Game machine

JP2025033013A5Inactive Publication Date: 2026-01-16DAITO GIKEN CO LTD
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Patent Information

Application Number
JP2024166753
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2024-09-25
Publication Date
2026-01-16
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Benefits of technology

【0008】 本発明の遊技台によれば、或る特典の付与に関して遊技の興趣の低下を抑えることができる場合がある。

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Abstract

To provide a game machine, represented by a reel game machine (slot machine) and a pinball game machine (pachinko machine), which suppresses deterioration of amusement of a game related to giving one privilege.SOLUTION: In a first situation (a situation in which a first stop operation is a correct answer), after an execution of a first performance (a display of two-selection display 2st of a second stop operation) corresponding to that a first stop is carried out in a predetermined stop operation mode, there are a case of executing a third performance (a privilege performance in which +100 G grant display Ag1 is displayed) representing that one privilege (ATG number addition) advantageous for a player is granted, and a case of executing a fourth performance (a privilege performance 2 in which +50 G grant display Ag2 is displayed) executed when the one privilege is not given. In a second situation (a situation in which the first stop operation is an incorrect answer), after an execution of a second performance, there are a case of executing the third performance and a case of executing the fourth performance.SELECTED DRAWING: Figure 36
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Description

[Technical Field]

[0001] The present invention relates to gaming machines such as slot machines and pinball gaming machines. [Background technology]

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

[0003] Some slot machines have different winning combinations depending on how the stop button is operated (for example, Patent Document 1). Also, some machines offer certain advantageous benefits to players depending on how the stop button is operated. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Japanese Patent Application Laid-Open No. 2011-125640 Summary of the Invention [Problem to be solved by the invention]

[0005] However, conventional gaming machines may reduce the interest in playing games when it comes to the awarding of certain benefits.

[0006] In view of the above circumstances, the present invention aims to provide a gaming machine that may be able to prevent a decline in interest in gaming when a certain benefit is awarded. [Means for solving the problem]

[0007] The gaming machine of the present invention that solves the above object is: A plurality of rotatable reels; stop operation means for receiving a stop operation to stop each of the plurality of reels while they are rotating; an internal winning result determination means for determining an internal winning result; a stop control means for controlling the stop display of each of the plurality of reels in accordance with the internal winning result by the stop operation; The means of production and A gaming machine equipped with The gaming machine is The system is configured to be able to determine an operation mode winning result that can derive different stop display results depending on the stop operation mode as the internal winning result, In a certain game, in a first situation where a first stop is performed in a predetermined stop operation mode, a first stop display result may be derived, In a second situation where a first stop is performed in a stop operation mode different from the predetermined stop operation mode in the certain game, the first stop display result is not derived, In the first situation, after a first effect corresponding to the first stop being performed in the predetermined stop operation mode is executed, a third effect representing that a certain advantageous benefit will be given to the player may be executed. In the second situation, the third effect may be executed after the second effect corresponding to the first stop being performed in a stop operation mode different from the predetermined stop operation mode is executed, A specific notification including that the first stop is the predetermined stop operation mode is performed in the certain game, The first stop display result may be derived in the certain game, and the third effect may be executed. In the certain game, the first stop display result is not derived, and there are cases where the third effect is executed and cases where the third effect is not executed, If the certain benefit is not granted, a fourth performance may be executed. In the first situation, after the first effect is executed, there is a case where the third effect is executed and a case where the fourth effect is executed, In the second situation, after the second effect is executed, the third effect may be executed or the fourth effect may be executed. It is characterized by: [Effects of the Invention]

[0008] According to the gaming machine of the present invention, it may be possible to prevent a decline in interest in the game when a certain benefit is awarded. [Brief explanation of the drawings]

[0009] [Figure 1] 1 is a perspective view showing the appearance of a slot machine according to an embodiment of the present invention; [Figure 2] FIG. 1 is a front view of a slot machine according to an embodiment of the present invention with the front door open. [Figure 3] 1A to 1C are diagrams showing the pay lines of a slot machine according to one embodiment of the present invention, and diagrams showing the operation of a liquid crystal display device. [Figure 4] 1 is a circuit block diagram of a control unit of a slot machine according to one embodiment of the present invention. [Figure 5] FIG. 1 is a diagram showing the arrangement of symbols on each reel of a slot machine according to one embodiment of the present invention, expanded in a plane. [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 according to one embodiment of the present invention. [Figure 7] FIG. 1 is a transition diagram of a gaming state of a slot machine according to an embodiment of the present invention. [Figure 8] (a) is a diagram showing the probability of winning the transition lottery to the pull-back zone, and (b) is a diagram showing the probability of winning the AT lottery during the pull-back zone, which is carried out in the pull-back zone. [Figure 9] 10 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] 10 is a flowchart showing the flow of main processing of a main control unit of a slot machine according to one embodiment of the present invention. [Figure 11] 10 is a flowchart showing the flow of a main control unit timer interrupt process of a 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 according to one embodiment of the present invention. [Figure 13] This is 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 according to one embodiment of the present invention. [Figure 14] This is a diagram to point out the problems in an example where a continuous performance starts and then the machine transitions to an AT state in a conventional slot machine. [Figure 15] 14(a) and 14(b) are diagrams showing detailed timing charts of the (N+2)th game and the (N+3)th game explained using FIG. 14(a), and a display screen of the liquid crystal display device 157 at each timing. [Figure 16] 14(b) and (N+3) shows a detailed timing chart of the (N+2)th game and the (N+3)th game explained using FIG. 14(b), 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 was incurred, and the display screen of the liquid crystal display device 157 at each timing. [Figure 18] This figure shows an example of irregular button presses being performed during a continuous performance, and an example of irregular button presses being performed during a non-continuous performance. [Figure 19] This diagram shows the relationship between the ceiling counter and the game count display GMV when settings are changed or when power is restored after a power outage. [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 number of games displayed (GMV) when a penalty occurs, as explained above; (c1) is a conceptual diagram of an example of a waiting game that is different from the previous examples when a penalty occurs during a continuous performance; and (c2) is a diagram for explaining an example of a waiting game that is different from the example shown in (c1) when a penalty occurs during a continuous performance. [Figure 21] 10 is a diagram showing several examples of the display form of the operation recommendation display REC displayed on the display screen of the liquid crystal display device 157. FIG. [Figure 22] This figure shows an example of what happens when an error message ERR is displayed while an operation recommendation message REC is displayed, or when a power outage occurs and power is restored. [Figure 23] 10A is a diagram showing winning combination data stored in the ROM 306 of the main control unit 300, and FIG. 10B is a flowchart of the advantageous zone transition process executed by the CPU 304 of the main control unit 300. [Figure 24] 10 is a diagram for explaining an instruction monitor controlled by a CPU 304 of a main control unit 300. [Figure 25] FIG. 23(b) is a diagram showing another example of the winning combination data shown in FIG. 23(a). [Figure 26] This figure shows an example in which a continuous performance is performed, a confirmation announcement performance is performed, and the game transitions to the AT state. [Figure 27] This is a diagram explaining the flow of this premonition performance when transitioning from the normal state (non-AT state) to the AT state. [Figure 28] This is a diagram explaining the flow of the Gaze premonition performance that is executed in the normal state (non-AT state). [Figure 29] FIG. 10 is a timing chart showing when an anticipation effect is performed, and a diagram showing the display screen of the liquid crystal display device 157 at each timing. [Figure 30] 10 shows a timing chart in which a penalty occurs in the 100th game in which an anticipation effect is being performed, and a display screen of the liquid crystal display device 157 at each timing. [Figure 31] 10 is a diagram for explaining the anticipation effect and the small win icon announcement effect. [Figure 32] This figure shows examples of operation response effects when recommended presses and irregular presses are performed while an operation promotion effect is being executed. [Figure 33] FIG. 10 is a diagram showing the arrangement of symbols on each reel in the slot machine of the second embodiment, expanded in a plane. [Figure 34] 10A is a table showing all the internal winning roles in the slot machine of the second embodiment, and FIG. 10B is a table showing the number of coins to be paid out for each achieved push order bell role and operation content. [Figure 35] (a) is a diagram showing the table selection table stored in ROM 306 of the main control unit 300, (b) is a flow chart showing the flow of the push order guessing bonus award determination process, and (c) is a diagram showing each of two types of add-on number determination tables. [Figure 36] FIG. 10 is a diagram showing the button press order guessing game. [Figure 37-1] FIG. 10 is a diagram illustrating a first variant of the push order guessing game. [Figure 37-2] A diagram for explaining a second variant of the push order guessing game. [Figure 37-3] A diagram for explaining a third variant of the push order guessing game. [Figure 37-4] FIG. 10 is a diagram illustrating an example of a decided effect. [Figure 37-5] FIG. 10 is a diagram illustrating another example of a decided effect. [Figure 38] FIG. 10 is a diagram for explaining a simulated game. [Figure 39] FIG. 10 is a diagram showing the arrangement of symbols on each reel in the slot machine of the third embodiment, expanded in a plane. [Figure 40] 10 is a flowchart showing the flow of main processing by a main control unit in a slot machine of a third embodiment. [Figure 41] 41 is a flowchart showing the flow of pseudo-game related processing in step S128 shown in FIG. 40. [Figure 42] 42 is a flowchart showing the process of starting reel rotation in a pseudo game in step S1282 shown in FIG. [Figure 43] 42 is a flowchart showing the process of controlling reel stop in the pseudo game in step S1283 shown in FIG. 41. [Figure 44] 42 is a flowchart showing the flow of pseudo-next game start processing in step S1284 shown in FIG. [Figure 45] 41 is a flowchart showing the process of starting reel rotation in step S133 shown in FIG. 40. [Figure 46] 46 is a flowchart showing the flow of the random delay rotation start process in step S1336 shown in FIG. [Figure 47] 41 is a flowchart showing the process of the bonus awarding lottery in step S143 shown in FIG. 40. [Figure 48] 41 is a flowchart showing the flow of the pseudo game reservation process in step S145 shown in FIG. 40. [Figure 49] This is a diagram showing the flow in which, in a reserved play, the recommended operation is performed when an internal win has been achieved for a rare role, and in the next play, a pseudo-play is executed, which succeeds in pseudo-stopping the BB symbol, and a BB play (AT state) in which push order navigation is executed is started. [Figure 50] This is a diagram showing the flow of when a reserved game was played and an internal win was achieved for a rare combination, but an irregular operation was performed, and a pseudo game was executed in the next game, but it was a fake pseudo game, and the actual game started without transitioning to the AT state. [Figure 51] Continuing from Figure 50, this figure shows the flow in which the recommended operation is performed in the actual game following the pseudo game, the pseudo game with pseudo game number 3 is reserved in the second reserved game, the BB symbol is successfully pseudo-stopped in that pseudo game, and the BB game (AT state) in which the push order navigation is executed is started. [Figure 52] This is a diagram showing the flow of play when recommended buttons are pressed and when irregular buttons are pressed in a reserved game. [Figure 53] This is a diagram showing the flow of play when irregular button presses are performed each time a reserved play is made. DETAILED DESCRIPTION OF THE INVENTION

[0010] Hereinafter, an embodiment of the present invention will be described with reference to the drawings.

[0011] The slot machine of this embodiment is a gaming machine in which a predetermined number of gaming media are inserted, and multiple reels each bearing multiple types of patterns begin to rotate when a predetermined rotation start instruction operation is received, and based on the reception of the rotation start instruction operation, a lottery is held to determine whether multiple types of internal winning combinations have been won, and each of the multiple reels stops spinning individually when a predetermined rotation stop instruction operation is received, and if the conditions determined by the combination of patterns when the multiple reels stop based on the result of the lottery and the combination of patterns based on the results of the lottery meet the predetermined payout conditions, gaming media is paid out and the game ends, but if they do not meet the predetermined payout conditions, the game ends without paying out any gaming media.

[0012] <Overall structure> 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 pay lines.

[0013] The slot machine 100 shown in Fig. 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 opening and closing relative to the main body 101. Three reels (left reel 110, center reel 111, and right reel 112) with multiple types of symbols arranged on their outer peripheries 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 driven to rotate by a drive device such as a stepping motor.

[0014] In this embodiment, an appropriate number of each symbol is printed at equal intervals on a strip-shaped member, and this strip-shaped member is attached to a predetermined circular cylindrical frame to form each of the reels 110 to 112. When viewed from the player, the symbols on the reels 110 to 112 are displayed in approximately three columns vertically 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 row 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 row 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 row symbol, the symbol displayed on the top row of the middle reel 111 (position 4 shown in the figure; also called symbol position 4) is the middle reel top row symbol, the symbol displayed on the middle row of the middle reel 111 (position 5 shown in the figure; also called symbol position 5) is the middle reel middle row symbol, The symbol displayed on the bottom row of the right reel 111 (position 6 in the figure; also referred to as symbol position 6) is called the middle reel lower symbol, the symbol displayed on the top row of the right reel 112 (position 7 in the figure; also referred to as symbol position 7) is called the right reel upper symbol, the symbol displayed on the middle row of the right reel 112 (position 8 in the figure; also referred to as symbol position 8) is called the right reel middle symbol, and the symbol displayed on the bottom row of the right reel 112 (position 9 in the figure; also referred to as symbol position 9) is called the right reel lower symbol. Each symbol on each reel 110-112 is displayed three vertically on each reel 110-112 through the reel window 113, for a total of nine symbols. By spinning each reel 110-112, the combination of symbols visible to the player changes. In other words, each reel 110-112 functions as a display device that variably displays a plurality of types of symbol combinations. In addition to reels, electronic image display devices such as liquid crystal display devices can also be used as such display devices. In this embodiment, three reels are provided inside the center of the slot machine 100, but the number of reels and the installation positions of the reels are not limited to this.

[0015] A reel backlight (not shown) is disposed on the back of each of the reels 110-112 to illuminate the individual symbols displayed in the reel window 113. It is desirable that the reel backlight be 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 disposed near each of the reels 110-112 within the slot machine 100, and a light-shielding piece of a certain length attached to the reel passes between the light-emitting section and the light-receiving section of the optical sensor. The rotational position of the symbols on the reels is determined based on the detection results of this sensor, and the reels 110-112 are stopped so that the desired symbol is displayed on the pay line.

[0016] In this embodiment, one pay line 114 is provided: a middle pay line L1 consisting of the middle symbol (symbol position 2) on the left reel, the middle symbol (symbol position 5) on the middle reel, and the middle symbol (symbol position 8) on the right reel. The pay line 114 is a line set at the stop position of symbols visible through the reel window 113, and is the line used to determine whether a symbol combination corresponding to a winning combination is displayed. FIG. 3(a) shows this pay line L1. The number of active pay lines (hereinafter simply referred to as "active lines") 114 is predetermined based on the number of medals bet as gaming media. The slot machine 100 of this embodiment is a three-coin betting machine. If fewer than three medals are inserted, the pay line 114 is inactive. However, if three medals are inserted, the pay line 114 is active. Once the pay line 114 is active, a game can be started by operating the start lever 135.

[0017] The active lines (winning lines) are not limited to the single middle winning line L1 described above, but may be, for example, a single upper active line consisting of the upper symbol on the left reel (symbol position 1), the upper symbol on the middle reel (symbol position 4), and the upper symbol on the right reel (symbol position 7), or a single lower active line consisting of the lower symbol on the left reel (symbol position 3), the lower symbol on the middle reel (symbol position 6), and the lower symbol on the right reel (symbol position 9). Also, it may be a single downward-sloping active line consisting of the upper symbol on the left reel (symbol position 1), the middle symbol on the middle reel (symbol position 5), and the lower symbol on the right reel (symbol position 9), or a single upward-sloping active line consisting of the lower symbol on the left reel (symbol position 3), the middle symbol on the middle reel (symbol position 5), and the upper symbol on the right reel (symbol position 7). Alternatively, there may be one irregular winning line consisting of the middle symbol on the left reel (symbol position 2), the middle symbol on the middle reel (symbol position 5), and the top symbol on 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 winning line sloping downward to the right consisting of the top symbol on the left reel, the middle symbol on the middle reel, and the bottom symbol on the right reel, or a winning line sloping upward to the right consisting of the bottom symbol on the left reel, the middle symbol on the middle reel, and the top symbol on the right reel, for a total of three winning lines, may be set as valid winning lines. Alternatively, a number of winning lines corresponding to the number of bets may be set as valid winning lines.

[0018] 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 lottery for winning combinations, which will be described later, or that a bonus game is in progress. The 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 of which will be described later), which is one of the winning combinations, was won in the previous game.

[0019] The medal insertion buttons (also referred to as bet buttons) 130-132 are buttons for inserting a predetermined number of medals (referred to as 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, operations on the bet buttons 130-132 are also referred to as bet operations, and the bet button 132 is also referred to as a MAX bet button. In this embodiment, light-emitting elements (referred to as bet button lamps) are provided inside the bet buttons 130-132, and when the bet buttons 130-132 can be operated, the light-emitting elements are lit to notify the player. The game medal insertion lamp 129 lights up the number of lamps corresponding to the number of inserted medals, and when the specified number of medals have been inserted, the game start lamp 121 lights up to notify the player that a game can be started.

[0020] 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) into the medal insertion slot 141, and the term "insertion" includes both.

[0021] 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 (for example, the number of medals paid out during a bonus game) in numerical form. 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 7-segment (SEG) displays.

[0022] The start lever 135 is a lever-type switch for starting the rotation of the reels 110 to 112. That is, when the 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.

[0023] The stop button unit 136 is provided with stop buttons 137 to 139, which are made up of a left stop button 137, a center stop button 138, and a right stop button 139. The stop buttons 137 to 139 are button-type switches for individually stopping the reels 110 to 112 that have started to rotate by operating the start lever 135, and are provided corresponding to each of the reels 110 to 112. More specifically, the left reel 110 can be stopped by operating the 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.

[0024] Hereinafter, the operations on the stop buttons 137-139 will be 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. The reel targeted for the first stop operation will be referred to as the first stop reel, the reel targeted for the second stop operation as the second stop reel, and the reel targeted for the third stop operation 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 will be referred to as the operation sequence or press order. The operation sequence for the stop operation in which the first stop reel is the left reel 110 and the second stop reel is the center reel 111 is called the "forward push operation sequence" or simply "forward push", the operation sequence for the stop operation in which the first stop reel is the left reel 110 and the second stop reel is the right reel 112 is called the "forward sandwich", the operation sequence for the stop operation in which the first stop reel is the center reel 111 is called the "center push operation sequence" or simply "center push", the operation sequence for the stop operation in which the first stop reel is the right reel 112 and the second stop reel is the center reel 111 is called the "reverse push operation sequence" or simply "reverse push", and the operation sequence for the stop operation in which the first stop reel is the right reel 112 and the second stop reel is the left reel 110 is called the "reverse sandwich". In this embodiment, a light emitting element (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 element is lit to notify the player.

[0025] The medal return button 133 is a button that can be pressed to remove medals when inserted medals become stuck. The settlement button 134 is a button that can be used to settle medals electronically stored in the slot machine 100 and medals that have been bet, and to dispense them from the medal payout opening 155. The door key hole 140 is a hole into which a key can be inserted to unlock the front door 102 of the slot machine 100. The medal payout opening 155 is a payout opening for paying out medals.

[0026] 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 tray 161. The sound hole 145 is a hole for outputting sound from a speaker provided inside the slot machine 100 to the outside. Side lamps 144 provided on the left and right sides of the front door 102 are decorative lamps for livening up the game. A title panel 160 and sound holes 143 are provided at the top of the front door 102.

[0027] The area including the reel window 113 and its surroundings is provided with a liquid crystal display device (effect image display device) 157. Of 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 seen through the reel window 113.

[0028] The PUSH button 192 is a button that can be operated when a predetermined effect is to be executed. In this embodiment, the history of the number of coins won in the AT state up to now can be displayed based on the operation of the PUSH button 192. In this embodiment, an illuminant (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 illuminant can be lit to notify the player.

[0029] FIG. 2 is a front view showing the slot machine 100 with the front door 102 open. The main body 101 is a box-shaped 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 is open at the front. Inside the main body 101, a main control board storage case 210 that stores a main control board is disposed in a position that does not overlap with the ventilation opening 249 provided at the top of the rear panel 242, and three reels 110-112 are disposed below this 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 that stores a first sub-control board that constitutes the first sub-control unit 400 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.

[0030] 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 to 112, and a power switch 244 is disposed in front 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.

[0031] 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, first sub-control unit 400, and 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., RAM 308 of the main control unit 300) for a predetermined period (e.g., 10 days) even after the external power supply is cut off.

[0032] An auxiliary medal storage 240 is disposed on the right side of the medal payout device 180, and an overflow terminal (not shown) is disposed behind this. 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.

[0033] 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 sorting inserted medals, and a passage 266 through which medals pass when the medal selector 170 drops illegal medals and the like into the medal tray 161. Furthermore, a low-frequency speaker 277 is provided at a position corresponding to the sound hole 145.

[0034] 1 and 2, the liquid crystal display device 157 is a liquid crystal display including a transmissive color liquid crystal panel 157A equipped with a color filter and a backlight 157B that illuminates the color liquid crystal panel 157A with white light from the rear side. The liquid crystal panel 157A is a rectangular panel extending both inside and outside 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. A liquid crystal layer is formed 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 in this embodiment, it is a normally black type.

