Game machine

By setting different set values ​​in the game console and determining specific output information, the game process is optimized, and the shortcomings of traditional game consoles in displaying information and generating game states that are beneficial to players are solved, achieving a more attractive gaming experience.

JP2025062017AInactive Publication Date: 2025-04-11KITA DENSHI CORP
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Patent Information

Application Number
JP2025015566
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-01-31
Publication Date
2025-04-11
Estimated Expiration
Not applicable · inactive patent

AI Technical Summary

Technical Problem

Traditional gaming machines have shortcomings in displaying information and generating game states that are beneficial to players.

Method used

The game process is optimized by setting different set values, including the most beneficial settings for players, to determine the specific output information and output different special information at different times.

Benefits of technology

It improves the advantage of the game, enhances the player's benefit experience, and provides a more attractive gaming experience by dynamically adjusting the game status and information output.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a highly amusing unprecedented game machine.SOLUTION: A game machine includes variation display control means capable of deriving a first pattern combination mode, and a second pattern combination mode differing from the first pattern combination mode to variation display means on the basis of derivation of a specific lottery result by lottery means. Notification control means is configured to include: first notification control means capable of executing notification by one of a normal notification mode incapable of suggesting information regarding granting of a predetermined privilege and a specific notification mode capable of suggesting information regarding granting of a predetermined privilege when the first pattern combination mode is derived; and second notification control means capable of executing notification by a special notification differing from the normal notification mode and the specific notification mode when the second pattern combination mode is derived.SELECTED DRAWING: Figure 9
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Description

[Technical field]

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

[0002] Conventionally, as a gaming machine, a pachinko gaming machine is known that is equipped with a variable display device capable of displaying a variable display game based on a plurality of identification information, and generates a specific gaming state advantageous to the player according to the result of the variable display game. Also, a slot machine is known that is equipped with a plurality of reels, executes a game by variably displaying the reels based on a start operation by the player, stops the reels based on a stop operation by the player, and generates a specific gaming state according to the stop display state of the reels. In addition, in recent slot machines, an increasing number of ones are equipped with an image display device in addition to the reels, and perform effects related to the game on the image display device. Among such gaming machines, there is also known a gaming machine that displays various information on an image display device (Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP2013-059503A Summary of the Invention [Problem to be solved by the invention]

[0004] However, conventional gaming machines have room for improvement. [Means for solving the problem]

[0005] In order to solve the above problem, the gaming machine of the present invention comprises: a setting means capable of setting one of a plurality of setting values ​​including a first setting value and a second setting value that allows the game to proceed more advantageously than the first setting value; a first determination means capable of determining specific information to be output at a first timing from a plurality of pieces of specific information including first specific information based on the setting value set by the setting means; a second determination means capable of determining special information to be output at a second timing different from the first timing from a plurality of pieces of special information including first special information not based on the setting value set by the setting means; and an output means capable of outputting the specific information determined by the first determination means at the first timing and outputting the special information determined by the second determination means at the second timing, wherein the first determination means is capable of determining the first specific information with a higher probability when the second setting value is set by the setting means than when the first setting value is set, and the first specific information is at least partially identical to the first special information. [Brief description of the drawings]

[0006] [Figure 1] 1 is a schematic front view showing the appearance of the gaming machine. [Diagram 2] 2 is a block diagram showing the control configuration of the gaming machine. [Diagram 3] 1 is a diagram for explaining the flow of play on a gaming machine. [Figure 4] 11 is a timing chart for explaining the transition of the game state and the display contents on the main display device. [Diagram 5] FIG. 13 shows a winning presentation in pattern A during normal gaming mode. [Figure 6] FIG. 13 shows a winning presentation in pattern B during normal gaming mode. [Figure 7] This figure shows notification pattern 1 of the winning performance when the push order bell role is won in pattern A. [Figure 8] This figure shows notification pattern 2 of the winning performance in pattern A when the push order bell role is won. [Figure 9]This figure shows notification pattern 3 of the winning performance in pattern A when the push order bell role is won. [Figure 10] 13 is a chart showing the selection rate of the color scheme of the special bell image in the winning effect. [Figure 11] This figure shows an example of the display of the winning effect in pattern A when the push order bell role is won, as variant example 1 of the winning effect. [Figure 12] FIG. 13 is a diagram showing a display example of a winning effect variant 2 in which bell symbols stop in a straight line and a winning combination is notified before the symbols stop. [Figure 13] FIG. 13 is a diagram showing a display example in which a winning combination is notified before the bell symbols stop in a V shape as variant 2 of the winning presentation. [Figure 14] This is a timing chart for explaining the transition of the game state when a pseudo bonus state is won during a fake premonition performance, and the display content on the main display. [Figure 15] A figure showing an example display when a preview performance is executed during a fake premonition performance. [Figure 16] 13 is a chart showing the appearance rate of preview images during fake premonition performances. [Figure 17] A figure showing an example display when a preview performance is executed during the main premonition performance. [Figure 18] This is a chart showing the appearance rate of preview images during this premonition performance. [Figure 19] This figure shows a display example when a preview performance is executed during a fake premonition performance as variant example 1 of the preview performance. [Figure 20] A figure showing a display example when a preview performance is executed during a fake premonition performance as variant example 2 of the preview performance. [Figure 21] A figure showing a display example when a preview performance is executed during a fake premonition performance as variant example 3 of the preview performance. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0007] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. Here, a slot machine will be described as an example of a gaming machine according to an embodiment of the present invention.

[0008] First, the overall configuration of the slot machine 1 will be described with reference to FIGS. The slot machine 1 is installed in an amusement park or the like. As shown in Figures 1 and 2, the slot machine 1 is equipped with a front door 1a, a bet button 2a, a return button 2c, a performance button 2d, an upper performance button 2f, a medal insertion slot 2, a start lever 3, a reel 4, a stop button 5, a display window 6, a medal payout device 7, a medal payout outlet 7b, a main display 8, a speaker 9, a front panel 19, a lamp 11, a navigation lamp 12, an advantageous zone lamp 13, a probability setting device 14, a display decorative frame 15, a drum unit 4d, a main control device 10, and a sub-control device 20.

[0009] The main control device 10 and the sub-control device 20 each have a memory unit and a control unit, and are devices capable of various calculation processes and various controls, and are included in the concept of a computer. Each memory unit has a storage device such as a semiconductor memory element that stores programs, information, etc. necessary for the operation of the slot machine 1. Each control unit has a CPU, etc. Each control unit realizes various functions of the embodiment by appropriately reading and executing various programs, etc. stored in each memory unit.

[0010] [Schematic front view showing the appearance of the gaming machine] As shown in FIG. 1, the slot machine 1 is provided with a front door 1a at its front. The front door 1a is pivotally attached to one side (left side as seen from the front) of the main body (not shown) which is disposed on the rear side of the front door 1a and attached to an island equipment (not shown), and is configured to be able to be opened and closed forward in a single-opening manner. Note that, hereinafter, the left and right directions are shown when the slot machine 1 is seen from the front side.

[0011] When the slot machine 1 is viewed from the front side, a main display 8 is disposed at the center position in the left-right direction at the top of the front door 1a. The main display 8 is configured with a liquid crystal display or the like capable of displaying a plurality of pieces of information, such as information related to effects (effect images), as described later, and constitutes a display means. A display decorative frame 15 having an opening in the center is disposed above the front door 1a and in front of the main display 8, and the main display 8 is disposed with its display surface facing forward through the opening of the display decorative frame 15.

[0012] Speakers 9 are provided on the left and right sides of the main display 8, and are capable of outputting, for example, sound effects corresponding to the effects displayed on the main display 8. In addition, lamps 11 consisting of LEDs or the like are provided on each of the left and right sides of the main display 8, and can output, for example, light when a winning combination is achieved or light of an illumination mode corresponding to the effects displayed on the main display 8.

[0013] On the right side of the main display 8, an upper performance button 2f is provided as an example of an operating means. The upper performance button 2f is a push button that moves in the forward and backward directions, and the pushing operation of the upper performance button 2f is detected by a non-contact sensor or the like and output as operation information of the upper performance button 2f to the sub-control device 20. In addition, a light-emitting source (not shown) consisting of an LED or the like is provided inside the upper performance button 2f, and the light emitted by the light-emitting source can notify that the operation of the upper performance button 2f is valid.

[0014] At the center of the front door 1a of the slot machine 1 in the vertical direction, a flat front panel 19 is disposed, the surface of which is decorated and has various function indications. Behind the front panel 19, there is disposed a drum unit 4d having a reel 4 as a variable display means. Further, in the approximate center of the front panel 19, a display window 6 made of a light-transmitting material is formed, through which the symbols on the reels 4 can be seen from the front.

[0015] The reels 4 are composed of a left reel 4a, a center reel 4b, and a right reel 4c arranged side by side in the left-right direction, and the rotation axis of each of the reels 4a to 4c extends in the left-right direction, and the rotation center is set to be the same. The reels 4 (4a to 4c) have continuous patterns (identification information) on the periphery, and these patterns are configured to be identifiable from outside the machine through the display window 6, and as the reels 4 rotate in one direction, the patterns can be displayed, for example, from top to bottom, in the display window 6. Each of the reels 4a to 4c has multiple patterns (for example, 20), and the types of patterns are, for example, "replay," "watermelon," "cherry," "bell," "7," etc. It should be noted that the shape of the reel 4 is not limited to this, and for example, the number of symbols on the periphery may be other than 20.

[0016] Above the display window 6 on the front panel 19, navigation lamps 12a, 12b, and 12c capable of indicating the stopping sequence of the stop button 5, which will be described later, are disposed in correspondence with the reels 4a, 4b, and 4c. Additionally, a favorable zone lamp 13, for example, composed of an LED, is disposed on the lower left side of the display window 6 on the front panel 19. The favorable zone lamp 13 is controlled to light up during a favorable zone (described later). Note that, instead of the favorable zone lamp 13, the slot machine 1 may control to light up, for example, the "dot" portion of a 7-segment display (also called "7-seg") constituting a payout number display section that displays the number of medals paid out.

[0017] A sub-display 17 is disposed on the front panel 19 to the right of the display window 6 (reel 4). The sub-display 17 is configured from a liquid crystal display or the like capable of displaying a plurality of pieces of information, such as information relating to a performance (performance image), as will be described later, and configures a display means. In addition, the sub-display 17 has a smaller display area than the main display 8, but is disposed closer to the reel 4 than the main display 8, making it easy to view the displayed image while watching the rotation and stopped state of the reel 4. The sub-display unit 17 may be provided on the left side of the display window 6 (reel 4). The sub-display unit 17 may be configured as a touch panel type display unit.

[0018] A step protruding forward is formed below the front panel 19, and a coin insertion slot 2, a bet button 2a and a performance button 2d, which are exemplified as operating means, are disposed on the upper surface of the step. The medal insertion slot 2 is a portion where a player inserts a medal (game medium). Inside the medal insertion slot 2, a medal selector 2b (medal detection means) such as a sensor that detects a medal inserted into the medal insertion slot 2 is provided. The bet button 2a is a push button that allows the player to input the number of bets required to start a game, and allows the player to input the maximum number of bets permitted by the slot machine 1 with one operation.

[0019] The performance button 2d is a push button that moves up and down, and the pushing operation of the performance button 2d is detected by a non-contact sensor or the like, and is output to the sub-control device 20 as operation information of the performance button 2d. In addition, a light-emitting source (not shown) such as an LED is provided inside the performance button 2d, and the light emitted by the light-emitting source can notify that the operation of the corresponding performance button 2d is valid. The performance button 2d is disposed in a position closer to the reel 4 than the upper performance button 2f described above.

[0020] A start lever 3, a return button 2c, and a stop button 5, which is exemplified as an operating means (stop operating means), are disposed on the front surface of the stepped portion. The start lever 3 is a lever that the player operates to start the game. After the number of bets is input, the start lever 3 becomes active and the game can start. The return button 2c is configured as a push button that moves back and forth, and is a button that is operated when canceling the set bet number or when paying out medals stored as credit medals. The stop buttons 5 are buttons for stopping the spinning reels 4 and are composed of push-type buttons that move back and forth, with the left stop button 5a, center stop button 5b, and right stop button 5c being arranged at predetermined intervals horizontally corresponding to the left reel 4a, center reel 4b, and right reel 4c.

[0021] Below the front door 1a of the slot machine 1, a medal payout outlet 7b through which medals paid out from the medal payout device 7 are ejected is provided.

[0022] [Block diagram showing the control configuration of the gaming machine] FIG. 2 is a block diagram showing a control system in the slot machine 1. As shown in FIG. 2, the slot machine 1 is equipped with a main control device 10 which performs the drawing of winning roles and the control of the progress of the game, and a sub-control device 20 which is configured to be able to communicate with the main control device 10 and performs various performance controls based on control information from the main control device 10. The transmission of control information between the main control device 10 and the sub-control device 20 is limited to one direction only, from the main control device 10 to the sub-control device 20, to prevent the input of unauthorized signals from the sub-control device 20 to the main control device 10.

[0023] The main control device 10 is connected to the bet button 2a, medal selector 2b, return button 2c, start lever 3, stop button 5, probability setting device 14 (setting means), medal payout device 7, drum unit 4d, and advantageous zone lamp 13 by communication cables, and is capable of controlling each device. The main control device 10 also includes a memory unit (storage means) and a control unit.

[0024] The probability setting device 14, which serves as a setting means, changes the winning probability of a specific game state (e.g., a pseudo-bonus state) into multiple stages (e.g., six stages), thereby allowing the degree of advantage for the player to be set in multiple stages, and the main control device 10 performs a process of setting the winning probability of a specific game state to one of multiple probability values ​​with different probabilities based on the probability setting operation in the probability setting device 14. The setting values ​​set by the probability setting device 14 are: setting 1 has the lowest probability value, the higher the number, the higher the probability value, and setting 6 has the highest probability value. Therefore, setting 1 is the most disadvantageous setting to the player (the setting with the lowest degree of advantage), the higher the number, the more advantageous it is to the player, and setting 6 is the most advantageous setting to the player (the setting with the highest degree of advantage).

[0025] In addition, the winning probability of a specific game state may be controlled by a fixed probability value without being affected by the setting value of the probability setting device 14. In addition, the probability of transitioning to the CZ state or the AT state may be changed by changing the setting value in the probability setting device 14, making it possible to change the degree of advantage of the player in multiple stages. In addition to the specific game state, the probability of winning a predetermined small combination (for example, a bell combination) may be made variable in multiple stages (for example, six stages).

[0026] The drum unit 4d is a device integrally including reels 4a to 4c and stepping motors (not shown) that rotate the reels 4a to 4c. The medal payout device 7 has a medal storage section (not shown) that collects medals inserted into the medal selector 2b as medals before being paid out, and is a device that pays out the medals stored in the medal storage section to a medal payout outlet 7b. The medal payout device 7 is equipped with a sensor that detects the paid-out medals. The medal selector 2b is provided downstream of the medal insertion port 2, and is equipped with a sensor that detects medals inserted through the medal insertion port 2.

[0027] The memory unit of the main control device 10 stores various information such as game programs related to the game, tables for drawing lots for minor winnings and AT states, etc. Furthermore, the main control device 10 is operated by a control unit and a storage unit in which a program is stored, and thereby performs processes related to the progress of play on the slot machine 1, and the like.

[0028] The main control device 10 performs processes such as starting the game and sampling random numbers from a random number generator (not shown) based on a signal from the start lever 3. Then, it performs lottery processing for winning combinations based on the sampled random numbers. It also performs random number generation processing by updating random numbers at predetermined timing, for example, according to the control program in the storage unit, and performs lottery processing for transition to the CZ state or a pseudo bonus state (described later), lottery processing for continuation during the AT state, lottery processing for adding on during the AT state, etc., based on the generated random numbers.

[0029] That is, the main control device 10 is provided with a selection means for selecting (determining) whether or not to award a special benefit such as a small win, a pseudo bonus state, or an AT state in response to the execution of a game. In addition, the selection pattern using random numbers may be other than the patterns mentioned above, and the hand may be selected based on random numbers generated by software, and the transition to a pseudo bonus state or AT state, or additional selections, may be performed based on random numbers generated by a random number generator, or all selections may be performed using random numbers generated by software or random numbers generated by a random number generator.

[0030] The main control device 10 also controls the rotation of the reels 4 based on a signal from the start lever 3. The main control device 10 detects the rotational positions of the reels 4a, 4b, 4c based on signals from sensors (not shown) provided on the reels 4a, 4b, 4c, and is capable of grasping the rotational positions of the symbols on the reels 4a, 4b, 4c. Then, based on a signal from the stop button 5, the main control device 10 performs control to stop a desired symbol within the display window 6.

[0031] In addition, the main control device 10 realizes game play on the slot machine 1 by controlling game progress processing involving internal lottery processing, management of various information stored in the memory unit, and devices such as the medal payout device 7 in response to the operation of the operating units such as the start lever 3.

[0032] The sub-control device 20 is connected to and capable of communicating with the performance button 2d, upper performance button 2f, speaker 9, main display 8, lamp 11, navigation lamp 12, and sub-display 17 via communication cables. The sub-control device 20 controls these devices in response to control information from the main control device 10. The sub-control device 20 also includes a memory unit and a control unit.

[0033] The storage unit of the sub-controller 20 stores various information such as programs related to performance, performance image data, audio data, etc. The sub-controller 20 operates by a control unit and a storage unit in which a program is stored, and performs processing such as effects synchronized with play on the slot machine 1 in response to commands (control information) from the main controller 10. For example, it controls the main display 8, the lamps 11, the speaker 9, etc. to output effect images and sound effects that indicate a transition in the game state, and lamp effects.

[0034] In addition, the sub-control device 20 can control the switching timing of each effect based on a signal from the effect button 2d. Either or both of the main control device 10 and the sub-control device 20 constitute the bonus granting means, specific performance control means, performance restart control means, performance preview control means, variable display control means, notification control means, first notification control means, and second notification control means in the present invention.

[0035] Such a slot machine 1 is configured to be able to execute the following slot machine games under the control of the main control device 10.

[0036] When starting a game, medals are inserted into the medal insertion slot 2, or the number of bets is set from credit medals by operating the bet button 2a. Then, when the number of bets reaches a predetermined number (for example, three coins), one of the conditions for starting the game is met, and the game becomes ready to start with the right to play one game being held.

