore, even in this example, the operation recommendation indicator REC immediately before the power outage is not displayed after power is restored.

[0315] FIG. 22(b4) is a diagram showing a third example in which power interruption and restoration occurs before the third stop when the operation recommendation display REC is displayed.

[0316] In this third example, if a power outage occurs while the reels are spinning and the operation recommendation display REC is displayed, the screen shown immediately before the power outage is displayed after the start-up screen. Here, the operation recommendation display REC is displayed overlapping the normal presentation display. Therefore, in this third example, after power is restored, the operation recommendation display REC shown immediately before the power outage is displayed. Note that when the next game starts, the operation recommendation display REC disappears and the presentation display for the next game is displayed.

[0317] According to the above description, "A control means (e.g., a main control unit 300) capable of executing a second process (e.g., an AT transition lottery, an update of a ceiling counter) that is advantageous to a player; A display means (e.g., a liquid crystal display device 157) capable of displaying a value display (e.g., a game number display GMV) that represents a value based on the progress of a game; A gaming machine equipped with The control means is a means for executing a first process that is disadvantageous to a player [for example, a penalty process (not performing an AT transition lottery, not updating the ceiling counter)] when a predetermined execution condition [for example, an irregular push is performed while the push order bell is won in a normal state (non-AT state) of an advantageous zone] is established, The display means is a means capable of displaying the value display in a first manner (e.g., a display manner updated every 1G) at a first timing (e.g., a timing at which a game starts) in a certain game, the display means is means for, when the predetermined execution condition is established after displaying in the first manner, displaying the value display in a second manner (e.g., a display manner in which the value display is returned by 1 G) at a second timing (e.g., a third stop timing) that is later than the first timing, the display means is means for not displaying the value display in the second manner even at the second timing if the predetermined execution condition is not satisfied after displaying in the first manner (for example, continuing to display in the first manner); The second aspect is different from the first aspect. A gaming machine characterized by the above. He explained:

[0318] According to this gaming machine, in cases where the first processing is less advantageous than the second processing, at the second timing following the first timing in the certain game, the value display that was displayed in the first manner is displayed in the second manner, thereby allowing the player to understand that the first processing has been completed in the certain game, and preventing the player from worrying that the first processing will extend to the next game.

[0319] In addition, processing that is disadvantageous to the player may be processing that prevents the transition to the advantageous gaming state, or processing that does not perform preferential processing that is advantageous to the player (for example, an additional lottery, processing that gives a preferential number of Gs initially awarded in the AT, processing that acquires the right to transition to a specialized zone in the AT state, etc.).

[0320] The case where the predetermined execution condition is satisfied means, for example, that (a) the game is in the normal state of the advantageous zone (not in the non-advantageous zone, not in the AT state), (b) the game is an internally winning game for a predetermined role (for example, the push order bell), and (c) an operation other than the recommended operation is performed. Note that it may be the case where one or more of the conditions (a) to (c) are satisfied. The value display may be a display that has a one-to-one relationship with the number of games (for example, a display of the number of games played), or may be a display that does not have a one-to-one relationship with the number of games.

[0321] If the specified execution condition is not satisfied after displaying in the first manner, the display means may display the value display even at the second timing but may not display it in the second manner, or may not display it even in the first manner, or may not display the value display at all.

[0322] Also, "The first mode refers to a mode in which the value display is displayed by performing a first update display (for example, an update display of +1G), The second mode is a mode in which the value display is updated by performing a second update display (for example, an update display of -1G). A gaming machine characterized by the above. He also explained:

[0323] When the first processing is involved, the second update display is displayed after the first update display is displayed within the certain game, allowing the player to understand that the first processing has been carried out within the certain game.

[0324] The second update display may be an update display that returns the value updated in the first update display to the value before the update.

[0325] Also, "The first update display refers to a display that updates the value represented by the value display [e.g., the number of games] displayed on the display means by a predetermined number [e.g., one game], The second update display is a display that returns the value updated in the first update display to the value before the update. A gaming machine characterized by the above. He also explained:

[0326] When the number of games updated by a predetermined number at the first timing involves disadvantageous first processing, the number of games is returned to the number of games before the update, so that it can be understood that the disadvantageous processing has been completed with that certain game.

[0327] Also, "One of the predetermined execution conditions is a condition that is established when a specific event (e.g., irregular pressing) occurs. A gaming machine characterized by the above. He also explained:

[0328] In addition, the specific event may be a certain operation by the player, or it may be an operation other than the operation recommended by this gaming machine (a non-recommended operation).

[0329] Also, "The reels [e.g., reels 110 to 112] are provided which stop spinning by a stop operation, The stop operation includes a recommended stop operation (e.g., a stop operation of pushing buttons in order), The specific event is that a stop operation different from the recommended stop operation (for example, an irregular pressing stop operation) has been performed. A gaming machine characterized by the above. He also explained:

[0330] By determining stopping operations that may be disadvantageous, it is possible to encourage the player to play using the recommended stopping operations.

[0331] Also, "When a certain transition condition [for example, an internal win for a role other than a losing combination] is satisfied, the player transitions from a non-advantageous zone [for example, a zone in which it is impossible to transition to the AT state] to an advantageous zone that is more advantageous to the player than the non-advantageous zone [for example, a zone in which it is possible to transition to the AT state]. The control means is a means for not executing the first process in the non-advantageous section even if the one condition is satisfied. A gaming machine characterized by the above. He also explained:

[0332] For example, the timing of transition from the non-advantageous zone to the advantageous zone may be the first game after the setting change, but the first game after the setting change is often at the opening time of the store. First thing in the morning, the reels are not warmed up, so it takes time to accelerate and the timing at which the stop operation can be accepted is slightly delayed. Therefore, even if the player presses the left stop button in the first operation, the timing may be shifted and the timing at which the middle stop button is actually pressed may be the timing at which the player presses the left stop button. It would be cruel to impose a penalty on the player in such a case, and by not executing the first process in the non-advantageous zone even if the first condition is met, it is possible to prevent the player from suffering a disadvantage.

[0333] In addition, the advantageous zone refers to a zone in which it is possible to transition to an announcing game state (AT state) that notifies the player of an operation mode that is advantageous to the player during the stopping operation, and the non-advantageous zone may be a zone in which it is not possible to transition to the announcing game state.

[0334] The control means may be a means for managing a value based on the progress of a game. More specifically, the control means may be a means having a counter (ceiling counter) for counting the number of games played in the advantageous zone until the game state is changed to the notification game state.

[0335] In addition, the control means may be a means for updating the value of the counter during play in the non-favorable zone immediately before transitioning from the non-favorable zone to the favorable zone [e.g., favorable zone transition play], and the display means may be a means for updating and displaying the value display in response to the start of the play [e.g., see the thick white arrow in favorable zone transition play in Figure 19(a)].

[0336] Also, "The display means does not display the value display in the second manner in the first game even if the predetermined execution condition is satisfied in the first game after the power is restored [for example, FIG. 19(c) and FIG. 19(d)]. A gaming machine characterized by the above. He also explained:

[0337] It is possible to prevent the player from knowing whether or not a setting change has been made.

[0338] Next, the winning combination data stored in the ROM 306 of the main control unit 300 will be described.

[0339] FIG. 23(a) is a diagram showing winning combination data stored in the ROM 306 of the main control unit 300. As shown in FIG.

[0340] The winning combination information on the left side shown in FIG. 23(a) is the same as the winning combination information shown in FIG. 6(a). The push order combination, Bell (push order bell), is prepared in four patterns (CLR, CRL, RLC, RCL) with different stop operation modes (push order). Furthermore, three combinations (1 to 3) are prepared for each pattern. That is, three combinations are prepared for each of the same push orders. For combinations with the same push orders, the player's profit is the same, but by preparing three combinations, the results can be diversified. For example, if there is only one combination for one push order, only a specific combination is displayed for a specific push order, which becomes monotonous. However, by providing multiple combinations for one push order, the combinations can be displayed in different ways even for the same push order, which prevents the results from becoming monotonous.

[0341] Each winning role is assigned a consecutive natural number (winning role number) such as "00" to "34" that corresponds one-to-one with the winning role.

[0342] In the explanation so far, the transition from the non-favorable zone to the favorable zone was made by winning a combination other than a miss. In other words, if you win the internal combination of “01” or more, which corresponds to Replay 3, you will move to the favorable zone.

[0343] In this example, if the internal win occurs with a combination of "04" or more associated with Replay 1, the player moves to the advantageous zone. The winning combination numbers of "04" or more, i.e., winning combination numbers in the range of "04" to "34", are advantageous zone numbers. On the other hand, winning combination numbers less than "04", i.e., winning combination numbers in the range of "01" to "03", are non-advantageous zone numbers. In this way, by determining winning combination numbers by distinguishing between combinations that allow a move to the advantageous zone and those that do not, the advantageous zone move processing described below can be realized with simple processing.

[0344] The winning combination data shown in FIG. 23(a) includes information on the small combination group and information on the rare combination group in addition to the winning combination information on the left side.

[0345] The information on the small role group includes the push order role group consisting of all push order bell roles, 1-coin roles 7, and 1-coin roles 8 among the push order roles. For the small roles not included in this push order role group, a consecutive number (natural number) is assigned to each small role. That is, the small role numbers "01" to "21" that correspond one-to-one to the small roles are assigned. Therefore, the small roles can be identified by the small role number. On the other hand, in the push order role group, the group number ("00") is assigned to the entire group, and no number is assigned to each bell role or 1-coin role. Therefore, although the type of push order role can be identified by the group number, it is not possible to distinguish between the small roles (push order bell_CLR, push order bell_CRL, push order bell_RLC, push order bell_RCL, 1-coin role 7, 1-coin role 8), and the stop operation mode (push order) cannot be identified. In other words, the group number can tell whether it is a push order role or not, but it cannot tell which is the correct operation (the operation mode that may be most advantageous to the player). Also, it can be said that the information can identify the push order role, but cannot identify which type of push order role it is (Bell_CLR1, Bell_CRL1, etc.). In the AT state, when the main control unit 300 transmits an internal winning command to the first sub-control unit 400, it transmits winning role information (winning role number) together with the internal winning role information (winning role number), and the CPU 404 of the first sub-control unit 400 uses the winning role information (winning role number) to perform a lottery for the AT performance and other performances. In addition, the main control unit 300 may transmit information that indicates the push order to the CPU 404 of the first sub-control unit 400 instead of or together with the winning role information (winning role number). On the other hand, in the normal state (non-AT state), the CPU 404 of the first sub-control unit 400 does not need to perform the AT performance, and the processing is faster and the program capacity is smaller when the CPU 404 of the first sub-control unit 400 references the 22 winning role numbers from "00" to "21" rather than the 35 winning role numbers from "00" to "34". For this reason, when the main control unit 300 sends an internal winning command to the first sub-control unit 400 in the normal state (non-AT state), it does not include winning role information (winning role number), but instead sends information about the small role group, and the CPU 404 of the first sub-control unit 400 uses the information about the small role group to perform processing such as drawing lots for performance (for example, drawing lots for the execution of a suggestive performance or a performance notifying the degree of expectation, etc.).Furthermore, the CPU 404 of the first sub-control unit 400 may generate new information from the information on the small winning group (the information on the small winning group is further grouped, but information that identifies push order roles, replays, common bells, cherries, watermelons, and chance eyes) and perform performance lottery and performance processing using the new information, and even with such specifications, it can be said that the information on the small winning group is used.