[0035] The backlight 157B includes a light guide plate, a light source such as an LED that irradiates the light guide plate, and optical components such as a diffusion sheet. The light source is arranged, for example, along the edge of the light guide plate, and light propagating through the light guide plate is reflected toward the liquid crystal panel 157A. In this embodiment, the backlight 157 has an opening 157b formed inside the reel window 113, penetrating the backlight 157 in its thickness direction, allowing the player to view each of the reels 110-112 without using a light guide plate or the like. In this embodiment, the backlights provided on each of the reels 110-112 are used to illuminate the area where the liquid crystal panel 157A and the opening 157b overlap from behind. Because the reel strips are white (or milky white), each of the reels 110-112 can provide illumination that is almost identical to that of the backlight 157. The backlights of each of the reels 110-112 can be referred to as a backlight unit, either as a part of the backlight 157 or as the entire backlight unit.

[0036] In this embodiment, opening 157b is a single rectangle whose outline matches the reel window 113, but it may also be three rectangles corresponding to each of reels 110 to 112 so as to fill the gaps between reels 110 to 112. This improves the clarity of the image displayed in the gaps between the reels.

[0037] By blocking light transmission through the liquid crystal panel 157A, a black image appears to be displayed to the player. Also, by transmitting 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 increased 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 black, white, or other color display can be controlled on a pixel-by-pixel basis.

[0038] 3(b) to 3(d), which are diagrams showing an example of the operation of the liquid crystal display device 157.

[0039] 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 this embodiment, the liquid crystal display device 157 is a normally black 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.

[0040] FIG. 3(c) shows an example of the operation of the liquid crystal display device 157. This figure shows 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 (they become hard to see).

[0041] FIG. 3(d) shows an example of the operation of the liquid crystal display device 157 that is different from that shown in FIG. 3(c). In this figure, the area inside the reel window 113 is different from that shown in the example of (c). 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 until the reels 110 to 112 stop.

[0042] In an example of the effect display of the liquid crystal display device 157 described later, the display is performed in the upper part of the liquid crystal panel 157A above the reel window 113.

[0043] A stored coin number display section 125L is provided on the left side of the reel window 113, and a payout coin number display section 127L is provided on the opposite right side. The stored coin number display section 125L displays the same value as the stored coin number displayed on the stored coin number display 125, and the payout coin number display section 127L displays the same value as the payout coin number displayed on the payout coin number display 127.

[0044] As described above, in this embodiment, the liquid crystal display device 157 is provided with an area that covers the reel window 113, and displays a white image to make the reels 110 to 112 visible, while displaying an image other than white reduces the visibility of the reels 110 to 112. Note that, in order to improve the visibility of the reels 110 to 112, it is possible to set the transmittance of each pixel that constitutes the image in the area that covers the reel window 113, and to set the transmittance to 100% (transparent state).

[0045] The device for displaying images is not limited to a liquid crystal display device, and any display device capable of displaying various effect images and various game information may be used. For example, 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 may be used. The display screen is rectangular and configured so that the player can view the entire screen. In this embodiment, the display screen is rectangular, but it may also be square. Furthermore, decorations (not shown) may be provided around the periphery of the display screen, so that a portion of the periphery of the display screen is hidden by the decoration, making the display screen appear irregularly shaped. In this embodiment, the display screen is flat, but it may also be curved.

[0046] <Circuit configuration of control unit> Next, the circuit configuration of the control unit of the slot machine 100 will be described with reference to Figure 4. This figure is a circuit block diagram of the control unit.

[0047] 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 accordance with 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.

[0048] <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. This basic circuit 302 includes a CPU 304, a ROM 306 that stores control program data, lottery data used in the internal lottery for winning combinations, and reel symbol 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, number of times, and the like, and a WDT (watchdog timer) 314. Note that other storage devices may be used for the ROM 306 and RAM 308, and this also applies to the first sub-control unit 400 and second sub-control unit 500 described below. However, in this embodiment, a ROM, which is a storage device with a storage area for non-volatilely storing data, and a RAM, which is a storage device with a storage area for temporarily storing data, are used in combination.

[0049] The CPU 304 of this basic circuit 302 operates by receiving a clock signal with a predetermined cycle output by the crystal oscillator 315b as a system clock. Furthermore, when the power is turned on, the CPU 304 transmits frequency division data stored in a predetermined area of ​​the ROM 306 to the counter timer 312. The counter timer 312 determines an interrupt time based on the received frequency division data and transmits an interrupt request to the CPU 304 at each interrupt time. The CPU 304 monitors the sensors and transmits drive pulses in response to this 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 in the ROM 306 is set to 47, the reference time for the interrupt is 256 × 47 ÷ 8 MHz = 1.504 ms.

[0050] 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 the clock signal input from the 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 processing of the main control unit described below).

[0051] The main control unit 300 also has 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 for left reel 110, index sensor for middle reel 111, index sensor for right reel 112, PUSH button 192 sensor, etc.) at each interrupt time.

[0052] 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. Upon receiving this signal, the random number generation circuit 316 latches the value at that timing and stores it in a register that stores random numbers to be used in the lottery.

[0053] Two medal acceptance sensors are installed in the internal passage of the medal insertion slot 141 and detect whether medals have passed through. Two start lever 135 sensors are installed inside the start lever 135 and detect the start operation by the player. A left stop button 137 sensor, a middle stop button 138 sensor, and a right stop button 139 sensor are installed on the corresponding stop buttons 137 to 139, respectively, and detect the operation of the stop buttons by the player.

[0054] 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 RAM 308 are inserted as medals to be inserted into a game. The settlement button 134 sensor is provided on the settlement button 134. When the settlement button 134 is pressed once, the medals electronically stored are settled. The medal payout sensor is a sensor for detecting medals to be paid out by the medal payout device 180. Note that each of the above sensors may be a non-contact sensor or a contact sensor.

[0055] 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 each reel 110-112, and turn low each time a light-shielding piece attached to the reel frame passes over them. Rotational position information, which indicates how far the reel has rotated from the reference position between the time it first turns low and the time it next turns low, is calculated based on the count value of the clock signal output by the crystal oscillator 315b. When the CPU 304 detects the low signal, it determines that the reel has rotated once and resets the reel rotational position information to zero. This rotational position information is stored in the RAM 308 of the main control unit 300.

[0056] 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 the solenoid provided on the medal selector 170 that selects the inserted medals, a drive circuit 326 that drives the motor provided on the medal payout device 180, and a drive circuit 328 that drives various lamps 339 (announcement lamp 123, game medal insertion possible lamp 124, replay lamp 122, game medal insertion lamp 129, game start lamp 121, number of stored medals indicator 125, game information indicator 126, number of paid out medals indicator 127).

[0057] 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.

[0058] 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 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).

[0059] In addition, the main control unit 300 is equipped with 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.

[0060] <Sub-controller> Next, the first sub-control unit 400 of the slot machine 100 will be described. The first sub-control unit 400 receives control commands sent by the main control unit 300 via an input interface. The first sub-control unit 400 includes a basic circuit 402 that controls the entire first sub-control unit 400 based on these control commands. The basic circuit 402 includes a CPU 404, a RAM 408 for temporarily storing data, an I / O 410 for controlling the 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 receiving a clock signal with a predetermined period output by a crystal oscillator 414 as a system clock. The first sub-control unit 400 also includes a ROM 406 that stores control programs and data for controlling the entire first sub-control unit 400, as well as data for controlling the backlight illumination pattern and various displays.

[0061] 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.

[0062] The first sub-control unit 400 is also provided with a sound source IC 418, which is connected to speakers 272, 277 via an output interface. The sound source IC 418 controls the sound output from the amplifier and 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 the sound data acquired from this ROM is amplified by the amplifier and output from the speakers 272, 277.

[0063] In addition, the first sub-control unit 400 is provided with a drive circuit 422, and various lamps 420 (upper lamp, lower lamp, side lamp 144, title panel 162 lamp, game medal insertion possible lamp 124, bet button lamp, reel backlight, stop button 137-139 lamp, PUSH button lamp, etc.) are connected to the drive circuit 422 via an input / output interface.

[0064] The first sub-control unit 400 is also 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 open.

[0065] The CPU 404 also 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.

[0066] 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 control commands sent by the first sub-control unit 400 via an input interface and controls the entire second sub-control unit 500 based on these control commands. This basic circuit 502 is equipped with a CPU 504, a RAM 508 for temporarily storing data, an I / O 510 for controlling the 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 receiving a clock signal with a predetermined period output by a crystal oscillator 514 as a system clock. The second sub-control unit 500 also includes a ROM 506 that stores control programs and data for controlling the entire second sub-control unit 500, data for image display, etc.

[0067] 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.

[0068] The second sub-control unit 500 is also provided with a VDP 534 (video display processor), which is connected to the ROM 506 and VRAM 536 via a bus. The VDP 534 reads image data and the like stored in the ROM 506 based on signals 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.

[0069] <Pattern Arrangement> The arrangement of symbols on the reels 110 to 112 will be described with reference to Figure 5. This figure shows the arrangement of symbols on each reel (left reel 110, center reel 111, right reel 112) in a planar form.

[0070] On each of the reels 110-112, a predetermined number of symbols (20 symbols numbered 0-19 in this embodiment) of various types (10 symbols in this embodiment) shown on the right side of the figure are arranged. The numbers 0-19 shown on the left side of the figure are numbers indicating 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 symbol number 0 on the left reel 110, a "replay symbol" is arranged on the symbol number 1 on the center reel 111, and a "watermelon 1 symbol" is arranged on the symbol number 1 on the right reel 112.

[0071] Note that the "Blue Seven 2 Design" and the "Watermelon 2 Design" are marked with a star, 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 characters depicted are the same but have different expressions, or the object depicted (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.

[0072] <Types of winning roles> Next, the types of winning combinations of the slot machine 100 will be described.

[0073] The winning roles of the slot machine 100 include a replay role and a small role. Note that the types of winning roles are not limited to these roles and can be any role. Among the winning roles in this embodiment, a replay role is a replay role that allows a player to play again without inserting new medals, and is sometimes called an "activation role" to be distinguished from the winning role. In this embodiment, a "winning role" also includes a case where a symbol combination of an activation role that does not involve a medal payout (does not involve the payout of medals) is displayed on an active line, and includes, for example, a winning role of a replay role.

[0074] A replay is a winning combination (operating combination) that allows a player to play the next game without inserting medals (game media) upon winning, and allows the player to play the next game with the number of bets set for that game, without any medals being paid out. A minor combination is a winning combination that pays out a predetermined number of medals upon winning.

[0075] The winning combination in a game is one of the combinations corresponding to the internal winning combinations. These internal winning combinations are determined by lottery (winning combination internal lottery) at the start of the game.

[0076] FIG. 6(a) is a diagram showing all the internal winning combinations of the slot machine 100 shown in FIG.

[0077] The winning probability of an internal winning role is calculated by dividing the numerical data corresponding to the range of lottery data associated with each internal winning role by the numerical data (65536 in this embodiment) of the range of random numbers obtained during the internal lottery described below. The lottery data is divided into several numerical ranges in advance, and each numerical range is associated with a respective internal winning role or loss. In the winning role internal lottery process described below, 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 provided with settings 1 to 6, each with a different winning probability for at least one internal winning role, and a gaming facility attendant or the like can arbitrarily select and set any of the settings.

[0078] Regarding the setting values, the probability of winning the internal winning role may be the same for each setting value, while the probability of winning the AT (ease of transitioning to the AT), which will be described later, may be different for 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.

[0079] In Figure 6(a), the range of lottery data (lottery value) is indicated by letters. 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.

[0080] The relationship between the lottery values ​​indicated by the letters is (a)+(b)+(c)+(d)<(e)+(f)+(g)+(h)+(i)+(j)+(k)+(l)+(m)+(n).

[0081] In addition, the watermelon and cherry roles are rare roles with small lottery values.

[0082] <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).

[0083] 6(b) is a table showing the display mode and payout number for each operation content of the common bell and push order combination among the internal winning combinations. The push order combination is an internal winning combination in which the winning combination (the display mode of the reels 110 to 112) differs depending on the operation content of the stop operation (in this embodiment, the operation sequence from the first stop operation to the third stop operation).

[0084] In this embodiment, (1) the stop operation of left, center, and right (the stop operation in which the first stop reel is the left reel 110, the second stop reel is the center reel 111, and the third stop reel is the right reel 112) is called an LCR operation, (2) the stop operation of left, right, and center (the 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 called an LRC operation, and (3) the stop operation of center, left, and right (the 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 called a CLR operation. (4) A stop operation of center right 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) may be referred to as a CRL operation, (5) a stop operation of right left 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) may be referred to as an RLC operation, and (6) a stop operation of right center 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) may be referred to as an RCL operation.

[0085] For example, if Push Order Bell_CLR1-3 is internally selected in the internal lottery for winning combinations, (1) if an LCR or LRC operation is performed, the result is a miss or a 1-coin combination, and 0 or 1 medal is paid out; (2) if a CLR operation is performed, the result is a bell combination, and 9 medals are paid out; (3) if a CRL operation is performed, the result is a 1-coin combination, and 1 medal is paid out; and (4) if an RLC or RCL operation is performed, the result is a miss or a 1-coin combination, and 0 or 1 medal is paid out. In other words, if a CLR operation is performed, Push Order Bell_CLR1-3 will result in a bell combination, and the maximum number of medals will be paid out. Hereinafter, the operation content that results in the maximum number of medals being paid out when the push order combination is internally selected may be referred to as the "correct operation." In this embodiment, the correct operation refers to the correct operation sequence from the first stop operation to the third stop operation.

[0086] Similarly, for Push Order Bell_CRL1-3, the correct operation is CRL operation, and if CRL operation is performed, the bell will be won and 9 medals will be paid out. Also, for Push Order Bell_RLC1-3, the correct operation is RLC operation, and if RLC operation is performed, the bell will be won and 9 medals will be paid out, and for Push Order Bell_RCL1-3, the correct operation is RCL operation, and if RCL operation is performed, the bell will be won and 9 medals will be paid out.

[0087] On the other hand, for example, if the common bell is internally selected in the winning role internal lottery, the bell wins regardless of the operation, and nine 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 will be collectively referred to as "push order bells." Of these "push order bells," push order bells_CLR1-3 and push order bells_CRL1-3 will be referred to as "middle first bells" for ease of explanation, and push order bells_RLC1-3 and push order bells_RCL1-3 will be referred to as "right first bells." Furthermore, the number of common bells paid out is set to nine, the same as the push order bells, but this is not limited to this, and the number may be fewer than the push order bells. By reducing the number of common bells, medal payouts under normal conditions can be reduced.

[0088] In this embodiment, there is no push order bell where the correct answer is an LCR operation or an LRC operation (forward push or forward sandwich), but there is a push order bell where 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 released in the normal state (non-AT state) can be reduced and the number of balls released in the AT state can be increased. Note that a biased bell is a specification where 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).

[0089] The display mode and payout amount for each operation when the internal winning combination (condition device) is 1-coin combinations 1-8 and replays 1-7 are as shown in Figure 6(b). "S Blue 7 / BAR" in Figure 6(b) means that the "Blue Seven 1" symbol will line up on a single (1-line) winning line, or the "BAR" symbol will line up. "Fake" means that even if the target symbol is announced and you press the button, the announced symbol will not line up. "Replay (Peach 7 / W Blue 7 Fake)" means that you are informed to aim for the Pink Seven symbol or the Blue Seven symbol on a double (2-line) winning line, but the replay symbol will line up even if you press the button.

[0090] <Types of game status> Next, we will explain the types and transitions of the gaming states of the slot machine 100. Figure 7 is a transition diagram of the gaming states (specifically, the gaming states of the AT system) of the main control unit 300 of the slot machine 100. The gaming states of the AT system are gaming states related to effects.

[0091] The gaming state of the slot machine 100 is broadly divided into a normal state and an AT state. The normal state is a state in which operation navigation is not executed, and the AT state is a state in which operation navigation may be executed. Here, operation navigation is a notification effect that notifies the player of the stop operation mode (information regarding the content of the stop operation), and performing the stop operation according to the notification content of the operation navigation brings about a favorable result for the player. Operation navigation can be broadly categorized 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 (e.g., the symbol of the stop target). In other words, push order navigation is operation navigation that does not include timing for pressing buttons, and pattern navigation is operation navigation that includes timing for pressing buttons. In this embodiment, for example, if an internal win occurs on the push order bell in the AT state, the correct operation content (operation order) may be notified.

[0092] 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.

[0093] In addition to the seven game states described above, the concepts of advantageous and non-advantageous zones are also defined. The non-advantageous zone consists of a portion of the normal stage and a portion of the withdrawal zone, while the advantageous zone is the remaining period. Therefore, the AT state is an advantageous zone mode. In this embodiment, the advantageous zone is a period in which an upper limit on the difference in coin count is set. Specifically, the upper limit on the difference in coin count is 2,400 coins. Here, the difference in coin count is the cumulative value of the difference between the number of medals inserted and the number of medals paid out in a single game (number paid out minus number inserted). The upper limit on the difference in coin count for an advantageous zone is a value used to determine the end of the advantageous zone, and the difference in coin count is updated based on the results of a single game. Note that the advantageous zone may be a period in which both the upper limit on the difference in coin count and the upper limit on the number of games played are set, but the advantageous zone in the slot machine 100 of this embodiment does not have an upper limit on the number of games played. Furthermore, although the advantageous zone must end when the upper limit on the difference in coin count is reached, it can also end without reaching the upper limit on the difference in coin count. 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.

[0094] In non-advantageous zones, a lottery is not held to determine whether or not to transition from normal state to AT state. Therefore, 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 normal state to AT state. Therefore, if the lottery is won and the transition to AT state occurs, operation navigation may be executed. An advantageous zone is a zone in which it is possible to transition to AT state, and a non-advantageous zone is a zone in which it is not possible to transition to AT state.

[0095] When the setting is 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 number in the advantageous zone, you will move to the non-advantageous zone. Even in the non-advantageous zone (pull-back zone) that you have moved from the advantageous zone, if you win a role other than a loss, you will move to the advantageous zone.

[0096] Generally, in order to realize a gameplay that increases medal payouts in a state advantageous to the player, such as an AT state, it is necessary to suppress medal payouts in the normal state. Furthermore, with regard to the stop operation of a gaming machine, players are often encouraged to perform stop operations (forward pushes or forward sandwiching) in which the first stop operation is to the left. Therefore, in this embodiment, when a push order role is provided, a push order bell with a biased bell specification, as shown in FIG. 6, is adopted as a method of realizing a gameplay that suppresses medal payouts in the normal state (there is no push order bell in which the first stop operation is to the left, but there is a push order bell in which the first stop operation is to the right or in the middle of the first stop operation).

[0097] In this embodiment, there is no push order bell that indicates 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 that indicates the first stop operation left as the correct answer may be set lower than the sum of the internal winning probability of the push order bell that indicates the first stop operation is the correct answer and the internal winning probability of the push order bell that indicates the first stop operation right as the correct answer.

[0098] 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 (hereinafter referred to as the ceiling number of games).

[0099] Furthermore, in this embodiment, stop operations (forward pushes or sequential sandwiching) with the first stop operation being left are recommended in the normal state. In a game in which an internal win occurs on the push order bell in the normal state (non-AT state) of the advantageous zone, a penalty is imposed if a stop operation other than the first stop operation being left (specifically, the first stop operation being right during the first stop operation) is performed. Here, the penalty is specifically a penalty related to the transition from the normal state to the AT state. 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 that the transition to the AT state is not won. 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 the penalties (1) and (2) are adopted, but are not limited to these, and other penalties related to the transition from the normal state to the AT state may be used. For example, when a stock lottery is held according to an internal winning role during a premonition in which the AT has already been determined (i.e., during the main premonition), the stock lottery may not be held, or when an AT upgrade lottery is held during the main premonition to transition to a better AT according to an internal winning role, the upgrade lottery may not be held. Furthermore, although a penalty is described regarding transition to the AT state, a penalty regarding transition to the CZ may also be provided. In this way, when irregular button presses are performed, some unfavorable processing that would not be performed with the recommended button presses is performed, or processing that would be performed with the recommended button presses is not performed (processing that does not follow the processing route that should be performed).

[0100] 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.

[0101] The normal stage is the initial state after the setting is changed. If condition A is met 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, and then winning a specific effect lottery based on winning a rare role (for example, a strong cherry) in the normal stage of the advantageous zone, the specific effect begins, and when the specific effect ends, transition to the AT normal state occurs. In this embodiment, the specific effect is a continuous effect spanning multiple games. The continuous effect may be, for example, a duel effect or a freeze effect. Furthermore, the continuous effect may be an effect spanning multiple games, and may be referred to as a premonition effect because it occurs before transition to the AT state. The specific effect lottery may be 100% successful, or it may be a form in which transition to the AT normal state is confirmed when a rare role is won.

[0102] If condition B is met in the normal stage (more specifically, if you win a role other than a losing role in the normal stage of the non-advantageous zone, which is the initial state, and move to the advantageous zone, and then win the CZ transition lottery based on the winning role in the normal stage of the advantageous zone), you will transition to the CZ. The CZ is a gaming state with a finite period in which the number of games is fixed (for example, 10 games). If condition D is met in the CZ (more specifically, if you win the bonus transition lottery based on the winning role in the CZ), you will transition to the bonus state, and if condition C is met in the CZ (more specifically, if you do not win the bonus transition lottery in the CZ), you will transition to the normal stage.

[0103] The bonus state is a gaming state with a fixed number of games (for example, 30 games) for a finite period of time. 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 game will transition to the normal AT state. If the AT lottery is won, the number of games that can be played in the normal AT state (hereinafter referred to as the number of AT-granting games) will be 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 game will transition to the normal stage.