[0037] In this state where the game can be started, the operation of the start lever 3 is valid. In this valid state, when the start lever 3 is tilted, all of the conditions for starting the game are met, the game starts, and the reels 4a to 4c on which multiple symbols are displayed start to move, and an internal lottery process is executed to determine the lottery result of the current game from multiple winning combinations (including losing combinations) such as replay combinations, small combinations, and bonus combinations before the reels 4 stop. In the internal lottery process, a winning combination for the current game is determined by lottery from among a plurality of winning combinations based on a predetermined winning probability. For example, a lottery result such as a replay combination or a bell combination is derived by lottery.

[0038] Furthermore, even if the main control device 10 receives a signal from the start lever 3, if the elapsed time from the start of rotation of the reel 4 in the previous game has not yet passed a predetermined time (e.g., 4.1 seconds), the main control device 10 performs a limiting control to limit the number of games executed per unit time (e.g., one minute) to within a predetermined number (e.g., 14 times) by temporarily waiting (inserting a waiting time) before starting rotation of the reel 4 and delaying the start of rotation of the reel 4. That is, the main control device 10 is provided with a game number limiting means capable of limiting the number of games executed per unit time to within a predetermined number. With this control, the shortest execution time required for one game is set to a predetermined time (e.g., 4.1 seconds). In addition, the period for monitoring the above-mentioned shortest execution time may be set based on a point other than the point at which the reel 4 starts to rotate between games. For example, it may be based on the point at which the stop button 5 is activated, or any point may be used as the base as long as it is possible to monitor the number of games per unit time.

[0039] Each of the reels 4a to 4c is an example of a display means, and a number of symbols (replay, bell, watermelon, cherry, 7) are displayed in a predetermined arrangement on the periphery of each of the reels 4a to 4c. The rotation speed gradually increases from a stopped state, and then reaches a steady rotation at a constant speed. When such steady rotation is reached, the stop buttons 5a to 5c provided corresponding to the reels 4a to 4c become operable to be pressed.

[0040] When each of the stop buttons 5a to 5c is pressed in this state, the reels 4a to 4c are controlled to stop with a combination of symbols permitted by the operation timing and the lottery result of the internal lottery process. The stopping control of each reel 4a to 4c has a pull-in range set for each, and a predetermined number of symbols (for example, four) in the reverse direction (upward) from the symbol at the time the stopping operation is performed can be pulled in, and only any of the symbols within this pull-in range can be stopped on a winning line.

[0041] In the stopped state, three consecutive symbols displayed vertically on each of the reels 4a to 4c are stopped (stopped display) so as to face the outside of the machine through the display window 6, and the presence or absence of a win is determined based on the state of the stopped display at this time. Winning is determined based on the combination of symbols that come to rest on any of the five winning lines in the display window 6: the upper, middle and lower lines, the line sloping downward to the right, and the line sloping upward to the right.

[0042] Winning combinations such as small wins and replays are determined based on the combination of symbols on such winning lines. Small roles include, for example, the bell role, the watermelon role, and the cherry role.

[0043] There are two types of bell roles, each with a different combination of corresponding symbols. For example, a common bell role with a combination of corresponding symbols in the order of "left reel 4a, middle reel 4b, right reel 4c" on the winning line (and so on) can be set as "bell, replay, bell", and a push order bell role with a combination of "bell, bell, bell".

[0044] The common bell role is a minor role in which a corresponding combination of symbols ("bell, replay, bell") stops in a straight line regardless of the order in which the stop buttons 5a to 5c are operated (called the push order), and the push order bell role is a minor role in which a corresponding combination of symbols ("bell, bell, bell") stops by following a specific push order.

[0045] Furthermore, the push order bell role is provided with six push order bell roles 1 to 6 in which the corresponding symbol combination ("Bell-Bell-Bell") is stopped and displayed in a straight line when the stop buttons 5a to 5c are operated in one of six push orders (for example, "5a → 5b → 5c", "5c → 5b → 5a", etc.). When the stop buttons 5a to 5c are operated in the other five push orders (push orders other than the specific push orders), the corresponding symbol combination ("Bell-Bell-Bell") is not stopped and displayed in a straight line, but is stopped and displayed in a V shape.

[0046] It should be noted that when the stop buttons 5a to 5c are operated in a pressing order other than the specific pressing order, the corresponding symbol combination ("Bell-Bell-Bell") may not be displayed frozen in a V shape, but another symbol combination such as "Bell-Bell-Replay" (called a "bell spill") may be displayed frozen. Alternatively, when only the first stopped stop button 5 matches the specific pressing order, the corresponding symbol combination ("Bell-Bell-Bell") may be displayed frozen in a V shape, and when the stop buttons 5a to 5c are operated in a pressing order other than the specific order, the "Bell-Bell-Replay" symbol combination may be displayed frozen.

[0047] In addition, when the push order bell role is won, regardless of which stop button 5 is operated second or third, if only the first stop button 5 is operated in a specific push order, the reel 4 may be controlled to stop so that the combination of symbols corresponding to the push order bell role stops. In addition, the push order bell is not limited to six types, and three types of push order bells 1 to 3 may be provided.

[0048] The watermelon role is a minor role (rare role) where the corresponding symbol combination is "watermelon, watermelon, watermelon". There are two types: a weak watermelon role where "watermelon, watermelon, watermelon" stops on the upper or lower line, and a strong watermelon role where "watermelon, watermelon, watermelon" stops on an upward-to-right or downward-to-right line. The Cherry role is a minor role (rare role) where the corresponding symbol combination is "Cherry ANY ANY". There are two types of Cherry roles: a weak Cherry role where "Cherry" stops on the top or bottom row of the left reel 4a, and a strong Cherry role where "Cherry" stops on the middle row of the left reel 4a.

[0049] There are two replay roles with different corresponding symbol combinations: a normal replay role (hereafter referred to as a replay role) with a corresponding symbol combination of "Replay-Replay-Replay" and a chance replay role (hereafter referred to as a chance role) with a corresponding symbol combination of "Replay-Bell-Bell". "Replay Bell Bell" (Chance Eye) is a combination of symbols that stops when a Chance Replay symbol is won, and along with the Watermelon and Cherry symbols, it is set as a so-called rare symbol with a relatively low probability of winning in the internal lottery process. In addition, the cherry role and the watermelon role may be a type of replay role.

[0050] The symbols corresponding to the replay and bell symbols are set so as to always be within the pull-in range regardless of the timing of the stop operation of each reel 4, so that so-called eye-pressing operation aimed at the "replay" symbol or the "bell" symbol is not required. On the other hand, the "cherry" symbol on the left reel 4a and the "watermelon" symbol on the center reel 4b are arranged with a wider interval than the pull-in range in some parts, so when the cherry symbol is won, eye-pressing operation aimed at the "cherry" symbol is required when stopping the left reel 4a, and similarly, when the watermelon symbol is won, eye-pressing operation aimed at the "watermelon" symbol is required when stopping the center reel 4b. In addition, when the cherry and watermelon symbols are won, the arrangement of the "cherry" and "watermelon" symbols on each reel 4 may be any arrangement, so long as the eye-pressing operation is required.

[0051] In addition, the main control device 10 and the sub-control device 20 can generate an AT (assist time) as a game state related to the push order bell role. When the push order bell role is won, the AT is a state in which the push order of the winning push order bell role is notified (push order navigation is executed) by the main display 8 and the navigation lamp 12. Therefore, the occurrence of the AT allows the player to easily win medals, and is controlled during the pseudo bonus state and AT state described below.

[0052] Based on the symbol combinations as described above, the winning of the small prize and the replay prize is judged (judgment means), and when the result of the judgment is that the symbol combination is a combination of symbols corresponding to each of the above, a win is made and a game value according to the winning is awarded. For example, when a combination of symbols corresponding to a minor prize such as a bell, cherry, or watermelon appears, it is determined that a minor prize has been won, and the medal payout device 7 is driven and controlled to pay out a predetermined number of medals through the medal payout outlet 7b.

[0053] Specifically, in the case of a bell role (common bell role, push order bell role), when a combination of corresponding symbols is displayed in a straight line, eight medals are paid out. In addition, when the push order bell role is won, if the stop buttons 5a to 5c are operated in a push order other than the specific push order (five push orders) and the corresponding combination of symbols is displayed in a V shape, fewer than eight medals (for example, one medal) will be paid out. In addition, the probability of winning the bell role is set so that the number of medals held by the player increases during the pseudo bonus state or AT state described below.

[0054] In addition, when a combination of symbols corresponding to a weak watermelon role and a strong watermelon role is stopped and displayed, two medals are paid out. In addition, when a combination of symbols corresponding to a weak cherry role and a strong cherry role is displayed, one medal is paid out. The number of medals paid out when a combination of symbols corresponding to each winning combination is stopped and displayed may be other than the above-mentioned number.

[0055] In addition, the replay role and chance replay role are determined by the stopped display of a combination of symbols corresponding to the replay role and chance replay role (chance role), and it is possible to play the next game with the same number of bets as the number of bets set in the previous game without inserting medals (without setting the number of bets).

[0056] In addition, the winning probability of each role is set as follows for each setting value: Bell role > Replay role > Weak Cherry role > Weak Watermelon role > Chance Replay role > Strong Watermelon role > Strong Cherry role. In other words, the Bell role is set as the most likely to win and the Strong Cherry role as the least likely to win. The relationship between the winning probabilities of each role may be other than that described above. In addition, the weak cherry role, weak watermelon role, chance replay role (chance role), strong cherry role, and strong watermelon role are called rare roles, meaning that they are winning roles that are difficult to win.

[0057] [Game flow on gaming machines] Next, the flow of a game on the slot machine 1 will be described with reference to FIG. FIG. 3 is a diagram for explaining a gaming state in the slot machine 1 according to the embodiment. The main control unit 10 and the sub-control unit 20 are capable of controlling the slot machine 1 to a plurality of gaming states, and perform various processes in each gaming state, control of transitions between gaming states (hereinafter simply referred to as "transitions"), etc. as follows.

[0058] As shown in Fig. 3, the game of the slot machine 1 of the embodiment is composed of multiple game states, including a normal game state, a CZ state, a pseudo bonus state, and an AT state. The main control device 10 and the sub-control device 20 are capable of controlling the transition from one game state to another game state based on the establishment of a predetermined transition condition.

[0059] In addition, the game of the slot machine 1 has a normal section and an advantageous section. These sections are divided according to the game state, and further divided according to a winning state for a game state advantageous to a player, such as an AT state. As for the winning state for the game state advantageous to the player, a normal probability state and a high probability state are set as described below. The normal section is a section that can be played in a normal gaming state, and includes a section in which a pseudo bonus state can be played in the normal gaming state by lottery with the lottery probability in the normal probability state. In addition, during the normal period, lottery control may be performed so that the pseudo bonus state is not won. In addition, in the normal period, the probability of winning the pseudo bonus state may be made an ultra-high probability state that is even higher than the high probability state. For example, in the normal period, if a specified rare role is won, the pseudo bonus state is always won. After transitioning from the normal zone to another game state, the advantageous zone remains in place until returning to the normal zone again.

[0060] The advantageous zone includes zones playable in the CZ state, the precursor state of the CZ state, the pseudo-bonus state, the normal probability state and high probability state of the pseudo-bonus state, the precursor state of the pseudo-bonus state, and the AT state. The main control device 10 counts the number of games executed consecutively while staying in the advantageous zone. When the game state is in the advantageous zone, the advantageous zone lamp 13 is lit. In addition, the advantageous zone lamp 13 may be lit only while the player can actually recognize the state as advantageous, such as the CZ state, pseudo bonus state, AT state, etc. For example, the advantageous zone lamp 13 may not be lit during the high probability state of the pseudo bonus state.

[0061] After entering the advantageous zone, in order to end the advantageous zone, in addition to the case where the player moves to the normal zone due to the game lottery results, etc., the establishment of one of the following conditions is set: "the number of consecutive games played in the advantageous zone reaches a predetermined number" or "the number of medals won during the advantageous zone reaches a predetermined number," and a limiting means (so-called limiter) is provided that limits the number of medals that can be won during a series of advantageous zones consisting of each state identified as an advantageous zone.

[0062] The above-mentioned conditions for ending the advantageous zone are merely examples, and may include, for example, "at least one push order bell has been announced." The above-mentioned conditions for ending the advantageous zone may include, for example, "a combination of symbols corresponding to a bonus role has been stopped and displayed," "a combination of symbols corresponding to a winning role of a first-class special role (a so-called regular bonus) has been stopped and displayed," etc. The upper limit of the number of consecutive games in the advantageous zone may be any number, such as 1000 or 1500, and the upper limit of the number of medals to be acquired may be any number, such as 1000 or 2400.

[0063] Next, we will explain in detail for each game state (normal game state, CZ state, pseudo bonus state, AT state) executed under the control of the main control unit 10 and the sub-control unit 20, the transition processing between game states, and various presentations that occur in conjunction with the transition processing.

[0064] Unless otherwise specified below, the transition from each game state to another game state is basically after the third reel is stopped in the game in which the transition condition is met (or after the medals are paid out). However, this is not limited to this, and the transition may occur from the next game after the transition condition is met. In addition, the effects include, for example, premonition effects (real premonition effects or fake premonition effects) and continuous effects, which will be described later, and include notifications of the awarding of a bonus through images (videos) on the main display 8 and sub-display 17, sound effects from the speaker 9, and illumination from the lamp 11, as well as advance notifications before the bonus is awarded, thereby increasing the player's anticipation of the awarding of the bonus.

[0065] (Normal gameplay state) The normal gaming state is a gaming state in which the slot machine 1 remains when the main controller 10 of the slot machine 1 is reset, and is a disadvantageous state for the player. As shown in Fig. 3, the main control device 10 performs a lottery process for transition to the CZ state, pseudo bonus state, and AT state during the normal gaming state. Depending on the specifications of the slot machine 1, it may not be possible to directly transition from the normal gaming state to the AT state.

[0066] During the normal gaming state, an individual effect that is completed in one game is executed on the main display device 8 or the sub-display device 17 with a predetermined probability. The individual effects are mainly executed to heighten the player's sense of anticipation, and include winning effects that are executed based on the results of a combination lottery by the main control device 10, which will be described later. In addition, individual effects also include those that are executed based on the probability state at that time (normal probability state or high probability state), those that are executed to explain the game, etc. The winning effect is an effect that is executed mainly to notify the result of the lottery for the role, and displays an item that can notify the winning rare role together with the appearance of a specified character, or displays text information such as "Chance" or "Hot" indicating the expectation of the occurrence of the AT state together with the appearance of a specified character, and displays an image according to the type of rare role that was won and the result of the lottery for transitioning to the AT state triggered by the winning rare role.

[0067] -Transition process from normal game state to pseudo bonus state (arrow a in Figure 3) In the normal gaming state, a pseudo bonus state (benefit) is awarded as a special gaming state based on the result of the decision by the main control device 10, which acts as a benefit awarding control means, as to whether or not to award a benefit being a predetermined special decision result.

[0068] More specifically, the main control device 10 performs a lottery process for transitioning to the pseudo bonus state in advance based on the winning of a predetermined rare role as a specific lottery result. For example, the process for transitioning to the pseudo bonus state is performed with a predetermined probability (e.g., 20%) when a chance role or a strong cherry role is won. The pseudo bonus state continues until a predetermined number of games have been played, during which a lottery for transition to the AT state is held. The pseudo bonus state will be described in detail later.

[0069] In addition, in the normal game state, the probability of entering the pseudo bonus state when a specified rare role is won can be changed according to the setting value in the probability setting device 14, which serves as a setting means. For example, when a chance role is won, the probability of entering the pseudo bonus state is 20% at setting 1, 22% at setting 2, 24% at setting 3, 26% at setting 4, 28% at setting 5, and 30% at setting 6.

[0070] In addition, the transition to the pseudo bonus state, that is, the decision of whether or not to grant a privilege, may be made by something other than the drawing of a rare role by the drawing means. For example, the transition to the pseudo bonus state may be decided when a predetermined role (e.g., a bell role) is won (or the actual number of times it is won) reaches a predetermined number, or the drawing of the pseudo bonus state may be made at that time, or the transition to the pseudo bonus state may be decided when the number of games played after the previous pseudo bonus state or the end of the AT state reaches a predetermined number, or points may be added according to the drawing of roles, and the points to be added according to the type of role won or the state in which the role is won may be changed, and the transition to the pseudo bonus state may be decided when the points reach a predetermined number, or the drawing of the pseudo bonus state may be made at that time.

[0071] In addition, a pseudo bonus state may be generated during the AT state described below. In addition, in this embodiment, the winning combination that triggers the selection of the pseudo bonus state is set to the chance combination and the strong cherry combination, but the pseudo bonus state may be selected when other combinations are won.

[0072] If the lottery for transition to the pseudo bonus state is won, before the transition to the pseudo bonus state, a premonition effect (first specific effect) is executed on the main display 8 for a predetermined number of games (e.g., 18 games) to notify the player that they will eventually transition to the pseudo bonus state, in order to heighten the player's anticipation of the transition to the pseudo bonus state.

[0073] In other words, even if the main control unit 10, as a lottery means, has determined in advance to transition to the pseudo bonus state, it does not transition to the pseudo bonus state immediately, but rather generates the pseudo bonus state after a predetermined number of games (e.g., 30) have been played from that point onwards, and the sub-control unit 20, based on the main control unit 10's determination in advance to generate the pseudo bonus state, controls the execution of this premonition effect as a premonition effect during the period of execution of a predetermined number of games prior to the transition to the pseudo bonus state. Therefore, when a transition to a pseudo-bonus state has been predetermined as the awarding of a bonus, the sub-control device 20 is capable of executing this premonition effect as a specific effect (first specific effect) across multiple games during a predetermined period before the awarding of the bonus.

[0074] In addition, a waiting period of a predetermined number of games (e.g., 12 games) is set between winning the lottery for transition to the pseudo-bonus state and the execution of the actual premonition effect, and the actual premonition effect will be executed after the end of this waiting period. Therefore, even if the lottery for transition to the pseudo bonus state is won, the transition to the pseudo bonus state will not occur immediately, but will occur after a waiting period and the execution of the premonition effect.

[0075] During this premonition effect, the main display 8 switches to an image of a stage with a different background from that during the normal game state, and an effect image is executed on the premonition stage in which the character that appears performs an action different from that during the normal game state. For example, an effect on the premonition stage in which a character advances through a cave is executed throughout multiple games. The effect content itself does not change even when one game ends. For example, even if the screen is switched due to the occurrence of various events in a specific game, the effect content itself, such as a character advancing through a cave, continues in the next game without changing. Therefore, this premonition effect is a series of effects executed across multiple games. In addition, multiple patterns with different backgrounds, etc. are prepared for the premonition stage, and one of the patterns of the premonition stage is selected under the control of the sub-control device 20 depending on whether or not a win has been made in the pseudo-bonus state at that time.