[0346] The rare role group is a further grouping of the small role group, and the information is divided into a group of weak rare roles, a group of strong rare roles, and a group of non-rare roles (other groups). The group of weak rare roles is assigned a group number ("01") unique to the entire group, and each rare role (watermelon, weak cherry) is not assigned a number. The group of strong rare roles is assigned a group number ("02") unique to the entire group, and each rare role (strong cherry, chance eye) is not assigned a number. The other groups are assigned a group number ("03") unique to the entire group, and each role is not assigned a number. Therefore, the group number can distinguish whether the role is rare or not, and furthermore, the type of rare role such as weak rare role and strong rare role can be identified. However, the group number cannot identify the small role, and it is not possible to know which pattern should be pressed. When performing AT lottery or lottery for transition to a high probability state described later according to the lottery result, the CPU 304 of the main control unit 300 may perform lottery processing using a rare role group because the processing is lighter if the lottery processing is performed for "Other? → Weak rare role? → Strong rare role?" than the lottery processing such as "Replay? → Bell? → Weak cherry? → Strong cherry → Watermelon? → Chance eye?". The same is true for the lottery processing in the CPU 404 of the first sub-control unit 400, and the main control unit 300 may send an internal winning command to the first sub-control unit 400 by including information on the rare role group in the internal winning command.

[0347] The main control unit 300 may perform the AT lottery to determine whether to transition to the AT state, the lottery to transition to the high probability state, and the CZ lottery to determine whether to transition to the CZ using winning combination information, but may also perform the lottery using a small combination group, or may use a rare combination group, or may use a small combination group or a rare combination group depending on the lottery target. For example, if the AT lottery is a win (transition to the AT state) only when a strong cherry is won, the CPU 304 of the main control unit 300 can perform the lottery process using a small combination group, and if it is a win (transition to the AT state) only when a strong cherry or a chance eye is won, the CPU 304 of the main control unit 300 can perform the lottery process using a rare combination group.

[0348] The winning combination number, minor combination number, and group number explained above are expressed in binary or hexadecimal numbers in the program (the same applies in the following explanations).

[0349] FIG. 23(b) is a flowchart of the favorable zone transition processing executed by the CPU 304 of the main control unit 300.

[0350] This advantageous zone shift process is executed after the winning combination is determined in the various lottery process step S105 shown in FIG.

[0351] First, the CPU 304 sets a winning role number (winning role information) of any one of "00" to "34" shown in FIG. 23(a) associated with the winning role in the game in question in a register, and judges whether the winning role number is equal to or greater than "04", which is the winning role number associated with Replay 1 (step S251). As a judgment method, a comparison command such as a "CP command" can be used, and a transition judgment process to an advantageous zone can be performed according to whether the carry flag is established (if the carry flag is 1, the transition to the advantageous zone is not performed). In the case of a numerical value without a sign, such as winning role information, only processing according to whether the carry flag is established is required, so by using a comparison command, the processing load can be reduced while using a simple command. Although the comparison of values ​​has been described using an example of using a comparison command such as a "CP command", this is not limited to this, and a transition judgment process to an advantageous zone can be performed according to whether the carry flag is established by calculating the difference (subtraction process) between two values. For example, a "SUB" instruction can be used to subtract the value of the A register from a specific value, and then a transition to a favorable zone can be performed depending on whether or not the carry flag is set as a result of the subtraction.

[0352] If the winning combination number associated with the winning combination is "04" or more, the game state is set to an advantageous zone (step S252). Here, there are a high probability state in which the probability of winning the AT lottery is relatively high, and a low probability state in which the probability of winning is relatively low, and during the advantageous zone, the low probability state transitions to the high probability state, and vice versa. In addition, the ceiling game number may be set to a first game number (e.g., 1000 games) or a second game number (e.g., 500 games). There are multiple types of advantageous zones that combine the timing of transition to the high probability state and the ceiling game number, and the advantageous zone set in step S252 is the advantageous zone selected by lottery from among these multiple types of advantageous zones.

[0353] On the other hand, if the winning role number associated with the winning role is less than "04", the advantageous zone transition process ends and the non-advantageous zone continues.

[0354] As described above, the CPU 304 of the main control unit 300 only needs to determine whether the winning combination belongs to the range of "04" to "34", that is, whether the winning combination number corresponding to the winning combination is 4 or more. In terms of program instructions, this is a simple program that sets the winning combination number in a specified register (for example, A register) when the non-advantageous zone continues, compares the contents of the specified register with the contents of replay 1 ("04"), and ends when the winning combination number is less than 4, and can reduce the program capacity compared to determining whether each winning combination is an advantageous zone transition combination. In addition, it is possible to reliably eliminate combinations that are not advantageous zone transition combinations.

[0355] FIG. 24 is a diagram for explaining the instruction monitor controlled by the CPU 304 of the main control unit 300. As shown in FIG.

[0356] In the AT state, the CPU 304 of the main control unit 300 may display the pressing order of the stop buttons 137 to 139 using the game information display 126 shown in Fig. 1. The game information display 126, which may display the number of medals paid out during a bonus game, functions as an instruction monitor.

[0357] FIG. 24(a) is a diagram showing a game information display 126 in which seven-segment displays are arranged side by side.

[0358] The leftmost display in Figure 24(a) shows an instruction display (displaying the number 7) for instructing a CLR (center left right) operation, and to the right of that is an instruction display (displaying the number 8) for instructing a CRL (center right left) operation, in the center is an instruction display (displaying the number 9) for instructing an RLC (right left center) operation, and to the right of that is an instruction display (displaying the number 10) for instructing an RCL (right center left) operation, and at the far right is a common push order display (displaying the number 11) corresponding to both the 1-coin role 7 and the 1-coin role 8, indicating that the player's profit will be the same regardless of which push order is used.

[0359] FIG. 24B is a flowchart of the instruction monitor setting process executed by the CPU 304 of the main control unit 300.

[0360] This instruction monitor setting process is executed after the winning combination is determined in the various lottery process step S105 shown in FIG.

[0361] First, the CPU304 judges whether the winning combination belongs to the push order combination group of the minor combination group shown in FIG. 23(a) (step S261). In terms of program command, it judges whether the number of the minor combination group corresponding to the winning combination (minor combination number of "01" to "21" or group number of "00") is group number "00" associated with the push order combination group. The CPU304 must refer to 35 numbers such as "00" to "34" for the winning combination number, but only needs to refer to 22 numbers for the minor combination group, which increases the processing speed. In addition, the program capacity is also reduced.

[0362] If the winning combination does not belong to the group of the push order combination, this instruction monitor setting process ends. On the other hand, if the winning combination belongs to the group of the push order combination, it is determined whether the current game state is an AT state (step S262). Among the various game states shown in FIG. 7, game state numbers such as "01" for the normal stage, "02" for the CZ, "03" for the pull-back zone, "04" for the bonus state, "05" for the AT normal state, "06" for the top-up zone, and "07" for the ending state are given. A game state number representing the current game state is set in a register (e.g., A register) of the CPU304. In step S262, it is determined whether the game state number set in the register is "04" or more, and if it is less than "04", this instruction monitor setting process ends, and if it is "04" or more, an instruction information value is calculated in step S263. That is, if the current game state is an AT state, it proceeds to step S263.

[0363] In step S263, the process is performed using the winning combination information (winning combination number) instead of the information of the minor combination group used in step S261. That is, the winning combination number corresponding to the winning combination is divided by 3, and the quotient value of the division result is determined as the instruction information value. For example, if Bell_CLR2 is won, the winning combination number "22" is divided by 3, and the quotient value is "7", so this "7" is determined as the instruction information value. The "3" used here corresponds to the number of combinations prepared for the combination of the same push order. That is, in order to diversify the results, three combinations of combinations with the same push order are prepared, so there are three winning combination numbers, and in order to make the process common to these three winning combination numbers, the division is performed by 3, and the quotient value is determined as the instruction information value without considering the remainder. This simplifies the process.

[0364] In the following step S264, the instruction monitor information is set based on the instruction information value calculated in step S263, and the instruction monitor setting process ends. The set instruction monitor information is displayed on the game information display 126 functioning as the instruction monitor.

[0365] In addition, the CPU 304 processes AT lotteries and lotteries in high probability states where the probability of winning the AT lottery is relatively high, using information on small role groups and information on rare role groups, due to the fast processing speed and small program capacity mentioned above.

[0366] Fig. 24(c) is a modified example of the flowchart of the instruction monitor setting process shown in Fig. 24(b). In this example, if the value of the A register is 0, "0" is displayed on the game information display 126 functioning as the instruction monitor.

[0367] In the explanation so far, the game information display 12 functioning as an instruction monitor displayed the numbers 7 through 11 as shown in FIG. 24(a), but in this modified example, it displays the numbers 0 through 4.

[0368] Steps S271 and S272 are the same as steps S261 and S262 described above, and therefore a description thereof will be omitted.