[0104] The slot machine 100 of this embodiment is designed to increase the number of balls dispensed in the normal AT state. When condition G is met in the normal AT state (specifically, when the player wins the lottery to transition to the extra zone based on a winning combination), the machine transitions to the extra zone. The extra zone is a state in which an extra lottery is executed to add the number of games to be awarded with the AT. That is, in the normal AT state, the player can play a number of games equal to the initial number of games to be awarded with the AT immediately after winning the lottery, plus the number of games awarded in the extra zone. The extra zone is a gaming state for a finite period in which the number of games is fixed (e.g., 10 games). When condition H is met in the extra zone (specifically, when the extra zone ends due to the number of games consumed), the machine transitions to the normal AT state. Note that the number of games to be awarded with the AT may not be awarded immediately after winning the lottery, and the initial number of games in the normal AT state may be determined in the extra zone.

[0105] Furthermore, if condition J is met in the normal AT state (more specifically, if the ending transition condition is met), the game will transition to the ending state. Here, the ending transition condition is met when the difference in the number of sheets in the advantageous zone becomes equal to or greater than the specified difference in sheets (here, 2200 sheets). In other words, condition J is met when the remaining number of sheets until the upper limit difference in sheets (here, 2400 sheets) at which the advantageous zone ends becomes equal to or less than the specified number (here, 200 sheets).

[0106] The ending state is the final state of the AT state (advantageous zone). If condition L is met in the ending state (more specifically, if the advantageous zone end condition is met and the lottery to move to the pullback zone is won), the game will move to the pullback zone. The advantageous zone end condition is met when the difference in the number of coins in the advantageous zone reaches the upper limit of 2400 coins. Note that since the upper limit of the difference in the number of coins is 2400 coins, it is possible for the advantageous zone to end with more than 2400 coins, taking into account the negative amount up to the AT state.

[0107] FIG. 8(a) is a diagram showing the winning probabilities of the transfer to the return zone transfer lottery.

[0108] The RAM 308 of the main control unit 300 is equipped 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 games that will award the AT, and an AT winning number counter that counts the number of winning coins in the normal AT state. When the AT winning number counter reaches a predetermined second value (here, 500 coins), the CPU 304 of the main control unit 300 executes a lottery to transition to the return zone. In this case, as shown in FIG. 8(a), the probability of winning the lottery to transition to the return zone is approximately 10%, and there is a possibility of transition to the return zone. Strictly speaking, the probability of winning the lottery to transition (probability of transition) is 25 / 256, and the probability of not transitioning is 231 / 256. If the lottery to transition to the return zone is won at this stage, condition K is met when the number of games that will award the AT is consumed in the normal AT state before the upper limit difference number that will end the advantageous zone is reached, and the player transitions to the return zone. If the player transitions to the return zone in this way, the player remains in the advantageous zone. On the other hand, if the number of coins won in the normal AT state does not reach the predetermined second value (500 coins), the lottery to transition to the return zone will not be executed. Therefore, in this case, the probability of winning the lottery to transition to the return zone is 0%. Condition I is met when all AT-granting games are consumed before the number of coins won in the normal AT state reaches the predetermined second value (500 coins), and the game returns to the normal stage. When the game returns to the normal stage in this way, the advantageous zone remains.

[0109] Furthermore, when the AT winning number counter reaches a predetermined second value (here, 500 coins), the lottery for transitioning to the return zone is unsuccessful. However, when the AT winning number counter reaches a predetermined first value (a value less than the upper limit difference number at which the advantageous zone ends, here 1000 coins), the lottery for transitioning to the return zone is executed again. As shown in Figure 8(a), the probability of winning when 1000 coins is reached is 100%. After the number of coins won in the normal AT state reaches the predetermined first value (1000 coins) (winning the lottery for transitioning to the return zone), condition K is met when all AT-granting games are consumed in the normal AT state before the upper limit difference number at which the advantageous zone ends is reached, and the player transitions to the return zone. Even when transitioning to the return zone in this way, the player remains in the advantageous zone. Furthermore, when transitioning to the ending state and reaching the upper limit difference number at which the advantageous zone ends (2400 coins), condition L is met and the player transitions to the return zone. When transitioning from the ending state to the return zone, the player transitions 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 game will definitely move from the ending state to the pullback zone.

[0110] Also, when the number of coins acquired in the normal AT state reaches the second value (500 coins), there is a 90% chance of losing the lottery to move to the return zone. If the number of coins acquired in the normal AT state reaches the second value and the lottery is lost, and all AT games are consumed before reaching the first value, 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.

[0111] As described above, the return zone transition lottery is not executed unless the number of coins won in the AT normal state reaches 500. It is executed if the number of coins won reaches 500. If the number of coins reaches 1,000, the player is guaranteed to transition to the return zone. This allows the player to have a game goal during the AT normal state and also creates a sense of anticipation, such as "If a lot of coins are won, maybe even more will come." Note that the AT winning number counter here counts the number of coins won in the AT normal state, but it may also count the number of coins won in the AT normal state and the bonus state combined, or it may count the number of coins won in the entire AT state. Furthermore, the winning probability of the return zone transition lottery may vary depending on the setting value. For example, the winning probability of the return zone transition lottery may be higher for a high setting (e.g., setting 6) than for a low setting (e.g., setting 1). This allows the player to acquire even more gaming value with a high setting. On the other hand, the winning probability of the return 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 with a low setting.

[0112] Also, in the normal AT state, a message such as "Reaching 1000 coins may confirm the return zone" may be displayed so that the game target during the AT can be visually confirmed. Alternatively, in the normal AT state after winning the return zone transition lottery and gaining the right to transition to the return zone, a display that allows the player to identify that they will transition to the return zone in the future can be displayed, thereby increasing the player's motivation to continue playing.

[0113] The lottery for transitioning to the return zone may be executed when the upper limit difference in coins is reached, which marks the end of the advantageous zone, or when all AT-granting games have been played. In this case, the probability of winning the transition will differ depending on whether the number of coins won at the time of execution in the normal AT state has reached a predetermined second value (500 coins) or a predetermined first value (1,000 coins), as shown in Figure 8(a). Alternatively, the lottery for transitioning to the return zone may be executed when the number of coins won in the normal AT state has reached the predetermined second value, the predetermined first value, or when all AT-granting games have been played.

[0114] Furthermore, when the player transitions to the withdrawal zone after playing all the games that grant the AT after reaching the predetermined second value (500 coins) or the predetermined first value (1000 coins), the advantageous zone continues without transitioning to the non-advantageous zone. However, when all the games that grant the AT are played, the player may decide whether to terminate the advantageous zone and transition to the non-advantageous zone depending on whether a sufficient number of coins can be acquired during the remaining period of the advantageous zone. A sufficient number of coins may be, for example, 2400 coins or, less than 2400, 1500 coins. In other words, if a sufficient number of coins cannot be acquired, the current advantageous zone may be terminated and transitioned to the non-advantageous zone, allowing a new advantageous zone to begin. This is to prevent the occurrence of an incident in which a player wins the AT in the withdrawal zone and returns to the AT, but immediately transitions to the ending state despite winning only a small number of coins in the returned AT, causing dissatisfaction among the player.

[0115] The withdrawal zone is a finite 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 bonus zone.

[0116] FIG. 8(b) is a diagram showing the AT winning probability of the AT lottery held in the pullback zone.

[0117] If the AT is won in the AT lottery, which is conducted for all roles within the 15 games (condition M shown in Figure 7 is met), the game will transition back to the normal AT state after the end of the pull-back zone. If the AT is not won (condition N shown in Figure 7 is met), 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 losing combination is won, the AT lottery will not be conducted. Alternatively, even if the AT lottery is conducted and the AT is won, it will be treated as invalid. If a combination other than a losing combination is won and the game has transitioned to the advantageous zone, there is a possibility of winning the AT even if the winning combination is a losing combination. The diagram shown in Figure 8(b) is just one example. Alternatively, watermelon and weak cherry may be considered weak rare combinations, strong cherry and chance eyes may be considered strong rare combinations, and the AT winning probability may be 45% for weak rare combinations and 100% for strong rare combinations. The AT lottery during the pull-back zone may also be varied depending on the setting value, and the AT winning probability may be higher in a high setting (e.g., setting 6) than in a low setting (e.g., setting 1). By doing this, it is possible to make it possible to acquire even more gaming value with a high setting. On the other hand, it is also possible to make it possible to make the probability of winning the AT higher with a low setting (for example, setting 1) than with a high setting (for example, setting 6). By doing this, it is possible to acquire a lot of gaming value even with a low setting.

[0118] 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 up for several games, and an opportunity may be given to return from the non-advantageous zone to the advantageous zone during this pull-back zone preparation state. In this case, a preparation effect 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 begin.

[0119] 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.

[0120] In Figure 9, the vertical axis represents the number of game media (number of medals), and the horizontal axis represents the passage of time. As mentioned above, the difference in number of medals shown in the graph in Figure 9 is the cumulative difference between the number of medals inserted and the number of medals paid out in one game (number paid out - number inserted). The setting is changed, and the difference in number of medals is reset to 0. Furthermore, as a result of the setting change, the game state returns to the normal state. The difference in number of medals decreases during the normal state, but begins to increase when the game transitions to the AT state (first time). When the number of AT-granting games in the normal AT state is consumed, the number of medals won in the normal AT state reaches 500, and a lottery to transition to the withdrawal zone is executed. However, the winning probability of approximately 10% shown in Figure 8(a) is lost (condition I shown in Figure 7 is met), and the game transitions to the second normal state. The difference in number of medals also decreases during the second normal state, but when the game transitions to the AT state (second time), the difference in number of medals begins to increase, and the difference in number of medals increases to a positive value. Eventually, the number of AT-granting games is consumed even in the AT state (second time). The number of winning coins in the normal AT state exceeds 1,000 (condition K shown in Figure 7 is met), and the game moves to the pull-back zone. The pull-back zone is in the normal state, where the operation navigation is not executed, so the difference in coins decreases. The AT lottery is won during the pull-back zone, and after the 15-game pull-back zone ends, the game moves to the AT state (third time). In the AT state (third time), the difference in coins reaches the upper limit of 2,400 coins. As a result, condition L shown in Figure 7 is met, and the game moves to the pull-back zone. In addition, the advantageous zone is reset and becomes a non-advantageous zone. In the pull-back zone, the difference in coins decreases, the AT lottery cannot be won during the pull-back zone, and after the 15-game pull-back zone ends, the game moves to the normal state.

[0121] As explained above, in the slot machine 100 of this embodiment, if the number of winning coins in one AT state reaches 1,000 or more, the player will always transition to the withdrawal zone. The withdrawal zone transition lottery is executed when the advantageous zone end condition is met or when the number of AT-granting games is consumed in the normal AT state. However, the withdrawal zone transition lottery may also be executed when the player transitions to the normal AT state or when the number of winning coins reaches 500, and if the winning coin is won, the right to transition to the withdrawal zone may be reserved until the number of AT-granting games is consumed. This increases the chances of winning the right to transition to the withdrawal zone even if the number of winning coins does not reach 1,000, making it easier to perform exciting effects during the AT state or when the number of AT-granting games is consumed. As an example of a provocative effect, an effect may be executed that makes it possible to identify or suggests that a player will be transferred to the retraction zone if they win the retraction zone transfer lottery, or 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, or when it reaches 500 coins, it may flash or change color.

[0122] 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 any increase, the probability of winning the return zone transition may be increased to around 10%.

[0123] The number of coins won may refer to the virtual difference in coins rather than the actual number won. The virtual difference in coins here refers to the expected number of coins if the gaming machine had won the gaming value expected. 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 order in the normal state is treated as 0 (not counted). Since gaming value gained by non-recommended pressing methods 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 order is counted. In other words, even if the button press navigation is ignored, the number of coins will be counted as if the button press navigation had been followed. Even if the button press sequence is incorrect during the AT state, the lottery for transition to the pull-back zone will still consider the operation to have been correct and will draw the transition lottery. As a result, it is possible to prevent a situation in which a player actually has more than 1000 coins but only gets 990 coins because of pressing the wrong button 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.

[0124] In addition to a difference number counter that counts the pure difference in number of coins, a gaming machine is also provided with a counter (virtual difference number counter) that counts the virtual difference in number of coins. The initial value of this virtual difference number counter is greater than 0. Even if the count value falls below the initial value during gameplay, there is still a margin of error before it reaches the negative range, and the counting period without taking the negative into consideration is extended. Furthermore, the absolute value of the virtual difference number counter on the negative side of its initial value (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 exceeds the value obtained by subtracting the first absolute value from the initial value depending on the player's gameplay, there is still room for the player to make up for the loss.

[0125] Furthermore, the difference number counter counts the difference in the positive range (counting only the positive amount, ignoring the negative difference between the number of coins paid out and the number of coins inserted), and there is also an actual counter that counts the actual number of coins paid out minus the number of coins inserted for that 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 preventing the difference number counter and virtual difference number counter from being initialized 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.

[0126] According to the above description, "The reels that stop spinning by the stop operation [for example, the left reel 110, the center reel 111, the right reel 112], Notification means (e.g., a liquid crystal display device 157); A control means (e.g., a main control unit 300) for controlling the transition of the game state; A gaming machine equipped with The control means is a means capable of transitioning the gaming state to an informing gaming state [for example, an AT state (AT normal state, ending state)] in which the informing 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 about:

[0127] With this gaming machine, the player may aim to achieve the first condition in the notification game state, which is expected to increase the player's motivation to participate. Furthermore, since the special game state is available 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.

[0128] Also, "The control means is a means for transitioning to the special gaming state when the notification gaming state ends, even if the first condition is not satisfied in the notification gaming state (for example, even if the number of gaming media acquired in the AT state is less than 1,000, if the number is 500 or more, the transition lottery may be won). A gaming machine characterized by the above. He also explained.

[0129] Also, The first condition is established when the game value (for example, medals) acquired in the game state is a predetermined first condition (for example, 1,000 or more medals). A gaming machine characterized by the above. He also explained.

[0130] If the situation of acquiring game value is the predetermined first situation, it is possible to give the player a sense of expectation that he may be able to further increase the number of balls he puts out.

[0131] 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 ends, The second condition is a condition that is met when the acquisition status of the game value in the notified game state is a predetermined second status [for example, 500 or more but less than 1000] that does not satisfy the predetermined first status, and the transition lottery [for example, the 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.

[0132] Since an opportunity to transition to the special game state is given even if the predetermined first condition is not met, loss of interest in the game can be prevented.

[0133] Also, "It has advantageous zones 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 gaming value acquisition status in the advantageous zone reaches a predetermined third status (for example, 2,400 coins or more), The notification game state is a state that 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 [for example, a pull-back zone] [for example, when the condition L shown in FIG. 7 is met], the special game state may be a game state in a new advantageous zone [for example, an internal win for a role other than a miss]. A gaming machine characterized by the above. He also explained.

[0134] If a new advantageous zone is started in the special gaming state, the amount of gaming value that can be obtained in the advantageous zone can be guaranteed to the maximum extent.

[0135] <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.

[0136] <Main processing of main control unit> 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 flowchart showing the flow of the main control unit main processing.

[0137] 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. When this start signal is input, the CPU 304 of the basic circuit 302 is reset and started by a reset interrupt, and executes the main processing of the main control unit shown in FIG. 10 in accordance with a control program previously stored in the ROM 306.

[0138] When the power is turned on, first, a main control unit initial setting process is performed in step S101. This main control unit initial setting process sets a stack initial value to the stack pointer (SP) of the CPU 304, sets interrupt prohibition, initializes the I / O 310, initializes various variables stored in the RAM 308, and sets operation permission and initial values ​​for the WDT 314.

[0139] In step S103, a game start process is executed. In this process, whether or not medals have been inserted (by hand or by operating 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 inserted in the previous game, eliminating the need for the player to insert medals. In addition, a check is made to see if the start lever 135 has been operated when the specified number of medals (2 or 3) have been used, and if the start lever 135 has been operated, the number of inserted medals and the valid winning lines are confirmed, and the game begins.

[0140] In step S105, various lottery processes including the lottery process for internal winning combinations are executed.

[0141] 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.

[0142] In step S109, the reels 110-112 start to rotate, provided 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 to rotate, preparations are 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, the optical sensors provided on each reel detect the symbol positions on each reel, and the stop operation of the stop buttons 137-139 is validated. The game interval counter ensures the minimum time required for one game (4.1 seconds in this embodiment), thereby reducing gambling.

[0143] In step S111, a reel stop control process is executed. In this process, when a stop operation is enabled and one of the stop buttons 137-139 is pressed, the reel 110-112 corresponding to the pressed stop button 137-139 is stopped. Specifically, each time a stop operation is performed, a stop table of reel stop data is referenced, and the reel 110-112 corresponding to the stop operation is stopped according to the number of reel pulls set in the stop table. Furthermore, 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. Note that 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 of the reels 110-112 have stopped, the process proceeds to step S113.

[0144] 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.

[0145] In step S115, if any winning combination that entails 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.

[0146] 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 that the AT is awarded, the above-mentioned AT acquisition number counter, etc. are updated.

[0147] This completes one game. After that, the process returns to step S103 and the above-described processing is repeated to continue the game.

[0148] <Main control unit 300 timer interrupt processing> Next, the 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. The figure is a flowchart showing the flow of the main control unit timer interrupt process.

[0149] 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.

[0150] 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.

[0151] In step S203, WDT314 is restarted periodically (in this embodiment, once every approximately 2 ms, which is the period of the main control unit timer interrupt) to prevent the count value of WDT314 from exceeding the initial setting value (32.8 ms in this embodiment) and causing a WDT interrupt (to prevent processing abnormalities from being detected).

[0152] In step S205, an input port status update process is performed. In this input port status update process, detection signals from the sensor circuits 320 of the various sensors 318 are input via the input ports of the I / O 310, and the presence or absence of the detection signals is monitored and stored in signal status storage areas in the RAM 308 partitioned for each of the various sensors 318. The status of the optical sensors is confirmed in this process.

[0153] In step S207, various game processes are executed, and processes according to the interrupt status are executed.

[0154] 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 from a game interval timer.

[0155] In step S211, a command setting and sending process is performed, and various commands that have been prepared for sending by the main processing of the main control unit 300, timer interrupt processing, 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 processing, reel rotation start command associated with the start of rotation of reels 110 to 112, first to third press commands associated with acceptance of operation of stop buttons 137 to 139, first to third stop commands associated with stopping reels 110 to 112, winning command, payout number command and payout end command associated with medal payout processing, status update command, item addition command, acquired point command, setting change command, power restoration command), and command data (predetermined information corresponding to the command type).

[0156] The first sub-control unit 400 is able to determine the presentation control in response to changes in game control in the main control unit 300 based on the command type contained in the received output schedule information, and is also able to determine the content of the presentation control based on the command data information contained in the output schedule information.

[0157] 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.

[0158] In step S215, device monitoring processing is performed. In this device monitoring processing, the signal states of the various sensors 318 stored in the signal state storage area in step S205 are first read out to monitor for errors related to medal insertion abnormalities, medal payout abnormalities, etc., and if an error is detected (not shown), error processing is executed. Furthermore, settings are made for the medal blocker 171, various lamps 339, and various 7-segment (SEG) indicators according to the current game status.

[0159] In step S217, it is monitored whether the low voltage signal is on or not, and if a low voltage signal is received (if a power cutoff is detected), the process proceeds to step S221, and if a low voltage signal is not received (if a power cutoff is not detected), the process proceeds to step S219.

[0160] 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 registers, and the process then returns to the main process of the main control unit shown in FIG.

[0161] Meanwhile, in step S221, information that needs to be saved, such as specific variables and stack pointers to return to the state at the time of power outage when power is restored, is saved in a specified area of ​​RAM 308, a checksum value for a specified 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.

[0162] <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.

[0163] First, the main processing of the first sub-control unit 400 will be described with reference to FIG. 12(a).

[0164] 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 up, and a storage area in RAM 408 is initialized. In this process, an area for storing internal win information, which is information showing the result of an internal win, and an area for storing RT update information, which is information showing the game status, are provided in RAM 408.

[0165] 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.

[0166] In step S303, 0 is substituted into the timer variable.

[0167] In step S304, command processing, which is processing corresponding to each command received from the main control unit 300, is executed.

[0168] In step S305, a performance control process is performed. Here, performance preparation is performed in accordance with the performance reservation information stored in the performance reservation area in RAM 408. This preparation includes, for example, reading performance data from ROM 406 and updating the performance data if it needs to be updated.

[0169] In step S306, sound control processing is performed based on the processing result of 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.

[0170] In step S307, lamp control processing is performed based on the processing result of step S305. For example, if the performance data read in step S305 includes commands for the various lamps 420, these commands are output to the drive circuit 422.

[0171] In step S309, an information output process is performed based on the processing result of step S305 to set up sending a command to the second sub-control unit 500. For example, if the performance data read 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.

[0172] Next, using Figure 12(b), we will explain the command reception interrupt processing of the first sub-control unit 400. This command reception interrupt processing is processing that the first sub-control unit 400 executes 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.

[0173] 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 this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.

[0174] 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 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).

[0175] 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.

[0176] <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.

[0177] First, in step S601 of Fig. 13(a), various initial settings are performed. When the power is turned on, initialization processing is first executed in step S601. This initialization processing includes initial setting of input / output ports, initialization processing of storage areas in RAM 508, initialization processing of storage areas in VRAM 518, etc.

[0178] 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.

[0179] In step S603, 0 is substituted into the timer variable.

[0180] In step S604, command processing is performed. In command processing, the CPU 504 of the second sub-control unit 500 identifies each command received from the CPU 404 of the first sub-control unit 400.

[0181] In step S605, effect control processing is performed. Specifically, if a new command is received in step S604, processing corresponding to this command is performed. For example, processing is executed to read effect data for image control related to the background image from ROM 506. In addition, processing is executed to read other effect data from ROM 506, and if the effect data needs to be updated, processing to update the effect data is also executed.