[0076] In addition, even if a rare role (e.g., a chance role) that triggers a transition to the pseudo bonus state is won but the lottery for transition to the pseudo bonus state is not won, a fake premonition effect (second premonition effect) is executed on the main display 8 for a predetermined number of games (e.g., 18 games) to notify the player that they will not ultimately transition to the pseudo bonus state, just as when they win the pseudo bonus state. In addition, the fake premonition effect may be executed with a predetermined probability (for example, 50%) when a rare role that triggers a transition to the pseudo bonus state is won but the lottery for transitioning to the pseudo bonus state is not won, or it may be executed every time.

[0077] In other words, the sub-controller 20 is capable of executing a fake premonition effect as a specific effect (second specific effect) across multiple games based on the establishment of a predetermined condition when the main controller 10 has not previously determined the transition to the pseudo bonus state. Therefore, the sub-controller 20 is equipped with a specific effect control means that can execute a specific effect (a real premonition effect or a fake premonition effect) across multiple games that can indicate whether or not a bonus will be awarded when a specific condition, such as a chance win, is met, regardless of whether the main controller 10, as a bonus awarding means, has previously determined to transition to a pseudo-bonus state.

[0078] Also, when a fake premonition effect is executed, just as when the pseudo bonus state is won, a fake waiting period of a predetermined number of games (e.g., 12 games) is set between the winning of a rare role that triggers a transition to the pseudo bonus state and the execution of the fake premonition effect. The real premonition effects and fake premonition effects are basically a series of effects across multiple games in which the performance images (stages or characters that appear, etc.) are set in the same way, and by making the final notification content different, it is possible to keep the player's expectations captivated until the very end.

[0079] In addition, during the premonition effect (main premonition effect or fake premonition effect) and the waiting period (or fake waiting period), the occurrence rate of the winning effect executed in each game is increased compared to other normal game states, as will be described in detail later. In particular, during the waiting period (or fake waiting period), premonition effects will occur afterwards, and each winning effect that occurs with an increased occurrence rate will act as a so-called teasing effect for the occurrence of a pseudo bonus state, heightening the player's sense of anticipation. Other examples of teasing effects include increasing the appearance rate of a specific character during a winning effect, changing the color scheme of the character's dialogue image to something different from outside the teasing effect (for example, blue), or changing the background.

[0080] In addition, in the main premonition effect and the fake premonition effect, a notification is given as to whether or not the state will eventually shift to a pseudo bonus state, and in this case, a continuous effect (continuous effect) is executed from several games (e.g., two games) before the final game of the premonition effect on the main display 8. The continuous effect is executed, for example, as a battle effect consisting of an image in which a main character and an enemy character battle each other for a predetermined number of games (e.g., three games).

[0081] In the continuous performance, a performance image in which the main character and enemy character repeatedly attack and defend each game is executed, and the performance content of each game is carried over to the next game. For example, when the main character receives damage in a certain game, the damage is carried over to the next game (for example, a performance in which a meter showing the amount of damage is changed). In addition, the offensive and defensive state between the main character and enemy character in each game is set depending on whether or not there is a transition to a predetermined pseudo-bonus state, and it is set so that when there is a transition to the pseudo-bonus state, there are more games in which the main character attacks than when there is no transition. In other words, the continuous effects are a series of effects that are executed over (across) a plurality of games. In addition, a button effect may be executed in parallel with the continuous effect.

[0082] If the pseudo bonus state is won (in the case of the actual premonition effect), an image of the main character ultimately winning is displayed to notify the player that the pseudo bonus state has been won, and if the pseudo bonus state is not won (in the case of the fake premonition effect), an image of the main character ultimately losing is displayed to notify the player that the pseudo bonus state has not been won. In addition, instead of a continuous performance, a performance may be executed that is completed with only the final game of the main premonition performance and the fake premonition performance, and a notification regarding a transition to a pseudo bonus state may be given based on the result of that performance.

[0083] In addition, the main premonition effect and the fake premonition effect may be generated immediately when a rare combination that triggers a transition to the pseudo bonus state is won. In addition, the fake premonition effect may be generated without fail when a rare combination that triggers a transition to the pseudo bonus state is won, or may be generated with a predetermined probability. The number of games for the real premonition effects and the fake premonition effects may be any number of games, or may be selectively determined from a number of numbers of games (e.g., 15 to 20 games). Similarly, the waiting period may be selectively determined from a number of numbers of games (e.g., 10 to 15 games), so that the waiting period can be changed.

[0084] The number of games that can be selected may be set to be the same for the execution period of the real premonition effect and the fake premonition effect, but the number of games that cannot be selected for the fake premonition effect may be selectable during the real premonition effect. In this way, when the premonition effect ends with a small number of games that is impossible for the fake premonition effect, or when the premonition effect continues for a large number of games that is impossible for the fake premonition effect, the real premonition effect is confirmed, so that it is possible to increase the player's sense of expectation.

[0085] In addition, in the normal game state, there are a normal probability state and a high probability state, which have different winning probability states to the pseudo bonus state. The winning probability of the lottery to transition to the pseudo bonus state is higher in the high probability state than in the normal probability state, and the transition of the probability state is controlled so that, for example, when a weak watermelon role or a weak cherry role is won, there is a 30% probability of transition from the normal probability state to the high probability state. On the other hand, as a predetermined fall condition, for example, when a replay role is won, when a bell role is won, and when a miss occurs, there is a 5% probability of transition from the high probability state to the normal probability state.

[0086] The winning probability of the pseudo bonus state is set at, for example, a 20% probability when a chance role or a strong cherry role is won in the normal probability state, and at a 50% probability when a chance role or a strong cherry role is won in the high probability state. In addition, when the setting value in the probability setting device 14 is changed or when the main control device 10 is reset, after passing through the normal zone and transitioning to the advantageous zone, actual play can begin in the normal game state under the normal probability state; however, for each setting value in the probability setting device 14, the normal game state may be started in a high probability state with a predetermined probability. In addition, the pseudo bonus state may be won with different probabilities when a chance role and a strong cherry role are won.

[0087] -Transition process from normal game state to CZ state (arrow c in Figure 3) In the normal game state, the main control device 10 performs a lottery process for transitioning to the CZ state based on winning a predetermined rare role. For example, the transition process to the CZ state is performed with a predetermined probability (for example, 10%) when a strong watermelon role is won. The condition for transitioning to the CZ state is winning this transition lottery.

[0088] In addition, in the normal game state, the main control device 10 may change the winning probability state of the CZ state, for example, when a weak cherry role is won. In addition, the sub-control device 20 may perform notification control for the winning probability state. When performing notification control, instead of directly notifying each probability state, the display content of the main display 8 may be changed to the extent that the player can predict which state the probability state is at that time. In addition, in the normal gaming state, the probability of winning the CZ state when a specified rare role is won may be changeable according to a setting value in the probability setting device 14 as a setting means.

[0089] In addition, even if the player wins the lottery to transition to the CZ state, the player will not transition to the CZ state immediately. Instead, a CZ state waiting state (delay period) is generated for a specified number of games (for example, 5 to 8 games), and the transition to the CZ state is made to wait during this time before transitioning to the CZ state. During the CZ state standby state, similar to the standby period of the pseudo bonus state described above, control is performed to make the presentation content on the main display 8 different from other states.

[0090] In other words, by increasing the occurrence rate of the winning effects executed in each game compared to other normal game states, the winning effects become so-called hype effects for the CZ state that occurs subsequently, thereby increasing the player's sense of anticipation. Other examples of teasing effects include increasing the appearance rate of a specific character during a winning effect, changing the color scheme of the character's dialogue image to something different from outside the teasing effect (for example, blue), or changing the background. Then, at the end of the game when the CZ state waiting state ends, the main display 8 notifies the player that the game will transition to the CZ state.

[0091] In addition, in order to increase the player's anticipation of the transition to the CZ state, during the CZ state waiting state, a continuous presentation of the CZ state for a predetermined number of games (e.g., two games) may be executed on the main display 8 to notify the player of the eventual transition to the CZ state.

[0092] In addition, even if a specified rare role (for example, a strong cherry role) is won but the lottery for transition to the CZ state is not won, the presentation content on the main display 8 is controlled to be different from other states (so-called hype presentation) for a specified number of games (for example, 5 to 8 games) in the same manner as the above-mentioned delay period. Therefore, when a specified rare role (for example, a strong cherry role) is won, the player's sense of expectation is heightened for a specified period of time regardless of whether or not there is a transition to the CZ state.

[0093] In addition, a fake continuous performance of the CZ state for a predetermined number of games (for example, 3 games) to notify the player that the game will not ultimately transition to the CZ state may be executed on the main display 8. In this case, the characters that appear in the continuous performance of the CZ state and the fake continuous performance may basically be set to be the same, and the final notification content may be made different, so as to keep the player's expectations high until the end. For example, as a continuous performance in the CZ state (or a fake continuous performance), a performance image may be executed in which the character challenges a sports competition through each game. In this case, during the continuous performance (or fake continuous performance), sports competitions are continuously executed through the games in between, and if the CZ state is won, an image is executed in which the character ultimately succeeds in the competition (for example, succeeds in scoring a goal in soccer), and if the CZ state is not won, an image is executed in which the character fails the competition.

[0094] In addition, during the CZ state standby state, a CZ state premonition performance (CZ main premonition performance or CZ fake premonition performance) similar to the premonition performance (main premonition performance or fake premonition performance) may be executed on the main display device 8, or a continuous performance or fake continuous performance may be executed at the final stage of the CZ state premonition performance (CZ main premonition performance or CZ fake premonition performance). In addition, the period during which the teasing effect is performed when a specified rare role (for example, a strong cherry role) is won may be any period during which multiple games are played, and the number of games may be determined from multiple numbers of games based on a random number draw, or may be determined by a fixed number of games.

[0095] -Transition process from normal game state to AT state (arrow g in Figure 3) In the normal game state, the main control device 10 performs a lottery process for transitioning to the AT state based on the winning of a predetermined rare role. For example, when a strong cherry role is won, the transition process to the AT state is performed with a predetermined probability (for example, 1%). The condition for transitioning to the AT state is winning this transition lottery. In addition, the transition to the AT state in the normal game state may be made on the condition that a specified rare role is won, or may be made with a specified probability (e.g., 1%) when a losing lottery result is derived in which no small role is won.

[0096] In this embodiment, the transition to the AT state is mainly performed via a pseudo-bonus state in order to heighten the player's sense of anticipation, and therefore the probability of transitioning directly from the normal game state to the AT state is set to be extremely low. In addition, the probability of transitioning directly from the normal gaming state to the AT state may be made changeable depending on the set probability in the probability setting device 14, or the lottery for transitioning directly from the normal gaming state to the AT state may be won only in the case of a relatively high set value (for example, settings 4 to 6). In addition, if the player wins the lottery to transition to the AT state during normal gameplay, a premonition effect similar to that which occurs when the pseudo-bonus state described above occurs is executed, and the AT state occurs after the premonition effect ends.

[0097] In addition, when the lottery for transitioning directly from the normal game state to the AT state is won, the selection control of the premonition effect different from that when the pseudo bonus state occurs may be performed. For example, when transitioning directly to the AT state, the selection rate of the premonition effect consisting of characters and backgrounds with low appearance rates (or that do not appear) in the fake premonition effect may be made higher than when the pseudo bonus state occurs. Also, the premonition effect that is not executed when the pseudo bonus state occurs may be executed only when transitioning directly to the AT state.

[0098] (CZ state) In the CZ state, push order navigation is not performed when the push order bell role is won, but since the lottery process for transitioning to the pseudo bonus state is performed with a higher probability in each game than in the normal game state, it is a game state in which it is easier to transition to the pseudo bonus state than when remaining in the normal game state. Although push order navigation is not performed when the push order bell role is won, push order navigation may be performed when the push order bell role is won, or push order navigation may be performed a portion of the time when the push order bell role is won, i.e., with a predetermined probability (for example, 40%) when the push order bell role is won.

[0099] Since it is easier to transition to a pseudo-bonus state while in the CZ state than while in the normal game state, the CZ state is positioned as a chance zone in the flow of the game. The maximum number of games that can be played in CZ state is 10. During the CZ state, control information regarding the CZ state is transmitted from the main control unit 10 to the sub-control unit 20, and under the control of the main control unit 10 and the sub-control unit 20, various effects and the number of remaining games during the CZ state are displayed on the main display 8.

[0100] -Transition process from CZ state to pseudo bonus state (arrow e in Figure 3) In the CZ state, a lottery process for transitioning to the pseudo bonus state is carried out for each game. The winning probability of the pseudo bonus state transition lottery process is set according to the winning role of each game. The winning probability of the pseudo bonus state transition lottery process is, for example, 50% when a rare role is won, 10% when a bell role or a replay role is won, and 5% when a losing role is won. The pseudo bonus state transition lottery is performed for each game in the CZ state, but whether or not there will be a transition to the pseudo bonus state is determined in the final game of the CZ state, and if the transition to the pseudo bonus state is announced in the final game, the game state will transition to the pseudo bonus state in the same way as in the normal game state. In addition, the lottery for transition to the pseudo bonus state is held when each role is internally won, so even if the symbol corresponding to the winning role does not stop on reel 4 (when a win is missed), the lottery for transition to the pseudo bonus state is held.

[0101] The winning probability of the pseudo bonus state transition lottery process for some or all of the winning combinations may be other than the above. In addition, the pseudo bonus state transition lottery process is performed when the bell combination is won, but the pseudo bonus state transition lottery process may be performed based on the winning of the symbol corresponding to the bell combination.

[0102] During the CZ state, in order to increase the interest of the game, a CZ effect in which a predetermined character appears is displayed on the main display 8. In the CZ effect, for example, an effect image in which the main character prepares for a battle is displayed for the first few games (e.g., seven games), and an effect image in which the main character and an enemy character battle each other is displayed as a series of effects spanning multiple games for the last few games (e.g., three games) of the CZ state. Then, if the player wins the lottery for transitioning to the pseudo bonus state, the player is notified that the main character will win the final game and transition to the pseudo bonus state will occur.

[0103] In addition, during the CZ state, the background during the preparation for the match and the offensive and defensive content during the match change depending on the winning content of the game that was played during that time, to change the sense of expectation for the transition to the pseudo bonus state. In addition, the number of remaining games in the CZ state is displayed on the main display 8, and the number of remaining games is subtracted each time a game is played. Also, during the preparation performance before the battle performance in the CZ performance, performance images in which the main character prepares for the battle are executed continuously throughout each game, so that the preparation performance also becomes a series of performances that spans multiple games.

[0104] In addition, during the CZ state, the presence or absence of a transition to the CZ state may be notified without executing a battle presentation. For example, if a pseudo bonus state is won in a specific game during the CZ state, a presentation may be executed to notify the transition to the pseudo bonus state during that game. In this case, if the pseudo bonus state is not won in any game during the CZ state, the CZ state will end without a presentation to notify the transition to the pseudo bonus state.

[0105] · Transition process from CZ state to normal game state (arrow d in Figure 3) In the CZ state, if the player does not win the lottery to enter the pseudo bonus state, the game will transition to the normal game state after a set number of games have been played in the CZ state. At this time, the CZ presentation will inform the player that the main character has lost and will not transition to the pseudo bonus state.

[0106] In addition, when transitioning from the CZ state to the normal game state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be notified by the notification means (main display 8, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, a predetermined character from among multiple characters may be displayed on the main display device 8 or the sub-display device 17. The character to be displayed is selected according to a selection probability that is preset according to each setting value of the probability setting device 14, so that it is possible to predict the setting value to some extent from the displayed character.

[0107] (pseudo bonus state) The pseudo bonus state is a game state in which it is easy to win medals, as during the game in the pseudo bonus state, push order navigation for the push order bell role is performed in the same way as in the AT state, as a notification of an operation mode that is advantageous to the player. The pseudo bonus state continues for a predetermined period (for example, 18 to 20 games), and a lottery for transition to the AT state is held in a predetermined game executed during that period. Therefore, the pseudo bonus state is also a gaming state that mainly determines whether or not the AT state in which the player can win a large number of medals will occur in the slot machine 1. During the pseudo bonus state, the push order navigation may be executed with a predetermined probability (for example, 60%) when the push order bell role is won, thereby making the frequency of the push order navigation lower than during the AT state. In addition, the period during which the pseudo bonus state continues may be determined not only by the number of games executed, but also by the number of times the push order navigation is executed, the number of medals paid out (number of medals paid out), the number of medals actually increased by the payment of medals (net increase in number of medals), etc.

[0108] Furthermore, in the first game that transitions to the pseudo bonus state, the period from the operation of the start lever 3 to the operation of the stop button 5 becoming effective is extended by the control of the main control device 10, and during this period, the reel 4 is rotated in reverse, and then a specific pattern combination ("7, 7, 7") is temporarily stopped on the reel 4 and then rotated forward again, a so-called reel effect is performed, and the occurrence of the pseudo bonus state is notified.

[0109] The reel effect period during which the reel effect is performed is set to, for example, 15 seconds, and during this period, operation of the stop button 5 is invalid, so that even if the reel 4 is in motion, the game cannot proceed. Then, at the end of the reel presentation period, a specific symbol combination (for example, "7, 7, 7") will stop (automatically stop), so the pseudo bonus state is similar to the AT state in terms of gameplay, but in appearance it appears as if a so-called big bonus state (real bonus state) has occurred, which is differentiated from the AT state.

[0110] In addition, when the reel presentation period ends, reel 4 automatically starts rotating in the forward direction and operation of stop button 5 becomes effective. From this point on, the first game that has transitioned to the pseudo bonus state can be stopped in the same way as in a normal game. During the reel effect, under the control of the sub-control device 20, the main display 8 displays an effect image corresponding to the reel effect, which notifies the occurrence of the pseudo bonus state.

[0111] -Transition process from pseudo bonus state to AT state (arrow f in Figure 3) In the pseudo bonus state, a lottery process for transition to the AT state is performed in a predetermined number of games (1 to 3 games) executed at the end of the pseudo bonus state. In this embodiment, the AT state transition lottery process is executed over a lottery game period that is set for at most the last three games of the pseudo bonus state, and whether or not to transition to the AT state is determined based on the results of the match lottery executed in each game during the lottery game period. If all the results of the match lotteries for each game during the lottery game period are winning, it is determined that the special conditions have been met and a transition to the AT state is decided, and the game state will transition to the AT state after the pseudo bonus state ends.