[0369] If the winning combination is the push order combination and the current game state is the AT state, in step S273, the CPU 304 subtracts "21", which is the value of the winning combination number associated with the Bell_CLR1, which is the push order combination located at the top of the push order combination group of the minor combination group shown in FIG. 23(a), from the value of the winning combination number (winning combination information) associated with the winning combination to obtain a winning combination information subtraction value. In step S274, the winning combination information subtraction value is divided by 3, and the quotient value of the division result is set as the winning combination information subtraction division value. In step S275, the value of "1" is added to the winning combination information subtraction division value, and if the value of the addition result exceeds "4", 0 is determined as the instruction information value, and if it does not exceed "4", the value of the addition result of "1" is determined as the instruction information value. For example, if the Bell_CLR2 is won, first, "21" is subtracted from the winning combination number "22" to obtain the winning combination information subtraction value of "1" (step S273). Next, "1" is divided by 3, and the quotient value is "0", so this "0" is set as the winning role information subtraction division value (step S274). Finally, "1" is added to "0", and since the added value does not exceed "4", "1" is determined as the instruction information value. On the other hand, if the 1-piece role 7 is won, first, "21" is subtracted from the winning role number "33" to obtain a winning role information subtraction value of "12" (step S273). Next, "12" is divided by 3, and since the quotient value is "4", this "4" is determined as the winning role information subtraction division value (step S274). Finally, "1" is added to "4", and since the added value exceeds "4", "0" is determined as the instruction information value.

[0370] In the next step S276, the instruction monitor information is set based on the instruction information value determined in step S275, and the instruction monitor setting process is terminated. As a result, the game information display 126 functioning as the instruction monitor displays the number 1 when instructing a CLR operation, the number 2 when instructing a CRL operation, the number 3 when instructing an RLC operation, and the number 4 when instructing an RCL operation. In addition, the number 0 is displayed as a common display for push orders corresponding to the 1-piece role 7 and the 1-piece role 8, which indicates that the player's profit is the same regardless of which push order is performed.

[0371] In the instruction monitor setting process shown in FIG. 24(b) described above, the quotient obtained by the division process is displayed on the instruction monitor as is, and the information to be displayed on the instruction monitor is determined by a single division process, making the process lighter. On the other hand, depending on the number of winning combinations and types of winning combinations, the instruction monitor information displayed on the game information display 126 may be displayed starting from a number other than "1". In this example, it is displayed starting from "7" as shown in FIG. 24(a). In contrast, in the instruction monitor setting process shown in FIG. 24(c), the instruction monitor information displayed on the game information display 126 may be displayed starting from "1", making it easier for the player to understand.

[0372] Fig. 25 is a diagram showing another example of the winning combination data shown in Fig. 23(a). Below, differences from the winning combination data shown in Fig. 23(a) will be mainly described, and overlapping descriptions may be omitted.

[0373] Fig. 25(a) shows another example 1 of the winning combination data. In this another example 1, the winning combination information is the same as the winning combination information of the winning combination data shown in Fig. 23(a). That is, the same 35 winning combinations (small combinations) as those in the winning combination information shown in Fig. 23(a) are arranged in the same order, and natural number consecutive numbers (winning combination numbers) such as "00" to "34" that correspond one-to-one to the winning combinations are assigned.

[0374] Among the 35 winning combinations (small combinations) in this modification example 1, the relationship between the display mode and the payout number for each operation content of the common bell and the push order combination is the same as the relationship shown in FIG. 6(b).

[0375] In the modified example 1, if the internal win occurs with a combination of "05" or more associated with Replay 2, the player moves to the advantageous zone. The winning combination numbers of "05" or more, i.e., winning combination numbers in the range of "05" to "34", are advantageous zone numbers. On the other hand, winning combination numbers less than "05", i.e., winning combination numbers in the range of "01" to "04", are non-advantageous zone numbers.

[0376] The information on the small role group in the modified example 1 includes the same push order role group as the push order role group of the information on the small role group in the winning role data shown in FIG. 23(a), as well as the replay group group, which is a different push order role. The small roles that are not included in the push order role group or the replay group group are assigned the small role numbers "01" to "04" and "06" to "16" that correspond one-to-one to the small roles. Therefore, the small roles can be identified by the small role number. On the other hand, in the replay group group, a unique group number ("05") is assigned to the entire group, and no number is assigned to each replay role. Therefore, although the type of role such as the replay role can be identified by the group number, each replay role cannot be distinguished, and the stop operation mode (push order) cannot be identified.

[0377] In variant example 1, since replay 1, which is not transitioned to the favorable zone, is also grouped into the replay group ("05"), it is more convenient to refer to the winning role information rather than the minor role group in the favorable zone transition processing shown in FIG. 23(b).

[0378] Although not shown, the winning combination data of the modified example 1 also includes the same rare combination group as the rare combination group in the winning combination data shown in FIG. 23(a).

[0379] Fig. 25(b) shows another example 2 of the winning combination data. In this another example 2, the winning combination information is the same as the winning combination information of the winning combination data shown in Fig. 23(a). That is, the same 35 winning combinations (small combinations) as those in the winning combination information shown in Fig. 23(a) are arranged in the same order, and natural number consecutive numbers (winning combination numbers) such as "00" to "34" that correspond one-to-one to the winning combinations are assigned.

[0380] Among the 35 winning combinations (small combinations) in this modification example 2, the relationship between the display mode and the payout number for each operation content of the common bell and the push order combination is the same as the relationship shown in FIG. 6(b).

[0381] In the second example, if the internal winning combination of "21" or more associated with the push order bell_CLR1 occurs, the player moves to the advantageous zone. The winning combination numbers of "21" or more, i.e., winning combination numbers in the range of "21" to "34", are advantageous zone numbers. On the other hand, winning combination numbers less than "21", i.e., winning combination numbers in the range of "01" to "20", are non-advantageous zone numbers.

[0382] The information of the small role group in the second example includes a push order role group consisting of all push order bell roles, 1-coin role 6, 1-coin role 7, and 1-coin role 8 among the push order roles. For the small roles not included in this push order role group, a consecutive number (natural number) is assigned to each small role. That is, a small role number of "01" to "20" that corresponds one-to-one with the small role is assigned. Therefore, the small role can be identified by the small role number. On the other hand, in the push order role group, the whole group is assigned a group number ("00"), and each bell role and 1-coin role is not assigned a number. Therefore, although the type of push order role can be identified by the group number, the small roles (push order bell_CLR, push order bell_CRL, push order bell_RLC, push order bell_RCL, 1-coin role 6, 1-coin role 7, 1-coin role 8) cannot be distinguished, and the stop operation mode (push order) cannot be identified. In other words, it is not possible to know from the group number which is the correct operation (the operation mode that may be most advantageous to the player).

[0383] In the second example, since the 1-coin role 6 that does not transition to the advantageous zone is also grouped into the push order role loop ("00"), it is more convenient to refer to the winning role information rather than the small role group in the advantageous zone transition process shown in FIG. 23(b).

[0384] Although not shown, the winning combination data of the second modification also includes the same rare combination group as the rare combination group in the winning combination data shown in FIG. 23(a).

[0385] Figure 26 is a diagram showing another embodiment of the favorable zone transition processing shown in Figure 23(b), and Figure 26(a) is a flowchart corresponding to the program of the favorable zone transition processing shown in Figure 26(b).

[0386] First, in step S253, the CPU 304 executes a load command (e.g., LDQ A, (Low vdTousen (winning role information))) to set any one of the winning role numbers (winning role information) of "00" to "34" shown in FIG. 23(a) corresponding to the winning role in the game in question in a register (e.g., the A register).

[0387] In the next step S254, a comparison command (e.g., CP Replay1) is executed to compare the winning combination number set in the register with the winning combination number associated with Replay 1 (here, "4"). Since the winning combination information is a numerical value without a sign, the comparison result is expressed by the success or failure of the carry flag. If the winning combination number set in the register is smaller than "4" (if the winning combination information is less than 4), the carry flag is set to 1, and if the winning combination number set in the register is "4" or greater (if the winning combination information is 4 or greater), the carry flag remains at 0.

[0388] In step S255, it is determined whether the carry flag is 1 or not. If it is 1, a carry occurs and a return command (for example, "RET C") is issued to maintain the currently remaining non-advantageous section.

[0389] On the other hand, if the carry flag is 0, a command to set the game state to the favorable zone (for example, CALLF SetModeNormal) is executed (step S256), and the favorable zone transition process ends.

[0390] In the favorable zone transition process in FIG. 26(a), it is only necessary to perform processing depending on whether the carry flag is successful or not, so by using a comparison instruction, it is possible to reduce the processing load while using simple instructions.

[0391] The program for the favorable zone transition process is not limited to the program shown in FIG. 26(b). FIG. 26(c) is a diagram showing another example of the program for the favorable zone transition process. For example, the comparison of values ​​has been described using an example of using a comparison command such as a "CP command", but this is not limiting, and the transition to the favorable zone determination process may be performed depending on whether the carry flag is set by calculating the difference between two values ​​(subtraction process). For example, the "SUB" command is used as a process for subtracting the value of the A register from a specific value, and then the favorable zone transition process can be performed depending on whether the carry flag is set as a result of the subtraction.

[0392] The RCPQ instruction (RCPQ C, (Low vbTousen), Replay1) shown in FIG. 26(c) is a combination of the LDQ instruction, CP instruction, and RET instruction shown in FIG. 26(b), and can perform the processing of steps S253 to S255 in FIG. 26(a) with a single instruction.

[0393] According to this example, the program execution time can be shortened, allowing the game to proceed smoothly, and the program code can be simplified and the program capacity reduced, making effective use of limited ROM capacity.

[0394] FIG. 27(a) is a flow chart showing the instruction monitor setting process shown in FIG. 24(b) in accordance with the program instructions shown in FIG. 27(b).

[0395] First, in terms of program commands, a judgment command (for example, RTQ NZ, (Low vdGroupTousen)) is executed to judge whether the number of the minor role group corresponding to the winning role (minor role number "01" to "21" or group number "00") is not the group number "00" associated with the push order role group, and a judgment process is performed to determine whether the number of the minor role group corresponding to the winning role is not "00" (step S281). For the winning role number, the CPU304 must refer to 35 numbers such as "00" to "34", but for the minor role group, it only needs to refer to 22 numbers, which increases the processing speed. In addition, the program capacity is also reduced.

[0396] If the number of the minor combination group corresponding to the winning combination is not "00" (Yes), this instruction monitor setting process ends. On the other hand, if it is "00" (No), in step S282, a judgment command (for example, RCPQ C, (Low, Mode), ModeAT) is executed to judge whether the current game state is an AT state or not, and a judgment process is performed to judge whether the current game state is an AT state or not (step S282).