[0182] In step S606, image control processing (described in detail below) is performed based on the processing result of step S605. For example, if the performance data read in step S605 contains an image control command, image control corresponding to this command is performed. For example, image control related to the display image (announcement image, background image) is executed. When this image control processing is completed, the process returns to step S602.

[0183] Next, using Figure 13(b), we will explain the command reception interrupt processing of the second sub-control unit 500. 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.

[0184] In step S701 of the command reception interrupt processing, the command output by the first sub-control unit 400 is stored in a command storage area provided in the RAM 508 as an unprocessed command.

[0185] 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 this timer interrupt triggers the execution of the timer interrupt processing at a predetermined period.

[0186] 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 value of the timer variable is determined to be 10 or greater every 20 ms (2 ms x 10).

[0187] In step S802, the random number values ​​for effect are updated.

[0188] 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 flowchart showing the flow of the image control processing.

[0189] In step S901, an instruction to transfer image data is issued. Here, the CPU 504 first swaps the designation of the drawing areas, display area A and display area B, of the VRAM 536. As a result, one frame of image stored in a display area not designated as a drawing area is displayed on the liquid crystal display device 157. Next, the CPU 504 sets ROM coordinates (source address in ROM 506), VRAM coordinates (destination address in VRAM 518), etc. 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 ROM 506 to VRAM 518. The VDP 516 transfers the image data from ROM 506 to 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.

[0190] 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.

[0191] In step S903, parameters are set based on the rendering scenario configuration table, attribute data, etc. Here, the CPU 504 instructs the VDP 516 on information about the image data that constitutes the display image (coordinate axes of VRAM 518, image size, VRAM coordinates (placement 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. The VDP 516 sets parameters in accordance with the attributes based on the command stored in the attribute register.

[0192] 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.

[0193] In step S905, it is determined whether a generation completion interrupt signal has been input from VDP 516 based on the completion of image drawing. If a generation completion interrupt signal has been input, the process proceeds to step S906; if not, the process waits for the generation completion interrupt signal to be input.

[0194] 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.

[0195] Next, we will explain an example of a transition from a continuous performance to an AT state.

[0196] 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. Under condition A shown in FIG. 7, the transition to the AT state (normal AT state) occurs when the continuous effect ends. Here, the continuous effect becomes a duel effect, which is executed over four games, and when the duel effect ends, the transition to the AT state occurs. The game during which the continuous effect is being executed corresponds to the game that is a premonition for the transition to the AT state. Both the premonition G number A counter and the premonition G number B counter count 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 payout balls, and is managed by the main control unit 300. On the other hand, the premonition G number B counter is a counter for effect management, and is managed by the first sub-control unit 400.

[0197] Figure 14 is a diagram for pointing out problems in an example in which a continuous performance begins in a conventional slot machine and then transitions to an AT state. In Figure 14, both the upper Figure 14(a) and the lower Figure 14(b) progress from left to right. Figure 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, 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.

[0198] In the upper part of FIG. 14(a), a rare combination (e.g., a strong cherry) is won, and a continuous effect is started from the Nth game. That is, effect 1 of the continuous effects is executed, and an announcement image (a mission image of "Defeat the Swordsman") announcing that a duel effect will start is displayed on the display screen of the liquid crystal display device 157. When a rare combination (e.g., a 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."

[0199] In the N+1th game, 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 count value of the premonition G number A counter in this N+1th game is "2", having been decremented by one by the update, and the count value of the premonition G number B counter is also "2".

[0200] In the N+2th game, performance 3 of the consecutive performances is executed, and a scene in which the lord, the protagonist, and the master swordsman, the villain, face off against each other, 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+2th game has been updated and is now "1," and the count value of the premonition G number B counter is also "1." Note that the winning combination here is the push order bell, whereas the previous winning combinations 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.

[0201] In the N+3 game (the fourth game since the start of the consecutive effects), effect 4 (corresponding to the final effect) of the consecutive effects is executed, and a scene in which the lord, the protagonist, defeats the swordsman villain 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".

[0202] In the N+4th game, the game has transitioned from the normal state to the AT state (AT normal state). Based on the count value of the premonition G number B counter being "0", the liquid crystal display device 157 displays a notification screen (AT start screen displaying "AT start") notifying the player of the transition to the AT state. Also, based on the count value of the premonition G number A counter being "0", the main control unit 300 is permitted to send information regarding the operation order 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) notifying the player of the correct operation for the push order bell, which is the winning role.

[0203] The lower part of Figure 14(b) shows an example in which a consecutive effect similar to that shown in the upper part of Figure 14(a) is executed, and a penalty occurs in a game midway through the consecutive effect. The following will focus on the differences from the example shown in the upper part of Figure 14(a).

[0204] Let's summarize the penalties once again. First, an action is subject to a penalty when all of the following conditions (a) through (c) are met: (a) the game is in a normal advantageous zone (not a non-advantageous zone, not an automatic timer), (b) the game is an internally selected push order bell, and (c) a stop operation (so-called irregular push) other than the first left stop operation (specifically, during the first stop operation, or the first right stop operation) is performed. In other words, merely performing irregular pushes does not result in a penalty. This prevents players from repeatedly finding a strategy by performing irregular pushes and also prevents excessive penalties. However, a penalty may be imposed regardless of a winning combination, such as a push order bell (penalty imposed when (a) + (c) is combined). Furthermore, as will be described later, when an irregular push is performed, regardless of whether a penalty is imposed, a recommended operation message such as "Left push recommended" is displayed on the LCD display 157 to inform the player of the recommended push. The timing at which the operation recommendation display starts to be displayed may be the timing of the first stop operation when the irregular button press is performed, or may be the timing after the irregular button press is performed (for example, the timing of the third stop operation). The operation recommendation display may be hidden after a predetermined time has elapsed since the display started, or may be hidden after a predetermined time has elapsed since the third stop operation. These "predetermined times" are shorter than the time it takes to transition to a demo screen after the final stop operation, and the operation recommendation display is hidden when the demo screen ends and the game screen is restored. The operation recommendation display may be displayed until the transition to the demo screen is performed, and may be hidden when the demo screen ends and the game screen is restored. Alternatively, the operation recommendation display may be hidden after acceptance of the operation to start the next game (operation of the start lever 135) is enabled, or may be hidden after the operation to start the next game is performed.

[0205] Furthermore, no penalty is incurred in non-advantageous zones. This is intended to prevent players from transitioning to advantageous zones when irregular button presses are made in non-advantageous zones, because if such a transition were prohibited, players could repeatedly perform irregular button presses in non-advantageous zones and win many medals. Furthermore, a possible timing for transitioning from a non-advantageous zone to an advantageous zone is the first game after a setting change, which is often when the gaming parlor opens. First thing in the morning, the reels are not warmed up, so it takes time for the reels to accelerate, and the timing at which the reels become able to accept a stop operation tends to be slightly delayed. Therefore, even if a player presses the left stop button 137 in the first operation, the timing may be off, and the player may actually press the center stop button 138. Since imposing a penalty in such cases would be harsh on players, no penalty is incurred in non-advantageous zones.

[0206] When an act subject to a penalty is committed, (1) a lottery is not held to determine whether or not the game will transition from normal state to AT state. (2) The value of the ceiling counter, which counts the number of games in 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. Note that in some cases, a penalty may be imposed by not actively performing processing due to the lottery not being held or the value not being updated.

[0207] In the example shown in Figure 14(b), in the N+2 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+3 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 is updated to "0".

[0208] In this example, too, the game transitions from the normal state to the AT state (AT normal state) during the N+4th game. The LCD display device 157 displays the AT start screen based on the fact that the premonition G number B counter count value was "0." Meanwhile, 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 for the winning role to the first sub-control unit 400, and the LCD display device 157 does not display the operation navigation display that notifies the user of the correct operation for the push order bell, which is the winning role. Thus, in conventional slot machines, there is a problem in that the occurrence of a penalty can cause a discrepancy between the start of the operation navigation and the performance.

[0209] The slot machine 100 of this embodiment is devised to solve this problem.

[0210] FIG. 15 is a detailed timing chart of the N+2th game and the N+3th game explained with reference to FIG. 14(a), and shows the display screen of the liquid crystal display device 157 at each timing.

[0211] In FIG. 15, time passes from left to right. Also, in FIG. 15, "game progress" is indicated by the "start operation," "first stop," "second stop," and "third stop" operations of the start lever 135. Below these, the respective acceptable states of the "left stop Sw" (the left stop button 137 sensor), the "center stop Sw" (the center stop button 138 sensor), and the "right stop Sw" (the right stop button 139 sensor) are also shown. Each Sw enters an acceptable state after a start operation, and the acceptable state ends when a stop operation is accepted in the acceptable state. Below these, the respective rotation states of the left reel 110, the center reel 111, and the right reel 112 are also shown. Further below these, the display contents of the "liquid crystal display" (the liquid crystal display device 157) are also shown. In this example, during the continuous effect, there is a period (the period from the third stop to the start of the next game) during which the word "NEXT" (NTG), indicating that the effect continues to the next game, is displayed in the lower right portion of the display screen of the liquid crystal display device 157. Furthermore, the game count display GMV is displayed in the lower left corner of the display screen of the liquid crystal display device 157. The value of this game count display GMV is the number of games managed by the first sub-control unit 400, and is a value that increases by 1, for example, every time a start lever acceptance command is received from the main control unit 300 after power-on. The matters described above also apply to Figures 16 and 17.

[0212] The timing at which the start operation is performed is timing (A1), the N+2nd game starts, and the execution of effect 3 of the consecutive effects begins. In the N+2th game, an internal win occurs on the push order bell. 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. Also, 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 further notice.

[0213] In the N+2th game under normal conditions, the left stop button 137 is operated first, causing 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. At timing (A2), a close-up of the enemy swordsman is displayed on the display screen of the liquid crystal display device 157.

[0214] 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 (A3), and the right reel 112 stops. The display screen of the liquid crystal display device 157 at timing (A3) displays a scene in which the main character, a lord, and the antagonist, a swordsman, face off against each other, the same scene shown on the display screen of the liquid crystal display device 157 for the N+2th game in FIG. 14. Furthermore, in this example, the third stop operation triggers the addition of the word "NEXT" (NTG) in the lower right corner.

[0215] The timing after the third stop until 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).

[0216] Then, the start lever 135 is operated to perform a start operation, which starts the next game (N+3 game), and this time, effect 4 of the consecutive effects begins to be executed. The timing when the N+3 game starts is timing (A5). In the N+3 game, an internal replay win occurs. At timing (A5), the display screen of the liquid crystal display device 157 displays the main character, a lord, in the upper half and the antagonist, a swordsman, in the lower half. Also, with the start of the game, the "NEXT" character display NTG disappears, and the game count display GMV is updated from "100G" to "101G."

[0217] In the N+3 game, the left stop button 137 is operated first to perform the first stop. The timing at which the first stop operation is performed is timing (A6), and the left reel 110 stops. At timing (A6), the display screen of the liquid crystal display device 157 displays a scene after the hero, the lord, and the villain, the master swordsman, have fought with swords. In addition, the game count display GMV of "101G" continues to be displayed.

[0218] 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 this N+3rd game is the last game (fourth game) of the consecutive effects, there is no subsequent consecutive effect, and the text display "NEXT" NTG is not additionally displayed. However, the game count display GMV of "101G" continues to be displayed.

[0219] The timing after the third stop until the next game starts (until the transition to the AT state) is timing (A8). At timing (A8), the display screen of the liquid crystal display device 157 displays the same scene as shown on the display screen of the liquid crystal display device 157 for the N+3th game in Figure 14, in which the main character, the lord, defeats the villain, the swordsman, and the transition to the AT is announced. Note that even here, the game count display GMV of "101G" continues to be displayed.

[0220] 16 is a detailed timing chart of the N+2th game and the N+3th game explained using FIG. 14(b), and shows the display screen of the liquid crystal display device 157 at each timing. The following explanation will focus on the differences from FIG. 15, and duplicate explanations may be omitted.

[0221] The N+2nd game begins, and performance 3 of the consecutive performances begins. In this N+2nd game, an internal win occurs on the push order bell. The game count 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 under normal conditions, the right stop button 139 is first operated to perform the first stop. This first stop action is an irregular press, and since it results in an internal win on the push order bell under normal conditions in the advantageous zone, it is an action subject to penalty. At the time (A2) when the first stop operation is performed, an operation recommendation display REC such as "Left push recommended" is displayed on the display screen of the liquid crystal display device 157, overlapping with a close-up of the enemy swordsman. When the operation recommendation display REC is displayed, the game count display GMV remains at "100G."

[0222] Next, the center stop button 138 is operated to perform the second stop, stopping the center reel 111. 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 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 antagonist, face off against each other, but the blackout makes the scene difficult to see. The blackout suggests that a penalty has occurred in that game. Furthermore, the "NEXT" character display NTG is not additionally displayed, or even if it is, it is difficult to see due to the blackout. On the other hand, the operation recommendation display REC and the game count display GMV are not blacked out, and these displays REC and GMV are easily visible. At the time the third stop occurs (the time 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 is switched to display "99G".

[0223] After the third stop, the display screen of the liquid crystal display device 157 at the timing (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 (A3). That is, the black display continues, but the operation recommendation display REC and the game count display GMV of "99G" are visible.

[0224] Then, the start lever 135 is operated to perform a start operation, and the next game (game N+3) begins. At the timing (A5) when game N+3 begins, the display screen of the liquid crystal display device 157 stops displaying the blackout display and also stops displaying the operation recommendation display REC. As described above, the number of games managed by the first sub-control unit 400 is set back by one game, and the game number display GMV is updated to "100G". In other words, it is set back by one in the game in which the penalty occurred and advanced by one at the start of the next game. Therefore, effect 3 of the continuous effects is also re-executed in accordance with 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.

[0225] In the N+3 game, an internal replay win occurs, and the left stop button 137 is operated first to perform the first stop. This first stop action 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 displays the same screen as at the time (A2), but the operation recommendation display REC is not displayed.

[0226] 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 antagonist, face off against each other, and the letters "NEXT" NTG are added to the bottom right. Also, the number of games played (GMV) of "100G" is continuously displayed at the bottom left.

[0227] After the third stop, the display screen of the liquid crystal display device 157 at 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).

[0228] In the slot machine 100 of this embodiment, as described above, the number of games managed by the first sub-control unit 400 is decremented by one for the game in which a penalty occurred and incremented by one for the start of the next game. As a result, the number of games in the game in which a penalty occurred and the number of games in the next game are the same. This is the same as the premonition G number A counter managed by the main control unit 300, as described with reference to FIG. 14. Re-executing the effects of the game in which a penalty occurred eliminates the problem of a discrepancy between the start of the subsequent operation navigation and the effects. Furthermore, during the game in which a penalty occurred, the display is darkened and the game number display GMV is decremented by one, making it easy to identify the game in which a penalty occurred. This prevents the player from mistaking the next game for a penalty, and reduces the player's interest in the game.

[0229] The timing at which the blackout display starts may be the same as the timing at which the operation recommendation display REC starts. Alternatively, the timing at which the blackout display starts may be the timing (A2), and the timing at which the operation recommendation display REC starts may be the timing (A3). Furthermore, the timing at which the blackout display starts may be the timing of the second stop, or the timing at which the operation recommendation display REC starts may be the timing of the second stop. The timing at which the blackout display ends is not limited to the timing (A5), but may be the timing a while after the third stop operation of the game in which the irregular button press was performed, or the timing at which the bet number setting operation for the next game is performed. The timing at which the game count display GMV is decremented by 1 may be within the game in which the penalty occurred, and may be the timing (A2), the timing (A4), or the timing of the second stop. Even if the game count display GMV is decremented 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.

[0230] 17 shows a detailed timing chart of the N+2th game and the N+3th game, in which irregular button presses were performed but no penalty was incurred, 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 redundant explanations may be omitted.

[0231] The N+2nd game begins, and performance 3 of the consecutive performances begins. In this N+2nd game, an internal win occurs on a miss, not the push order bell. In this example, in the N+2nd game under normal conditions, the right stop button 139 is operated first to perform the first stop. This first stop action is an irregular press, and although it is in the normal state of the advantageous zone, it is not an internal win on the push order bell, so it is not an action subject to penalty. At the time (A2) when the first stop operation is performed, due to the irregular press, an operation recommendation display REC such as "Left push recommended" is displayed on the display screen of the liquid crystal display device 157, overlapping with a close-up of the enemy swordsman.

[0232] 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 time of the third stop operation (A3) does not go dark, and instead displays a scene of the lord, the protagonist, facing off against the master swordsman, just like in (A3) of FIG. 15. However, the operation recommendation display REC is displayed overlapping the screen. Furthermore, the number of games displayed (GMV) remains "100G" at the bottom left, and the word "NEXT" (NTG) is added to the bottom right in response to the third stop operation.

[0233] At timing (A4) after the third stop and before the start of the next game, the operation recommendation display REC disappears (is hidden) on the display screen of the liquid crystal display device 157, and the same display screen as that at timing (A4) in FIG. 15 is displayed. The operation recommendation display REC may disappear some time after the third stop, simultaneously with the third stop, or simultaneously with the second stop. Alternatively, the operation recommendation display REC may disappear after a predetermined time has elapsed since its display start, regardless of the operation. However, because the operation recommendation display REC is indistinguishable from a stop operation trigger effect if it is displayed only for a moment, it is preferable that the operation recommendation display REC continue to be displayed at least until the third stop. Furthermore, when irregular button presses are performed during a continuous effect, the display mode of the operation recommendation display REC differs depending on the winning combination. That is, as in the example shown in FIG. 17, when the push order bell does not win, the operation recommendation display REC is displayed when irregular button presses are performed, but the effect triggering the third stop is executed, and the operation recommendation display REC is hidden some time after the third stop. On the other hand, in the case of winning the push order bell as in the example shown in Figure 16, when irregular pushes are made, 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.

[0234] The subsequent steps (timings (A5) to (A8)) are the same as the example in FIG.

[0235] As in this example, when irregular button presses are performed, 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 irregular button presses were performed 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 for the operation recommendation display REC is fixed, and it disappears even if the player does not perform an operation. Also, even if irregular button presses are performed, if no penalty occurs, the number of games managed by the first sub-control unit 400 does not change (it is not returned by 1), and the value of the game number display GMV also continues to be displayed unchanged.

[0236] Next, a comparison is made between the case where irregular button presses are performed during a continuous performance and the case where irregular button presses are performed during a non-continuous performance.

[0237] FIG. 18 is a diagram showing an example of a case where irregular button presses are made during a continuous effect, and an example of a case where irregular button presses are made during a non-continuous effect.

[0238] The upper figure 18(a) is a diagram showing an example of when irregular pressing is performed during a continuous effect, and the lower figure 18(b) is a diagram showing an example of when irregular pressing is performed during a non-continuous effect. In both the upper figure 18(a) and the lower figure 18(b), the progression is from left to right. Also, in both the upper figure 18(a) and the lower figure 18(b), 18 shows the number of plays (number of games), winning combinations, push order, display screen of the liquid crystal display device 157, occurrence of penalty, progress of presentation, 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.

[0239] The example shown in the upper part of Figure 18(a) is the same as the examples explained so far, and the consecutive effects are duel effects. A rare combination (for example, a strong cherry) is won, and the consecutive effects start from the Nth game. That is, effect 1 of the consecutive effects is executed, and an announcement image (a mission image "Defeat the Swordsman") announcing that the duel effect will start is displayed on the display screen of the liquid crystal display device 157. The number of games displayed (GMV) is "98G."

[0240] In the N+1th game, the second of the consecutive effects is executed, and a scene in which the enemy swordsman 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."

[0241] In the N+2 game, an internal win occurs on the push order bell, and the right stop button 139 is operated first to perform the first stop. The first stop action here is an irregular button press. Because the internal win occurs on the push order bell in the normal state of the advantageous zone, it is an action subject to a penalty, and a penalty is incurred. In the N+2 game, effect 3 of the consecutive effects is executed, and a scene in which the protagonist, a lord, and the antagonist, a swordsman, confront each other is displayed on the display screen of the LCD display 157. Furthermore, because the irregular button press was performed, an operation recommendation display REC such as "Left button press recommended" is displayed overlapping the display of the scene. Furthermore, because a penalty occurred, the number of games managed by the first sub-control unit 400 is reversed by one game, and the value of the game count display GMV changes from "100G" to "99G." Note that, although a blackout display is not displayed in this example, it may be displayed after this, or a variation in which the blackout display is not displayed may also be used.

[0242] The N+3rd game is the fourth game played since the start of the consecutive effects, but because the number of games managed by the first sub-control unit 400 was reduced by one game in the N+2nd game, the value of the game count display GMV is updated and "100G" is displayed once again. Furthermore, in the consecutive effects, effect 3 of the consecutive effects is executed again in accordance with the number of games managed by the first sub-control unit 400. 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 antagonist, face off against each other. The operation recommendation display REC is not displayed.

[0243] 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.

[0244] In the N+4th game, the fourth (last) of the consecutive effects is executed, and the LCD display 157 displays a scene in which the lord, the protagonist, defeats the swordsman, the villain, and the transition to the AT is announced. The GMV value is updated and shows "101G."

[0245] The example of Figure 18 (b) shown in the lower part is a state in which continuous effects are not being executed in the normal state of the advantageous zone (a state in which non-continuous effects are being executed). More specifically, it is an example in the normal stage shown in Figure 7.

[0246] In the Nth game, an internal win occurs for a cherry, one of the small wins, and small win performance 1 is executed. The display screen of the liquid crystal display device 157 shows a scene in which the lord is surprised by the appearance of a cherry. The number of games played (GMV) is displayed as "99G."