[0112] In other words, the main control unit 10 is configured to determine whether or not to transition to an AT state in relation to the execution of multiple games during a lottery game period, which is a predetermined period, and to determine to grant a specified bonus when the lottery results related to the transition to the AT state in the multiple games satisfy predetermined special conditions. In this embodiment, the lottery process for transition to the AT state is performed in a predetermined number of games executed at the end of the pseudo bonus state, but it is also possible to set up a period of a predetermined number of games after the pseudo bonus state ends in which to perform the lottery process for transition to the AT state, and to play a game to determine whether or not to transition to the AT state after the pseudo bonus state ends.

[0113] In addition, the winning probability of the match lottery for each game executed during the lottery game period is not always constant, but the lottery mode is set so that the winning probability differs between each game. For example, during the lottery game period, the match lottery for each game is executed with a 50% probability of winning in the match lottery for the first game, a 60% probability for the second game, and a 70% probability for the third game.

[0114] In addition, the lottery pattern may be other than the probabilities for each match lottery described above, as long as it transitions to the AT state with a predetermined probability. In addition, a plurality of selection patterns may be set, and one of the selection patterns may be changed based on the establishment of a predetermined condition. For example, a selection mode may be set in which the winning probability of the match lottery for each game in the three games during the lottery game period is 50%, and a selection mode in which the winning probability of the match lottery for each game is 25% in the first game, 50% in the second game, and 100% in the third game, and one of the selection modes may be switched. However, in this case, it is preferable that the total probability of transitioning from the pseudo bonus state to the AT state is the same regardless of the selection mode.

[0115] In addition, the selection mode may be changed based on the player's operation, allowing the player to select the selection mode according to his / her preference. In addition, the total probability of transitioning from the pseudo bonus state to the AT state may be made changeable according to the setting value in the probability setting device 14 as a setting means.

[0116] In addition, the total probability of transitioning from the pseudo bonus state to the AT state may be set differently depending on the lottery mode. For example, the total probability of transitioning to the AT state may be switched from a low lottery mode to a high lottery mode based on a predetermined condition that is established during the normal game state or the pseudo bonus state, such as the establishment of a predetermined rare role (for example, a strong cherry role). In this case, if the AT state is won in a lottery mode with a low total probability, a bonus that is more advantageous to the player than when the AT state is won in a lottery mode with a high total probability may be granted. For example, if the AT state is won in a lottery mode with a low total probability, multiple continuation rights to the AT state may be stored (stocked), or an AT state with a larger number of continuations (higher AT state) may be generated.

[0117] During the lottery game period, in response to the execution of the game, a continuous performance is executed by the characters on the main display device 8 under the control of the sub-control device 20 based on the reception of control information from the main control device 10. The continuous effects during the pseudo bonus state have different content from the continuous effects executed during the aforementioned real premonition effect (or fake premonition effect), and the battle effect is completed for each game.

[0118] In other words, in the continuous presentation executed during the main premonition presentation (or fake premonition presentation), the main character competes against the enemy character for three games, with the outcome of the battle being determined in the final game, whereas in the continuous presentation executed during the pseudo bonus state, the battle presentation is executed such that the outcome of the battle is determined for each game according to the battle lottery in each game. In addition, the battle presentation in each game is executed based on the winning probability set for each game, so that the friendly characters (including the main character) who compete against the enemy characters in each game can appear in different types according to the winning probability.

[0119] For example, in the first game during a continuous performance, ally character A appears in response to a battle lottery with a 50% chance of winning, in the second game, ally character B appears in response to a battle lottery with a 60% chance of winning, and in the third game, ally character C (e.g., the main character) appears in response to a battle lottery with a 70% chance of winning.

[0120] If the match lottery for each game is won, the character on the team that appears wins at the end of the game, and if the match lottery is not won, the character on the team that appears loses at the end of the game. This is done in a complete manner for each game. As a result, if the match lottery for all games is won, all the characters on the team will win, and the transition to the AT state will finally be announced. On the other hand, if a player does not win even one match lottery during the lottery game period, the lottery game period ends at that point, and the pseudo bonus state also ends at that point. Therefore, the duration of the pseudo bonus state changes depending on the result of the match lottery.

[0121] In addition, in order to enhance the interest of the game during the pseudo bonus state other than the lottery game period, a pseudo bonus state effect (pseudo bonus effect) in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the pseudo bonus effect, for example, an introductory image of each character that appears is displayed, and a predetermined piece of music is output from the speaker 9.

[0122] On the other hand, during the lottery game period in the pseudo bonus state, the background during the match performance and the content of the offense and defense during the match performance change depending on each match lottery, thereby changing the sense of anticipation for the transition to the AT state. Furthermore, the number of remaining games in the pseudo bonus state is displayed on the main display 8, and the number of remaining games is subtracted every time a game is executed.

[0123] In this embodiment, the period for conducting the transition lottery for the AT state in the pseudo bonus state is set to the last three games of the pseudo bonus state, but it can be any period in which the transition lottery is conducted in a number of consecutive games, for example, four or five games. In addition, the condition for transitioning to the AT state is set when all match lotteries in multiple games are won, but other conditions may also be used; for example, it may be decided to transition to the AT state by winning once or twice.

[0124] In addition, if there is a loss in even one match lottery during the lottery game period, the lottery game period (pseudo bonus state) ends at that point, but it is also possible to execute all three games during the lottery game period regardless of the lottery results for each game. In this case, if there is a loss in the match lottery for all games, it is also possible to transition to the AT state as a special bonus. However, in this case, the condition is that a game that has a 100% probability of winning the match lottery is not executed.

[0125] In addition, the lottery for transition to the AT state during the pseudo bonus state may be executed outside the lottery game period described above. For example, when reel 4 is stopped in a normal operation mode (e.g., the left reel 4a is stopped first), a symbol combination corresponding to a replay role stops, but when reel 4 is stopped in an irregular operation mode different from the normal operation mode (e.g., the right reel 4c is stopped first), a specific replay role in which a specific symbol combination (e.g., "7, 7, 7") stops can be drawn, and when a specific replay role is won during a period other than the lottery game period during the pseudo bonus state, a transition to the AT state may be made unconditionally (100% probability). In this case, when a specific replay combination is won, it is preferable to display on the main display 8 an image encouraging the player to perform an irregular operation mode and to aim for a specific symbol combination.

[0126] In addition, if a rare role (e.g., a strong cherry role) is won during a period other than the lottery game period during the pseudo bonus state, the right to transition to the AT state at that time may be granted with a predetermined probability (e.g., 10%). In addition, when a rare role (e.g., a strong cherry role) is won during a period other than the lottery game period during the pseudo bonus state, rather than granting the right to transition to the AT state, it is also possible to grant the right to win a match lottery for a specified number of games (1 game, 2 games) during the lottery game period with a specified probability (e.g., 20%) at that time. In this case, when a rare combination is won, it is preferable to execute a winning effect on the main display device 8 that is completed in one game.

[0127] In addition, if the right to transition to the AT state is granted when a rare role is won during a period other than the lottery game period in the pseudo bonus state, it is preferable to perform a continuous performance in which the player wins all games during the lottery game period, regardless of the outcome of the match lottery. In addition, during the lottery game period, a draw lottery may be held separately from the match lottery, and if the match lottery is not won but the draw lottery is won, the match lottery for that round may be invalidated and a game in which a new match lottery is held may be additionally held during the lottery game period. In addition, if all the match lotteries during the lottery game period are won, the lottery game period may be extended so that the lottery game period does not end until a match lottery is not won. In this case, if a match lottery for the extended game is won, the right to continue the AT state may be granted each time.

[0128] In addition, a button effect may be executed during the match effect of each game during the lottery game period in the pseudo bonus state. The button presentation as an operation presentation is a series of presentations in which first, on the main display 8 (or sub-display 17), an operation image consisting of an image imitating an operation button that encourages the operation of the presentation button 2d, or text information instructing an operation (e.g., "PUSH"), etc. is displayed, and then, when the indicated presentation button 2d (or upper presentation button 2f) is operated, a specified image is displayed on the main display 8 (or sub-display 17).For example, at the end of a game in which a match presentation is executed, an image imitating an operation button or an operation image is displayed, and then, when the indicated presentation button 2d is operated, an image notifying the result of a predetermined match presentation lottery is displayed on the main display 8. In this case, it is preferable that if the result of the match lottery is a win, the probability of the button effect being executed is higher than if the result is a non-win.

[0129] -Transition process from pseudo bonus state to normal game state (arrow b in Figure 3) In the pseudo bonus state, if the special conditions are not met and the right to transition to the AT state is not granted, that is, if all the competition lotteries for each game during the lottery game period in the pseudo bonus state are not won, the game will transition to the normal game state after the pseudo bonus state ends. In this embodiment, if the match lottery is not won even once in a game during the lottery game period, the special condition is confirmed as not being met, and therefore, when the match lottery is not won in any game during the lottery game period, the condition for terminating the pseudo-bonus state is met, and the game state transitions to the normal game state from the next game.

[0130] Therefore, the duration of the pseudo bonus state will change depending on the result of the game match lottery during the lottery game period. For example, if the first game during the lottery game period, the 18th game, is a non-winner, the duration of the pseudo-bonus state will be 18 games, but if the last game, the 20th game, is a non-winner for the first time, the duration will be 20 games. In addition, since push order navigation is performed during the lottery game period, even if the special conditions are not met in the pseudo bonus state, the longer the lottery game period continues without the match lottery being a non-winning event, the more opportunities there are to win medals, making the player more advantageous. Although push order navigation for the push order bell role is performed even in games during the lottery game period, push order navigation may not be performed in games during the lottery game period, or push order navigation may be performed only with a predetermined probability (for example, 50%).

[0131] In addition, when the pseudo bonus state is switched to the normal game state, setting-related information (setting suggestion information) that can suggest the setting value set by the probability setting device 14 may be notified by the notification means (main display 8, sub-display 17, speaker 9) under the control of the main control device 10 and the sub-control device 20. For example, a predetermined character is displayed from among a plurality of characters on the main display device 8 or the sub-display device 17, and the displayed character is selected according to a selection probability preset in accordance with each setting value of the probability setting device 14, making it possible to predict the setting value to some extent from the displayed character.

[0132] (AT state) The AT state is a game state in which it is easy to win medals, as push order navigation for the push order bell role is performed to notify the player of an operation mode that is advantageous to the player during the game in the AT state.

[0133] During the AT state, a predetermined number of games (e.g., 30 games) granted at the initial transition to the AT state is managed as the remaining number of games that can continue the AT state, and the remaining number of games is subtracted for each game, and the AT state continues until there are no remaining games. When there are no more games remaining in the AT state, the AT state ends.

[0134] During the AT state, control information regarding the AT state is transmitted from the main control device 10 to the sub-control device 20, and various images of effects during the AT state are displayed on the main display device 8 under the control of the sub-control device 20. In addition, the number of remaining games during the AT state, the total number of medals acquired during a series of AT states, and the total number of games executed during the AT state are displayed on the main display device 8.

[0135] In addition, in the AT state, a lottery process for continuing the AT state is performed in a predetermined number of games (2 to 3 games) executed at the end of the AT state. In this embodiment, the lottery process for continuing the AT state is executed over a lottery game period that is set for at most the last three games of the AT state, and whether or not to continue the AT state is determined based on the result of the match lottery executed in each game during the lottery game period. If the result of the match lottery for each game during the lottery game period is a win twice, it is determined that the special conditions have been met, the AT state will continue, and a new AT state will start after the current AT state ends. In other words, the main control unit 10 is capable of deciding whether or not to grant a specified benefit (continuation of the AT state) in connection with the execution of multiple games during a lottery game period, which serves as a specified period, and is configured to decide to grant the specified benefit when the lottery results relating to the granting of the specified benefit in multiple games satisfy predetermined special conditions.

[0136] In addition, in the new AT state, the continuation of the AT state itself is managed in the same way as at the initial transition to the AT state, and the AT state ends when a predetermined number of games (for example, 30) have been played. However, in the predetermined number of games (2 to 3 games) played at the end of this new AT state, a lottery process for the continuation of the AT state is performed in the same way as at the initial transition. Therefore, if special conditions are met in the continuation lottery process during each AT state, the AT state will be executed repeatedly.

[0137] In addition, the probability of winning the match lottery for each game executed during the lottery game period in the AT state is set to be not always constant, similar to during the pseudo bonus state. The winning probability of each match lottery during the lottery game period in the AT state may be the same as that during the pseudo bonus state, or may be different. In addition, multiple lottery modes for the lottery game period during the AT state may be set and may be changeable based on the establishment of a predetermined condition, or may be changeable based on the player's operation, allowing the player to select according to their preference.

[0138] Also, similar to the pseudo bonus state, during the lottery game period in the AT state, continuous character presentations are executed on the main display 8 under the control of the sub-controller 20 based on the reception of control information from the main controller 10 in response to the execution of the game. As with the pseudo bonus state, the continuous performances during the AT state are also designed so that the battle performance is completed for each game, and the battle performance is executed based on the winning probability set for each game, and the friendly characters (including the main character) who compete against the enemy characters for each game will appear in different types corresponding to the winning probability.

[0139] If the match lottery for each game is won, the friendly character that appears wins at the end of the game, and if the match lottery is not won, the friendly character that appears loses at the end of the game, and this presentation is carried out in a complete manner for each game. However, in the continuation lottery process during the AT state, some of the conditions are set differently from the transition lottery process during the pseudo-bonus state. In the pseudo-bonus state, transition to the AT state is confirmed if all the results of the match lotteries in three games are wins, whereas in the AT state, continuation of the next AT state is confirmed if two of the results of the match lotteries in three games are wins.

[0140] Therefore, the conditions for continuing the AT state are easier to achieve than the transition conditions for entering the AT state. For example, if the match lotteries for the first and second games are won, the continuation of the next AT state is confirmed at that point. Even if the match lottery for the third game is not won, after the match performance for that game is determined to be a loss, the continuation of the AT state will finally be announced and a transition will occur to a new AT state.

[0141] In addition, in this embodiment, if all the results of the match lotteries in each game executed during the lottery game period during the AT state are winning, in addition to being granted the right to continue the AT state for the next time, the right to continue the AT state for the time after that is also granted. In other words, if two winning results are derived in the match lottery during the lottery game period during the AT state, a continuation right to the next AT state will be granted as a specified benefit, but if three winning results are derived, in addition to the grant of the specified benefit, the continuation right will be stored (stored) so that the AT state will continue for the next AT state as a grant of another benefit.

[0142] In addition, if the right to continue the AT state is stored (stored), the AT state will continue unconditionally, so in the game during the lottery game period in the next AT state, it is preferable to execute a presentation image on the main display 8 that can notify that the state will continue, without performing the battle presentation described above.

[0143] Furthermore, even if the right to continue the AT state is stored (held), rather than unconditionally confirming the AT state, a normal continuation lottery process may be performed in the next AT state, and the AT state may be continued using the stored information of the right to continue the AT state only if the special condition is not met. Therefore, in this case, a match lottery will be held for the game during the lottery game period during the next AT state, and if special conditions are met at this time, the AT state will continue without using the stored information on the right to continue the AT state, with its use reserved for the next time onwards. Furthermore, the continuation right of the AT state granted by deriving three winning results can be stored and held (stocked) by the main control unit 10, so that, for example, when three winning results are derived in succession, two continuation rights can be additionally stored. In this case, when the AT state is continued using the stored information of the right to continue the AT state, the stored information of the right to continue is subtracted each time.

[0144] In addition, in order to enhance the interest of the game during the period other than the lottery game period in the AT state, the performance during the AT state in which a predetermined character appears is displayed on the main display 8 or the sub-display 17. In the performance during the AT state, for example, an introductory image of each character that appears is displayed, and a predetermined piece of music is output from the speaker 9.

[0145] On the other hand, during the lottery game period in the AT state, the background during the match presentation and the content of the offense and defense during the match presentation change depending on the type of match lottery, thereby changing the sense of expectation for the continuation of the AT state.

[0146] In this embodiment, the period for conducting the AT state continuation lottery in the AT state is set to the last three games of the AT state, but it can be any period in which the transition lottery is conducted in a number of consecutive games, for example, four games, five games, etc. In addition, the special condition for the continuation of the AT state is set when the match lottery in multiple games is won twice, but other conditions may also be used; for example, the AT state may be determined to continue when the lottery is won once or three times. Also, if there is a loss in even one match lottery during the lottery game period, the lottery game period (AT state) ends at that point, but it is also possible to execute all three games during the lottery game period regardless of the lottery results for each game. In this case, if there is a loss in the match lotteries for all games, it is also possible to continue to the next AT state as a special privilege. However, in this case, the condition is that a game that has a 100% probability of winning the match lottery is not executed.

[0147] In addition, the lottery for the next AT state continuation during the AT state may be performed outside the lottery game period described above. For example, similar to the pseudo bonus state, if a specific replay role is won during a period other than the lottery game period during the AT state, the AT state may be continued unconditionally (100% probability).

[0148] In addition, if a rare role (e.g., a strong cherry role) is won during a period other than the lottery game period during the AT state, the right to continue the AT state at that time may be granted with a predetermined probability (e.g., 10%). In addition, if a rare role (e.g., a strong cherry role) is won during a period other than the lottery game period during the AT state, rather than granting the right to continue in the AT state, the right to win a match lottery for a specified number of games (1 to 3 games) during the lottery game period may be granted at that time with a specified probability (e.g., 20%). In this case, when a rare combination is won, it is preferable to execute a winning effect on the main display device 8 that is completed in one game. Also, similar to during the pseudo bonus state, a button effect may be executed during the match effect of each game during the lottery game period in the AT state.

[0149] In addition, if a specified rare role (for example, a weak cherry role, a weak watermelon role, a strong watermelon role, or a strong cherry role) is won during the AT state, a lottery will be held to add to the number of games in the AT state, and if the additional lottery is won, a predetermined number of games corresponding to the rare role that triggered the win may be added to the remaining number of games in the currently active AT state.

[0150] In addition, if a specific rare role (e.g., a strong cherry role) is won during the AT state, in addition to the above-mentioned additional lottery, it may be possible to generate an additional specialized zone in which the probability of the number of games being added for a specific period (e.g., 10 games) is higher than in other states. The add-on specialization zone occurs with a specified probability (e.g., 10%) when a specific rare role (e.g., a strong cherry role) is won, and during the add-on specialization zone, in addition to rare roles with a low probability of winning, for example, all roles other than replay roles are used as trigger roles for adding on, increasing the possibility of a large number of games being awarded (added on) as a specified bonus.