[0397] Of the various game states of the slot machine 100, the normal stage is assigned a game state number such as "01 (ModeNormal)", the CZ is assigned a number "02 (ModeCZ)", the pull-back zone is assigned a number "03", the bonus state is assigned a number "04 (ModeBonus)", the AT normal state is assigned a number "05 (ModeAT)", the add-on zone is assigned a number "06", and the ending state is assigned a number "07 (ModeED)".

[0398] A game state number indicating the current game state is set in a register (for example, C register) of the CPU 304. In step S282, it is determined whether the game state number set in the register is "05 (ModeAT)" or more, and if it is less than "05 (ModeAT)", this instruction monitor setting process ends, and if it is "05 (ModeAT)" or more, it proceeds to step S283. That is, if the current game state is the AT state, it proceeds to step S283.

[0399] In step S283, a load command (e.g., LDQ A, (Low vdTousen (winning role information))) is executed to set the winning role information in a register (in this example, the A register), and in step S284, a command (e.g., DIV E, A, 3) is executed to divide the winning role information set in the register (the A register) by 3, and the quotient value resulting from the division is determined as the instruction information value. Note that "DIV E, A, 3" means that the value in the A register is divided by 3, the quotient is stored in the A register, and the remainder is stored in the E register. Step S284 is the same process as step S263 and step S274 shown in FIG. 24.

[0400] In this way, by using the calculated register value as the instruction information value, there is no need to store values ​​indicating instruction information corresponding to the push order as a data table, which contributes to saving memory capacity, and also contributes to saving processing capacity because there is no need to call or refer to the data table.

[0401] Next, a load command (e.g., LDQ(Low,vdNavi) is executed to set the value of a register (A register) to the designated monitor information, and the designated monitor information is set based on the calculated designated information value (step S285), after which the designated monitor setting process is terminated.

[0402] FIG. 28(a) is a diagram showing another display mode of the game information display 126 shown in FIG. 24(a).

[0403] The leftmost part of Figure 28(a) shows an instruction display (displaying the number 1) for instructing a CLR (center left right) operation, and to the right of that shows an instruction display (displaying the number 2) for instructing a CRL (center right left) operation, in the center shows an instruction display (displaying the number 3) for instructing an RLC (right left center) operation, and to the right of that shows an instruction display (displaying the number 4) for instructing an RCL (right center left) operation, and at the far right is a common push order display (displaying the number 0) corresponding to both the 1-coin role 7 and the 1-coin role 8, indicating that the player's profit will be the same regardless of which push order is used.

[0404] FIG. 28(b) is a flow chart showing the instruction monitor setting process shown in FIG. 24(c) in accordance with the program instructions shown in FIG. 28(c).

[0405] The instruction monitor setting process shown in Fig. 28(b) is a process in which step S294 is added between step S283 and step S284 of the instruction monitor setting process described using Fig. 27(a), and step S296 is added between step S284 and step S285. The process after step S294 will be described below.

[0406] In step S294, a subtraction command (e.g., SUB bell CLR1) is executed to subtract the winning role number of bell_CLR1 (21 in this example) from the value of the register (A register) in which the winning role information is set, and the winning role number 21 to 32 corresponding to the push order bell is converted to 0 to 11, and the winning role number 33 to 34 corresponding to the 1-coin role is converted to 12 to 13.

[0407] In the following step S295, a command (e.g., DIV E, A, 3) is executed to divide the winning role information set in the register (A register) by 3, and the winning role numbers 0 to 11 of the converted push order bell are converted to 0 to 3, and the winning role numbers 12 to 13 of the converted 1-coin role are converted to 4.

[0408] In the next step S296, an instruction (e.g., ICPLD A,4) is executed to add 1 to the value of the register (A register), and if the result of the addition exceeds 4, 0 is set in the register (A register). In step S297, a load instruction (e.g., LDQ (Low,vdNavi) is executed to set the value of the register (A register) to the instruction monitor information, and the instruction monitor information is set based on the calculated instruction information value. Strictly speaking, "ICPLD A,4" is a process of subtracting a certain value ("4" in the example of FIG. 28) from the value of the A register, and if the result of the subtraction is less than 0 (carry flag=1 and the carry flag is set), 1 is added to the value of the register, and if the result of the subtraction is 0 or more (carry flag ≠ 1 and the carry flag is not set), the value of the register is set to 0. In other words, if the value of the register is less than the maximum value (a certain value, "4" in this example), the value obtained by adding 1 is set in the register, and if the value of the register is greater than or equal to the maximum value (a certain value, "4" in this example), 0 is set in the register.

[0409] As a result, when the winning combination is a push order combination, the game information display 126 functioning as an instruction monitor displays one of 1 to 4, and when the winning combination is a 1-coin combination, the instruction monitor displays 0, so that a fake 1-coin combination navigation can be created so that 7s or a bell are not confirmed when a navigation occurs on the instruction monitor. For example, when the game is important in that it is important to pull a bell, if the instruction monitor does not operate, the game playability may be reduced, but by adding a fake 1-coin combination navigation, it is not necessarily the case that "navigation occurs = bell," so that a sense of expectation can be given to the player when a navigation occurs. In the example shown in FIG. 28, a load command (for example, LDQ (Low, vdNavi) that sets the value of a register (A register) to instruction monitor information is issued, and if the value of the register is 0, 0 is displayed on the instruction monitor. However, this is not the only example, and other examples may be used as follows.

[0410] As another example of the first, in the case of a configuration in which nothing is displayed on the indication monitor if the value of the register is 0, a process for displaying some indication number ("0" or "5") when a 1-coin win occurs may be provided. For example, to display "5" on the indication monitor when a 1-coin win occurs, this can be achieved by using "INC A" as a process for adding 1 to the A register instead of "ICPLD A,4". Also, to display "0" on the indication monitor when a 1-coin win occurs, "0" is displayed on the indication monitor when the value of the A register is 10, and "LDQ (Low,vdNavi)" is provided as the module name "label 10", and "JR NZ,label 10" is provided after "ICPLD A,4" as a jump command to move to label 10 if not 0, and "LD A,10" is provided as a load command to set the value of the A register to 10. In this type of program, if the result of "ICPLD A,4" is not 0, it will move to "LDQ (Low,vdNavi)" and "1" to "4" will be displayed on the instruction monitor, and if the result of "ICPLD A,4" is 0, it will move to "LD A,10" and 10 will be set in the A register, then it will move to "LDQ (Low,vdNavi)" and "0" will be displayed on the instruction monitor.

[0411] As a second alternative example, if the register value is 0, nothing may be displayed on the indicator monitor so that nothing is displayed for a 1-coin combination. In this case, since nothing is displayed on the indicator monitor for a 1-coin combination, it is possible to prevent the player from losing interest in the combination when he or she expects some indicator number to be displayed and it is a bell, but it turns out to be a 1-coin combination.

[0412] Fig. 29 is a diagram showing another embodiment of the instruction monitor setting process in which one of 0 to 4 is displayed on the game information display 126 functioning as the instruction monitor. Fig. 29(a) is a diagram showing another example of the winning combination data shown in Fig. 23(a). Fig. 29(b) is a flowchart corresponding to the program of the instruction monitor setting process shown in Fig. 29(c).

[0413] In another example of the winning combination data shown in FIG. 29(a), 40 winning combinations (minor combinations) are arranged, and natural number consecutive numbers (winning combination numbers) such as "00" to "39" corresponding to the winning combinations one-to-one are assigned. The winning combination data shown in FIG. 29(a) also includes a miss with winning combination number 00, a replay 3 with winning combination number 01, one in RB with winning combination number 02, a bell in RB with winning combination number 03, a replay 1 with winning combination number 04, and a replay 2 with winning combination number 05, etc., as in the winning combination data shown in FIG. 23(a), and when the combination of "04" or more corresponding to the replay 1 is internally won, it moves to the advantageous zone. The winning combination numbers of "04" or more, that is, the winning combination numbers belonging to the range of "04" to "39", are advantageous zone numbers. On the other hand, the winning combination numbers of less than "04", that is, the winning combination numbers belonging to the range of "01" to "03", are non-advantageous zone numbers. The favorable zone transition process uses the favorable zone transition process described using Figure 26, and the decision as to whether or not to transition to a favorable zone can be achieved by simple processing.

[0414] The winning combination number of the push order bell is "24" to "39". The push order bell has four patterns (CLR, CRL, RLC, RCL) with different stop operation modes (push order). In addition, four roles (1 to 4) are prepared for each pattern. That is, four roles are prepared for each of the same push order (hereinafter, this number is also called the division number). The instruction number displayed on the instruction monitor is assigned to each role with a common stop operation mode (push order), and "1" is assigned to the CLR pattern, "2" to the CRL pattern, "3" to the RLC pattern, and "4" to the RCL pattern. In addition, in the case of roles other than the push order role, that is, roles that are not affected by the stop operation mode, the initial value 0 indicating no instruction is set. In this other example, "00" is assigned to the push order role group in the small role group.

[0415] The processes of steps S311 to S313 in the instruction monitor setting process shown in FIG. 29(b) are the same as the processes of steps S291 to S293 in the instruction monitor setting process described using FIG. 28(b), so their explanations are omitted and only the processes from step S314 onwards will be described.

[0416] In step S314, a command (for example, DIVE, A, 4) is executed to divide the winning combination information set in the register (A register) by 4. The "4" used here corresponds to the number of combinations prepared for the same push order. The winning combination number corresponding to the winning combination is divided by 4, and the quotient value of the division result is reset to the A register. In this way, the winning combination numbers 24 to 39 of the push order combination are converted to values ​​of 6 to 9.

[0417] In step S315, it is determined whether the division result (quotient) in step S314 is 6 or more. If it is less than 6, which is a role other than the push order role, the process jumps to label 10 and the instruction monitor setting process ends. As a result, the instruction monitor information is not set, and the instruction monitor (game information display 126) displays the initial value "0". In addition, if the instruction monitor information is not set, the instruction monitor (game information display 126) may be made non-display (no display). On the other hand, if it is 6 or more, which is the push order role, in step S316, the instruction information value is corrected. That is, a command (for example, SUB 5) is executed to subtract 5 from the value of the register (A register). In this way, the values ​​of 6 to 9 of the push order role are corrected to values ​​of 1 to 4. Next, in step S317, a load command (e.g., LDQ (Low, vdNavi) is executed to set the value of the register (A register) to the instruction monitor information, and the instruction monitor information is set based on the corrected instruction information value. As a result, when the winning combination is in the push order, one of 1 to 4 is displayed on the game information display 126 functioning as the instruction monitor.