[0247] When the N+1th game begins, the game count display GMV is updated to "100G." In this N+1th game, an internal win occurs on the push order bell, 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, because an internal win occurs on the push order bell 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 changes from "100G" to "99G."

[0248] 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 roles, and small role performance 2 is executed. Because 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 displays a scene in which the lord is surprised by the appearance of a watermelon.

[0249] When the N+3rd game begins, the game count display GMV is updated to "101G." In this N+3rd game, an internal win occurs on the cherry, and small win effect 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 LCD display device 157. Here, although the game is in the normal state of the advantageous zone, an internal win occurs on the cherry instead of the push order bell, so this irregular push is not subject to penalty, and no penalty is incurred. Therefore, 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.

[0250] When the N+4 game begins, the game count display GMV is updated to "102G." In this N+4 game, an internal win occurs on a miss, and the normal effect is executed. Note that no penalty occurs for the irregular pressing of the N+3 game, and it is not a continuous effect, so the effect itself will not be executed again (it will not return to the N+3 game's small prize effect 1).

[0251] When the N+5th game begins, 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 button press 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 LCD display device 157. In this game, although the game is in the normal advantageous zone, an internal win occurs on the replay, not the push order bell, and therefore this irregular button press is not subject to penalty, and no penalty is incurred. Therefore, 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.

[0252] The operation recommendation display REC for the N+2th game in the example of FIG. 18(a) shown in the upper row, and the operation recommendation display REC for the N+1th game, the N+3th game, and the N+5th game in the example of FIG. 18(b) shown in the lower row 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. This makes it possible to prevent the operation recommendation display REC from being mistaken for a type of anticipation effect.

[0253] As compared above, under normal circumstances, irregular button presses in a game in which the push order bell is won are subject to a penalty. During a continuous effect, the effect is replayed in the next game. However, during a non-continuous effect, the effect is not replayed in the next game. In the continuous effect (premonition effect) immediately before the transition to the AT state, as explained using FIG. 14(b), there is a problem of a discrepancy between the start of the operation navigation and the effect. However, if the continuous effect (premonition effect) is not in progress, this problem does not occur, and the effect is not replayed. However, if a penalty occurs, the value of the ceiling counter managed by the main control unit 300 is not updated, and therefore the number of games managed by the first sub-control unit 400 is not updated in the next game in accordance with the ceiling counter. The ceiling counter is updated at the third stop. Meanwhile, the number of games managed by the first sub-control unit 400 is updated when a reel spin start command indicating the start of the game is received. Therefore, the number of games managed by the first sub-control unit 400 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.

[0254] Next, we will explain the relationship between the ceiling counter and the game count display GMV when settings are changed or when power is lost and restored.

[0255] Figure 19 shows the relationship between the ceiling counter and the number of games played GMV when a setting change is made or when power is restored after a power outage. In this Figure 19, 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).

[0256] The ceiling counter determines whether to update the count value at the third stop. Note that this is not limited to the third stop, and can be any time after the first stop within a game. The CPU 304 of the main control unit 300 can determine whether a penalty has occurred and decide whether to update the count value after the first stop. The ceiling counter does not update the count value if a penalty has occurred (the count value remains the same), but updates the count value if no penalty has occurred (the count value is incremented by +1). Meanwhile, the CPU 404 of the first sub-control unit 400 updates the game count display GMV (incremented by +1) when it receives a reel spin command from the main control unit 300.

[0257] FIG. 19(a) is a diagram showing an example in which a setting change is made and it is determined that the game will move to the advantageous zone from the first game.

[0258] When the setting is changed, the ceiling counter provided in the main control unit 300 becomes 0G, and the number of games displayed GMV on the liquid crystal display device 157 also becomes 0G. Also, the gaming state is the gaming state of the non-advantageous zone.

[0259] The first game begins, a non-missing combination is won, and the game transitions to the advantageous zone from the second game. Hereinafter, a game in which a transition to the advantageous zone is determined will be referred to as an advantageous zone transition game. Note that advantageous zone transition games are games in non-advantageous zones. The ceiling counter is not updated in non-advantageous zones, but if the game is in an advantageous zone transition game even in a non-advantageous zone, it is updated at the timing of the third stop. The game count display GMV is also not updated in non-advantageous zones, but if the game is in an advantageous zone transition game even in a non-advantageous zone, it is updated at the timing of the start of the game.

[0260] When regular button presses are performed during a game that transitions to a favorable zone, the ceiling counter is updated to 1G at the third stop, as indicated by the thick white arrow, and the number of games displayed GMV remains at 1G. When irregular button presses are performed, the ceiling counter is updated to 1G at the third stop, as indicated by the thick black arrow, and the number of games displayed GMV remains at 1G. The winning combination may or may not be a push order bell. During a game that transitions to a favorable zone, there is no penalty for irregular button presses. As a result, the ceiling counter is updated normally at the third stop. Also, the number of games displayed GMV, which was updated at the start of the game, remains at 1G at the third stop.

[0261] When the second game begins, the game moves into the advantageous zone, but remains in normal mode. The GMV (Game Count Display) is updated to 2G at the start of the second game. If the buttons are pressed in order, the ceiling counter is updated to 2G at the third stop, as indicated by the thick white arrow, and the GMV (Game Count Display) remains at 2G. If irregular buttons are pressed 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 indicated by the thick black arrow. The GMV (Game Count Display) is also reset by 1G to 1G. If irregular buttons are pressed after winning something other than the push order bell, the ceiling counter is updated to 2G at the third stop, and the GMV (Game Count Display) remains at 2G.

[0262] FIG. 19(b) is a diagram showing an example in which a setting change is made and the first game is not a game that transitions to an advantageous zone.

[0263] The first game begins, a losing role is won, and the game remains in the non-advantageous zone in the second game. The ceiling counter is not updated in the non-advantageous zone except when the machine transitions to the advantageous zone. The GMV displaying the number of games is also not updated in the non-advantageous zone except when the machine transitions to the advantageous zone. Furthermore, no penalty occurs in the non-advantageous zone, and even if an irregular button press is performed, the ceiling counter is not updated at the third stop and remains at 0G, as indicated by the thick black arrow, and the GMV displaying the number of games also remains at 0G.

[0264] The second game begins, and a non-losing combination is won, causing the second game to transition to a favorable zone. The GMV (Game Count) is updated to 1G at the start of the second game. If the buttons are pressed in order, the ceiling counter is updated to 1G at the third stop, as indicated by the bold white arrow, and the GMV (Game Count) remains at 1G. As mentioned above, during favorable zone transition play, there is no penalty for pressing buttons in an irregular sequence regardless of the winning combination, so the ceiling counter is updated to 1G at the third stop, as indicated by the bold black arrow, and the GMV (Game Count) remains at 1G.

[0265] FIG. 19(c) is a diagram showing an example in which the ceiling counter is equal to or greater than 1G at the time of power outage and restoration.

[0266] In this example, the ceiling counter is at 100G when the power is restored. On the other hand, when the power is restored, the number of games displayed (GMV) becomes 0G. Note that the game status at the time of power restoration is the normal status in the advantageous zone.

[0267] The first game begins, and the GMV for the number of games displayed is updated to 1G. If the buttons are pressed in 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 displayed remains at 1G. If irregular buttons are pressed 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 displayed, 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 GMV for the number of games displayed will not be reset. If irregular buttons are pressed 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 displayed remains at 1G.

[0268] When the second game begins, the game count GMV 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 game count GMV remains increased by 1G. If irregular buttons are pressed 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. In addition, the game count GMV is set back by 1G to 1G. If irregular buttons are pressed after winning something other than the push order bell, the ceiling counter is updated to 101G at the third stop, and the game count GMV remains at 2G.

[0269] 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.

[0270] The first game begins, and the GMV for the number of games displayed is updated to 1G. If the buttons are pressed in order, as indicated by the thick white arrow, the ceiling counter is updated to 1G on the third stop, and the GMV for the number of games displayed remains at 1G. If an irregular button press is performed after winning the push order bell (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. 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 displayed remains at 1G because the value is not reset. Note that if an irregular button press is performed after winning something other than the push order bell, the ceiling counter is updated to 1G on the third stop, and the GMV for the number of games displayed remains at 1G.

[0271] When the second game begins, 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 irregular button presses are performed after winning the push order bell (when a penalty occurs), the ceiling counter is not updated on the third stop and remains 0G, as indicated by the thick black arrow. In addition, the game count GMV is set back by 1G to 1G. If irregular button presses are performed after winning something other than the push order bell, the ceiling counter is updated to 1G on the third stop, and the game count GMV remains 2G.

[0272] If the setting is changed before opening, the result will be as shown in Figure 19(a) or (b). On the other hand, if the setting is not changed before opening, the machine will simply be powered on, resulting in the result shown in Figure 19(c) or (d). Because players may notice that the setting has not been changed, the operation of the slot machine immediately after opening may decrease. Therefore, it is preferable to display the same GMV for both cases where the setting has been changed and where it has not. Therefore, if a store clerk plays a game in the advantageous zone transition game before opening on a gaming machine where the setting has been changed, the GMV will not be 0G, and players will not know whether the setting has been changed. 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, which reduces the expected number of coins that can be won in the advantageous zone. Therefore, some players may perceive the setting change as a negative impression, which may result in a decrease in operation of the gaming machine immediately after opening. 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 a setting change has been made or not, and a drop in operation immediately after opening can be prevented.

[0273] Next, an example different from the examples described so far will be described.

[0274] FIG. 20(a) is a schematic diagram of the case where a penalty occurs during the continuous effects described above.

[0275] If a penalty occurs during a continuous performance, the performance is re-executed 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 Gaze's continuous performance (a continuous performance that does not transition to the AT state even after the continuous performance ends) when game number management is performed.

[0276] FIG. 20(b) is a diagram showing an example of the display of the number of games played GMV when a penalty occurs, as explained above.

[0277] The game count 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 count display GM is set 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 count display GM is increased by one. Here, even when a penalty occurs, the game count display GM may remain unchanged, and when the next game starts, the game count 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, resulting in a discrepancy with the ceiling counter. Also, it is possible that the game count display GM does not advance when the next game starts. However, this may lead to the misunderstanding that a penalty has been imposed in the next game. In response to these issues, if the game count display GM is set back by one game within the game in which the penalty occurred, it is possible to suggest that the penalty is resolved in that game and there is no discrepancy with the ceiling counter.

[0278] FIG. 20(c1) is a conceptual diagram of an example in which, unlike the previous examples, a waiting game is performed when a penalty occurs during a continuous effect.

[0279] In the example shown in Figure 20 (c1), even if a penalty occurs, the continuous performance continues to the end, and the final performance (the performance that displays the AT final screen) that follows the continuous performance is repeatedly executed. In other words, by inserting a standby game in which an extra performance is executed just before transitioning to the AT state (at the end of the normal state), this is a mode in which the discrepancy with the ceiling counter is eliminated. While the extra final performance is being executed (during the standby game), the display screen displays the word "Waiting" or the like.

[0280] FIG. 20(c2) is a diagram for explaining an example in which a waiting game different from that shown in FIG. 20(c1) is performed when a penalty occurs during a continuous effect.

[0281] In the example shown in Figure 20 (c2), even if a penalty occurs, the consecutive effects are executed to the end, and the last effect 4 of the consecutive effects (victory effect) is executed repeatedly. In other words, by inserting a waiting game in which the effects (victory effects) in the consecutive effects are repeated instead of a confirmation effect, the deviation from the ceiling counter is eliminated. While the extra victory effects are being executed, the display screen of the liquid crystal display device 157 displays a message such as "Waiting"

[0282] In the case of Gaze's continuous performance, the continuous performance is similarly executed to the end, but no extra performances are performed at any point.

[0283] In addition, this mode is well suited to cases where the number of games played before transitioning to the AT state is managed only by the main control unit 300 out of the main control unit 300 and the first sub-control unit 400, or where the number of games is not managed in the continuous Gaze performance. Also, this mode is well suited to specifications where the transition to the AT state is not determined depending on the number of games or mode, but where the AT lottery is conducted based on the winning combination.

[0284] 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 guide the button press order so that the rare role does not win. If a player who recognizes the occurrence of a penalty by a blackout display or the like wins a rare role immediately after the penalty, he or she may be disappointed that the previous penalty has affected the profit that could have been obtained from the rare role and caused a loss, so the rare role avoidance navigation is executed to prevent the player from becoming disappointed.

[0285] In addition, the AT lottery will not be held in the game where the penalty occurred, but the AT lottery will be held in the next game. However, the preferential treatment process for the AT (for example, the lottery for adding the number of games to be awarded with the AT) that may be executed when the AT lottery is won will not be held in the game following the game where the penalty occurred.

[0286] Next, the display mode of the operation recommendation display REC will be described.

[0287] FIG. 21 is a diagram showing several examples of the display mode of the operation recommendation display REC displayed on the display screen of the liquid crystal display device 157.

[0288] 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.

[0289] 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. This display screen shows a normal effect image (a scene in which an old man reads a letter to the lord in the castle tower).

[0290] In FIG. 21(c1), which continues from FIG. 21(b), the lord's line display SPE is displayed, saying, "There is a sign of a good opportunity." All three reels 110 to 112 continue to spin.

[0291] 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 above the prompt display SPE, such as "There's a good chance." That is, the operation recommendation display REC and the prompt display SPE do not overlap. Furthermore, the operation recommendation display REC does not overlap the number of stored coins display area 125L on the left side, and the operation recommendation display REC does not overlap the number of coins to be paid out display area 127L on the right side.

[0292] The display mode of the operation recommendation display REC is a common display mode regardless of the type of effect being executed (for example, normal effect, small win effect, duel effect, freeze effect, etc.).

[0293] 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 "Left push recommended" is displayed on a gray background.

[0294] FIG. 21(c4) is a diagram showing the relationship between the operation recommendation display REC and the error display.

[0295] The error display ERR, which displays the word "ERROR" on a gray background, is displayed on the entire screen except for the three reels 110-112. Whether the operation recommendation display REC is displayed before the error display ERR or 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 overlapping the error display ERR is indicated by a dotted line. In this example, the operation recommendation display REC is completely overlapped by the full-screen error display ERR, but it may also be at least partially overlapped. Specific examples of the error display ERR include a door open error, a hopper clog error, a hopper empty error, and a medal passing number error (the same applies in the following explanations).

[0296] As explained 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 effect can be grasped. In addition, the operation recommendation display REC is displayed approximately in the center of the display screen.

[0297] In addition, in medal-less gaming machines, counting is possible at any time, so counting is possible even when the operation recommendation display REC is displayed, and the operation recommendation display REC may be displayed during counting.

[0298] Next, an example will be described in which an error message ERR is displayed while an operation recommendation message REC is displayed, and the error is resolved.

[0299] Fig. 22 is a diagram showing an example in which an error message ERR is displayed or a power outage occurs while an operation recommendation message REC is displayed. Fig. 22 shows the display screen of the liquid crystal display device 157 in chronological order from left to right.

[0300] As explained above, the operation recommendation display REC is a display that appears 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 continues to be 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).

[0301] FIG. 22(a1) is a diagram showing an example in which a penalty occurs when irregular button presses are performed.

[0302] On the display screen of the liquid crystal display device 157 shown at the far left, the operation recommendation display REC is displayed overlapping 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 (hides). In other words, 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 resolved, 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 (display of the small winning effects).

[0303] FIG. 22(a2) shows an example in which irregular button presses are performed but no penalty is incurred.

[0304] On the display screen of the liquid crystal display device 157 shown at the far left, the operation recommendation display REC is displayed overlapping the display of the normal effect. If an error is detected before the third stop is made, the error display ERR is displayed over the entire display screen, and the operation recommendation display REC becomes invisible (hides). After that, the third stop is made, and if the error is resolved and the system recovers from the error before a predetermined time has elapsed since the third stop, the error display ERR disappears and the system returns to a state where the operation recommendation display REC is displayed again. On the other hand, if the error is resolved and the system recovers from the error 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.

[0305] In this example, the error detection may be performed within a period after the third stop and before the predetermined time has elapsed.

[0306] As explained above, if an error occurs while the operation recommendation display REC is being displayed, the error display ERR is displayed on the entire 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.

[0307] Next, an example will be described in which power is restored after a power outage while the operation recommendation display REC is displayed.

[0308] FIG. 22(b1) is a diagram showing an example in which power interruption and restoration occurs after the third stop and before the start of the next game.

[0309] 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 an operation recommendation display REC is displayed overlapping the display of the normal effects. A power outage and restoration occurs before the start lever 135 is operated (before the next game is started), and a startup screen (a screen displaying the words "Starting Up") is displayed on the display screen after power is restored. This example shows an example in which a demo screen is displayed after the startup screen when a power outage and restoration occurs while the reels are stopped and the operation recommendation display REC is displayed. In the demo screen, the operation recommendation display REC is disappeared, and when the start lever 135 is operated while the demo screen is displayed, the next game starts, and the display screen displays the effects of the next game (display of a small winning effect). Therefore, the operation recommendation display REC that was displayed immediately before the power outage is not displayed after power is restored. Note that a dedicated screen for when power is restored (for example, a restoration screen displaying the words "Restore") may be displayed instead of the demo screen.

[0310] FIG. 22(b2) is a diagram showing a first example of a case where power interruption and restoration occurs before the third stop when the operation recommendation display REC is displayed.

[0311] The display screen of the liquid crystal display device 157 shown on the far left is the display screen after the irregular press and before the third stop (while the reels are spinning), and the operation recommendation indicator REC is displayed overlapping the normal effect display. A power outage occurs while the reels are spinning, and the display screen after power is restored shows a startup screen. This first example is an example in which, when a power outage occurs while the reels are spinning and the operation recommendation indicator REC is displayed, a recovery screen, which is a screen dedicated to when power is restored, is displayed after the startup screen. On the recovery screen, the operation recommendation indicator REC is hidden, and when the start lever 135 is operated while the recovery screen is displayed, the next game starts, and the display screen shows the effect for the next game. Therefore, even in this first example, the operation recommendation indicator REC that was displayed immediately before the power outage is not displayed after power is restored.

[0312] FIG. 22(b3) is a diagram showing a second example of a case where power interruption and restoration occurs before the third stop when the operation recommendation display REC is displayed.

[0313] In this second example, if a power outage occurs and power is restored while the reels are spinning with the operation recommendation indicator REC displayed, the display of the effect immediately before the power outage is displayed after the start-up screen. Here, the normal display of the effect is displayed. In the display of the effect after the start-up screen, the operation recommendation indicator REC is gone, 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, in this example as well, the operation recommendation indicator REC immediately before the power outage is not displayed after power is restored.

[0314] FIG. 22(b4) is a diagram showing a third example in which power interruption and restoration occurs before the third stoppage when the operation recommendation display REC is displayed.

[0315] In this third example, if a power outage occurs and power is restored while the reels are spinning with the operation recommendation display REC displayed, the screen displayed immediately before the power outage is displayed after the start-up screen. Here, the operation recommendation display REC is displayed overlapping the normal effect display. Therefore, in this third example, after power is restored, the operation recommendation display REC displayed immediately before the power outage is displayed. Note that when the next game starts, the operation recommendation display REC disappears and the effect display for the next game is displayed.

[0316] According to the above description, "A control means (e.g., main control unit 300) capable of executing a second process (e.g., AT transition lottery, ceiling counter update) that is advantageous to the 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 the 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 has been won in the normal state (non-AT state) of the 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., at the start of a game) in a certain game, the display means may display the value display in a second manner (e.g., a display manner set back by 1 G) at a second timing (e.g., a third stop timing) that is later than the first timing when the predetermined execution condition is met after displaying in the first manner, 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 met 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 about:

[0317] According to this gaming machine, when the first processing is less advantageous than the second processing, at the second timing after 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.

[0318] 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 preferential treatment to the initial number of Gs awarded in the AT, processing that acquires the right to transition to a specialized zone in the AT state, etc.).

[0319] When a predetermined execution condition is met, it means that all of the following conditions are met: (a) it is in the normal state of the advantageous zone (it is not in the non-advantageous zone, it is not in the AT state), (b) it is a game in which a predetermined role (for example, a push order bell) is internally won, and (c) an operation other than the recommended operation is performed. Note that it may also be the case that one or more of the conditions (a) to (c) are met. 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 played.

[0320] If the specified execution condition is not met after displaying in the first mode, the display means may display the value display even at the second timing, but may not display it in the second mode, or may not display it in the first mode, or may not display the value display at all.

[0321] 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 displayed by performing a second update display (for example, an update display of -1G). A gaming machine characterized by the above. He also explained.

[0322] 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.

[0323] 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.

[0324] Also, "The first update display is 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.

[0325] If the number of games updated by a predetermined number at the first timing involves the disadvantageous first processing, the number of games is returned to the number of games before the update, thereby making it possible to understand that the disadvantageous processing has been completed with that certain game.

[0326] Also, "One of the predetermined execution conditions is a condition that is met when a specific event (e.g., irregular pressing) occurs. A gaming machine characterized by the above. He also explained.

[0327] The specific event may be a certain operation by the player, or may be an operation other than the operation recommended by the gaming machine (a non-recommended operation).

[0328] Also, "The reels [e.g., reels 110-112] are provided which stop rotation by a stop operation, The stop operation includes a recommended stop operation (for example, a stop operation of pressing buttons in order), The specific event is that a stop operation different from the recommended stop operation (for example, an irregular press stop operation) has been performed. A gaming machine characterized by the above. He also explained.

[0329] By determining stop operations that may be disadvantageous, it is possible to encourage players to play using recommended stop operations.