[0151] In addition, in the added special zone, the right to continue the AT state may be granted (stocked) at a predetermined probability (for example, 15%) when a predetermined role (for example, a rare role) is won. In addition, the right to continue the AT state may be granted (stocked) multiple times each time the above conditions are met. In this case, if there are remaining rights (stocks) to continue the AT state, the special conditions will be met unconditionally in the continuation lottery process during the AT state. In addition, based on the establishment of certain conditions during the AT state, the AT state may be temporarily interrupted to generate a pseudo bonus state.

[0152] In addition, if three winning results are derived in the match lottery during the lottery game period during the AT state, in addition to granting a specified bonus, a continuation right is stored (stocked) so that the AT state will continue for the next AT state and thereafter as a different bonus. As a different bonus, a specified number of games (for example, 20) may be added to the number of remaining games in the AT state currently being executed or the next AT state, or the aforementioned added specialization zone may be executed after the end of the AT state currently being executed as a different bonus.

[0153] In addition, during the lottery game period in the AT state, a draw lottery may be executed separately from the match lottery, and if the match lottery is not won but the draw lottery is won, the match lottery for that round may be invalidated and a game in which a new match lottery is held may be additionally executed during the lottery game period. In addition, if all the match lotteries during the lottery game period are won, the lottery game period may be extended so that the lottery game period does not end until a match lottery is not won. In this case, if a match lottery for the extended game is won, the right to continue the AT state may be granted each time.

[0154] -Transition process from AT state to normal game state (arrow h in Figure 3) In the AT state, if the special conditions are not met and the right to continue to the next AT state is not granted, that is, if two winning results are not derived in the match lottery for each game during the lottery game period in the AT state, the game will transition to the normal game state after the AT state ends. In this embodiment, if a non-winning result in the match lottery is derived twice in a game during the lottery game period, the special condition is confirmed as not being met, and therefore, when a non-winning result in the match lottery is derived twice in any game during the lottery game period, the condition for terminating the AT state is met, and the game state transitions to the normal game state from the next game.

[0155] Therefore, the duration of the ongoing AT state will change depending on the result of the game match lottery during the lottery game period. For example, if the match lottery for the 28th game, which is the first game during the lottery game period, is not won, and then the match lottery for the 29th game, which is the second game, is also not won, the duration of the AT state will be 29 games, but if the match lottery for the second game is won and the match lottery for the 30th game, which is the last game, is not won, the duration will be 30 games.

[0156] In addition, since push order navigation is performed during the lottery game period, even if the special conditions are not met in the continuation lottery process in the AT state, the longer the lottery game period continues without two non-winning matches, the more opportunities there are to win medals, making the player more advantageous. Although push order navigation for the push order bell role is performed even in games during the lottery game period, push order navigation may not be performed in games during the lottery game period, or push order navigation may be performed only with a predetermined probability (for example, 50%).

[0157] When the AT state is changed to the normal game state, the winning probability state of the pseudo bonus state is controlled to be the normal probability state. At this time, the winning probability state may be changed to the high probability state with a predetermined probability for each setting in the probability setting device 14. In addition, when transitioning to a high probability state after the end of the AT state, there is a possibility that restriction control will be performed by the aforementioned restriction means during the high probability state, but if restriction control is performed during the high probability state, the state will be transitioned to the normal probability state.

[0158] In addition, at the end of the AT state, an ending state is set for a predetermined period of time (for example, 5 seconds), and during the ending state (ending period), game progress is temporarily disabled, and after the ending state ends, the game transitions to the normal game state. During the ending state, setting-related information that can suggest the setting value set by the probability setting device 14 is notified by the notification means under the control of the main control device 10 and the sub-control device 20. For example, a predetermined image is displayed on the main display device 8 and the sub-display device 17, and a predetermined sound is output by the speaker 9. In this manner, the gaming state of the slot machine 1 is shifted.

[0159] [Game state transition and display contents on the main display unit] Next, referring to the timing chart of Figure 4, we will explain the transition of the game state realized by the control of the main control unit 10 and the sub control unit 20, and the display content on the main display unit 8, in particular, the transition of the game state when the game state changes from the normal game state to the pseudo-bonus state, and the display content on the main display unit 8. FIG. 4 shows the transition of the game state from the normal game state to the pseudo bonus state and the corresponding relationship of the change in the display content on the main display 8 during that time. Specifically, under the control of the main control device 10, a transition to a pseudo bonus state is determined with a predetermined probability (e.g., 20%) when a predetermined role (e.g., a chance role) is won in the normal game state, and the presentation content (presentation image) displayed on the main display 8 when the game state subsequently transitions from the normal game state to the pseudo bonus state as the game progresses is shown.

[0160] In this embodiment, the main control unit 10 controls the drawing of various bonuses and changes to various game states (including the time of change), and transmits control information related to this control from the main control unit 10 to the sub-control unit 20, which then controls the corresponding presentation images. The start time and duration of effects that are not directly related to changes in the game state (for example, fake premonition effects, etc.) may be controlled by the sub-controller 20 based on the reception of control information from the main controller 10, or may be controlled independently by the sub-controller 20 without receiving control information from the main controller 10. However, it is necessary to receive control information that triggers the effects (for example, information on winning a rare role, etc.).

[0161] First, as shown in FIG. 4, during the normal gaming state (the first to third games) when the transition to the pseudo bonus state has not been determined, the effects during the normal gaming state are performed. As an effect during the normal game state, for example, an effect image in which a predetermined character advances through a grass field is displayed on the main display 8. Furthermore, during normal game play, individual effects such as winning effects may be executed for each game, and when an individual effect is executed, an effect image corresponding to the individual effect is displayed on the main display 8 instead of the effect image in which the above-mentioned specified character moves through a grassland. The winning effect is an effect that is completed in one game, and although details will be described later, it is generated and controlled by the main control unit 10 and the sub-control unit 20 with a predetermined probability based on the lottery results of each game, and during the normal game state when a transition to the pseudo-bonus state has not been decided, the effect is generated and controlled at a relatively low frequency (normal effect frequency state).

[0162] Next, when the third game is executed during the normal game state (timing t0), if a chance role is won and the pseudo bonus state is also won, the premonition effect will be executed as described above, but a waiting period as a specific period is set between the execution of the fourth game and the fourteenth game (timing t1 to t2) before the execution of the premonition effect. Although not shown in the figure, when the third game is executed, a chance combination is won, and therefore a winning effect corresponding to the winning of the chance combination is displayed on the main display 8.

[0163] During the waiting period, basically, the effects during the normal game state are performed in the same manner as when the transition to the pseudo bonus state has not been decided. However, since the teasing effects are performed during the waiting period as described above, the generation of the winning effects is controlled by the main control unit 10 and the sub-control unit 20 in a state in which the frequency of effects is relatively high (high frequency state). Therefore, during the waiting period, even in a game in which a rare combination is not won, there is a relatively high probability that a winning effect will occur, which heightens the player's anticipation of the occurrence of a premonition effect. In addition, even during the fake waiting period when the pseudo bonus state is not won, this is a specific period in which the occurrence of winning effects is controlled in a state where the frequency of effects is high (high effect frequency state) as described above.

[0164] Next, when the 15th game is started (timing t2), the main display 8 executes the premonition effect, and for example, an effect image in which a predetermined character advances through a cave is displayed. In addition, while the premonition effect is being performed, similarly to the standby period, this is a specific period during which the generation control of the winning effect is performed in a state in which the effect frequency is relatively high (high effect frequency state). In addition, even during the fake premonition effect when the pseudo bonus state is not won, there is a specific period in which the occurrence of the winning effect is controlled in a state where the effect frequency is high (high effect frequency state) as described above.

[0165] Next, when the 31st game, which is the final stage of this premonition effect, starts (timing t3), a continuous effect is executed on the main display 8 for a predetermined number of games (e.g., three games), and, for example, a battle effect is executed in which a main character and an enemy character battle each other. The continuous presentation continues up to the 33rd game, and after the end of the 33rd game, which is the final game of the premonition presentation, a presentation is executed in which one of the characters wins to notify whether the pseudo bonus state has been achieved or not. The example shown in Figure 4 shows a case in which the pseudo bonus state has been achieved, so during the period from the end of the final game after a predetermined time (e.g., 2 seconds) has elapsed until the start of the next game, an image of the main character winning as a result of the continuous presentation is displayed on the main display 8, along with text information such as "Victory" or "Bonus Confirmed".

[0166] Then, from the start of the 34th game (timing t4), the gaming state transitions from the normal gaming state to the pseudo bonus state. When the game shifts to the pseudo bonus state, the main display 8 starts to display a pseudo bonus state effect consisting of an introductory image of each character that appears.

[0167] In the example of Figure 4, the main control device 10 as the bonus granting means wins the lottery to transition to the pseudo bonus state, but if the lottery to transition to the pseudo bonus state is not won, a fake premonition performance is executed on the main display 8 due to the winning of a chance role. As described above, the game state transitions and the effects displayed on the main display 8 are performed in accordance with the execution of the game.

[0168] Next, the winning effects will be described with reference to FIG. 5 and FIG. As described above, the winning effect is different from the continuous effects that are executed continuously over a plurality of games, and is an effect that is completed in one game. Such winning effects are executed by the sub-controller 20 controlling the main display 8, sub-display 17, speaker 9, lamp 11, etc. based on control information indicating the lottery results of the roles from the main control unit 10.

[0169] In addition, the sub-controller 20 controls whether or not to execute a winning effect and determines the manner in which it is to be executed, based on control information indicating the lottery results of the winning combination from the main controller 10 and the game status at that time. Therefore, the winning presentation has multiple patterns with different characters that appear and different ways of announcing the winning roles, and the sub-controller 20 executes one of the winning presentation patterns depending on the results of the role lottery and the game status at that time, etc.

[0170] 5 and 6 show an effect image on the main display device 8 when a winning effect is executed. The winning effect mainly involves notifying the player of the results of the lottery drawn by the main control device 10 and suggesting the likelihood of a special bonus being awarded based on the lottery results, and is executed by displaying an image notifying the player of the lottery results and suggesting the likelihood of a special bonus at a predetermined time during the game. Therefore, by checking the image displayed during the winning effect, the player may have hope for the subsequent award of a special prize, or may perform an operation to stop reel 4.

[0171] In addition, when executing a winning performance, the sub-control device 20 selects and determines the execution mode from among a plurality of patterns based on the results of the role selection, and Figures 5 and 6 show a winning performance consisting of pattern A or pattern B. In the sub-control device 20, for example, when the push order bell role is won, a winning performance in pattern A is executed, and when the watermelon role is won, a winning performance in pattern B is executed, and so on, depending on the result of the role lottery (including misses), a winning performance in one of the patterns is executed.

[0172] In addition, when the lottery result of the sub-control device 20 is derived as a role other than a rare role, a winning performance is executed with a predetermined probability. For example, when the push order bell role is won, the winning performance of pattern A is executed with a normal 20% probability, and during the aforementioned teasing performance, the winning performance of pattern A is executed with a 50% probability. On the other hand, when a rare role is drawn, the winning effect is executed with a higher probability than in the case of non-rare roles. For example, when a strong cherry role is won, the winning effect in pattern A is normally executed with a 50% probability, and the winning effect in pattern B is executed with a 50% probability. During the teasing effect, the winning effect in pattern A is executed with a 5% probability, and the winning effect in pattern B is executed with a 95% probability.

[0173] Therefore, when a rare role is won, distribution control is performed so that one of the winning effects is always executed, and if the lottery result is anything other than a rare role, the winning effect in pattern B is not executed, and the winning effect in pattern A is executed with a predetermined probability. In addition, if a winning combination is won and a special bonus (e.g., a pseudo bonus state) is also awarded at the same time, the probability of the winning effect being executed may be increased, or the ratio of winning effects in pattern B being executed may be increased.

[0174] [Winning effect during normal game mode (Pattern A)] First, FIG. 5 will be used to explain the winning presentation executed in the execution mode of pattern A during the normal gaming state. FIG. 5 shows an image displayed on the main display 8 when a winning effect is executed in pattern A based on the result of the lottery for the role, for example, showing an image displayed when the push order bell role is won. First, Figure 5 (a) shows the presentation image at the start of the game when a winning presentation in pattern A is executed. When the game starts, a normal character image 30a showing a predetermined character is displayed on the lower left side of the screen of the main display 8, and a normal bubble image 30b containing a question mark symbol "?" is displayed on the upper right side of the screen. The effect image shown in FIG. 5(a) is displayed at the start of the game, but may also be displayed at a predetermined time between the start of the game and the first reel 4 being rotated stops.

[0175] Next, FIG. 5(b) shows an image of the effect on the main display 8 after the game ends in the winning effect of pattern A, for example, when any of the push order bell roles is won. As shown in FIG. 5(b), when the game ends, a normal bell image 30c resembling a bell is displayed in approximately the center of the screen of the main display 8. The normal bell image 30c has approximately the same shape and color scheme (yellow) as the bell symbol displayed on the reel 4.

[0176] The image displayed after the game ends notifies or suggests the winning role that was won at that time, and the winning role in that game is notified by displaying an image that is approximately the same in shape and color as the pattern on reel 4 corresponding to each winning role. However, since the Chance role is not set so that the same symbols stop lined up on the reel 4 at the end of the game, when a Chance role is won, an image containing the word "Chance" is displayed on the main display 8. As will be described in more detail later, when the Push Order Bell role is won, depending on the stopping order of reel 4, the bell symbols may stop lined up in a straight line or in a V shape, and the notification mode is different depending on the pattern combination of the bell symbols.

[0177] In this way, when the winning effect of pattern A is executed and any image is displayed, the type of winning combination at that time will be announced after the game ends. Therefore, when the winning effect of pattern A is executed when a rare combination is won, an effect that allows the player to recognize the winning of the rare combination is executed after the game ends. In addition, a winning effect may be executed with a predetermined probability even in a game in which no winning combination is achieved. In this case, after the game ends, an image such as a white-colored item image or a "?" symbol may be displayed to notify (or suggest) that no winning combination has been achieved.

[0178] The effect image shown in Fig. 5(b) is displayed after the game ends, but it may be displayed at a predetermined time between the time when the first reel 4 stops spinning and the time when the next game starts. In this case, when the push order bell is won, it is preferable to display the effect image at the time when the winning of the corresponding push order bell role is confirmed, for example, after the second reel 4 stops.

[0179] [Winning effect during normal game mode (Pattern B)] Next, FIG. 6 will be used to explain the winning presentation executed in the execution mode of pattern B during the normal gaming state. Figure 6 shows a presentation image on the main display 8 when a winning presentation in pattern B is executed based on the result of the lottery for the role. For example, this is a winning presentation when either a strong cherry role or a weak cherry role is won as a rare role, and shows a presentation image on the main display 8 in the winning presentation of pattern B.

[0180] First, Figure 6(a) shows the presentation image at the start of the game when a winning presentation in pattern B is executed. When the game starts, a special character image 31a showing a specified character is displayed on the left side of the screen of the main display device 8, and a special bubble image 31b containing an exclamation point symbol "!!" is displayed on the top right side of the screen. The special character image 31a is enlarged compared to the normal character image 30a, and the special balloon image 31b is enlarged and surrounded by a broken line different from that of the normal balloon image 30b.

[0181] In this way, when the winning effect of pattern B is executed, the special character image 31a and the special balloon image 31b, which are displayed only when a rare combination is won, are displayed at the start of the game. In other words, even if a rare combination is won, if the winning effect of pattern A is executed, the player cannot recognize the winning of the rare combination at the start of the game, but when the winning effect of pattern B is executed, a specific effect (first specific effect) is executed that allows the player to recognize the winning of the rare combination at the start of the game. The effect image shown in FIG. 6(a) is displayed when the game starts (when the start lever 3 is operated), but it may also be displayed at a predetermined time other than when the game starts, between the start of the game and when the first reel 4 that is spinning stops.

[0182] Next, Figure 6 (b) shows an image displayed on the main display 8 after the game ends when a rare role, for example, either a strong cherry role or a weak cherry role, is won in the winning performance of pattern B. As shown in FIG. 6(b), when the game ends, a cherry image 31c that imitates a cherry and has approximately the same shape and color scheme (red) as the cherry symbol displayed on the reel 4 is displayed approximately in the center of the screen of the main display device 8. In addition, in the winning presentation in pattern B, as in pattern A, the image displayed after the game ends notifies or suggests the winning role that was won at that time, and the winning role in that game is notified by displaying an image that is approximately the same in shape and color as the pattern on reel 4 corresponding to each winning role. Therefore, if the winning presentation of pattern B is executed when a rare role is won, the player will be notified at the start of the game that a rare role has been won, and the type of rare role that has been won will be announced at the end of the game.

[0183] It should be noted that the presentation image shown in FIG. 6(b) is displayed after the game ends (after all reels 4 have stopped), but it may also be displayed at a predetermined time between the time when the first reel 4 that is spinning stops and the time when the next game starts, other than after the game ends. Furthermore, when a strong cherry or strong watermelon symbol is won, the corresponding images may be changed to be larger than when a weak cherry or weak watermelon symbol is won. When a strong cherry or strong watermelon symbol is won, if the game progress is set to be more advantageous for the player than when a weak cherry or weak watermelon symbol is won, it is possible to change the player's expectations according to the type of symbol won.

[0184] As shown above in Figures 5 and 6, when the normal character image 30a and the normal speech bubble image 30b are displayed at the start of the game, the player is notified that there is a possibility that he or she has won some kind of role, including a rare role, and the player will proceed with the game with heightened anticipation. On the other hand, if the special character image 31a and the special speech bubble image 31b are displayed at the start of the game, the player is notified that he or she has won some rare combination, and the player will proceed with the game with heightened anticipation. Therefore, when a rare role is won, the time at which the player realizes that he or she has won the rare role will differ depending on the type of winning presentation, making it possible to vary the player's sense of expectation in various ways.

[0185] Furthermore, as mentioned above, the rare symbol combinations also include the cherry and watermelon symbols, which may be missed. Therefore, if a winning effect is produced in pattern B, which corresponds to a rare symbol, at the start of the game, i.e., while all reels 4 are still spinning, the player can carefully stop reel 4 (press the reel to stop the symbol) while being careful not to miss any further symbols.

[0186] Furthermore, after each character image and speech bubble image is displayed, images will be displayed corresponding to those images after the game ends, so that the player's anticipation can be heightened throughout the game while progressing smoothly, allowing the player to enjoy the game with peace of mind.