[0418] In the instruction monitor setting process shown in FIG. 29(b) described above, the instruction information can be displayed starting from "1" by subtracting the value of BEL_CLR1 (the value of "24") from the quotient result without subtracting it before division. However, as in step S294 shown in FIG. 28, the instruction information can also be displayed starting from "1". Note that if the value of BEL_CLR1 is subtracted before division, the divisor becomes "0" and the quotient may start from 0, so the value is corrected using the "ICPLD" or "INC" command to display the instruction information starting from "1", but a specific value that will result in a quotient of 1 may be subtracted before division, and in the example described in FIG. 29, the specific value is 20.

[0419] Next, we will explain an example where the number of push order bells other than the first left stop is greater than the push order bell of the first left stop.

[0420] Fig. 30(a) is a diagram showing another example of the winning combination data shown in Fig. 23(a), and Fig. 30(b) is a diagram showing the change in register value in the instruction monitor setting process shown in Fig. 31(a). Also, Fig. 31(a) is a flowchart corresponding to the program of the instruction monitor setting process shown in Fig. 31(b).

[0421] In the instruction monitor setting process shown in Fig. 31(a), the process of step S324 is performed instead of the process of step S294 in the instruction monitor setting process described using Fig. 28(b), and the processes of steps S326 to S332 are performed instead of the process of step S296. The process from step S324 onwards will be described below.

[0422] In step S324, a subtraction command (e.g., SUB A,12) is executed to subtract a reference value (the winning role number of Bell_LCR1 shown in Figure 30(a) (in this example, 12)) from the value of the register in which the winning role information is set (A register), and the value of the A register is converted from the winning role number value of 12 to 41 corresponding to the push order shown in Figure 30(a) to the numerical value 0 to 29 shown in column (1) in Figure 31(b).

[0423] In the next step S325, a command (e.g., DIV E, A, 3) is executed to divide the winning combination information set in the register (A register) by 3, and the division result (quotient value) is set in the A register. That is, the value of the A register is converted from the numerical values ​​0 to 29 shown in column (1) in FIG. 30(b) to the numerical values ​​0 to 9 shown in column (2). Then, in the next step S326, a load (LD) command (e.g., LD E, 1) is executed to set the value of the register (E register) to 1, and then the process proceeds to the next step S327.

[0424] In step S327, it is determined whether the division result (quotient) in step S325 is 2 or greater, and a jump (JCP) command (for example, JCP C,A,2,*** (the module name of "ADD A,E" described later)) is executed to jump to a predetermined module (subroutine) depending on the division result.If the quotient is 2 or greater, the process proceeds to step S328, and if the quotient is less than 2, the process proceeds to step S331.

[0425] In step S331, which is reached if the division result (quotient) in step S325 is less than 2, an addition (ADD) instruction (e.g., ADD A, E) is executed to add 1, which is the numerical value stored in a register (E register), to the value of a register (A register), and the numerical values ​​0 to 1 shown in column (2) in Figure 30(b) are converted to the numerical values ​​1 to 2 shown in column (5) in the same figure (b), and then the process proceeds to step S332.

[0426] On the other hand, in step S328, which is reached when the division result (quotient) in step S325 is 2 or greater, an addition (INC) instruction (e.g., INC E) is executed to add 1 to a register (E register), and in the following step S329, a shift operation (right bit shift instruction) (e.g., RRA instruction) is executed to shift the value of the register (A register), converting the numbers 2 to 9 shown in column (2) in FIG. 30(b) into the numbers 1 to 4 shown in column (4) in FIG. 30(b). Note that since the process of shifting bits to the right results in a 1 / 2 multiplication, in S329 it is written "the value of A register divided by 2" for clarity, but division by 2 may also be performed without being limited to a shift operation.

[0427] In the following step S330, an addition (ADD) instruction (e.g., ADD A, E) is executed to add 2, which is the number stored in the register (E register), to the value of the register (A register), and the numbers 1 to 4 shown in column (4) in Figure 30(b) are converted to the numbers 3 to 6 shown in column (5) in the same figure (b), and the process proceeds to step S332.

[0428] The process of step S330 and the process of step S331 both perform "ADD A,E" to add the value of the E register to the A register at the time of execution of the process. At the time of execution of the process of step S331, which is executed following the judgment of step S327, the value of the E register is 1, so the value of the E register, 1, is added to the A register. On the other hand, at the time of execution of the process of step S330 after the process of step S329, 1 has been further added to the E register in step S328, so the value of the E register is 2, and the value of the E register, 2, is added to the A register.

[0429] In step S332, an instruction (for example, an LDQ instruction) for setting the value of a register (A register) to the instruction monitor information is executed, and the instruction monitor information is set based on the calculated instruction information value.

[0430] As a result, when the winning combination is a push order bell, the instruction monitor displays one of 1 to 6. In this example, the number of push order bells other than the first left stop (in this example, the first middle stop and the first right stop have 12 types each) is greater than the number of push order bells at the first left stop (in this example, 6 types), and the number of push order bells is not uniform, but by arranging the bells together by push order, it is possible to set instruction information that references the quotient, making it easier to control than setting instruction information that references the remainder.

[0431] Furthermore, when referencing the remainder, if an uneven press order bell is created, the instruction information cannot be determined from the remainder alone, and as a result, the quotient must also be referenced, which may increase the number of registers that need to be referenced and put a strain on memory capacity. However, in this example, by referencing only the quotient, the number of registers that need to be referenced can be reduced to one, which does not put a strain on memory capacity as much as the method of referencing the remainder, and limited memory capacity can be used more effectively.

[0432] In this example, we have explained the case where the number of push order bells other than the first left stop is greater than the push order bell of the first left stop, but it is also applicable to the case where the number of push order bells other than the first middle stop is greater than the push order bell of the first middle stop, or the case where the number of push order bells other than the first right stop is greater than the push order bell of the first right stop.

[0433] Next, an example will be described in which navigation effects are provided in addition to displays on the instruction monitor.

[0434] Fig. 32 is a diagram showing an example of the instruction monitor setting process in which the game information display 126 functioning as the instruction monitor displays one of 0 to 5 as an instruction number and also executes a navigation effect. Fig. 32(a) is a diagram showing the winning combination data of this example, and Fig. 32(b) is a flowchart corresponding to the program of the instruction monitor setting process shown in Fig. 32(c).

[0435] The winning combination data shown in Figure 32(a) is the same as the winning combination data shown in Figure 30(a), and detailed explanations are omitted, but four combinations are prepared for each of the same push orders. In addition, "00" is attached to the push order combination group in the small combination group.

[0436] In the navigation presentation in this example, either a normal navigation presentation suggesting which stop button should be operated as the first stop operation and which stop button should be operated as the second stop operation, or a selection navigation presentation in which the first stop operation is selected from two options is executed. For example, on the liquid crystal display device 157, in the normal presentation, a normal navigation display such as "middle, left, right" or "2·1·3" indicating that the operations are to be performed in the order of "middle → left → right" is displayed, and in the selection presentation, a selection navigation presentation such as "×??" is displayed indicating that the first stop operation is a choice between a middle stop operation excluding a left stop operation and a right stop operation.

[0437] The processes of steps S341 to S342 in the instruction monitor setting process shown in FIG. 32(b) are the same as the processes of steps S291 to S292 in the instruction monitor setting process described using FIG. 28(b), so their explanations are omitted and only the processes from step S343 onwards will be described.

[0438] In step S343, a load command (for example, LDQ A, (Low vdTousen (winning role information))) is executed to set the winning role information in a register (in this example, the A register). Whether or not the navigation performance is executed, the process of acquiring the winning role information (step S343) is performed. This is to prevent the navigation performance (normal navigation performance or selection navigation performance) from being executed by mistake with a role other than a bell. In other words, when the navigation performance is executed, this step S343 is not necessary, but by setting the winning role information in the A register once, it is possible to remove winning roles other than a bell in step S345 described later, and it is possible to reliably prevent the navigation performance from being executed with a role other than a bell, such as a cherry. For example, if a normal navigation performance or selection navigation performance occurs when a rare role is won, there is a risk that the player will miss out on the rare role, so this is intended to prevent this.

[0439] In step S344 following step S343, a subtraction command (e.g., SUB 24) is executed to subtract a specific value (24 in this example) which is the winning combination number of Bell_CLR1 from the value of the register (A register) in which the winning combination information is set. The subtraction process here is a process for making the instruction monitor information displayed on the instruction monitor a value starting from "1", but if the value starts from a value other than "1" as shown in FIG. 24(a), step S343 can be omitted. The value of the winning combination number 24 to 39 corresponding to the Bell target combination (push order bell) is converted to a value of 0 to 15. For a combination with a winning combination number of 00 to 23 which is not a Bell target combination, a carry is generated by performing the subtraction process in step S344.

[0440] In the next step S345, it is determined whether or not a carry has occurred. If a carry has occurred, the winning role is not a bell target role (push order bell), the determination result is Yes, and the process jumps to label 20, and the instruction monitor setting process ends. On the other hand, if a carry has not occurred, the winning role is a bell target role (push order bell), the determination result is No, and the process proceeds to step S346. Note that these bell target roles (push order bell) are set in advance to be the last roles in the entire winning role number so that it is possible to determine whether or not a carry has occurred and whether or not it is a bell target role (push order bell).

[0441] In step S346, a load (LD) command (for example, LD C,5) is executed to set the value of a register (C register) to 5, which is the instruction number of the selected navigation effect (navigation display of "x??").

[0442] In the next step S347, if it is desired to give an instruction for the selection navigation performance, a command (for example, JTQ NZ, (Low vbZZNavi), label 10) is executed to hold the instruction number and jump to label 10. The selection navigation performance is a performance executed in a state in which the push order bell is won and the AT state may be started (a standby game state when the AT state is started). In the standby game state before the start, when any of the push order bells is won, the selection navigation performance of "x??" is displayed, and the standby state transitions to the AT state when a reel other than "x" is stopped first or when the correct push order of the winning push order bell is matched. On the other hand, when the reel corresponding to "x" is stopped first, the standby game state is maintained for a predetermined period, and the selection navigation performance of "x??" is displayed again after the predetermined period has elapsed. The selection navigation performance of "x??" may be executed not only in the standby game state, but also in the middle of the AT state, and a bonus such as a transition to a state with a high probability of addition or an addition may be given by correctly answering the push order. Also, when it is executed during the AT state, it may be executed each time the number of coins acquired during the AT reaches a multiple of a predetermined number (when 250 coins are reached, when 500 coins are reached, etc.), or each time the number of games during the AT reaches a multiple of a predetermined number of games (when 100 games are played, when 200 games are played, etc.), or each time the continuation set of the AT reaches a multiple of a predetermined number of sets (when the third set is reached, when the sixth set is reached, etc.). In step S347, it is determined whether or not to execute the selection navigation effect (selection navigation effect of "x??"), that is, whether or not it is a standby game state when the AT state is started. If the standby game state when the AT state is started is over and the AT is played, the result is No, and the process proceeds to step S348. On the other hand, if the standby game state when the AT state is started is a standby game state, the result is Yes, and the process proceeds to step S351.