[0330] Also, "When a predetermined transition condition [for example, an internal win for a role other than a losing combination] is met, the game will transition from a non-advantageous zone [for example, a zone in which it is not possible 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 met. A gaming machine characterized by the above. He also explained.

[0331] For example, the timing for transitioning from the non-advantageous zone to the advantageous zone could be the first game after a setting change, but the first game after a setting change is often when the store opens. First thing in the morning, the reels are not warmed up, so they take time to accelerate, slightly delaying the timing at which they can accept a stop operation. Therefore, even if a player presses the left stop button in the first operation, the timing may be off and the middle stop button may actually be pressed. Imposing a penalty in such a case would be harsh on the player. Therefore, by not executing the first process in the non-advantageous zone even if the first condition is met, the player can be prevented from suffering any disadvantages.

[0332] In addition, the advantageous zone refers to a zone in which it is possible to transition to an annunciation game state (AT state) that notifies the player of an operation mode that is advantageous to the player during the stop operation, and the non-advantageous zone may be a zone in which it is not possible to transition to the annunciation game state.

[0333] 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 transitioned to the notification game state.

[0334] In addition, the control means may be a means for updating the value of the counter during play in the non-advantageous zone immediately before transitioning from the non-advantageous zone to the advantageous zone [for example, advantageous zone transition play], and the display means may be a means for updating and displaying the value display in accordance with the start of the play [for example, see the thick white arrow during advantageous zone transition play in Figure 19(a)].

[0335] 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 met in the first game after power is restored [for example, Figure 19(c) and Figure 19(d)]. A gaming machine characterized by the above. He also explained.

[0336] It is possible to prevent the player from knowing whether or not a setting change has been made.

[0337] Next, the winning combination data stored in the ROM 306 of the main control unit 300 will be described.

[0338] 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.

[0339] The winning combination information on the left side of Figure 23(a) is the same as the winning combination information shown in Figure 6(a). The push order combination, Bell (Push Order Bell), has 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 order. The player's profit is the same for combinations with the same push order, but by preparing three combinations, the results can be more varied. For example, if there is only one combination for one push order, only specific combinations are displayed for a specific push order, which can lead to monotony. However, by providing multiple combinations for one push order, the combinations can be displayed differently even for the same push order, preventing the results from becoming monotonous.

[0340] Each winning combination is assigned a consecutive natural number (winning combination number) such as "00" to "34" that corresponds one-to-one with the winning combination.

[0341] In the explanation so far, the transition from the non-advantageous zone to the advantageous zone was made by winning a combination other than a losing combination. In other words, if you win an internal combination of "01" or higher, which corresponds to Replay 3, you will move to the advantageous zone.

[0342] In this example, if an internal win occurs for a combination of "04" or more associated with Replay 1, the player will move to the advantageous zone. 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 separating combinations that allow a move to the advantageous zone from combinations that do not allow a move to the advantageous zone, the advantageous zone transition process described below can be implemented with simple processing.

[0343] 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.

[0344] The information on the minor role group includes a 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. Minor roles not included in this push order role group are assigned consecutive numbers (natural numbers) for each minor role. That is, minor role numbers from "01" to "21" are assigned in a one-to-one correspondence with the minor roles. Therefore, minor roles can be identified by the minor role number. On the other hand, in the push order role group, a group number ("00") is assigned to the entire group, and no number is assigned to each bell role or 1-coin role. Therefore, while the type of push order role can be identified by the group number, it is not possible to distinguish between minor 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 or not it is a push order role, but it cannot tell which is the correct operation (the operation mode that may be most advantageous to the player). Furthermore, it can be said that this information can identify a push order role, but cannot identify the type of push order role (e.g., Bell_CLR1, Bell_CRL1). In the AT state, when the main control unit 300 sends an internal winning command to the first sub-control unit 400, it also sends 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 effects such as AT effects. Furthermore, the main control unit 300 may send information that identifies 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 AT effects, and referencing the 22 winning role numbers from "00" to "21" rather than the 35 winning role numbers from "00" to "34" results in faster processing and requires a smaller program capacity. 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 does include information on the small role group, and the CPU 404 of the first sub-control unit 400 uses the information on the small role group to perform processing such as drawing lots for effects (for example, drawing lots to determine whether or not a suggestive effect can be executed, or announcing the level 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 the push order role, replay, common bell, cherry, watermelon, and chance eye) and perform the performance lottery and performance processing using this new information, and even with such specifications, it can be said that the information on the small winning group is being used.

[0345] 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 no number is assigned to each rare role (watermelon, weak cherry). The group of strong rare roles is assigned a group number ("02") unique to the entire group, and no number is assigned to each rare role (strong cherry, chance eye). The other groups are assigned a group number ("03") unique to the entire group, and no number is assigned to each role. Therefore, the group number can distinguish between rare roles and non-rare roles, and can also identify the type of rare role, such as weak rare roles and strong rare roles. However, the group number cannot identify small roles, and it cannot tell which symbol should be pressed by eye. When the CPU 304 of the main control unit 300 performs an AT lottery or a lottery for transition to a high probability state, which will be described later, in accordance with the result of the lottery, the CPU 304 may perform lottery processing using a rare role group, since the processing is lighter if the lottery processing is "Other? → Weak rare role? → Strong rare role?" rather than a 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.

[0346] 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, or may perform the lottery using a small combination group or 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 processing 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 processing using a rare combination group.

[0347] 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 to the following explanations).

[0348] Figure 23(b) is a flowchart of the advantageous zone transition processing executed by the CPU 304 of the main control unit 300.

[0349] This advantageous zone transition process is executed after the winning combination is determined in the various lottery process step S105 shown in FIG.

[0350] First, the CPU 304 sets a winning combination number (winning combination information) of any one of "00" to "34" shown in FIG. 23(a) that is associated with the winning combination in the game in question in a register, and determines whether the winning combination number is equal to or greater than "04," which is the winning combination number associated with Replay 1 (step S251). As a determination method, a comparison instruction such as a "CP instruction" can be used, and a transition determination process for a favorable zone can be performed depending on whether the carry flag is set (if the carry flag = 1, there is no transition to the favorable zone). In the case of a numerical value without a sign, such as winning combination information, it is only necessary to perform processing depending on whether the carry flag is set, so by using a comparison instruction, the processing load can be reduced while using a simple instruction.

[0351] If the winning combination number associated with the winning combination is "04" or greater, 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 is relatively low, and during the advantageous zone, there is a transition from the low probability state to the high probability state, or a transition from the high probability state to the low probability state. In addition, the ceiling game number may be set to a first number of games (e.g., 1000 games) or a second number of games (e.g., 500 games). There are multiple types of advantageous zones prepared 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 an advantageous zone selected by lottery from among these multiple types of advantageous zones.

[0352] 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.

[0353] As explained above, the CPU 304 of the main control unit 300 only needs to determine whether the winning combination is a winning combination that falls within 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 requires a simple program in which, when a non-advantageous zone continues, the winning combination number is set in a predetermined register (for example, register A), the contents of the predetermined register are compared with the contents of replay 1 ("04"), and the program ends when the winning combination number is less than 4, which can reduce the program capacity compared to determining whether each winning combination is a combination that shifts to an advantageous zone. Furthermore, it is possible to reliably eliminate combinations that are not combinations that shift to an advantageous zone.

[0354] FIG. 24 is a diagram illustrating the instruction monitor controlled by the CPU 304 of the main control unit 300. As shown in FIG.

[0355] In the AT state, the CPU 304 of the main control unit 300 may use the game information display 126 shown in Fig. 1 to display the order in which the stop buttons 137 to 139 should be pressed. The game information display 126, which may display the number of medals paid out during a bonus game, functions as an instruction monitor.

[0356] FIG. 24(a) is a diagram showing a game information display 126 in which seven-segment displays are arranged side by side.

[0357] On the far left of Figure 24(a) is shown an instruction display (displaying the number 7) for instructing the CLR (center left right) operation, to the right of that is shown an instruction display (displaying the number 8) for instructing the CRL (center right left) operation, in the center is shown an instruction display (displaying the number 9) for instructing the RLC (right left center) operation, to the right of that is shown an instruction display (displaying the number 10) for instructing the RCL (right center left) operation, and on the far right is shown 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.

[0358] FIG. 24B is a flowchart of the instruction monitor setting process executed by the CPU 304 of the main control unit 300.

[0359] This instruction monitor setting process is executed after the winning combination is determined in the various lottery process step S105 shown in FIG.

[0360] First, the CPU 304 determines whether the winning combination belongs to the push order combination group of the small combination group shown in FIG. 23(a) (step S261). In terms of program instructions, it determines whether the number of the small combination group corresponding to the winning combination (small combination number of "01" to "21" or group number of "00") is the group number "00" associated with the push order combination group. The CPU 304 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 small combination group, which increases the processing speed. In addition, the program capacity is also reduced.

[0361] If the winning combination does not belong to the push-order combination group, this instruction monitor setting process ends. On the other hand, if the winning combination belongs to the push-order combination group, 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 are assigned, 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 add-on zone, and "07" for the ending state. A game state number representing the current game state is set in a register (e.g., register A) of the CPU 304. In step S262, it is determined whether the game state number set in the register is "04" or greater. If it is less than "04," this instruction monitor setting process ends. If it is "04" or greater, an instruction information value is calculated in step S263. That is, if the current game state is an AT state, the process proceeds to step S263.

[0362] In step S263, processing is performed using the winning combination information (winning combination number) instead of the information on the minor combination group used in step S261. That is, the winning combination number associated with the winning combination is divided by 3, and the quotient value of the division 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 with the same push order. That is, in order to provide a variety of results, three combinations with the same push order are prepared, and therefore there are three winning combination numbers. In order to perform common processing for 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 processing.

[0363] 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.

[0364] 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 rare role groups, due to the fast processing speed and small program capacity mentioned above.

[0365] FIG. 24(c) is a modified example of the flowchart of the instruction monitor setting process shown in FIG. 24(b).

[0366] In the explanation so far, the game information display 12 functioning as an instruction monitor displayed the numbers 7 to 11 as shown in Figure 24(a), but in this modified example, the numbers 0 to 4 are displayed.

[0367] Steps S271 and S272 are the same as steps S261 and S262 described above, and therefore a description thereof will be omitted.

[0368] If the winning combination is a push-order combination and the current gaming state is the AT state, in step S273, the CPU 304 subtracts "21," which is the value of the winning combination number associated with Bell_CLR1, which is the push-order combination at the top of the push-order combination group of the minor combination groups 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 obtained as the winning combination information subtraction division value is used. In step S275, the value "1" is added to the winning combination information subtraction division value. If the value obtained as a result of the addition exceeds "4," 0 is determined as the instruction information value. If the value obtained as a result of the addition does not exceed "4," 0 is determined as the instruction information value. For example, if Bell_CLR2 is won, first, "21" is subtracted from the winning combination number "22" to obtain a winning combination information subtraction value of "1" (step S273). Next, "1" is divided by 3, and since the quotient is "0", 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 the winning role information subtraction value of "12" (step S273). Next, "12" is divided by 3, and since the quotient 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.

[0369] In the following step S276, the instruction monitor information is set based on the instruction information value determined in step S275, and this instruction monitor setting process ends. As a result, the game information display 126 functioning as the instruction monitor shows 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 shown as the common push order display corresponding to the 1-piece role 7 and the 1-piece role 8, indicating that the player's profit is the same regardless of which push order is used.

[0370] In the instruction monitor setting process shown in FIG. 24(b) described above, the quotient obtained by the division process is displayed directly on the instruction monitor, and the information to be displayed on the instruction monitor is determined by a single division process, making the processing lighter. Meanwhile, depending on the number of winning combinations and types of winning combinations, the instruction monitor information displayed on the game information display 126 will 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(b), the instruction monitor information displayed on the game information display 126 can be displayed starting from "1," making it easier for the player to understand.

[0371] Figure 25 is a diagram showing another example of the winning combination data shown in Figure 23(a). Below, differences from the winning combination data shown in Figure 23(a) will be mainly described, and overlapping descriptions may be omitted.

[0372] Figure 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 Figure 23(a). That is, the same 35 winning combinations (small combinations) as the winning combination information shown in Figure 23(a) are lined up 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.

[0373] Among the 35 winning combinations (small combinations) in this example 1, the relationship between the display mode and 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).

[0374] In Alternative Example 1, if an internal win occurs for a combination of "05" or more associated with Replay 2, the player moves to the advantageous zone. Winning combination numbers of "05" or more, i.e., winning combination numbers belonging to 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 belonging to the range of "01" to "04", are non-advantageous zone numbers.

[0375] The information on the small winning combination group in the modified example 1 includes not only the same push order combination group as the push order combination group of the information on the small winning combination group in the winning combination data shown in FIG. 23(a), but also a group of replay groups, which are different push order combinations. Small winning combinations that are not included in either the push order combination group or the replay group group are assigned small winning combination numbers of "01" to "04" and "06" to "16" that correspond one-to-one to the small winning combinations. Therefore, it is possible to identify small winning combinations by the small winning combination 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 combination. Therefore, although the group number can identify the type of combination, such as a replay combination, it is not possible to distinguish between each replay combination, and it is not possible to identify the stop operation mode (push order).

[0376] In Alternative Example 1, Replay 1, which does not transition to the advantageous zone, is also grouped into the replay group ("05"), so in the advantageous zone transition processing shown in Figure 23(b), it is more convenient to refer to the winning role information rather than the small role group.

[0377] 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).

[0378] Figure 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 Figure 23(a). That is, the same 35 winning combinations (small combinations) as the winning combination information shown in Figure 23(a) are lined up 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.

[0379] Among the 35 winning combinations (small combinations) in this example 2, the relationship between the display mode and 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).

[0380] In Alternative Example 2, if you internally win a role of "21" or more associated with Push Order Bell_CLR1, you will move to the advantageous zone. Winning role numbers of "21" or more, that is, winning role numbers belonging to the range of "21" to "34", are advantageous zone numbers. On the other hand, winning role numbers less than "21", that is, winning role numbers belonging to the range of "01" to "20", are non-advantageous zone numbers.

[0381] The information on the small role group in Alternative Example 2 includes a push order role group consisting of all push order bell roles and 1-piece role 6, 1-piece role 7, and 1-piece role 8 among the push order roles. Small roles that are not included in this push order role group are assigned consecutive numbers (natural numbers) for each small role. In other words, small role numbers from "01" to "20" that correspond one-to-one to the small roles are assigned. Therefore, it is possible to identify small roles by the small role number. On the other hand, in the push order role group, a group number ("00") is assigned to the entire group, and numbers are not assigned to each bell role or 1-piece role. Therefore, although it is possible to identify types such as push order roles by the group number, it is not possible to distinguish between small roles (push order bell_CLR, push order bell_CRL, push order bell_RLC, push order bell_RCL, 1-piece role 6, 1-piece role 7, 1-piece role 8), and it is not possible to identify the stop operation mode (push order). That is, 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).

[0382] In the alternative example 2, the 1-piece role 6 that does not transition to the advantageous zone is also grouped in the push order role loop ("00"), so in the advantageous zone transition process shown in Figure 23(b), it is more convenient to refer to the winning role information rather than the small role group.

[0383] Although not shown, the winning combination data of the second example also includes the same rare combination group as the rare combination group in the winning combination data shown in FIG. 23(a).

[0384] According to the above description, "A means for determining whether a transition condition for transitioning to an advantageous zone advantageous to the player (for example, a miss, replay 3, one coin during RB, or a winning combination other than a bell during RB) is satisfied, and for setting the advantageous zone if the transition condition is satisfied (for example, a CPU 304 for executing the advantageous zone transition process shown in FIG. 23(b)); A winning result determination means for determining one of a plurality of winning results (for example, the CPU 304 for executing an internal winning combination lottery process in the various lottery processes (step S105) shown in FIG. 10 ); A gaming machine equipped with Each of the plurality of winning results (for example, the winning combination of the winning combination information shown in FIG. 23(a)) is associated with first numerical information (for example, the winning combination number of the winning combination information shown in FIG. 23(a)), The advantageous zone setting means is a means for satisfying the transition condition and setting the advantageous zone [for example, step S252 shown in FIG. 23(b)] if the first numerical information corresponding to the winning result determined by the winning result determination means is a specific value [for example, "04" or "0100" expressed in binary or 4 expressed in hexadecimal] or more [for example, a Yes determination result in step S251 shown in FIG. 23(b)], The advantageous zone setting means is a means for not setting the advantageous zone because the transition condition is not satisfied if the first numerical information corresponding to the winning result determined by the winning result determination means is less than the specific value [for example, a judgment result of No in step S251 shown in FIG. 23(b)] [for example, the end of the advantageous zone transition process shown in FIG. 23(b)]. A gaming machine characterized by the above. He explained about:

[0385] According to this gaming machine, the advantageous zone can be set by determining whether the first numerical information corresponding to the winning result determined by the winning result determination means is equal to or greater than a specific value, which reduces the capacity of the processing program compared to determining whether or not a winning result is a transition to an advantageous zone for each winning result. Also, the data capacity does not become huge.

[0386] The plurality of first numerical information corresponding to each of the plurality of winning results may be consecutive values, or may be values ​​arranged at intervals. Alternatively, they may be discrete values. However, it is necessary that the plurality of first numerical information corresponding to each of the plurality of winning results be associated so that winning results that set the advantageous zone and winning results that do not set the advantageous zone can be distinguished at the boundary of the specific value.

[0387] moreover, an advantageous zone setting means for determining whether a transition condition for transitioning to an advantageous zone that is advantageous to a player is satisfied, and for setting the advantageous zone if the transition condition is satisfied; A winning result determination means for determining a winning result; A gaming machine equipped with First information is associated with the winning result, the advantageous zone setting means is a means for setting the advantageous zone if the first information corresponding to the winning result determined by the winning result determination means satisfies a predetermined condition; the advantageous zone setting means is a means for not setting the advantageous zone if the first information corresponding to the winning result determined by the winning result determination means does not satisfy the predetermined condition, The first information is information that is classified into information that satisfies the predetermined condition and information that does not satisfy the predetermined condition. A gaming machine characterized by the above. may be.

[0388] Also, "The number of winning results in which the first numerical information is equal to or greater than the specific value [for example, 31 in FIG. 23(a)] is greater than the number of winning results in which the first numerical information is less than the specific value [for example, 4 in FIG. 23(a)]. A gaming machine characterized by the above. He also explained.

[0389] This allows the advantageous zone to be set at an early stage, speeding up processing.

[0390] Also, "A gaming machine characterized in that the total value of the winning probability of a winning result in which the first numerical information is equal to or greater than the specific value [for example, (a)+(b)+(c)+(d) in FIG. 6(a)] is higher than the total value of the winning probability of a winning result in which the first numerical information is less than the specific value [for example, (e)+(f)+(g)+(h)+(i)+(j)+(k)+(l)+(m)+(n) in FIG. 6(a)]." He also explained.

[0391] This also allows the advantageous zone to be set at an early stage, thereby speeding up processing.

[0392] Also, "Reels that stop spinning when stopped [for example, reels 110-112], A reward granting means (e.g., the main control unit 300); Equipped with The plurality of winning results include operation mode results [for example, push order roles] of a plurality of types [for example, Bell CLR, Bell CRL, Bell RLC, Bell RCL, 1-piece role 7, 1-piece role 8] associated with operation modes [for example, so-called correct operations] advantageous to the player in the stop operation, The bonus granting means is a means for performing processing related to the granting of a bonus [for example, an AT state] [for example, an AT state transition lottery] using second information [for example, information on a small winning group] different from the first numerical information [for example, in the case of a normal state (non-AT state)], The second information is information that can identify that the winning result determined by the winning result determination means is the operation mode result [for example, a push order role], but cannot identify whether it is one of the multiple types [for example, whether it is a bell CLR, a bell CRL, a bell RLC, a bell RCL, a 1-piece role 7, or a 1-piece role 8]. A gaming machine characterized by the above. He also explained.

[0393] From the viewpoint of the lottery means, there may be a game state in which the advantageous operation mode is not necessary, and conversely, there may be a case in which a lottery using the second information requires a smaller processing program capacity.

[0394] According to the above description, "Reels that stop spinning when stopped [for example, reels 110-112], A winning result determination means for determining one of a plurality of winning results (for example, the CPU 304 for executing an internal winning combination lottery process in the various lottery processes (step S105) shown in FIG. 10 ); notification information determination means (for example, a CPU 304 that executes an instruction monitor setting process) that determines notification information (for example, instruction monitor information) corresponding to the operation mode in the stop operation; Notification means for notifying the notification information (for example, a game information display 126 functioning as an instruction monitor); A gaming machine equipped with The winning result determination means may determine a specific winning result of any one of a plurality of specific winning results [for example, push order combinations] associated with an operation mode advantageous to the player [for example, a so-called correct operation] [for example, bell CLR1-3, bell CRL1-3, bell RLC1-3, bell RCL1-3, 1 coin combination 7, 1 coin combination 8], The notification information determination means is a means for determining the notification information based on a calculation result (e.g., an instruction information value) obtained by a predetermined calculation process (e.g., a calculation process of dividing a winning combination number by 3) when any of the plurality of specific winning results is determined. A gaming machine characterized by the above. He explained about:

[0395] With this gaming machine, regardless of which of the specific winning results is determined, the notification information is determined based on the calculation results obtained by a specified calculation process, thereby standardizing the processing and reducing the capacity of the processing program related to notifying the player of operation details that are advantageous to the player.

[0396] Also, "The winning result [for example, the winning combination of the winning combination information shown in FIG. 23(a)] is associated with first information [for example, the winning combination number of the winning combination information shown in FIG. 23(a)], the notification information determination means is means for determining the notification information based on a calculation result obtained by the predetermined calculation processing using the first information. A gaming machine characterized by the above. He also explained.