[0187] In addition, at the start of the game when a rare role is won, before the special character image 31a and the special bubble image 31b are displayed, a button effect as an operation effect may be executed, and when the effect button 2d (or the upper effect button 2f) is operated, the special character image 31a and the special bubble image 31b may be displayed. In this way, it is possible to reliably inform the player that he or she has won a rare combination at the start of the game by executing the button effect. In addition, even if a button effect is executed, there is a possibility that the player will not operate the effect button 2d (or the upper effect button 2f). In this case, the display of the special character image 31a and the special bubble image 31b may be canceled (suspended) until the end of the game, or the special character image 31a and the special bubble image 31b may be displayed when the first stopping operation is performed on the spinning reel 4.

[0188] In addition, by displaying the special character image 31a and the special bubble image 31b, the winning of any rare role is notified before the reel 4 stops, but other means may be used as long as they notify the winning of any rare role before the reel 4 stops. For example, the type of character displayed may be changed, the background may be changed, or the sound effects from the speaker 9 may be changed, or the light emission mode of the lamp 11 may be changed. Also, three or more winning effect patterns may be provided so long as there is a pattern that notifies the player that any rare combination has been won before the reels 4 stop.

[0189] In addition, after the game ends, an image that is substantially identical to the pattern on the reel 4 is displayed on the main display 8 to notify the type of winning combination, but any image may be displayed as long as the player can recognize the type of winning combination, and notification means other than the main display 8 (for example, lamp 11, speaker 9) may be used to notify the player. Furthermore, the winning effect may be executed not only on the main display device 8 but also on the sub-display device 17, or may be executed on both the main display device 8 and the sub-display device 17. As described above, the winning effect is executed on the main display device 8.

[0190] [Winning notification pattern 1 for Pattern A when the push order bell role is won] Next, with reference to Figs. 7 to 9, a notification pattern of the winning effect in the pattern A displayed on the main display 8 when the push order bell role is won will be described. As described above, based on the control information from the main control unit 10, the sub-control unit 20 executes a predetermined winning presentation on the main display 8 based on the result of the lottery for the role. In this embodiment, when the push order bell role is won, different types of notifications are made depending on the type of pattern combination as the game result and the winning probability state of the pseudo bonus state at that time.

[0191] FIG. 7 shows an image of the presentation on the main display 8 when bell symbols are lined up in a straight line on the reel 4 and stopped, as notification pattern 1 of the winning presentation in pattern A when the push order bell role is won. Figures 7 to 9 show an example of a type of push order bell role where the bell symbols stop in a straight line when the stop operation (stop operation in a specific push order) is performed in the order of left stop button 5a → middle stop button 5b → right stop button 5c, and the bell symbols stop in a V shape when the stop operation is performed in any other order (5a → 5b → 5c). As shown in Figure 7, when the push order bell role (5a → 5b → 5c) is won and a winning performance in pattern A is executed, the sub-controller 20 displays a performance image for the winning performance in pattern A on the main display 8 according to the stopping state of the reel 4 in the main control unit 10.

[0192] First, Figures 7(a) and (b) show the state of the reels 4 and the main display 8 at the start of the game. As shown in the figures, when a game in which a winning effect of pattern A is executed starts, each reel 4 starts spinning, and as explained in Figure 5(a), a normal character image 30a showing a predetermined character is displayed on the lower left side of the screen of the main display 8, and a normal speech bubble image 30b containing a question mark symbol "?" is displayed on the upper right side of the screen.

[0193] Next, Figures 7(c) and (d) show the state of the reels 4 and the main display 8 during a game when some of the reels 4 have stopped, i.e., the left reel 4a has stopped first and then the middle reel 4b. As shown in Figure 7(d), when the stop button 5 is operated to stop the left reel 4a, followed by the middle reel 4b, an intermediate pattern combination pattern in the so-called tenpai form is formed in which bell patterns 40 are lined up in a straight line on the left reel 4a and middle reel 4b. Furthermore, even when the left reel 4a and the center reel 4b come to a halt, the normal character image 30a and the normal balloon image 30b continue to be displayed as shown in FIG. 7(c).

[0194] Next, Figures 7(e) and (f) show the state of the reels 4 and the main display 8 after the game has ended and all reels 4 have stopped. As shown in Figure 7(f), when the stop button 5 is operated to stop the left reel 4a, center reel 4b, and right reel 4c in that order, a pattern combination is formed in which bell patterns 40 are lined up in a straight line (on a line diagonally downward to the right) on the left reel 4a, center reel 4b, and right reel 4c. Furthermore, as shown in FIG. 7(e), when a pattern combination pattern in which the bell patterns 40 are arranged in a straight line is formed at the end of the game, a normal bell image 30c is displayed in approximately the center of the screen of the main display 8, as described in FIG. 5(b), to notify that a pattern combination pattern in which the bell patterns 40 are arranged in a straight line has been formed. The normal bell image 30c that starts to be displayed after the game ends continues to be displayed until the next game starts.

[0195] In this way, when the main control unit 10 wins the push order bell role and forms a pattern combination pattern in which the bell patterns 40 are lined up in a straight line on the reel 4, the sub-control unit 20, based on the control information from the main control unit 10, displays a normal bell image 30c indicating the formed role on the main display 8, and provides an announcement that allows the player to recognize the formed role and the number of prize medals at that time. In other words, the main control device 10 as a variable display control means is capable of outputting a pattern combination pattern in which bell patterns 40 are arranged in a straight line as a first pattern combination pattern to the reel 4 as a variable display means based on the winning of the push order bell role as a specific lottery result, and the sub-control device 20 as an announcement control means (first announcement control means) executes an announcement in a normal announcement mode in which a normal bell image 30c is displayed on the main display 8 when the first pattern combination pattern in which bell patterns 40 are arranged in a straight line is derived. Therefore, when the first symbol combination pattern in which the bell symbols 40 are arranged in a straight line is derived, it is possible to make the player reliably recognize that the push order bell role has been achieved by a specific push order.

[0196] When the stop button 5 is operated in a manner that stops the bell pattern 40 in a straight line, it is possible to stop a similar pattern combination pattern on a line (for example, on the middle horizontal line) other than the pattern combination pattern in which the bell pattern 40 is lined up on the diagonally downward right line described above, and the same notification as above is executed when the bell pattern 40 stops in a straight line on any line. In addition, when the common bell role is won, the bell pattern 40 will stop in a straight line, so a similar notification to that described above may be made. As described above, the winning effect in the notification pattern 1 is executed.

[0197] [Winning notification pattern 2 for Pattern A when the push order bell role is won] Next, Figure 8 shows a presentation image on the main display 8 when a winning presentation different from the above-mentioned notification pattern 1 is executed when bell symbols stop in a straight line on the reel 4 as notification pattern 2 of the winning presentation in pattern A when the push order bell role is won. As described above, the main control unit 10 allows the pseudo-bonus state to be drawn in two probability states: a normal probability state in which the drawing is conducted with a normal probability, and a high probability state in which the drawing is conducted with a higher probability than the normal probability state.

[0198] In this embodiment, when the push order bell role is won and a winning performance in pattern A is executed, the notification mode at that time is changed to indicate the probability state of the pseudo bonus state. Specifically, in the normal probability state, the sub-control device 20 executes a winning presentation in notification pattern 1 as shown in Figure 7 above, but in the high probability state, when the push-order bell role is won and the bell pattern 40 stops in a straight line, with a predetermined probability (e.g., 10%), the sub-control device 20 executes a winning presentation in notification pattern 2, which is different from the above notification pattern 1. Therefore, even if a high probability state occurs, when the bell pattern 40 stops in a straight line when the push order bell role is won, the winning presentation in notification pattern 2 is not necessarily executed, but the notification pattern of the winning presentation is changed to indicate the high probability state.

[0199] Figure 8 shows a case where the push order bell role (5a → 5b → 5c) is won during a high probability state and it is decided to execute a winning performance in notification pattern 2. When a winning performance in pattern A is executed due to the push order bell role (5a → 5b → 5c) being won, the performance image at the time of the winning performance in pattern A is shown on the main display 8 by the sub-controller 20 in response to the stopping mode of the reel 4 in the main control unit 10.

[0200] First, Figures 8(a) and (b) show the state of the reels 4 and the main display 8 at the start of the game. As shown in the figures, when a game in which a winning effect of pattern A is executed starts, each reel 4 starts spinning, and as explained in Figure 5(a), a normal character image 30a showing a predetermined character is displayed on the lower left side of the screen of the main display 8, and a normal bubble image 30b containing a question mark symbol "?" is displayed on the upper right side of the screen.

[0201] Next, Figures 8(c) and (d) show the state of the reels 4 and the main display 8 during a game when some of the reels 4 have stopped, i.e., the left reel 4a has stopped first and then the middle reel 4b. As shown in Figure 8(d), when the stop button 5 is operated to stop the left reel 4a, followed by the middle reel 4b, an intermediate pattern combination pattern in the so-called tenpai form is formed in which bell patterns 40 are lined up in a straight line on the left reel 4a and middle reel 4b. Furthermore, even when the left reel 4a and the center reel 4b come to a halt, the normal character image 30a and the normal balloon image 30b continue to be displayed as shown in FIG. 8(c).

[0202] Next, Figures 8(e) and (f) show the state of the reels 4 and the main display 8 after the game has ended when all the reels 4 have stopped. As shown in Figure 8(f), when the stop button 5 is operated to stop the left reel 4a, center reel 4b, and right reel 4c in that order, a pattern combination is formed in which bell patterns 40 are lined up in a straight line (on a line diagonally downward to the right) on the left reel 4a, center reel 4b, and right reel 4c. Furthermore, as shown in FIG. 8(e), when a pattern combination pattern in which the bell patterns 40 are arranged in a straight line is formed at the end of the game, a specific bell image 30d is displayed in approximately the center of the screen of the main display 8 to notify that a pattern combination pattern in which the bell patterns 40 are arranged in a straight line has been formed. The specific bell image 30d at this time has the same color scheme but is enlarged in shape compared to the normal bell image 30c. Furthermore, the specific bell image 30d that starts to be displayed after the game ends continues to be displayed until the next game starts.

[0203] In this way, during some of the high probability states, when the main control unit 10 wins the push order bell role and forms a pattern combination pattern in which bell patterns 40 are lined up in a straight line on the reel 4, the sub-control unit 20, based on the control information from the main control unit 10, displays a specific bell image 30d, which is different from the normal bell image 30c and is enlarged more than the normal bell image 30c, on the main display 8, and an announcement is made that allows the player to recognize the role that has been formed and the number of prize medals at that time, etc. Therefore, during a high probability state, the normal bell image 30c may be displayed during a winning performance, and when the normal bell image 30c is displayed, it is not possible to indicate the probability state, but when the specific bell image 30d is displayed, it is possible to indicate the probability state at that time.

[0204] In other words, when a first pattern combination pattern in which bell patterns 40 are arranged in a straight line is derived, the sub-control device 20 as an alarm control means (first alarm control means) executes a winning presentation in either a normal alarm mode in which a normal bell image 30c that cannot suggest a probability state is displayed on the main display 8 as information related to the awarding of a specified bonus, or a specific alarm mode in which a specific bell image 30d that can suggest a probability state is displayed on the main display 8. In this way, when the specific bell image 30d is displayed during the winning performance when the push order bell role is won, it suggests a high probability state, thereby making it possible to increase the player's sense of anticipation. In addition, when the push order bell role is won and the bell patterns 40 are lined up in a straight line, a specific bell image 30d is displayed with a predetermined probability, so it is possible to suppress the suggestion of a high probability state and also to prevent a decrease in the operating rate of the slot machine 1 in the normal probability state.

[0205] In addition, if the stop operation sequence of the stop button 5 is a stop operation sequence that stops the bell pattern 40 in a straight line, the same notification as above will be executed even if the bell pattern 40 stops in a straight line on a line other than the above-mentioned diagonally downward right line. Also, the probability state may be suggested by something other than enlarging the image, and the shape of the image itself or the color scheme of the image may be changed to suggest the probability state. Also, the probability state may be suggested by displaying a notification image on something other than the main display 8, or the probability state may be suggested by using a notification means other than a display (lamp 11 or speaker 9). In addition, when the common bell role is won, the bell pattern 40 will stop in a straight line, so a similar notification to that described above may be made. In this manner, the winning effect in the notification pattern 2 is executed.

[0206] [Winning notification pattern 3 for Pattern A when the push order bell role is won] Next, Figure 9 shows a presentation image on the main display 8 when a winning presentation different from the above-mentioned notification pattern 1 and notification pattern 2 is executed when bell symbols stop in a V shape on the reel 4 as notification pattern 3 of the winning presentation in pattern A when the push order bell role is won. As described above, in the main control device 10, when any of the push order bell roles is won, if the stop button 5 is operated in the stop operation sequence set in accordance with the type of the won push order bell role, the bell symbols are arranged in a straight line on the reel 4 and stopped, and if the stop button 5 is operated in any other stop operation sequence, the reel control is performed so that the bell symbols are arranged in a V shape on the reel 4 and stopped.

[0207] In this embodiment, when the push order bell role is won and a winning performance is executed in pattern A, the notification mode is changed depending on the stop operation sequence of the stop button 5 at that time, i.e., whether the bell patterns are lined up in a straight line or a V shape on the reel 4. Specifically, when the push order bell role is won and bell symbols are lined up in a straight line on reel 4, the sub-controller 20 executes a winning presentation in the above-mentioned notification pattern 1 or notification pattern 2, but when the bell symbols are lined up in a V shape on reel 4, the sub-controller 20 executes a winning presentation in the above-mentioned notification pattern 3, which is different from the above-mentioned notification pattern 1 or notification pattern 2. In addition, if the bell symbols are arranged in a V shape on reel 4 when the push order bell role is won, no indication of the probability state is given.

[0208] Figure 9 shows notification pattern 3 during a winning performance when the push order bell role (5a → 5b → 5c) is won, but the stopping operation is performed in the order of left reel 4a → right reel 4c → middle reel 4b.When a winning performance in pattern A is executed due to the winning of the push order bell role (5a → 5b → 5c), a performance image during a winning performance in pattern A is shown on the main display 8 by the sub-controller 20 in accordance with the stopping mode of the reel 4 in the main control unit 10.

[0209] First, Figures 9(a) and (b) show the state of the reels 4 and the main display 8 at the start of the game. As shown in the figures, when a game in which a winning effect of pattern A is executed starts, each reel 4 starts spinning, and as explained in Figure 5(a), a normal character image 30a showing a predetermined character is displayed on the lower left side of the screen of the main display 8, and a normal bubble image 30b containing a question mark symbol "?" is displayed on the upper right side of the screen.

[0210] Next, Figures 9(c) and (d) show the state of the reels 4 and the main display 8 during a game when some of the reels 4 have stopped, i.e., the left reel 4a has stopped first and then the right reel 4c. As shown in Figure 9(d), when the stop button 5 is operated to stop the left reel 4a and then the right reel 4c, bell patterns 40 stop on the top row of the left reel 4a and the top row of the right reel 4c, and an intermediate pattern combination is formed in which the bell pattern 40 can stop in either a straight line or a V-shape. Furthermore, even when the left reel 4a and the center reel 4b come to a halt, the normal character image 30a and the normal balloon image 30b continue to be displayed as shown in FIG. 9(c).

[0211] Next, Figures 9(e) and (f) show the state of the reels 4 and the main display 8 after the game has ended when all reels 4 have stopped. As shown in Figure 9(f), when the push order bell role (5a → 5b → 5c) is won, when the stop button 5 is operated to stop the left reel 4a → right reel 4c → middle reel 4b in that order, that is, when a stop operation that does not stop the bell pattern 40 in a straight line is performed, a pattern combination pattern is formed in which the bell patterns 40 are arranged in a V shape from the top row of the left reel 4a to the middle row of the middle reel 4b and the top row of the right reel 4c.

[0212] Furthermore, as shown in FIG. 9(e), when a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is formed at the end of the game, a special bell image 30e is displayed in approximately the center of the screen of the main display 8 to notify that a pattern combination pattern in which the bell patterns 40 are arranged in a V shape has been formed. The special bell image 30e at this time has a different internal pattern from the normal bell image 30c and the specific bell image 30d, for example, a pattern with diagonal lines. In addition, although details will be described later, the color scheme is also different from the normal bell image 30c and the specific bell image 30d, and while the normal bell image 30c and the specific bell image 30d have a fixed color scheme (yellow), the special bell image 30e can change to a color scheme according to the setting value in the probability setting device 14 at that time. Therefore, when the special bell image 30e is displayed, by checking the color scheme of the image, it is possible to predict to some extent the setting value in the probability setting device 14 at that time. Furthermore, the special bell image 30e that starts to be displayed after the game ends continues to be displayed until the next game starts.

[0213] As described above, when the main control unit 10 wins the push order bell role and forms a pattern combination pattern in which the bell patterns 40 are arranged in a V shape on the reel 4, the sub-control unit 20, based on the control information from the main control unit 10, displays a special bell image 30e, which is different from the normal bell image 30c and the specific bell image 30d, on the main display 8, and an announcement is made that allows the player to recognize the role that has been formed and the number of prize medals at that time, etc.

[0214] In other words, when a second pattern combination pattern in which the bell patterns 40 are arranged in a V shape is derived, the sub-control device 20, as an alarm control means (second alarm control means), executes a winning presentation in a special alarm mode in which a special bell image 30e, which is different from the normal alarm mode (normal bell image 30c) and the specific alarm mode (specific bell image 30d), is displayed on the main display 8.

[0215] In this way, when the push order bell role is won, if the bell symbol stops in a V shape, the special bell image 30e is displayed, making it possible for the player to reliably recognize that the bell symbol has stopped in a V shape. This is because when the bell symbols stop in a V shape, it is more difficult for the player to recognize the combination of symbols that form the prize mode than when they stop in a straight line, so the notification mode is made different to compensate for this low recognition of the prize mode. In other words, by executing a notification mode different from the notification mode that the player is familiar with, it is possible to make the player reliably recognize that the bell symbols have stopped in a V shape.

[0216] In addition, if the stop operation sequence of the stop button 5 is not a stop operation sequence (specific press sequence) that stops the bell pattern 40 in a straight line, the bell pattern 40 may be made to stop in a V shape at a location other than the V shape that spans the top of the left reel 4a, the middle of the middle reel 4b, and the top of the right reel 4c as described above, and even in this case, a notification similar to that described above may be executed. In addition, when the stop operation sequence of the stop button 5 is not a specific pressing sequence, the bell symbol 40 may be stopped in an L-shape in addition to a V-shape on the reel 4, or a combination of symbols may be formed when the pressing sequence bell role is won, including other symbols. Even in this case, it is preferable to execute the same notification as above.