[0443] In step S348, a command (e.g., DIV C,A,4) is executed to divide the value of the register (A register) by 4, and the quotient value resulting from the division is set in the A register. As a result, the push order value of 0 to 15 is converted to a value of 0 to 3. Next, in step S349, an addition (INC) command (e.g., INC A) is executed to add 1 to the register (A register), and in the following step S350, a load command (e.g., LD C,A) is executed to set the value of the A register to the C register. As a result, the value of the C register changes from 5, which was set in step S346, to any of the values ​​1 to 4.

[0444] In step S351, a load command (e.g., LDQ (Low, vdNavi), C) is executed to set the value of a register (C register) to the instruction monitor information, and the instruction monitor setting process ends. In addition, when a selection navigation effect is to be executed (in the case of a standby game state when the AT state is started), an effect command is set to display the selection navigation effect of "x??" on the liquid crystal display device 157. On the other hand, when a normal navigation effect is to be executed (in the case of an AT state after the standby game state), an effect command is set to display a normal navigation display (e.g., a navigation display such as "center, left, right") on the liquid crystal display device 157. These effect commands are transmitted to the first sub-control unit 400 in step S211 shown in FIG. 11, and finally, the navigation display is displayed on the liquid crystal display device 157 under the control of the second sub-control unit 500.

[0445] In this case, the selection navigation effect is an effect in which a selection navigation effect such as "×??" is displayed, but a selection navigation effect such as "?×?" or a selection navigation effect such as "??×" may be displayed. Alternatively, a selection navigation effect such as "???" may be displayed. In addition, not only in the standby game state, but also in the AT state after the standby game state, a selection navigation effect such as "×??" may be executed so that a bonus is awarded if the push order is correct. In addition, the selection navigation effect is not limited to one that includes "×", and may be a selection navigation effect such as "1??" or "?1?" that shows only the first stop operation and allows the player to select the order of subsequent stop operations.

[0446] In the explanation so far, in order to diversify the results, multiple roles are prepared for the same push order, but the number of roles is the same (3 or 4). Figure 33 is a diagram showing an example in which a different number of roles are prepared for each push order. Figure 33(a) is a diagram showing winning role data in which a different number of roles are prepared for each push order. Also, Figure 33(b) is a flowchart corresponding to the program of the instruction monitor setting process shown in Figure 33(c).

[0447] In the example of winning role data shown in FIG. 33(a), 30 winning roles (minor roles) are lined up, and natural number consecutive numbers (winning role numbers) such as "00" to "29" that correspond one-to-one with the winning roles are assigned. The winning role numbers of the push order bell are "10" to "29". The push order bell has six patterns (LCR, LRC, CLR, CRL, RLC, RCL) with different stop operation modes (push order). Two roles are prepared for the LCR push order and the LRC push order. Four roles are prepared for the other push orders. The instruction numbers displayed on the instruction monitor are "1" for the LCR push order, "2" for the LRC push order, "3" for the CLR push order, "4" for the CRL push order, "5" for the RLC push order, and "6" for the RCL push order. In addition, in the case of roles other than the push order role, that is, roles that are not affected by the stop operation mode, the game information display 126 functioning as an instruction monitor will be hidden to indicate no instruction, but instead of not displaying, a specific symbol such as "--" or "0" may be displayed. Note that "00" is attached to the push order role group in the small role group.

[0448] The processes of steps S361 to S363 in the instruction monitor setting process shown in FIG. 33(b) are the same as the processes of steps S321 to S323 in the instruction monitor setting process described using FIG. 31(a), so the explanation will be omitted and only the processes from step S364 onwards will be described.

[0449] In step S364, a subtraction command (eg, SUB 10) is executed to subtract "10", which is the value of the winning combination number of BELL_LCR1, as a specific value.

[0450] FIG. 33(d) is a diagram showing changes in register values ​​in the instruction monitor setting process shown in FIG. 33(b).

[0451] As shown in the column after S364 in FIG. 33(d), when the subtraction process in step S364 is executed, the winning combination number 10 to 29 corresponding to the bell target combination (push order bell) is converted to a value of 0 to 19 and set in the A register. For winning combination numbers 00 to 09 that are not bell target combinations, the carry flag is set to 1 by performing the subtraction process in step S344.

[0452] In the next step S365, it is determined whether the carry flag is established (whether it is set to 1). If the carry flag is established, the winning role is not a bell target role (push order bell), the determination result is Yes, and the instruction monitor setting process ends. On the other hand, if the carry flag is not established, the winning role is a bell target role (push order bell), the determination result is No, and the process proceeds to step S366.

[0453] In step S366, a command (for example, DIV B, A, 4) is executed to divide the value of the register (A register) by 4, and the quotient value of the division result is set in the A register, and the remainder value is set in the B register. As a result, as shown in the column after S365 execution in FIG. 33(d), the value of the A register of the push order role is converted to a value of 0 to 4.

[0454] Next, in step S367, an add (INC) command (for example, INC A) is executed to add 1 to the register (A register). As shown in the column after S367 in FIG. 33(d), the value of the A register of the push order role is converted to a value of 1 to 5.

[0455] In the following step S368, it is determined whether the result of the addition in step S367 is 1 or greater, and a jump (JCP) command (e.g., JCP NZ, A, 1, label 20) is executed to jump to a predetermined module (subroutine) according to the result of the addition. If the value of the A register in which the value of the addition is set is not 1, the determination is YES, a jump is made to label 20, and step S371 is executed. On the other hand, if the value of the A register is 1, the determination is No, and the process proceeds to step S369.

[0456] In step S369, a load instruction (e.g., LD A,B) is executed which sets the value of the B register, which has been set with the remainder of the division in step S366, into the A register. As a result, as shown in the column after execution of S369 in FIG. 33(d), the value of the A register of LCR Bell 1 is converted to 0, the value of the A register of LCR Bell 2 is converted to 1, the value of the A register of LRC Bell 1 is converted to 2, and the value of the A register of LRC Bell 2 is converted to 3.

[0457] In the next step S370, an instruction (for example, an RRA instruction) is executed to shift the value of a register (A register), and the values ​​of the A registers of LRC bells 1 and 2 are converted to 0 and the values ​​of the A registers of LRC bells 1 and 2 are converted to 1, as shown in the column after execution of S370 in Figure 33(d).

[0458] In step S371, an add (INC) command (for example, INC A) is executed to add 1 to a register (A register). As shown in the column after S371 in FIG. 33(d), the value of the A register for the push order role is converted to a value of 1 to 6. That is, the value is different for each push order, and is converted to a common value if the push order is the same.

[0459] In step S372, a load command (for example, LDQ (Low, vdNavi), A) is executed to set the value of a register (A register) to designated monitor information, and the designated monitor setting process ends.

[0460] In the example of Figure 33 described above, only the push order bell is prepared as the push order role, but multiple types of roles may be prepared as the push order role.

[0461] Figure 34 is a diagram showing an example in which multiple types of roles are prepared as push order roles. Figure 34(a) is a diagram showing winning role data in which push order replay and push order bell are prepared as push order roles. Also, Figure 34(b) is a flowchart corresponding to the program of the instruction monitor setting process shown in the same figure (c).

[0462] In the example of winning combination data shown in FIG. 34(a), 35 winning combinations (minor combinations) are lined up, and natural number consecutive numbers (winning combination numbers) such as "00" to "35" that correspond one-to-one with the winning combinations are assigned. The winning combination numbers of the push order replay (hereinafter abbreviated as push order replay) are "10" to "18". The push order replay is a combination that requires only the first stop operation as the correct operation, and the second and third stop operations are at the discretion of the player. This push order replay has three patterns (L, C, R) with different first stop operations, and there are three options. That is, there are an L replay that requires a stop operation of the left stop button 137 as the first stop operation, a C replay that requires a stop operation of the middle stop button 138 as the first stop operation, and an R replay that requires a stop operation of the right stop button 139 as the first stop operation. Furthermore, there are three roles for each of the L lip, C lip, and R lip, and they are divided into three by the push order. The instruction numbers displayed on the instruction monitor are "1" for the L lip push order, "2" for the C lip push order, and "3" for the R lip push order.

[0463] The winning numbers for the Push Order Bell are between "19" and "34". The Push Order Bell has four different patterns (CLR, CRL, RLC, RCL) with different stopping operation modes (push orders), so there are four options. Furthermore, there are four roles for each of the same push orders, which are divided into four for each push order. The instruction numbers displayed on the instruction monitor are "4" for the CLR push order, "5" for the CRL push order, "6" for the RLC push order, and "7" for the RCL push order.

[0464] As explained above, there are two types of push order roles: push order lip and push order bell. In the small role group, these are treated as a common push order role group and are assigned the value "00".

[0465] In addition, in the case of roles other than the push order role, i.e., roles that are not affected by the stop operation mode, the game information display 126 functioning as an instruction monitor will be hidden to indicate that there is no instruction, but instead of being hidden, a specific symbol such as "--" or "0" may be displayed.

[0466] The processes of steps S381 to S383 in the instruction monitor setting process shown in FIG. 34(b) are the same as the processes of steps S321 to S323 in the instruction monitor setting process described using FIG. 31(a), so their explanations are omitted and only the processes from step S384 onwards will be described.

[0467] In step S384, a subtraction command (e.g., SUB 10) is executed to subtract "10", which is the value of the winning combination number of L lip 1, as a specific value. When the subtraction process of step S364 is executed, the value of the winning combination number 10 to 34 corresponding to the push order combination is converted to a value of 0 to 24 and set in the A register. For combinations with winning combination numbers 00 to 09 that are not bell target combinations, the carry flag is set to 1 by performing the subtraction process of step S364.