[0397] The notification information can be determined according to the winning result.

[0398] Also, "A first control means (e.g., a main control unit 300) for controlling the progress of a game; A second control means (e.g., a first sub-control unit 400) for controlling the performance; Equipped with the notification information determining means is a means controlled by the first control means, The first control means is a means for transmitting second information [for example, information of a small winning group] different from the first information to the second control means, The second information is information that can identify that the winning result determined by the winning result determination means is the specific winning result (for example, a push order role), but cannot identify which of the multiple types it is (for example, whether it is Bell CLR1, Bell CLR2, Bell CLR3, etc.), The second control means is a means for controlling a performance using the second information. This is a gaming machine that is characterized by this. He also explained.

[0399] From the perspective of the second control means, there may be game states in which the advantageous operating mode is not necessary, and conversely, there may be cases in which controlling the presentation using the second information requires less processing program capacity.

[0400] The first control means may be a means including the winning result determination means, and the first control means may be a means including the notification information determination means.

[0401] Also, "The predetermined calculation process is a division process, The first information is information including a corresponding value (for example, a value of a winning combination number) that corresponds one-to-one to the winning result, The notification information determination means is a means for determining the notification information based on a calculation result obtained by dividing the corresponding value by a predetermined value (e.g., 3) (e.g., by using the calculation result as is (step S264) or by further processing the calculation result (step S275)) (e.g., by the CPU 304 executing the instruction monitor setting process shown in FIG. 24(b) or (c)). A gaming machine characterized by the above. He also explained.

[0402] Regardless of which of the specific winning results is determined, the notification information is determined based on the calculation result obtained by performing division processing with a predetermined value, thereby standardizing the processing and reducing the capacity of the processing program.

[0403] Also, The notification information determining means is a means for determining, as the notification information, information representing a quotient value resulting from the division of the corresponding value by the predetermined value (for example, a CPU 304 that executes the instruction monitor setting process shown in FIG. 24(b)). A gaming machine characterized by the above. He also explained.

[0404] By using the quotient value resulting from the division process, the notification information can be determined without taking into consideration the remainder value of the division process, thereby making it possible to further reduce the capacity of the processing program.

[0405] Also, "The plurality of types of specific winning results include a first number [for example, 3] of winning results [for example, Bell_CLR] each having the same advantageous operation mode, the predetermined value is the first number; A gaming machine characterized by the above. He also explained.

[0406] The first number is a value of 2 or more, and multiple specific winning results with different outcomes of the same advantageous operation mode can be prepared. On the other hand, as the number of specific winning results increases, the value to be handled becomes larger, but since the division process is performed by the first number, the increase in the number of specific winning results can be canceled, and it is possible to suppress an increase in the capacity of the processing program and a time required for processing.

[0407] In addition, "Reels that stop spinning by the stop operation [e.g., reels 110-112], A winning result determination means for determining a winning result from among a plurality of winning results (for example, the CPU 304 for executing an internal winning combination lottery process in the various lottery processes (step S105) shown in FIG. 10 ); a notification means (for example, a game information display 126 functioning as an instruction monitor) for making a notification corresponding to the operation mode of the stop operation; A gaming machine equipped with The winning result determination means may determine a specific winning result from among a plurality of specific winning results (e.g., push order combinations) associated with an operation mode (e.g., a so-called correct operation) advantageous to the player, the plurality of specific winning outcomes includes a first specific winning outcome [e.g., Bell_CLR1] and a second specific winning outcome [e.g., Bell_CLR2]; The first specific winning result is associated with a first operation mode (for example, a pressing order of center, left, right) as the advantageous operation mode, The second specific winning result is associated with the first operation mode (for example, a pressing order of center, left, right) as the advantageous operation mode, the notification means is means for notifying first information corresponding to the first operation mode when the first specific winning result is determined as the winning result by the winning result determination means, the notification means is means for notifying second information corresponding to the first operation mode when the second specific winning result is determined as the winning result by the winning result determination means, The first information and the second information are the same information (for example, the number "7" shown on the far left of FIG. 24(a)). A gaming machine characterized by the above. may be.

[0408] Next, the standby game explained with reference to Figures 20(c1) and 20(c2) will be described in detail. The state in which the standby game is being executed is the standby state.

[0409] Figure 26 shows an example in which a continuous effect is performed, followed by a confirmation notification effect and a transition to the AT state, with the upper Figure 26(a) showing an example in which no penalty occurs, and the lower Figure 26(b) showing an example in which a penalty occurs. In both the upper Figure 26(a) and the lower Figure 26(b), the progression proceeds from left to right. Figure 26 shows the number of plays (number of games), winning combination, push order, display screen of the LCD display device 157, occurrence of a penalty, performance progress, count value of the premonition G number A counter, and value of the game number display GMV.

[0410] In the upper part of Figure 26(a), a rare combination (for example, a strong cherry) is won, and a continuous performance is started. In Figure 26(a), the continuous performance is shown from the middle, and Performance 1 (see Figure 14) is omitted.

[0411] In the N+1th game, effect 2 of the continuous 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 value of the number of games displayed GMV is 98, and "98G" is displayed in the lower left corner of the display screen of the liquid crystal display device 157. Also, the value of the premonition G number A counter (not shown here) managed by the main control unit 300 is "3" in the N+1th game. In the N+1th game, an internal win occurs on a losing jackpot, and the left stop button 137 is operated first, and the recommended left, center, and right operations are performed to stop the game.

[0412] In the N+2nd game, performance 3 of the consecutive performances is executed, and a scene in which the lord, the protagonist, and the master swordsman, the antagonist, face off against each other, is displayed on the display screen of the liquid crystal display device 157. The value of the game count display GMV is 99, and "99G" is displayed in the lower left corner of the display screen. The value of the premonition G number A counter of the main control unit 300 is decreased by one to "2" in the N+2nd game. In the N+2nd game, an internal win occurs in the push order bell, but since it is in the normal state (not the AT state), the operation navigation is not executed, and the left stop button 137 is operated first, and the stop operation of the recommended left, center, and right operations is performed.

[0413] In the N+3 game, the final consecutive effect, effect 4, is executed, and the display screen of the LCD display 157 displays a scene in which the lord, the protagonist, defeats the villain, the master swordsman, suggesting a transition to AT. The consecutive effects end in this N+3 game. The value of the game count display GMV is 100, and "100G" is displayed in the lower left corner of the display screen. The value of the premonition G count A counter decreases by another one in the N+3 game to "1." In the N+3 game, an internal win occurs in the replay, and the recommended left, center, and right operations are stopped. When the consecutive effects end, the game count display GMV that had been displayed in the lower left corner of the display screen disappears.

[0414] In the N+4th game, when the continuous effects have finished, a confirmation notification effect is executed, and the display screen of the LCD display device 157 displays the words "AT Confirmed" above the character of the main character, the lord, allowing the player to identify that they will be entering the AT state. The value of the premonition G number A counter becomes "0" in the N+4th game. In the N+4th game, an internal win occurs in the replay, and the recommended operations to stop on the left, center, and right are performed.

[0415] At the start of play of the N+5th game, the value of the premonition G number A counter is "0", so the game transitions from the normal state to the AT state (AT normal state). The liquid crystal display device 157 displays a notification screen (AT start screen displaying the text "AT start") notifying the transition to the AT state. In the N+5th game, an internal win occurs on the push order bell. Since the value of the premonition G number A counter managed by the main control unit 300 is "0" and the game state is in the AT state, information regarding the operation order of the winning role is sent from the main control unit 300 to the first sub-control unit 400. The display screen of the liquid crystal display device 157 displays "312" (operation navigation display) notifying the correct operation of the push order bell, which is the winning role.

[0416] The lower part of Figure 26(b) shows an example in which a consecutive effect is executed in the same way as the upper part of Figure 26(a), but a penalty occurs in a game midway through the consecutive effect. The following will focus on the differences from the example shown in the upper part of Figure 26(a).

[0417] In the example shown in Figure 26(b), in the N+1th game played (performance 2 of the consecutive performances), the value of the game number display GMV is 98, and the value of the premonition G number A counter managed by the main control unit 300 (not shown here) is "3".

[0418] In the next (N+2) game (the third effect of the consecutive effects), an internal win occurs on the push order bell. That is, an internal win occurs on the push order bell in the normal state of the advantageous zone. Here, an irregular push operation is performed in which the first stop operation is performed to the right, resulting in a penalty. In the (N+2) game, as shown in FIG. 26(a), the display screen of the liquid crystal display device 157 displays a scene in which the protagonist, a lord, and the antagonist, a swordsman, face off against each other. Furthermore, the number of games displayed (GMV) in the lower left corner of the display screen indicates "99G." At the time of the first stop operation that caused the penalty, the display screen of the liquid crystal display device 157 displays an operation recommendation display REC, such as "Push left recommended," overlapping the scene. Furthermore, in the game in which the penalty occurred, the display screen of the liquid crystal display device 157 is blacked out at the time of the third stop operation, making the scene difficult to see. However, the operation recommendation display REC is not blacked out and is therefore easily visible. Meanwhile, the game count display GMV is dimmed, making it difficult to see. In this example, even if a penalty occurs, the value of the game count display GMV is not reversed by one game at the timing of the third stop operation, but remains at 99G (no change). Therefore, even if the game count display GMV is made difficult to see by dimming, there is no effect because there is no change. However, the value of the premonition G number A counter of the main control unit 300 is not updated at the timing of the third stop operation, and remains at "3." Note that, as with the operation recommendation display REC, the game count display GMV may also be dimmed to make it easier to see. Furthermore, the operation recommendation display REC may be displayed without dimming, or the operation recommendation display REC may be displayed full screen.

[0419] When the next game (N+3) begins, the blackout display ends, the operation recommendation display REC also ends, and effect 4, the final effect of the continuous effects, is executed. In other words, even if a penalty occurs during the continuous effects, effect 3, which was executed during the game in which the penalty occurred, is not executed again, but the effect scheduled to be executed (in this case, effect 4), is executed, and the continuous effects proceed to completion. As a result, the display screen of the liquid crystal display device 157 displays a scene in which the main character, the lord, defeats the villain, the swordsman, suggesting a transition to AT. The value of the game count display GMV is 100, and "100G" is displayed in the lower left corner of the display screen. Meanwhile, the value of the premonition G number A counter has decreased by one to "2."

[0420] In the N+4th game when the continuous effects have finished, a confirmation announcement effect is executed, and on the display screen of the liquid crystal display device 157, the value of the premonition G number A counter is further decreased by one to "1" above the display of the character of the main character, the lord, but it does not become "0".

[0421] At the start of the N+5th game, the value of the premonition G number A counter is "1," so the game does not transition to the AT state (normal AT state) and remains in the normal state. Furthermore, if the value of the premonition G number A counter is still "1" or greater even after the confirmation notification effect has ended, the main control unit 300 executes a standby game. During this standby game, the liquid crystal display device 157 executes a standby effect in which the same display as the confirmation notification effect is displayed, but with the addition of the text display "Preparing" PRE. While the text display "Preparing" PRE is displayed along with the confirmation notification effect, it does not have to be displayed along with the confirmation notification effect. A screen specific to the standby effect (standby state) may be displayed. During the standby effect, the player is not informed of how many more games the standby effect will continue. Therefore, during the final game of the standby effect, the "Preparing" display may be slightly brighter or darker to indicate that the standby effect (standby state) will end with that game. The display mode before the final game of the standby effect and the display mode during the final game of the standby effect may be different. For example, the "Preparing" display may be displayed in the first stage until the final game of the waiting effect, then in the second stage upon the start operation of the final game of the waiting effect, then in the third stage and fourth stage upon the subsequent first and second stop operations, and finally in the fifth stage (final stage) upon the final stop operation. This indicates that the AT state will begin from the next game, allowing the player to prepare mentally and preventing the AT state from being unexpectedly initiated. The waiting effect is executed when the main control unit 300 instructs the first sub-control unit 400 to execute it. Note that if the first sub-control unit 400 determines that the value of the premonition G number A counter from the main control unit 300 is not "0" even though the value of the game count display GMV is "0" (if it determines that there is a discrepancy between the G number from the main control unit and the G number from the first sub-control unit), the first sub-control unit 400 may execute the waiting effect. As shown in the example of Figure 26(a), instead of displaying the AT start screen just because the confirmation notification effect has ended, a standby game is executed, and during that standby game, an effect is performed to stop the progress of the effect.When the standby game is played, the value of the premonition G number A counter becomes 0. In this example, a penalty occurs in only one game, the N+2th game, but if a penalty occurs in multiple games, standby games will be played for the number of games in which the penalty occurred.

[0422] At the start of the N+6th game, the value of the premonition G number A counter is "0", so the game transitions from the normal state to the AT state (AT normal state). The AT start screen is displayed on the liquid crystal display device 157, and an internal win has been achieved on the push order bell. In addition, information regarding the operation order of the winning role is sent from the main control unit 300 to the first sub-control unit 400. The display screen of the liquid crystal display device 157 displays "312" (operation navigation display) to notify the player of the correct operation for the push order bell, which is the winning role.

[0423] In the example of executing the standby game described above, the discrepancy between the value of the premonition G number A counter and the progress of the performance is not corrected during the continuous performance, but the standby game is performed to correct the discrepancy before the continuous performance ends and the AT start screen is displayed. In other words, the correction is made at the end, not during the performance.

[0424] Furthermore, the character display PRE "preparing" displayed during standby play indicates preparation for the value of the premonition G number A counter to become "0." However, the character display PRE "preparing" may be displayed even when no penalty has occurred. For example, the character display PRE "preparing" may be displayed during the confirmation notification effect in FIG. 26(a). In this case, the character display PRE "preparing" indicates preparation for the AT state. In this way, by displaying the character display PRE "preparing" even when no penalty has occurred, it is possible to make it difficult to recognize that the standby play is due to a penalty, and to prevent the player from feeling disappointed. Note that the standby play period is set to the number of games in which a penalty has occurred, but this is not limited thereto. The number of games to remain in standby play may be determined by lottery. In this case, if a standby play is intervened even when no penalty has occurred, the "preparing" display will be displayed regardless of whether a penalty has occurred or not, making it difficult to recognize that the penalty has been used to balance the balance. In addition, the number of games to be played in the waiting game may be determined according to the number of game values ​​obtained by irregular presses; for example, the more game values ​​obtained by irregular presses, the longer the waiting game, and the fewer game values ​​obtained by irregular presses, the shorter the waiting game.This allows the game value obtained by irregular presses to be consumed, so not only can it be prevented from gaining profits by irregular presses, but it also reduces the waiting game in cases where a player presses an irregular button but does not obtain game value, preventing such players from having to consume more game value than necessary.

[0425] Next, the flow of the premonition effects will be explained.

[0426] The premonition effects include the true premonition effect and the false premonition effect. The true premonition effect is an effect that is executed over one or more games when it has already been determined that the game state will shift to a game state that is more advantageous to the player than the current game state, and is an effect that builds excitement for the shift to the advantageous game state even before the shift.

[0427] Below, we will explain the advantageous gaming state using the AT state (normal AT state) as an example.

[0428] Figure 27 is a diagram explaining the flow of this premonition effect when transitioning from the normal state (non-AT state) to the AT state. In both the upper Figure 27(a) and the lower Figure 27(b), the process progresses from left to right.

[0429] 27(a) is a diagram showing the flow when no penalty occurs during the execution of this premonition effect. In this Fig. 27(a), the display screen of the liquid crystal display device 157 is shown in simplified form.

[0430] In this example, condition A is met from the normal stage shown in Figure 7, and the AT transitions to the normal state. The normal stage is an advantageous zone, and the background image of the normal effect is displayed on the LCD display device 157. In this state, an internal win occurs for a rare combination (for example, a strong cherry), and the main premonition effect lottery based on that internal win is won, and the main premonition effect begins. In this example, if the main premonition effect lottery is won, the AT transitions to the normal state. In other words, the AT transitions to the normal state after the main premonition effect ends.

[0431] The main control unit 300 manages the start timing of this premonition effect and the number of plays of this premonition effect. The number of plays of this premonition effect is 32. In addition, the number of plays of the final announcement effect that starts when this premonition effect ends is 1. When the start timing of this premonition effect arrives, the premonition G number A counter is set to "33", which is the sum of the number of plays of this premonition effect and the number of plays of the final announcement effect.

[0432] When the main premonition effect starts, in the first game, a main premonition effect start image (an image displaying the text "Omen ZONE") is displayed on the liquid crystal display device 157 to notify that the main premonition effect has started. The value of the premonition G number A counter is updated when the third stop operation is performed, and is decremented by 1 from "33" to "32." Note that in this main premonition effect as a whole, a one-game development effect and a four-game continuous effect are arranged at the end, so the premonition scene effect before that lasts for 27 games (N=27).

[0433] In the 28th game of this premonition effect, a development effect is performed, and it is determined whether or not the premonition scene effect will develop into a continuous effect. In other words, it is determined whether this premonition effect will end or continue. Here, it develops into a continuous effect (this premonition effect continues), and the continuous effect described using Figure 26 is executed. When the continuous effect of four games ends, this premonition effect ends. As mentioned above, in effect 4 of the continuous effect, a scene is displayed in which the main lord defeats the enemy swordsman, suggesting a transition to AT.

[0434] When this premonition effect ends, the value of the premonition G number A counter becomes "1", followed by one game of the confirmation announcement effect. As mentioned above, in the confirmation announcement effect, the text "AT confirmed" is displayed, allowing the player to identify that they are moving to the AT state. When the confirmation announcement effect ends, the value of the premonition G number A counter becomes "0".

[0435] In addition, in a game in which a confirmation notification effect is performed, an additional lottery may be held to add to the number of games to be awarded with an AT based on the internal winning role in that game.

[0436] The gaming state of the slot machine 100 transitions from the normal state to the AT state (AT normal state), and the AT start screen is displayed on the liquid crystal display device 157. When an internal win occurs on the push order bell, the value of the premonition G number A counter managed by the main control unit 300 is "0", and the gaming state is in the AT state, so information regarding the correct operation order for the push order bell is sent from the main control unit 300 to the first sub-control unit 400, and an operation navigation display is displayed on the liquid crystal display device 157.

[0437] The lower part of Figure 27(b) shows the flow when a penalty occurs during the execution of this premonition effect. The following mainly explains the differences from the example shown in Figure 27(a).

[0438] First, penalties in the normal stage of the advantageous zone before the start of this premonition effect are not subject to waiting play. This is because the premonition G number A counter of the main control unit 300 is not activated, and the discrepancy between the value of the premonition G number A counter and the progress of the effect is not an issue. However, penalties in the normal stage of the advantageous zone before the start of this premonition effect may also be subject to waiting play. The above discrepancy is not an issue, but if a penalty is imposed, the timing at which the AT start screen begins to be displayed will be delayed, which serves as a measure to prevent penalties.

[0439] The penalty occurs in the second game after the start of this premonition effect. The value of the premonition G number A counter is not updated at the time of the third stop operation and remains at "32", but the effect continues.

[0440] In addition, a continuous effect is started, and a penalty occurs during the execution of effect 2. The value of the premonition G number A counter is not updated at the timing when the third stop operation is performed, and remains at "5".

[0441] In the end, in this example, two penalties occur, and the value of the premonition G number A counter is "2" when the final announcement performance ends.

[0442] When the confirmation notification effect ends, waiting games are executed for the number of games equal to the value of the premonition G number A counter. In this case, two games of waiting games are executed. As mentioned above, during waiting games, a waiting effect is executed in which the same display as the confirmation notification effect is displayed, with the word "preparing" PRE added. After two waiting games are executed, the value of the premonition G number A counter becomes "0." Note that penalties may also occur during waiting games. Even if a penalty occurs during waiting games, the value of the premonition G number A counter is not updated when the third stop operation is performed, and the waiting games are extended by the number of games in which the penalty occurred.

[0443] While a standby game is being executed, an additional lottery for adding the number of AT-granting games may or may not be performed based on the internal winning combination in that game. Alternatively, while a standby game is being executed, an additional lottery may not be performed for replays or bells, and an additional lottery may be performed only for rare combinations (e.g., cherries). By performing an additional lottery for rare combinations even in a standby game, in a specification where a standby game is performed even when no penalty has occurred, it is possible to make it difficult to tell that the standby game is due to a penalty, and the game can be presented in a natural flow regardless of the occurrence of a penalty.

[0444] Also, during standby play, the first sub-controller 400 is not sent information about the operation order for winning roles from the main controller 300, so the LCD display 157 does not display an operation navigation display, but an effect related to the operation mode (push order) may be executed. For example, it may only be announced that the first stop is left, and an effect may be executed in which the second stop is a "?" and the third stop is also a "?", or an effect of a push order quiz may be executed. If the operation navigation display is included in the effect related to the operation mode (push order), the frequency of execution of effects related to the operation mode (push order) will decrease during standby play compared to play in the AT state. For example, it may decrease to half, or may not be executed at all. In addition, instead of effects related to the operation mode, effects suggesting a winning role may be executed. If a rare role such as a cherry or watermelon is won, a display saying "opportunity" or a display including a color corresponding to the winning role (for example, red or green) may be displayed. If a replay or push order bell is won, a display saying "minor role" or a display including a color corresponding to the winning role (for example, light blue, yellow, or gray indicating that some role has been won) may be displayed.

[0445] When the standby game ends, the value of the premonition G number A counter is "0" and the game state is in the AT state, so information regarding the correct operation order of the push order bell is sent from the main control unit 300 to the first sub-control unit 400, and an operation navigation display is displayed on the liquid crystal display device 157.