[0217] In addition, the notification when the bell pattern 40 does not stop in a straight line may be something other than changing the image in the manner described above, and the shape of the image itself may be changed, or the color scheme of the image may be changed. In addition, the notification may be performed by displaying a notification image on something other than the main display 8, or the notification may be achieved by using notification means other than a display (lamp 11 or speaker 9). In addition, when a winning effect is executed, a notification regarding the push order bell role is executed, but a notification regarding the establishment of the push order bell role may be executed after the end of a game in which the push order bell role is won and the winning effect is not executed. In this manner, the winning effect in notification pattern 3 is executed.

[0218] [Selection rate of special bell image color scheme] Next, the selection rate of the color scheme of the special bell image will be described with reference to FIG. As mentioned above, when the push order bell role is won and the winning performance of pattern A is executed, if the bell symbols stop in a V shape on the reel 4, a special bell image 30e (see Figure 9 (e)) is displayed on the main display 8 after the game ends, and the sub-control device 20 determines the color scheme of the special bell image 30e at this time according to the setting value of the probability setting device 14. There are four color schemes available for the special bell image 30e: blue, green, red, and rainbow. The sub-control device 20 determines one of the color schemes based on the selection rates that are set in accordance with the setting values ​​of the probability setting device 14. Therefore, by checking the color scheme when the special bell image 30e is displayed, it is possible to predict to some extent the setting value of the probability setting device 14 at that time.

[0219] FIG. 10 shows the selection rate according to each setting value in the probability setting device 14 when the sub-control device 20 determines the color scheme of the special bell image 30e. First, as shown in Figure 10, when the setting value of the probability setting device 14 is "Setting 1," selection control is performed so that the probability of selecting "blue" is 99%, the probability of selecting "green" is 1%, the probability of selecting "red" is 0%, and the probability of selecting "rainbow" is 0%.

[0220] In addition, when the setting value of the probability setting device 14 is "Setting 2," selection control is performed so that the probability of selecting "blue" is 98%, the probability of selecting "green" is 2%, the probability of selecting "red" is 0%, and the probability of selecting "rainbow" is 0%. In addition, when the setting value of the probability setting device 14 is "Setting 3," selection control is performed so that the probability of selecting "blue" is 97%, the probability of selecting "green" is 3%, the probability of selecting "red" is 0%, and the probability of selecting "rainbow" is 0%.

[0221] In addition, when the setting value of the probability setting device 14 is "Setting 4," selection control is performed so that the probability of selecting "blue" is 95%, the probability of selecting "green" is 4%, the probability of selecting "red" is 1%, and the probability of selecting "rainbow" is 0%. In addition, when the setting value of the probability setting device 14 is "Setting 5," selection control is performed so that the probability of selecting "blue" is 93%, the probability of selecting "green" is 5%, the probability of selecting "red" is 2%, and the probability of selecting "rainbow" is 0%. In addition, when the setting value of the probability setting device 14 is "Setting 6", selection control is performed so that the probability of selecting "blue" is 90%, the probability of selecting "green" is 6%, the probability of selecting "red" is 3%, and the probability of selecting "rainbow" is 1%.

[0222] Since the color scheme of the special bell image 30e is determined based on each selection rate as described above, differences in the color scheme of the special bell image 30e can suggest the setting value of the probability setting device 14, and the likelihood that the setting value of the probability setting device 14 is set higher increases in the order of blue → green → red → rainbow. That is, the sub-control device 20 as the second notification control means can suggest the setting stage in the probability setting device 14 as the setting means by the type of special notification mode (special bell image 30e).

[0223] Therefore, by checking the color scheme of the displayed special bell image 30e, the player can predict to some extent the setting value of the probability setting device 14 at that time, making it possible to provide the player with information that satisfies him, such as reference information for selecting the slot machine 1 to play. Furthermore, as mentioned above, the special bell image 30e is displayed only when the bell pattern stops in a V shape, so it is possible to impose a certain degree of restriction on the display of setting suggestion information, which makes it possible to adjust the balance of profits between the player and the gaming facility.

[0224] Furthermore, if the color of the special bell image 30e is red, there is no possibility of selecting settings 1 to 3, which are relatively low settings, so it is determined that the setting will be one of settings 4 to 6, which are relatively high settings, thereby increasing the player's expectations and motivation to play. Furthermore, if the color scheme of the special bell image 30e is rainbow-colored, no selection between settings 1 to 5 is made, and the highest setting, setting 6, is confirmed, which can greatly increase the player's expectations and motivation to play.

[0225] In addition, the selection rate of the color scheme of the special bell image 30e may be other than those described above. For example, it may be a selection rate that allows prediction that it will be either a group of odd setting values ​​or a group of even setting values, or it may be a selection rate that excludes the possibility of a specific setting value (for example, setting 1 or setting 2).

[0226] In addition to suggesting the setting value of the probability setting device 14 by using different color schemes for the special bell image 30e, it is also possible to control the selection of color schemes that suggest a normal probability state and a high probability state. In addition to suggesting the setting value of the probability setting device 14 by using different color schemes for the special bell image 30e, the image may also suggest information that is useful to the player, such as the number of games until the pseudo-bonus state is entered, in a case where the pseudo-bonus state is entered according to the number of games played (so-called game number management). The color scheme of the special bell image is selected in this manner.

[0227] [Winning animation variation 1] Next, referring to FIG. 11, a winning presentation in which bell symbols are lined up in a V shape and stopped on reel 4 will be described as variant 1 of the winning presentation in pattern A when the push order bell role is won. As mentioned above, when the push order bell role is won and the winning effect of pattern A is executed, if the bell symbols stop in a V shape on the reel 4, the special bell image 30e is displayed on the main display 8 after the game ends, but in the embodiment described above, the display of the special bell image 30e continues until the next game starts.

[0228] However, because the special bell image 30e contains information suggesting the setting value of the probability setting device 14, there is a risk that useful information that should only be given to the player playing on that slot machine 1 will be disclosed to other players by being displayed for a relatively long period of time, such as until the start of the next game, which could cause dissatisfaction for the player in question. In addition, many players temporarily stop playing on the slot machine 1 after the game ends, and if the special bell image 30e continues to be displayed at that time, the special bell image 30e will be revealed to an unspecified number of players on the slot machine 1 where play is suspended, which will not only cause dissatisfaction to the players in question, but may also have an impact on the business of the gaming establishment. Therefore, as a first variation of the winning effect, a winning effect as shown in FIG. 11 may be executed.

[0229] First, Figure 11(a), like Figure 9(e) described above, shows the presentation image on the main display 8 when a pattern combination pattern in which bell patterns 40 are arranged in a V shape is formed at the end of the game. As described above, when the game ends, a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is formed, and a special bell image 30e is displayed in approximately the center of the screen of the main display 8 to notify that a pattern combination pattern in which the bell patterns 40 are arranged in a V shape has been formed.

[0230] Then, when a predetermined time (e.g., 5 seconds) has elapsed since the end of the game, i.e., from the time when the display of the special bell image 30e began, the sub-control device 20 executes control to switch from displaying the special bell image 30e to displaying the normal bell image 30c, as shown in Figure 11 (b). Furthermore, the display of the switched normal bell image 30c continues until the next game is started.

[0231] Although not shown in the figure, when bell symbols are lined up in a straight line on the reel 4, as in the embodiment described above, the bell image will not be switched after a predetermined time has elapsed, and either the normal bell image 30c or the specific bell image 30d will continue to be displayed from the end of the game until the start of the next game. Therefore, when the special bell image 30e is displayed, the display time is shorter than when the normal bell image 30c or the specific bell image 30d is displayed, since the display is switched.

[0232] In other words, the sub-control unit 20, as a second alarm control means, sets the execution time of the alarm in the special alarm mode (special bell image 30e) to be shorter than the execution time of the alarm in the normal alarm mode (normal bell image 30c) and the specific alarm mode (specific bell image 30d). In addition, the sub-control device 20 as the second notification control means can terminate the notification in the special notification mode and switch to another notification mode based on the passage of a predetermined time after the notification in the special notification mode is executed.

[0233] In this way, even if the special bell image 30e is displayed, after a predetermined time has elapsed, the display is switched to the normal bell image 30c, and the special bell image 30e is displayed for only a shorter time than when the normal bell image 30c or the specific bell image 30d is displayed, thereby reducing the possibility that the special bell image 30e, which contains information that can suggest the setting value in the probability setting device 14, will be disclosed to players other than the player to whom it should originally be disclosed. In addition, it is possible to prevent confidential information, such as suggested information about the setting values ​​in the probability setting device 14, from being disclosed to an unspecified number of players, thereby reducing the possibility of problems arising in the business of gaming establishments.

[0234] In addition, after the display is switched from the special bell image 30e to the normal bell image 30c, a means may be provided for restoring the initial display by redisplaying the special bell image 30e that was initially displayed, for example, by performing a predetermined operation such as the operation of the effect button 2d. Even in this case, if a predetermined time has passed since the special bell image 30e was displayed again, it is preferable to switch to the display of the normal bell image 30c. This makes it possible to reconfirm the special bell image 30e, which is very convenient when researching the special bell image 30e using online information, or when asking a friend who comes to the store with you to check the image. The winning effect according to the first modified example is executed as described above.

[0235] [Winning animation variation 2] Next, referring to FIG. 12, a winning presentation in which bell symbols are lined up in a straight line on reel 4 and stop will be described as a second modified example of the winning presentation in pattern A when the push order bell role is won. As mentioned above, when the push order bell role is won and the winning performance of pattern A is executed, if the bell symbols stop lined up in a straight line on the reel 4, either the normal bell image 30c or the specific bell image 30d is displayed on the main display 8, but in the embodiment described above, the display of the normal bell image 30c or the specific bell image 30d is performed after the game ends. In contrast, in the winning effect variation 2, as shown in FIG. 12, the display of the normal bell image 30c or the specific bell image 30d is executed before the end of the game. Therefore, in the winning presentation variant 2, the timing of announcing the normal bell image 30c or the specific bell image 30d is earlier than in the previously described embodiment.

[0236] First, Figures 12(a) and (b) show the state of the reels 4 and the main display 8 during a game when some of the reels 4 have stopped, i.e., when the push order bell role (5a → 5b → 5c) is won, the left reel 4a has stopped first, and then the middle reel 4b has stopped. Although not shown in the drawings, in the winning effect variation 2 as well, the above-mentioned normal character image 30a and normal balloon image 30b are displayed on the main display 8 at the start of the game. Then, when the stop button 5 is operated to stop the left reel 4a, followed by the center reel 4b, an intermediate pattern combination pattern in the so-called tenpai form is formed in which bell patterns 40 are lined up in a straight line on the left reel 4a and center reel 4b, as shown in Figure 12(b).

[0237] Also, as shown in FIG. 12(a), when the stop button 5 is operated to stop the left reel 4a and then the center reel 4b, the normal character image 30a and normal speech bubble image 30b displayed on the main display 8 are erased, and instead a normal bell image 30c is displayed in approximately the center of the screen. In other words, in the above-mentioned embodiment, the bell image (normal bell image 30c or specific bell image 30d) that was displayed after the game ended is displayed when the left reel 4a and the center reel 4b come to a halt in variant example 2, and the formation of a pattern combination in which bell patterns 40 are lined up in a straight line is displayed in advance before the game ends. When the push order bell role (5a → 5b → 5c) is won, the formation of a pattern combination pattern in which the bell patterns 40 are lined up in a straight line is confirmed when the stop button 5 is operated in the order of the left reel 4a → center reel 4b, so there is no contradiction in notifying the winning role even if the normal bell image 30c is displayed in advance.

[0238] Next, FIGS. 12(c) to (e) show the states of the reels 4 and the main display unit 8 after the game ends when all the reels 4 have stopped. First, as shown in FIG. 12(e), when the stop button 5 is operated to stop the left reel 4a, center reel 4b, and right reel 4c in that order, a pattern combination is formed in which bell patterns 40 are lined up in a straight line (on a line diagonally downward to the right) on the left reel 4a, center reel 4b, and right reel 4c. Furthermore, when a pattern combination in which the bell patterns 40 are lined up in a straight line is formed at the end of the game, either a normal bell image 30c shown in Figure 12(c) or a specific bell image 30d shown in Figure 12(d) is displayed in approximately the center of the screen of the main display 8 as an image to notify the player that a pattern combination in which the bell patterns 40 are lined up in a straight line has been formed, and a notification is made that allows the player to recognize the combination that has been formed and the number of medals awarded at that time, etc. Furthermore, the normal bell image 30c or the specific bell image 30d continues to be displayed until the next game is started.

[0239] Therefore, when the normal bell image 30c is finally displayed, the normal bell image 30c is displayed before the end of the game, and the normal bell image 30c continues to be displayed even after the end of the game. On the other hand, when the specific bell image 30d is eventually displayed, the normal bell image 30c is displayed before the end of the game, and when the game ends, the display of the normal bell image 30c is switched to the specific bell image 30d. In addition, the choice of whether to ultimately display the normal bell image 30c or the specific bell image 30d is made by the sub-control unit 20, as in the previously described embodiment, and in the case of a normal probability state, the normal bell image 30c is ultimately displayed, and in the case of a high probability state, the specific bell image 30d is ultimately displayed with a predetermined probability.

[0240] In this way, in the modified example 2 of the winning presentation, it is notified that a symbol combination pattern in which the bell symbols 40 are arranged in a straight line on the reel 4 will be formed before the end of the game. That is, the sub-controller 20 as the notification control means can execute a notification corresponding to the symbol combination pattern even before the symbol combination pattern is derived on the reels 4.

[0241] Furthermore, when the specific bell image 30d is finally displayed, the normal bell image 30c is displayed before a pattern combination pattern in which the bell patterns 40 are arranged in a straight line on the reel 4 is formed, and the specific bell image 30d is displayed after a pattern combination pattern in which the bell patterns 40 are arranged in a straight line is formed. In other words, when executing an alarm in a specific alarm mode (specific bell image 30d), the sub-control device 20 as the first alarm control means is capable of executing an alarm in a normal alarm mode (normal bell image 30c) before the first pattern combination mode in which the bell patterns 40 are arranged in a straight line is derived, and is also capable of executing an alarm in the specific alarm mode after the first pattern combination mode is derived.

[0242] Therefore, regarding the notification of the winning push order bell role, the notification is executed for a relatively long time before the end of the game, making it possible to execute the notification reliably and efficiently. Furthermore, when the specific bell image 30d is finally displayed, the bell image will change along the way, so the change in the image makes it more noticeable that the specific bell image 30d has been displayed, and it is possible for the player to reliably recognize that the specific bell image 30d has been displayed.

[0243] Next, referring to FIG. 13, a winning presentation in which bell symbols are lined up in a V shape and stopped on reel 4 will be described as a second modified example of the winning presentation in pattern A when the push order bell role is won. As mentioned above, when the push order bell role is won and the winning performance of pattern A is executed, if the bell patterns stop in a V shape on the reel 4, the special bell image 30e is displayed on the main display 8. However, in this variant example 2, as shown in FIG. 13, even when the special bell image 30e is displayed, it is executed before the end of the game, just as when the normal bell image 30c or specific bell image 30d is displayed. Therefore, even when the special bell image 30e is displayed, the timing of notification of the special bell image 30e is earlier than in the above-described embodiment.

[0244] First, Figures 13(a) and (b) show the state of the reels 4 and the main display 8 during a game when some of the reels 4 have stopped, i.e., when the push order bell role (5a → 5b → 5c) is won, the left reel 4a has stopped first, and then the right reel 4c has stopped. Although not shown in the drawings, the normal character image 30a and the normal balloon image 30b described above are displayed on the main display 8 at the start of the game. Then, when the stop button 5 is operated to stop the left reel 4a and then the right reel 4c, as shown in Figure 13 (b), the bell patterns 40 stop on the upper row of the left reel 4a and the upper row of the right reel 4c, and the bell patterns line up in a V shape to form an intermediate pattern combination that can be stopped.

[0245] Also, as shown in FIG. 13(a), when the stop button 5 is operated to stop the left reel 4a and then the right reel 4c, the normal character image 30a and normal speech bubble image 30b displayed on the main display 8 are erased, and instead a special bell image 30e is displayed approximately in the center of the screen. That is, in the above-described embodiment, the special bell image 30e was displayed after the game ended, but in variant example 2, it is displayed when the left reel 4a and the right reel 4c come to a halt, and the formation of a pattern combination in which the bell patterns 40 are arranged in a V shape is displayed in advance before the game ends. When the push order bell role (5a → 5b → 5c) is won, the formation of a symbol combination pattern in which the bell patterns 40 are arranged in a V shape is confirmed when the stop button 5 is operated in the order of the left reel 4a → the right reel 4c, so there is no contradiction in notifying the winning role even if the special bell image 30e is displayed in advance.

[0246] Next, FIGS. 13(c) and (d) show the states of the reels 4 and the main display 8 after the game ends when all the reels 4 have stopped. First, as shown in FIG. 13(d), when the stop button 5 is operated to stop the left reel 4a, right reel 4c, and center reel 4b in that order, a pattern combination pattern is formed in which bell patterns 40 are arranged in a V shape across the left reel 4a, center reel 4b, and right reel 4c. Furthermore, even after the game ends and a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is formed, the special bell image 30e displayed in approximately the center of the screen of the main display 8 is maintained as is, as shown in Figure 13 (c), and continues to be displayed until the next game is started, and an announcement is made that allows the player to recognize the winning combination, the number of medals won at that time, etc.

[0247] In this way, even when a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is formed, the display of the special bell image 30e is executed before the end of the game and continues to be executed even after the end of the game, so that a pattern combination pattern in which the bell patterns 40 are arranged in a V shape on the reel 4 will be formed, and it will be notified that this has been formed. In other words, when the sub-controller 20 as the second notification control means executes a notification in a special notification mode (special bell image 30e), it is capable of continuously executing the notification in the special notification mode from before the second pattern combination mode in which the bell patterns 40 are arranged in a V shape is derived to after the second pattern combination mode is derived.