[0468] In the next step S385, it is determined whether the carry flag is established (whether it is set to 1). If the carry flag is established, the winning combination is not the push order combination, the determination result is Yes, and the instruction monitor setting process ends. On the other hand, if the carry flag is not established, the winning combination is the push order combination, the determination result is No, and the process proceeds to step S386.

[0469] Step S386 is processing for push order rip, and since both the B register and the C register are 8-bit configurations, a load command (e.g., LD BC, 3×256+1) is executed to set the value of the B register to 3 (3×256) and set the value of the C register to 1. As mentioned above, the push order rip is divided into three parts for each push order. In step S390, which will be described later, the value of the A register is divided by the value of the B register, so the value of the B register is set to 3 to match the division into three. Also, in step S391, which will be described later, the value of the C register is added to the value divided by the value of the B register. Since the instruction number for the push order rip starts from 1, the value of the C register is set to 1.

[0470] In step S387, if the value of the A register is between 10 and 18, a jump (JCP) command (for example, JCP C, A, 19-10, label 10) is executed to jump to label 10. That is, the current A register value "9" corresponding to Bell_CLR1 is subtracted from the value of the A register, and it is determined whether the subtracted value is less than 0. If it is less than 0 (Yes), it is determined that the Push Order Rebell winning role is obtained, and a jump to label 10 is performed, and step S390 is executed. On the other hand, if it is 0 or more (No), it is determined that the Push Order Rebell winning role is obtained, and step S388 is executed.

[0471] Step S388 is processing for the push order bell, and since both the B register and the C register are 8-bit configurations, a load command (e.g., LD BC, 4 x 256 + 4) is executed to set the value of the B register to 4 (4 x 256) and also set the value of the C register to 4. As mentioned above, the push order bell is divided into four parts for each push order. In step S390, which will be described later, the value of the A register is divided by the value of the B register, so the value of the B register is set to 4 to match the four divisions. Also, in step S391, which will be described later, the value of the C register is added to the value divided by the value of the B register. Since the instruction number for the push order bell starts with 4, the value of the C register is set to 4.

[0472] In the following step S389, a subtraction command (e.g., SUB 9) is executed to subtract a specific value (here, the current A register value "9" corresponding to Bell_CLR1) from the value of the A register, and the value of the A register corresponding to the push order bell is converted to 0 to 15.

[0473] In step S390, an instruction to divide the value in the A register by the value in the B register (for example, DIV A,B) is executed, and the quotient of the division is set in the A register, and the remainder is set in the B register.

[0474] In step S391, an add (ADD) instruction (for example, ADD A,C) is executed to add the value of the C register to the value of the A register.

[0475] In step S392, a load command (for example, LDQ (Low, vdNavi), A) is executed to set the value of the A register to the designated monitor information, and the designated monitor setting process ends.

[0476] FIG. 35 is a diagram showing an example in which the number of divisions is the same for a three-choice push order role (L lip, C lip, R lip) and a four-choice push order role (bell_CLR, bell_CRL, bell_RLC, bell_RCL). FIG. 35(a) is a diagram showing winning role data in which push order lip and push order bell are prepared as push order roles. FIG. 35(b) is a flowchart corresponding to the program of the instruction monitor setting process shown in FIG. 35(c).

[0477] In the example of winning role data shown in FIG. 35(a), 31 winning roles (minor roles) are lined up, and natural number consecutive numbers (winning role numbers) such as "00" to "30" that correspond one-to-one with the winning roles are assigned. The winning role numbers for the push order lip are "10" to "18". This push order lip has three patterns (L, C, R) with different first stop operations, and there are three options. Furthermore, there are three roles prepared for each of the L lip, C lip, and R lip, and each push order is divided into three. The instruction numbers displayed on the instruction monitor are assigned as "1" for the push order of the L lip, "2" for the push order of the C lip, and "3" for the push order of the R lip.

[0478] The winning numbers for the Push Order Bell are between "19" and "30". The Push Order Bell has four different patterns (CLR, CRL, RLC, RCL) with different stopping operation modes (push orders), so there are four options. Furthermore, there are three roles for each of the same push orders, which are divided into three for each push order. The instruction numbers displayed on the instruction monitor are "4" for the CLR push order, "5" for the CRL push order, "6" for the RLC push order, and "7" for the RCL push order.

[0479] As explained above, there are two types of push order roles: push order lip and push order bell. In the small role group, these are treated as a common push order role group and are assigned the value "00".

[0480] In addition, in the case of roles other than the push order role, i.e., roles that are not affected by the stop operation mode, the game information display 126 functioning as an instruction monitor will be hidden to indicate that there is no instruction, but instead of being hidden, a specific symbol such as "--" or "0" may be displayed.

[0481] The processes of steps S402 to S406 in the instruction monitor setting process shown in FIG. 35(b) are the same as the processes of steps S381 to S385 in the instruction monitor setting process described using FIG. 34(b), so the description will be omitted and the process from step S407 onwards will be described. Note that, if the carry flag is established in the determination of step S406, the winning combination is not a push order combination, the determination result is Yes, and the instruction monitor setting process ends. On the other hand, if the carry flag is not established, the winning combination is a push order combination, the determination result is No, and the process proceeds to step S407.

[0482] In step S407, a command to divide the value of the A register by 3 (for example, DIV B, A, 3) is executed, the quotient value of the division result is set in the A register, and the remainder value is set in the B register. As described above, in this example, both the push order lip and the push order bell are divided into three parts, so the push order lip and the push order bell are not distinguished, and are divided by 3 in a common process.

[0483] In step S408, an add (INC) command (for example, INC A) is executed to add 1 to the A register in which the quotient value is set. Here too, the push order lip and the push order bell are not distinguished, and 1 is added in a common process.

[0484] In step S409, a load command (for example, LDQ (Low, vdNavi), A) is executed to set the value of the A register to the designated monitor information, and the designated monitor setting process ends.

[0485] 24(a) and 28(a) are both instruction monitors with 7-segment displays arranged side by side, but only the right 7-segment display can switch the display, and only the first digit can be switched. In other words, the instruction number as instruction monitor information is a single digit.

[0486] Fig. 36 is a diagram showing a first example of a specification in which the instruction number is two digits. Fig. 36(a) is a diagram showing the relationship between the winning combination data and the instruction number. Fig. 36(b) is a flowchart corresponding to the program of the instruction monitor setting process shown in Fig. 36(c).

[0487] In the example of the winning combination data shown in FIG. 36(a), 14 winning combinations (minor combinations) are arranged, and natural number consecutive numbers (winning combination numbers) such as "0" to "13" that correspond one-to-one with the winning combinations are assigned. The winning combination numbers of the push order combinations are "2" to "13". The push order combinations in this example are combinations that cannot be arranged without the correct push order and eye-pressing. That is, the Bell_Peach combination is a combination in which the Bell symbol and the Pink Seven symbol must be stopped so as to be displayed on the winning line, and the Bell_Blue combination is a combination in which the Bell symbol and the Blue Seven symbol must be stopped so as to be displayed on the winning line. For both the Bell_Peach combination and the Bell_Blue combination, six different push order patterns (LCR, LRC, CLR, CRL, RLC, RCL) are prepared. It should be noted that the push order combination is not limited to the example in which the Pink Seven symbol or the Blue Seven symbol is displayed, and even if these symbols are not displayed, the push order combination may be configured by the symbols near the Pink Seven symbol or the Blue Seven symbol.

[0488] In addition, only one Bell_Pink role is prepared for the same push order, and only one Bell_Blue role is prepared for the same push order. As a result, a command number is assigned to each role included in the push order role in a one-to-one relationship, and the command number is a two-digit number such as "1" to "12." On the other hand, in the case of roles other than the push order role, that is, roles that are not affected by the stop operation mode (miss or replay), the game information display 126 functioning as the command monitor is hidden to indicate no command, but instead of hidden, a specific symbol such as "--" or "0" may be displayed.

[0489] Although the value of the winning combination number is expressed in decimal, the numerical information that corresponds one-to-one with the winning combination may be expressed in hexadecimal as shown in the rightmost column (this is the same in all examples, not just this first example). Each register is composed of one byte, and is composed of two bytes to display two digits, so it is expressed in hexadecimal for easy understanding.

[0490] The processes of steps S410 to S412 in the instruction monitor setting process shown in FIG. 36(b) are the same as the processes of steps S381 to S383 in the instruction monitor setting process described using FIG. 34(b), so their explanations are omitted and only the processes from step S413 onwards will be described.

[0491] In step S413, a subtraction command (e.g., SUB 2) is executed to subtract "2", which is the value of the winning combination number of Bell_Peach LCR, as a specific value. When the subtraction process in step S413 is executed, the value of the winning combination number 2 to 13 corresponding to the push order combination is converted to a value of 0 to 11 and set in the A register. For a combination with a winning combination number of 0 to 1 that is not a push order combination, the carry flag is set to 1 by performing the subtraction process in step S364.

[0492] In the next step S414, it is determined whether the carry flag is established (whether it is set to 1). If the carry flag is established, the winning combination is not the push order combination, the determination result is Yes, and the instruction monitor setting process ends. On the other hand, if the carry flag is not established, the winning combination is the push order combination, the determination result is No, and the process proceeds to step S415.

[0493] In step S415, a command (for example, DIV D, A, 6) is executed to divide the value of the register (A register) by the value of 6 corresponding to the above 6 patterns, and the quotient value of the division result is set in the A register, and the remainder value is set in the D register. As a result, the value of the A register becomes "0" in the push order role of Bell_Pink, and becomes "1" in the push order role of Bell_Blue.

[0494] In step S416, an add (INC) instruction (eg, INC D) is executed to add 1 to the value of the D register in which the remainder is set.

[0495] The game information display 126, which is an indication monitor with seven-segment displays arranged side by side, manages each seven-segment display with a one-byte register, and a second byte must be created to display the second digit. In the following step S417, an addition (ADD) command (e.g., ADD A,11) is executed to add a specific value (here, 11) to the value of the A register, which has the quotient value set, to create the second byte. As a result, the value of the A register becomes "11" for the Bell_Pink push order combination, and "12" for the Bell_Blue push order combination.

[0496] In step S418, a load instruction (eg, LD E,A) is executed to set the value of the A register in the lower register (E register) in order to display it in two bytes.