[0446] As explained above, if a penalty occurs during the main premonition effect, all scheduled main premonition effects are completed to the end, and then, after completion and before the AT start screen is displayed, standby play is performed for the number of games for which the penalty was incurred. Then, after the standby play ends, a transition to the AT state is notified, and the operation navigation display becomes available. By completing all scheduled main premonition effects to the end, the player feels that the occurrence of the penalty has not had any adverse effects, and the player can be introduced into the AT state without becoming discouraged. Furthermore, if a penalty occurs due to a mistake, the player may feel disappointed and lose motivation to continue playing. However, if the display is not blacked out even if a penalty occurs, the game can proceed naturally, and the player can be prevented from realizing that a penalty has occurred. Furthermore, by performing standby play, the visual progress of the effect and the internal game situation can be aligned. Furthermore, because the standby effect is executed after the confirmation notification effect is executed, the player knows that the transition to the AT state will soon occur, and this can prevent the player from abandoning the game (leaving the seat). In addition, the same display as "AT confirmed" is displayed during the waiting display as during the confirmation notification display, which can more reliably prevent players from stopping playing.

[0447] 27 is an example of the main premonition effect in the transition from the normal stage to the AT normal state, but it can also be applied to the main premonition effect in the transition from the normal stage to the CZ. Also, an example has been described in which the main premonition lottery is won in response to a rare combination and the value of the premonition G number A counter is set, but this is not limited to this. The number of Gs at which the next AT state starts may be determined at the end of the previous AT state (at the start of a new normal stage), and the premonition start timing may be determined thereafter, or the premonition start timing may be determined at the end of the previous AT state (at the start of a new normal stage), or the main premonition lottery may be performed when a specific number of Gs has passed, and the value of the premonition G number A counter may be set.

[0448] A false premonition effect is an effect that is executed over one or more games when it has not been decided that the game state will transition to a game state that is more advantageous to the player than the current game state, and is an effect that creates the expectation of a transition to a more advantageous game state, but it only creates the expectation and does not actually transition to a more advantageous game state, and the current game state remains.

[0449] Figure 28 is a diagram explaining the flow of the Gaze precursor effect executed in the normal state (non-AT state). In both the upper Figure 28(a) and the lower Figure 28(b), the effect progresses from left to right.

[0450] The upper part of Figure 28(a) shows the flow when no penalty occurs during the execution of the false premonition effect. Figure 28(a) shows a simplified display screen of the liquid crystal display device 157. The following mainly explains the differences from the flow when no penalty occurs during the execution of the real premonition effect shown in Figure 27(a).

[0451] In the normal stage, which is an advantageous zone, the LCD display 157 displays a background image of the normal effect. The execution, content, duration, etc. of the false premonition effect are determined by the results of the false premonition effect lottery. The false premonition effect lottery is executed when a predetermined number of games have been played or when a predetermined combination (e.g., a replay or a bell) is internally won. Even if the false premonition effect is executed through the false premonition effect lottery, the premonition G number A counter does not start. The content and duration of the false premonition effect here are the same as those of the main premonition effect described using FIG. 27(a). That is, the premonition scene effect is executed for the 27th game, and the development effect is executed for the 28th game. In the development effect, even if it is a false premonition effect, it develops into a continuous effect, and the same continuous effect as the continuous effect described using FIG. 26 is executed. In effect 4 of the continuous effect, a scene is displayed in which the protagonist, the lord, defeats the villain, the swordsman, suggesting a transition to the AT. When the four-game consecutive performance ends, the false premonition performance will end.

[0452] When the Gaze premonition effect ends, the confirmation notification effect is not executed, and when the next game starts, the background image of the normal effect is displayed on the LCD display device 157. At this point, the player realizes for the first time that the premonition effect up to that point was the Gaze premonition effect. Note that a message such as "Sorry" may be displayed in the next game after the Gaze premonition effect ends.

[0453] The lower part of Figure 28(b) shows the flow when a penalty occurs during the execution of the Gaze precursor effect. The following will mainly explain the differences from the example shown in Figure 28(a).

[0454] First, even if a penalty occurs in the normal stage of the advantageous zone before the false premonition effect is started, standby game will not be executed. Also, even if a penalty occurs during the execution of the false premonition effect, standby game will not be executed. In the first place, the machine does not transition to the AT state and remains in the normal state. As mentioned above, the premonition G number A counter of the main control unit 300 is not activated, and the discrepancy between the value of the premonition G number A counter and the progress of the effect is not an issue. Even if a penalty occurs, the false premonition effect is executed to the end, prioritizing the appearance of a natural effect. Then, when the false premonition effect ends, standby game will not be executed, and when the next game starts, the background image of the normal effect will be displayed on the LCD display device 157.

[0455] In addition, we have described an example in which false premonitions are triggered by a rare role, just like real premonitions, but this is not limited to this, and the timing for the start of the false premonition can also be determined at the end of the previous AT state (the start of a new normal stage).

[0456] While examples of effects that occur when a penalty is incurred due to irregular button presses have been described, such as a replay of the same effect in the next game and a standby state occurring when a confirmation notification is made after the end of a series of effects, these examples are not limited to these. For example, if a penalty is incurred due to irregular button presses in a certain game, the final part of the effect from the previous game (the game in which the irregular button presses were made) may continue to be played in the next game (the effect is extended and does not progress). Of course, if the recommended button presses are made in the next game, the effect will progress in the game after that, and if irregular button presses are made again, the final part will continue to be played in the game after that. For example, if the effects in a certain game are configured as follows: "opening part at the time of game start operation (operation of start lever 135) → middle part at the time of first stop → final part when the final stop button is released," and the final part of the effect video is looped after the final stop button is released, if an irregular button press is made in a certain game and a penalty is incurred, the final part of the effect from the previous game (the certain game) will continue to be looped in the next game. In the next game after the irregular button press, the game starts and the end portion is looped, and the effect does not progress with each stop operation. Furthermore, if the end portion has been looped under the irregular button press in a certain game, the start operation of the next game may seamlessly loop the end portion without starting from the beginning of the loop. Furthermore, if the effect configuration includes a final portion after the end portion, the effect may be executed up to the final portion if the recommended button press is performed in a certain game, but if the irregular button press is performed in a certain game, the end portion is looped without progressing to the final portion, and the next game may also be configured to continue looping the end portion. If the next game is the recommended button press, the effect may progress to the final portion after the final stop, and if the next game is also the irregular button press, the end portion may continue to loop after the final stop. The effect of the final portion may include an effect in which opponents face off against each other, a "NEXT" effect indicating progress to the next game, or a "hit the lever" effect prompting the player to start the next game.In addition, in a configuration in which the presentation is extended when an irregular button press results in a penalty, the G number counter managed by the main control unit 300 and the G number counter managed by the sub-control unit 400 may be configured so that the G number counter does not advance in the next play when an irregular button press results in a penalty, or so that the G number counter goes back by 1.

[0457] According to the above description, "A production means [for example, a liquid crystal display device 157], A control means (e.g., a main control unit 300), A gaming machine equipped with The control means is a means capable of controlling a transition to a second gaming state (e.g., an AT state) that is more advantageous to a player than a first gaming state (e.g., a normal state (non-AT state)), the control means is means capable of executing a second process, The second processing is processing related to the transition from the first gaming state to the second gaming state [for example, updating the transition counter, updating the precursor G number A counter, updating the ceiling counter, AT transition lottery], The presentation means is a means for executing a second presentation (for example, a presentation by an AT start screen in which the text "AT Start" is displayed in FIG. 26) to notify that the game state has been shifted to the second game state, the control means is a means for executing the second process in a second case, The control means is a means for controlling a first case (for example, a case in which a penalty process is executed or no process is executed) that may be more disadvantageous to the player than the second case, rather than the second case, In the second case, the effect means is a means for executing the first effect (for example, the continuous effect in FIG. 26) that was scheduled to be executed before the transition to the second gaming state as scheduled (for example, FIG. 26(a)), The effect means is a means for executing the first effect as scheduled even in the first case (for example, FIG. 26(b)). The effect means is a means for executing a third effect (for example, a standby effect with a character display PRE of "preparing") for the number of games corresponding to the number of games that has become the first case before executing the second effect. A gaming machine characterized by the above. He explained about:

[0458] According to this gaming machine, even in the first case where the second processing is not executed and the player is at a disadvantage, the first effect is executed as scheduled, so that the player does not realize that the first case is occurring during the execution of the first effect, and the game appears to be progressing naturally. Meanwhile, before the second effect is executed, the third effect is executed for the number of games corresponding to the number of games in which the first case has occurred, so that the apparent progression of the effect can be matched with the internal game situation. As a result, this gaming machine can respond to the influence of the presence or absence of processing related to the transition to a game state advantageous to the player (the second processing).

[0459] The timing for executing the third effect may be any timing before the second effect is executed.

[0460] Furthermore, the gaming machine may have a second case in which the control means executes the second processing, and a first case in which, if the operating means is operated in an operating mode different from the specified operating mode during the stop operation (for example, an operating mode for the first right stop or an operating mode for the first middle stop), the control means does not execute the second processing, which may be more disadvantageous to the player than the second case (for example, a case in which a penalty processing is executed or no processing is executed, i.e., a penalty occurs).

[0461] Furthermore, the presentation means is a means for executing a third presentation for a number of games corresponding to the number of games that resulted in the first case before executing the second presentation in the first case.

[0462] Furthermore, according to the above description, "A production means [for example, a liquid crystal display device 157], A control means (e.g., a main control unit 300), A gaming machine equipped with The control means is a means capable of controlling a transition to a second gaming state (e.g., an AT state) that is more advantageous to a player than a first gaming state (e.g., a normal state (non-AT state)), the control means is means capable of executing a second process, The second processing is processing related to the transition from the first gaming state to the second gaming state [for example, updating the transition counter, updating the precursor G number A counter, updating the ceiling counter, AT transition lottery], The presentation means is a means for executing a second presentation (for example, a presentation by an AT start screen in which the text "AT Start" is displayed in FIG. 26) to notify that the game state has been shifted to the second game state, the control means is a means for executing the second process in a second case, The control means is a means for controlling a first case (for example, a case in which a penalty process is executed or no process is executed) that may be more disadvantageous to the player than the second case, rather than the second case, The presentation means may execute a fourth presentation (for example, a confirmation notification presentation in which the text "AT Confirmed" is displayed) that can identify that the transition to the second game state will be made before the second presentation, The effect means is a means for executing a third effect (for example, a standby effect with a character display PRE of "preparing") for a number of games corresponding to the number of games that has become the first case, from the start of execution of the fourth effect to the start of execution of the second effect. A gaming machine characterized by the above. He also explained.

[0463] According to this gaming machine, after the execution of the fourth effect, which can identify the transition to the second gaming state, begins, and before the execution of the second effect begins, the third effect is executed for a number of games corresponding to the number of games in which the first case has occurred, thereby ensuring consistency between the apparent progression of the effect and the internal gaming situation. Moreover, by executing the fourth effect, the player knows that the transition to the second gaming state will soon occur, preventing them from quitting play just because the second processing has not been executed and the first case has occurred, which could be disadvantageous to the player. As a result, this gaming machine can respond to the impact of the presence or absence of processing related to the transition to a gaming state advantageous to the player (the second processing).

[0464] In addition, the gaming machine may have a second case in which the control means executes the second processing, and a first case in which, if the operating means is operated in an operating mode different from the specified operating mode during the stop operation (for example, an operating mode for the first right stop or an operating mode for the first middle stop), the control means does not execute the second processing, which may be more disadvantageous to the player than the second case (for example, a case in which a penalty processing is executed or no processing is executed, i.e., a penalty occurs).

[0465] In addition, the presentation means is a means for executing a third presentation (for example, a waiting presentation with the text display PRE "Preparing") for a number of games corresponding to the number of games played in the first case after the execution of the fourth presentation is started and before the execution of the second presentation is started.

[0466] Also, "The effect means, in the second case, is a means for executing the first effect (for example, the continuous effect in FIG. 26) that was scheduled to be executed before the transition to the second gaming state as scheduled (for example, FIG. 26(a))," The performance means may execute the fourth performance (for example, a confirmation notification performance in which the text display of "AT confirmed" is displayed) between the first performance (for example, the continuous performance in FIG. 26) and the second performance (for example, a performance by an AT start screen in which the text display of "AT start" is displayed in FIG. 26), The effect means is a means for executing the first effect as scheduled even in the first case [e.g., FIG. 26(b)]. A gaming machine characterized by the above. He also explained.

[0467] According to this gaming machine, even in the first case, the first presentation is executed as scheduled, so that the player does not feel that the first case is occurring while the first presentation is being executed, and it is possible to make the player feel as if the game is progressing naturally.

[0468] Also, "The presentation means is a means for executing the third presentation for the number of games [for example, 2 games] corresponding to the number of games in which the first case occurred [for example, a game of the premonition scene presentation (2 / N) and a game of the continuous presentation (2 / 4)] after executing the first presentation [for example, 27(b)]. A gaming machine characterized by the above. He also explained.

[0469] By doing this, even if the first case occurs during the execution of the first presentation, the first presentation is not interrupted and the player can enjoy the first presentation.

[0470] Also, "The third effect is an effect in which a specific display that is not displayed in the first effect [for example, the text display "Preparing" PRE] is displayed. A gaming machine characterized by the above. He also explained.

[0471] By displaying the specific display, the player can clearly see that the first effect has ended.

[0472] Also, "The third effect is an effect in which the specific display is displayed together with an indication that the game state is to be transitioned to the second game state [for example, the text display "AT Confirmed"]. A gaming machine characterized by the above. He also explained.

[0473] By displaying a display that can identify the transition to the second game state, the player can know that the transition to the second game state will be imminent, and can prevent the player from stopping play just because the first case has occurred in which the second process is not executed and this could be disadvantageous to the player.

[0474] Also, "The presentation means is a means for extending and executing the third presentation for the number of games corresponding to the number of games in which the first case occurred (for example, a penalty) when the first case occurred during the execution of the third presentation (for example, a standby presentation with the text "Preparing" PRE added), before executing the second presentation (for example, a presentation using an AT start screen). A gaming machine characterized by the above. He also explained.

[0475] Delaying the execution of the second effect (delaying the transition to the second game state) serves as a countermeasure against someone who intentionally tries to cause the first case to occur during the execution of the third effect.

[0476] The control means may execute the lottery for the second game state even during the execution of the third effect. Since it would be cruel to the player if the lottery could not be executed at all, as a relief measure, the lottery for the second game state can be executed.

[0477] The game also includes notification means (which may be the presentation means or a means different from the presentation means, such as a speaker) capable of executing an operation mode notification that notifies the player of an operation mode that is advantageous to the player in the stop operation, and the second game state is a game state in which the notification means is capable of executing the operation mode notification, and the first game state is a game state in which the notification means is unable to execute the operation mode notification. The presentation means is means capable of executing a fifth presentation related to the operation mode (which may be, for example, a presentation that notifies the player of an operation mode that is advantageous to the player in the stop operation, or a presentation related to an operation mode that is unrelated to whether it is advantageous or disadvantageous), and the probability of executing the fifth presentation is lower during execution of the third presentation than after execution of the second presentation. Note that the probability of executing the fifth presentation during execution of the third presentation may be higher than 0%, or may be 0%.

[0478] Furthermore, the effect means may be capable of executing a sixth effect before the transition of the gaming state to the second gaming state, the sixth effect being an effect relating to whether or not the game state will transition to the second gaming state (for example, a "premonition effect"), and the effect means may be means for executing the third effect after the sixth effect ends if the first case occurs in a game in which the sixth effect is being executed. The first effect may be a part of the sixth effect or may be the sixth effect. If player A causes the first case to occur before a game in which the sixth effect is executed, and then player B plays a game in which the sixth effect is executed, it is possible to prevent player B from being affected by the first case caused by player A.

[0479] Furthermore, the presentation means is a means capable of executing the same presentation as the first presentation even when the gaming state does not transition to the second gaming state (for example, when executing a Gaze Premonition Presentation), and is a means capable of executing the third presentation when the gaming state transitions to the second gaming state. Furthermore, the presentation means may be a means incapable of executing the third presentation when the gaming state does not transition to the second gaming state. If the gaming state does not transition to the second gaming state, there is no need to match the apparent presentation progress with the internal gaming situation, and there is no need to execute the third presentation. In addition, since executing the third presentation when the gaming state does not transition to the second gaming state would be unnatural, the third presentation is not executed.

[0480] Furthermore, the third effect is an effect in which a specific display that is not displayed in the first effect is displayed, but the fourth effect may display the same display as the specific display. By displaying the same display as the specific display in the fourth effect, it is possible to make it difficult to understand that the third effect is caused by the occurrence of the first case, and it is possible to prevent the player from feeling disappointed.

[0481] Next, another example of condition A shown in Fig. 7 will be described. The main control unit 300 may conduct an AT transition lottery based on an internal win for a certain winning combination or reaching a certain number of games. If the AT transition lottery is won, an anticipation effect is executed a predetermined number of games before transitioning to the AT state. In the explanation so far, the specific effect in condition A is a continuous effect, and the end of the continuous effect constitutes condition A, but the specific effect may also be an anticipation effect that may be executed a predetermined number of games.

[0482] FIG. 29 is a timing chart showing when an anticipation effect is performed, and a display screen of the liquid crystal display device 157 at each timing.

[0483] In FIG. 29, time passes from left to right. Also, in FIG. 29, "game progress" is shown, including "start operation," "first stop," "second stop," and "third stop," which are operations of the start lever 135. Below these, the respective acceptable states of the "left stop Sw" (the left stop button 137 sensor), the "middle stop Sw" (the middle stop button 138 sensor), and the "right stop Sw" (the right stop button 139 sensor) are also shown. Each Sw enters an acceptable state after a start operation, and ends the acceptable state when a stop operation is accepted in the acceptable state. Below these, the respective rotation states of the left reel 110, the center reel 111, and the right reel 112 are also shown. Further below these, the display contents of the "LCD display" on the LCD display device 157 are also shown.

[0484] The main control unit 300 is provided with a transition counter that manages the transition to the AT state. This transition counter counts up the number of games played at the timing of the third stop, and if the value of the transition counter is the value of the predetermined number of games played (here, 99) at the start of play, the main control unit 300 instructs the first sub-control unit 400 to start executing an anticipation effect. In the anticipation effect, an anticipation icon notification effect is executed by displaying an icon representing anticipation, or a line effect is executed by displaying a line representing anticipation, in response to operation of the stop button. In addition, a game count display GMV is displayed in the upper left corner of the display screen of the liquid crystal display device 157. The value of this game count display GMV is the number of games played managed by the first sub-control unit 400, and is a value that increases by one each time a start lever acceptance command is received from the main control unit 300 after power is turned on, for example.

[0485] In this example, if the value of the transition counter is 99 at the start of play, the execution of the anticipation effect begins. If the value of the transition counter is 99 at the start of play, the game that has started is the 100th game. This 100th game is in the normal state (non-AT state) of the advantageous zone. At the time when the start operation for the 100th game is performed (A1), the background image of the normal effect 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 in the upper left corner is updated from "99G" to "100G".

[0486] In the 100th game, the left stop button 137 is operated first, causing the first stop. Because the left stop button 137 was operated first, it was not an irregular press, and the first stop action here is not subject to a penalty. The timing at which the first stop operation was performed is timing (A2), and the left reel 110 stops. On the display screen of the liquid crystal display device 157, the anticipation icon notification effect starts at timing (A2), and the "Confirmed" icon EX1 is displayed. The "Confirmed" icon EX1 is the icon with the highest expectation of transitioning to the AT state.

[0487] 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 p...

Claims

1. A plurality of rotatable reels; stop operation means for receiving a stop operation to stop each of the plurality of reels while they are rotating; an internal winning result determination means for determining an internal winning result; a stop control means for controlling the stop display of each of the plurality of reels in accordance with the internal winning result by the stop operation; The means of production and A bonus awarding means for awarding a bonus advantageous to a player; A gaming machine equipped with The gaming machine is configured to be able to determine, as the internal winning result, a certain operation mode winning result that can derive different stop display results depending on a stop operation mode, The winning result of the certain operation mode is a winning result in which a first stop display result may be derived if the first stop is a stop operation on a certain reel among the plurality of reels, The winning result of the certain operation mode is a winning result in which the first stop display result is not derived if the first stop is a stop operation on a reel other than the certain reel, the rendering means is capable of displaying a first display, the effect means is capable of displaying a second display, the effect means is capable of displaying a third display, the effect means is capable of displaying a fourth display, the production means is capable of displaying a specific display, the first display corresponds to a first stop being an operation on the certain reel, the second display is a display corresponding to the first stop being an operation on the other reel, the third display is a display corresponding to the given benefit, the fourth display is a display corresponding to the fact that the benefit will not be granted, The specific display is a display indicating an operation mode in which a stop operation on the certain reel is a first stop, After the first display is displayed or after the second display is displayed, a first game in which the third display is displayed may be executed. After the first display is displayed or after the second display is displayed, a second game in which the fourth display is displayed may be executed. the first game is a game in which the specific display is displayed, The second game is a game in which the specific display is displayed. A gaming machine characterized by the above.

2. 2. The gaming machine according to claim 1, In the next game after the third display is displayed, a related display regarding the granted benefit is displayed; a predetermined display that continues to be displayed after the first display starts and after the second display starts, The predetermined display is a display different from the third display and the fourth display and is a display regarding the granting of the benefit. A gaming machine characterized by the above.

3. 2. The gaming machine according to claim 1, In the next game after the third display is displayed, a related display regarding the granted benefit is displayed; a predetermined display that continues to be displayed after the first display starts and after the second display starts, The predetermined display is a display different from the third display and the fourth display and is a display regarding the granting of the benefit. A gaming machine characterized by the above.