[0497] In step S419, a load command (e.g., LDQ (Low, vdNavi), DE) is executed to set the values ​​of the D register and the E register to the command monitor information, and the command monitor setting process is terminated. In this way, in step S419, the value of the D register and the value of the E register are set together in the command monitor information by one command by "LDQ (Low, vdNavi), DE" (2 bytes, for example, "050BH" are set together to display 7-segment), and when displaying 2 digits in 7-segment, the program capacity can be reduced by a simpler process than setting the value of the D register and the value of the E register one by one. Note that setting the display of 7-segment by 2 bytes together when displaying 2 digits is not limited to command monitor information, but can also be applied to, for example, the number of reserved coins indicator 125 and the number of paid coins indicator 127. In the game information indicator 126 functioning as a command monitor, the value of the D register is displayed in the first digit, and the value of the E register is displayed in the second digit. In this way, in the example of FIG. 36, in order to display using the first and second digits of the game information display 126, a process for creating the second byte is provided.

[0498] To explain this with a specific example, if the winning combination is Bell_Peach RLC with winning combination number=6, the value of the A register as a result of executing step S413 will be 4, and executing step S415 will result in "4÷6=0···4", so the value of the A register will be 0 and the value of the D register will be 4. After that, executing steps S416 and S417 will cause the value of the A register to become 11 (0BH) and the value of the D register to become 5 (05H).

[0499] FIG. 36(d) shows a conversion table for converting register values.

[0500] If the value of the register (A register) is 11, it is converted to the value of E. The value of E represents the Bell_Peach push order role.

[0501] As a result, the final displayed indication monitor information will be "E5".

[0502] If the winning combination is Bell_Blue RCL with winning combination number=12, the value of the A register as a result of executing step S413 will be 10, and executing step S413 will result in "10÷6=1...4", so the value of the A register will be 1 and the value of the D register will be 4. After that, by executing steps S416 and S417, the value of the A register will be 12 (0CH) and the value of the D register will be 5 (05H).

[0503] According to the conversion table shown in FIG. 36(d), if the value of the register (A register) is 12, it is converted to the value of A. The value of A is a value that represents the push order role of Bell_Blue.

[0504] As a result, the final displayed instruction monitor information will be "A5".

[0505] Fig. 37 is a diagram showing a second example of a specification in which the instruction number is two digits. Fig. 37(a) is a diagram showing the relationship between the winning combination data and the instruction number. Fig. 37(b) is a flowchart corresponding to the program of the instruction monitor setting process shown in Fig. 37(c).

[0506] The example of winning combination data shown in FIG. 37(a) is the same as the example of winning combination data shown in FIG. 36(a). In FIG. 37(a), the value of the winning combination number is also expressed in decimal, but the numerical information that corresponds one-to-one with the winning combination may be a value expressed in hexadecimal as shown in the rightmost column (this is true not only for this second example but also for all examples), and the value expressed in hexadecimal is different from the value expressed in hexadecimal as shown in FIG. 36(a). The numerical information is information that is added consecutively, but may be a predetermined number (not limited to 1, but may be 16 (2 4 ) or 256(2 8 ) or other) consecutive information.

[0507] The processes of steps S420 to S424 in the instruction monitor setting process shown in FIG. 37(b) are the same as the processes of steps S410 to S414 in the instruction monitor setting process described using FIG. 36(b), so their explanations are omitted and only the processes from step S425 onwards will be described.

[0508] In step S425, an add (INC) instruction (for example, INC A) for adding 1 to the value of the A register is executed, and the value of the A register becomes the same value as the instruction number, ie, "1" to "12."

[0509] In step S426, to divide the value into two digits, a command (for example, DIV C, A, 10) is executed to divide the value in the A register by 10, the quotient value of the division is set in the A register, and the remainder value is set in the C register. As a result, the value of the A register becomes "0" for push order roles with a single-digit instruction number, and "1" for push order roles with a two-digit instruction number.

[0510] In step S427, a jump (JR) instruction (e.g., JR NZ, label 10) is executed to jump to label 10 if the value of the C register, which has the remainder set, is not 0. That is, if the value of the C register is not 0, a jump is made to label 10, and step S429 is executed. On the other hand, if the value of the C register is 0, the process proceeds to step S428.

[0511] In step S428, a load instruction (e.g., LD C,10) is executed to set the value of 10 in the C register. In this second example, the conversion table shown in Fig. 36(d) is also used, and if the value of the C register is 10, it is converted to a value of 0.

[0512] In step S429, a load command (for example, LD B, A) is executed to set the value of the A register to the B register. As a result, the B register is set to "1" for the push order combinations with two-digit instruction numbers of 10 to 12, and "0" for the rest.

[0513] In step S430, a load command (e.g., LDQ (Low, vdNavi), BC) is executed to set the values ​​of the B register and the C register to the command monitor information, and the command monitor setting process is terminated. In this way, in step S430, the value of the D register and the value of the E register are set together in the command monitor information by one command by "LDQ (Low, vdNavi), DE" (2 bytes, for example, "0500H" are set together to display 7-segment), and when displaying 2 digits in 7-segment, the program capacity can be reduced by a simpler process than setting the value of the D register and the value of the E register one by one. Note that setting the display of 7-segment by 2 bytes together when displaying 2 digits is not limited to command monitor information, but can also be applied to, for example, the number of reserved coins indicator 125 and the number of paid coins indicator 127. In the game information indicator 126 functioning as a command monitor, the value of the C register is displayed in the first digit, and the value of the B register is displayed in the second digit. In this manner, in the example of FIG. 37, in order to display using the first and second digits of the game information display 126, a process for creating the second byte is provided.

[0514] To explain this with a specific example, if the winning combination is Bell_Peach RLC with winning combination number=6, the value of the A register becomes 4 as a result of executing step S423, and the value of the A register becomes 5 as a result of executing step S425. Next, when step S426 is executed, "5÷10=0···5" occurs, so the value of the A register becomes 0 (00H) and the value of the C register becomes 5 (05H). After that, when step S429 is executed, the value of the B register becomes 0. According to the conversion table shown in FIG. 36(d), if the value of the C register is 0, it becomes "no display", and the instruction monitor information finally displayed becomes "5".

[0515] If the winning combination is Bell_Blue RCL with winning combination number=12, the value of the A register becomes 10 as a result of executing step S423, and the value of the A register becomes 11 as a result of executing step S425. Next, when step S426 is executed, "11÷10=1···1" occurs, so the value of the A register becomes 1 (01H) and the value of the C register becomes 1 (01H). After that, when step S429 is executed, the value of the B register becomes 1. As a result, the instruction monitor information finally displayed becomes "11".

[0516] In the first and second examples of the specification in which the instruction number is two digits, in the case of a role other than the push order role, that is, a role that is not affected by the stop operation mode (miss or replay), the game information display 126 functioning as an instruction monitor was not displayed, indicating that there was no instruction. Figure 38 is a diagram showing a third example in which the instruction number is two digits and in the case of a role other than the push order role or when there is no instruction for the push order, "0" is displayed on the game information display 126. Figure 38(a) is a diagram showing the relationship between the winning role data and the instruction number. Also, Figure 38(b) is a flowchart corresponding to the program of the instruction monitor setting process shown in the same figure (c).

[0517] The winning combination information in the winning combination data shown in FIG. 38(a) is the same as the winning combination information in the winning combination data shown in FIG. 36(a) or FIG. 37(a). On the other hand, in the case of a combination other than the push order combination, that is, a combination not affected by the stop operation mode (miss or replay), the value 0 is displayed on the game information display 126 functioning as the instruction monitor. This display of the value 0 is als...

Claims

1. A reel that stops spinning when a stop switch is operated; A winning result determination means for determining a winning result; a notification means for notifying notification information corresponding to an operation mode of the stop switch; a performance means for performing a performance corresponding to the notification information; A gaming machine equipped with The winning result is determined to be one of a plurality of winning operation results each having an advantageous operation mode for a player (hereinafter, referred to as a "certain winning operation result"); The plurality of operation mode winning results are configured to include a predetermined number of operation mode winning results each having the advantageous operation mode in common, Numerical information is consecutively added to the plurality of operation mode winning results for each of the advantageous operation modes, the notification information includes a first type of notification information capable of identifying the operation mode, the notification information includes second type of notification information in which at least a part of the operation mode cannot be identified, The effect includes a first type of effect capable of identifying the operation mode, which may be performed in a game in which the first type of notification information is notified, The effect includes a second type of effect in which at least a part of the operation mode cannot be specified, which may be performed in a game in which the second type of notification information is notified, When the notification means notifies the notification information, when the certain operation mode winning result is determined as the winning result, The method is configured to execute a subtraction process of subtracting a specific value from a value represented by the numerical information, A division process is performed to divide the value resulting from the subtraction process by the predetermined number, The system is configured to execute a process of determining the notification information based on a quotient value resulting from the division process, The device is configured to execute a specification process for specifying the numerical information, whether the first type of notification information is to be notified or the second type of notification information is to be notified. A gaming machine characterized by:

2. A reel that stops spinning when a stop switch is operated; A winning result determination means for determining a winning result; a notification means for notifying notification information corresponding to an operation mode of the stop switch; a performance means for performing a performance corresponding to the notification information; A gaming machine equipped with The winning result is determined to be one of a plurality of winning operation results each having an advantageous operation mode for a player (hereinafter, referred to as a "certain winning operation result"); The plurality of operation mode winning results are configured to include a predetermined number of operation mode winning results each having the advantageous operation mode in common, Numerical information is consecutively added to the plurality of operation mode winning results for each of the advantageous operation modes, the notification information includes a first type of notification information capable of identifying the operation mode, the notification information includes second type of notification information in which at least a part of the operation mode cannot be identified, The effect includes a first type of effect capable of identifying the operation mode, which may be performed in a game in which the first type of notification information is notified, The effect includes a second type of effect in which at least a part of the operation mode cannot be specified, which may be performed in a game in which the second type of notification information is notified, When the notification means notifies the notification information, when the certain operation mode winning result is determined as the winning result, A division process is configured to divide a value represented by the numerical information by the predetermined number, The quotient value resulting from the division process is subtracted by a specific value. The subtraction process is performed to determine the notification information. The device is configured to execute a specification process for specifying the numerical information, whether the first type of notification information is to be notified or the second type of notification information is to be notified. A gaming machine characterized by:

3. 3. The gaming machine according to claim 1 or 2, and executing a process related to the notification of the second type of notification information after executing the specifying process and before executing the division process. A gaming machine characterized by:

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