[0248] Therefore, the notification regarding the formation of a pattern combination pattern in which the bell patterns 40 are arranged in a V shape is executed over a relatively long period of time before the end of the game, making it possible to execute the notification reliably and efficiently. Furthermore, as mentioned above, when the specific bell image 30d is finally displayed, the bell image changes along the way depending on the end of the game, whereas when the special bell image 30e is displayed, the bell image does not change along the way. Therefore, by displaying different notification modes like this, it is possible to clearly show that the arrangement of the pattern combination modes is different, and it is possible to reliably allow the player to recognize the differences in the winning combinations and the number of medals awarded at that time, etc. The winning effect according to the second modified example is executed as described above.

[0249] [Game state transition and main display content when winning the pseudo bonus state during the fake premonition performance] Next, referring to the timing chart of Figure 14, we will explain the transition of the game state realized by the control of the main control unit 10 and the sub control unit 20, and the display content on the main display unit 8, in particular, the transition of the game state when a pseudo bonus state is won during a fake premonition performance, and the display content on the main display unit.

[0250] FIG. 14, like FIG. 4 described above, shows the progress of the game and the corresponding relationship between the changes in the display content on the main display device 8 during that time. However, unlike Figure 4, Figure 14 shows the presentation content (presentation image) displayed on the main display 8 when a predetermined role (e.g., a chance role) is won during normal game play, causing a fake premonition presentation to be executed, and a transition to a pseudo bonus state is determined with a predetermined probability (e.g., 20%) when the predetermined role (e.g., a chance role) is won during the execution of the fake premonition presentation. Therefore, when the first specified role (e.g., chance role) is won, the transition to the pseudo bonus state is not won and only the fake premonition performance is executed, and then, during the fake premonition performance, a specified role (e.g., chance role) is won again and a transition to the pseudo bonus state is determined. This shows the performance content (performance image).

[0251] In this embodiment, under the control of the main control unit 10 and the sub-control unit 20, if a lottery trigger role (e.g., a chance role) in the pseudo bonus state is won while a fake premonition effect is already being executed, the premonition effect can be executed again after the currently executed fake premonition effect has ended. Therefore, even if the end of the fake premonition effect indicates that there will be no transition to the pseudo bonus state, the premonition effect may then be resumed and the real premonition effect may begin, thereby continuing to heighten the player's sense of anticipation.

[0252] Furthermore, in this embodiment, if a transition to the pseudo bonus state is determined during a fake premonition performance by winning a lottery trigger role (e.g., a chance role) in the pseudo bonus state, the premonition performance is resumed by starting the main premonition performance after the end of the fake premonition performance with a predetermined probability (e.g., 80%). Therefore, even if the pseudo bonus state is won during a fake premonition effect, the premonition effect will not necessarily resume after the fake premonition effect ends; it is also possible that the premonition effect does not resume after the fake premonition effect ends and a transition to the pseudo bonus state takes place. In this case, for example, a continuous effect will be executed a predetermined number of games (e.g., three games) before a predetermined number of games is reached that will transition to a predetermined pseudo bonus state.

[0253] On the other hand, even if a lottery trigger role (e.g., a chance role) in the pseudo bonus state is won during the fake premonition performance, but a transition to the pseudo bonus state is not determined, the premonition performance is resumed by starting the fake premonition performance again after the end of the fake premonition performance with a predetermined probability (e.g., 10%). Therefore, even if the premonition effect is resumed after the first fake premonition effect has ended, the resumption of the premonition effect does not confirm that the real premonition effect has been achieved, thereby allowing for variety in the content of the effect.

[0254] Furthermore, as mentioned above, when a lottery trigger role (e.g., a chance role) in the pseudo bonus state is won and a premonition effect is executed, the number of games between the winning of the lottery trigger role and the end of the premonition effect is determined in advance, and the sub-control device 20 manages the progress of the effect based on this specified number of games, but even when the premonition effect is resumed after the fake premonition effect has ended, the content of the effect is controlled based on the specified number of games determined in advance for the resumed premonition effect.

[0255] Therefore, depending on the timing of the winning of the lottery trigger role in the pseudo bonus state during the fake premonition performance, the premonition performance may or may not be resumed immediately after the end of the first fake premonition performance depending on the setting of the waiting period, and if the first fake premonition performance ends after the waiting period for the premonition performance scheduled to be resumed has elapsed, the premonition performance will be resumed immediately after the end of the first fake premonition performance, and the resumed premonition performance will be executed for the remaining number of games out of the specified number of games. On the other hand, if the first fake premonition performance ends before the waiting period for the premonition performance to be resumed has elapsed, the premonition performance will not resume immediately after the first fake premonition performance ends, but will instead return to the normal performance and then resume from the beginning after the waiting period has elapsed.

[0256] In addition, when executing a premonition effect again after the first fake premonition effect has ended, the waiting period may be ignored and the premonition effect may be always resumed immediately after the first fake premonition effect has ended. In this case, if the fake premonition effect ends before the waiting period for the premonition effect to be resumed has elapsed, the resuming premonition effect will be executed for a longer period than usual.

[0257] In addition, if the lottery trigger role in the pseudo bonus state is won during the fake premonition performance and a transition to the pseudo bonus state is determined, the main premonition performance may be always resumed after the end of the fake premonition performance, or if the lottery trigger role in the pseudo bonus state is won during the fake premonition performance and a transition to the pseudo bonus state is not determined, the fake premonition performance may not be resumed after the end of the fake premonition performance. Also, both of the above conditions may be executed at the same time. By preventing the fake premonition effect from being resumed after it has ended, it is confirmed that the resumed premonition effect is the real premonition effect, which can further heighten the player's sense of anticipation.

[0258] First, as shown in FIG. 14, during the normal game state (first to third games) when the transition to the pseudo bonus state has not been determined, the effects during the normal game state with the normal effect frequency are performed in the same manner as described above.

[0259] Next, when a chance role is won during the execution of the third game in the normal game state (timing t5), if the winning role results in a loss of the pseudo bonus state due to a lottery, a fake premonition effect will be executed as described above, but a waiting period is set between the execution of the fourth game and the fourteenth game (timing t6 to t7) before the execution of the fake premonition effect, and during this period the effects during the normal game state in the high effect frequency state are executed as described above. Although not shown in the figure, when the third game is executed, a chance combination is won, and therefore a winning effect corresponding to the winning of the chance combination is displayed on the main display 8.

[0260] Next, when the 15th game starts (timing t7), the waiting period ends and a fake premonition effect is executed on the main display 8, and for example, an effect image of a specific character progressing through a cave is displayed. In addition, while the fake premonition effect is being performed, the generation control of the winning effect is performed in a state where the effect frequency is relatively high (high effect frequency state), similarly to the standby period.

[0261] Next, when the 17th game is executed during the normal game state in which the fake premonition effect is being executed (timing t8), if a chance role is won and a pseudo bonus state is entered through a lottery triggered by the winning, a preview effect is executed on the main display 8 in parallel with the fake premonition effect that is already being executed. The preview performance, which will be described in detail later, is a performance that suggests that the premonition performance will resume after the fake premonition performance ends, and continues to be executed from the middle of the fake premonition performance until the end of the consecutive performance that is executed afterwards (timing t8 to t10). Although not shown in the drawings, when the 17th game is executed, a chance combination is won, and therefore a winning effect corresponding to the winning of the chance combination is displayed on the main display 8.

[0262] Next, when the 31st game, which is the final stage of the fake premonition performance, starts (timing t9), a continuous performance is executed on the main display 8 for a predetermined number of games (e.g., three games), and, for example, a battle performance is executed in which a main character and an enemy character battle each other. The continuous presentation continues up to the 33rd game, and after the end of the 33rd game, which is the final game of the premonition presentation, a presentation is executed in which one of the characters wins to notify the result of the pseudo bonus state. However, the example shown in Figure 14 shows a fake premonition presentation when the pseudo bonus state is not won, so during the period from the end of the final game until the start of the next game, an image of the main character being defeated and text information such as "Defeat" are displayed on the main display 8 as the result image of the continuous presentation. Also, even during the execution of the continuous performance, a preview performance is executed on the main display device 8 in parallel with the continuous performance.

[0263] Then, from the start of the 34th game (timing t10), the main display device 8 executes the main premonition effect, which is executed based on the winning of the chance combination at the time of execution of the 17th game (timing t8). In the 34th game, since the waiting period before the execution of the main premonition effect has already elapsed, the main premonition effect starts immediately after the end of the fake premonition effect, and once started, the main premonition effect will continue to be executed for the remaining number of games of the specified number. As described above, when the pseudo bonus state is won during the fake premonition effect, the transition of the game state and the effect display on the main display 8 are performed.

[0264] [Example of a display when a preview performance is performed during a fake premonition performance] Next, with reference to FIG. 15, a description will be given of the advance notice effect during the fake premonition effect displayed on the main display device 8. As described above, based on the control information from the main control unit 10, if a chance role is won and then the lottery triggered by the winning results in a non-winning pseudo bonus state, the sub-control unit 20 executes a fake premonition display on the main display 8, and further, if a chance role is won again during the fake premonition display, a preview display is executed with a predetermined probability.

[0265] FIG. 15 shows an effect image on the main display 8 when a chance combination is won in a game executed during the fake premonition effect. First, as shown in Figure 15(a), when a fake premonition effect is executed, a premonition effect image A40a corresponding to the fake premonition effect is displayed in the main part of the screen of the main display 8, which shows a performance image (video) of a specified character moving through a cave.

[0266] Next, FIG. 15(b) shows an effect image on the main display 8 during execution of a predetermined game after a chance combination is won during the fake premonition effect. As shown in Figure 15 (b), when a chance role is won during a fake premonition performance, during the subsequent execution of the game, a preview image A50a indicating that the premonition performance will resume after the fake premonition performance ends will be displayed on the lower right side of the main display 8 in parallel with the fake premonition performance being executed. The preview image A50a is designed to appear at the start of the next game following a game in which a chance role has been won. Since a winning effect is executed when a chance role is won, the preview image A50a may be made to appear in association with the content of the winning effect in a game in which a chance role has been won.

[0267] The preview image A50a is configured with an area that does not obstruct the visibility of the fake premonition effect being executed, and includes text information such as "Preview" indicating that the premonition effect will resume, and numerical information, for example "30%", indicating the degree of expectation for the premonition effect to resume. Furthermore, the preview image A50a that has appeared will continue to be displayed until the currently executed fake premonition performance ends. Details regarding the display of the expectation level for the resumption of the premonition effects will be described later.

[0268] Next, FIG. 15(c) shows an effect image on the main display 8 after the end of the final game of the consecutive effects executed at the end of the fake premonition effect. As shown in Figure 15 (c), the fake premonition effect is executed when the pseudo bonus state is not won, so after the end of the final game of the consecutive effects, a result image A40b consisting of an image indicating that the main character has been defeated in the battle effect or text information such as "defeat" is displayed in the main part of the screen of the main display 8. Furthermore, even after the final game of the consecutive effects has ended, the preview image A50a continues to be displayed.

[0269] Next, FIG. 15(d) shows an effect image on the main display 8 at the start of the first game executed after the fake premonition effect ends. As shown in FIG. 15(d), when the first game begins after the end of the fake premonition effect, the preview image A50a that was already displayed changes to an enlarged preview image 50b, and a hyping effect is executed to heighten anticipation for the resumption of the premonition effect. The enlarged preview image 50b is configured, for example, as a moving image in which the preview image A50a gradually expands, and is displayed for a predetermined time (for example, 2 seconds) from the start of the game. Moreover, in the background of the enlarged preview image 50b, since the game is after a loss in the continuous performance, the normal gaming state image 42 (see FIG. 15(e)), which is an image during the normal gaming state, is displayed.

[0270] If the premonition effect does not resume after the fake premonition effect has ended, the enlarged preview image 50b will suddenly shrink and finally disappear after a predetermined time has elapsed since the start of the game, and the normal game state image 42 that was displayed on the background will be displayed on the entire screen, as shown in Figure 15(e), and the effect during the normal game state will then be executed on the main display 8.

[0271] On the other hand, if the premonition effect is resumed immediately after the end of the fake premonition effect, the expanded preview image 50b continues to expand even after a predetermined time has elapsed since the start of the game, until it finally covers the entire screen, and then an effect is performed in which it explodes, obliterating the normal game state image 42 in the background, and a premonition effect image B43a is displayed on the entire screen as a new image, as shown in Figure 15(f), and the effect during the premonition effect is then executed on the main display 8. Therefore, the premonition effect will resume in the game immediately following the end of the fake premonition effect, and in the subsequent games, a premonition effect spanning multiple games will be executed in the same manner as the fake premonition effect that has just ended. In addition, since FIG. 15(f) shows the premonition effect when the pseudo bonus state is won, the premonition effect image B43a is an effect image corresponding to the actual premonition effect.

[0272] In this way, the sub-control device 20, for example, can display a premonition effect image A40a on the main display 8 in response to the winning of a chance role, thereby making it possible to execute a premonition effect across multiple games that can indicate whether or not a transition to a pseudo-bonus state will occur, and further, in a game during which the premonition effect has been executed, it is possible to resume the premonition effect after the current premonition effect has ended in response to the winning of another chance role. In other words, the sub-control device 20 is configured to include a specific effect control means capable of executing a premonition effect as a specific effect that can indicate whether or not to transition to a pseudo-bonus state as a bonus across multiple games, and an effect resumption control means capable of executing a premonition effect again as a specified effect after the end of the premonition effect when a specific condition is met during the execution of the premonition effect, for example, based on the winning of a chance role.

[0273] In addition, the sub-control device 20 also functions as a performance preview control means that can execute a preview performance that notifies the player that a premonition performance will be executed by displaying a preview image A50a or an enlarged preview image 50b on the main display device 8 during the execution of a premonition performance, for example, if a chance role is won, and when a premonition performance is executed, the preview performance can be executed in parallel on the main display device 8 with the premonition performance as a specific performance. In addition, the sub-control device 20 makes it possible to execute the premonition effect again as a specified effect after the fake premonition effect as the second specific effect when no bonus is granted has ended, and makes it possible to execute a preview effect while the fake premonition effect is being executed.

[0274] Therefore, if the pseudo-bonus state lottery trigger role is won again during the premonition performance, the expectation of winning the lottery trigger role again is added to the expectation of the premonition performance currently being performed, making it possible to effectively increase the player's expectations. In addition, if the player wins again the lottery trigger role in the pseudo bonus state during the premonition effect, a notice effect is executed, so that it is possible to inform the player in a more easily understandable manner that his or her expectations have increased. Furthermore, since the preview performance is executed in parallel with the premonition performance, one performance does not interfere with the other, and it is possible to execute a performance that allows both performances to be enjoyed to the fullest.

[0275] In the above embodiment, the preview image A50a is displayed during the preview performance, but any image that suggests (predicts) the resumption of the premonition performance can be used; for example, the resumption of the premonition performance can be suggested (predicted) by displaying an image of a specified character or item, or the degree of expectation can be indicated by using different colors in addition to numerical information. In addition, by displaying the enlarged preview image 50b, a teasing effect is executed regarding the resumption of the premonition effect, but any effect that heightens the sense of anticipation as to whether or not the premonition effect will resume may be used. For example, a performance may be executed in which a predetermined character displays an action to indicate a decision as to whether or not the premonition effect will resume. In addition, by displaying the enlarged preview image 50b at the start of the game immediately after the end of the first premonition effect, the teasing effect is executed during the game immediately after the end of the premonition effect, but the teasing effect may also be executed during the final game of the premonition effect or after the end of the final game.

[0276] In addition, after the fake premonition effect ends, the premonition effect is resumed as a predetermined effect, but after the fake premonition effect ends, an effect of a different effect type from the premonition effect may be executed, or the predetermined effect may be executed in a game period different from the game period in which the premonition effect is executed. For example, after the fake premonition effect ends, an effect that is completed in a short period such as one game or three games may be executed as the predetermined effect.

[0277] In addition, during a premonition performance, for example, the screen background of the main display 8 can be changed from blue to green to red, etc., when a predetermined condition is met, and the sub-control device 20 can be provided with a function capable of executing mode-up control to increase the probability of the screen background changing when a pseudo-bonus state has been won compared to when the pseudo-bonus state has not been won, so that when a premonition performance is executed again during a fake premonition performance, control can be performed so that the screen background that has already changed during the first fake premonition performance is carried over to the resumed premonition performance. In other words, when the premonition performance is resumed as a specified performance after the premonition performance as a specific performance has ended, the performance resumption control means may perform handover control to pass on the performance mode of the initial premonition performance to the resuming premonition performance. In this way, when the premonition effect is resumed, it is possible for the player to recognize at a glance that a highly anticipated premonition effect has been executed.

[0278] In addition, in the above embodiment, a case is shown in which the real premonition effect is executed after the fake premonition effect ends, but if a fake premonition effect is executed again after the fake premonition effect ends, the premonition effect image A40a corresponding to the fake premonition effect can be displayed again after the first fake premonition effect ends. Furthermore, as mentioned above, if the premonition effect does not resume immediately after the end of the fake premonition effect due to the existence of a waiting period, after the end of the fake premonition effect, a presentation image for the normal game state will be displayed once. At this time, the preview image A50a will be displayed in parallel with the normal game state image 42, and when a game in which a premonition effect is scheduled to be executed again is started, the enlarged preview image 50b will be displayed as described above, followed by the premonition effect image B43a. As described above, the advance notice performance is executed during the fake premonition performance.

[0279] [Appearance rate of preview images during fake premonition effects] Next, the appearance rate of the preview image during the fake premonition effect will be described with reference to FIG. As described above, in the sub-control device 20, if a lottery trigger role (e.g., a chance role) for the pseudo bonus state is won during the fake premonition performance, and the transition lottery for the pseudo bonus state is won, the main premonition performance will be started after the end of the fake premonition performance with a predetermined probability (e.g., 80%). On the other hand, if the player wins the lottery trigger role for the pseudo bonus state during the fake premonition performance, but does not win the lottery for transition to the pseudo bonus state, the fake premonition performance will start again after the end of the fake premonition performance with a predetermined probability (for example, 10%).

[0280] In addition, the sub-controller 20 controls whether or not to display a preview image and the type of expectation level depending on the result of the lottery for transitioning to the pseudo bonus state when the lottery trigger role for the pseudo bonus state during the fake premonition performance is won, and the result of whether or not to resume the premonition performance.

[0281] FIG. 16 shows the appearance rate of a preview image (probability of executing a preview effect) for each type of preview image (type of expectation) when a chance role is won during a fake premonition effect in the sub-controller 20. First, as shown in FIG. 16, if the winning result is a "Chance Role" and the pseudo bonus state is not won and it is determined that the premonition performance will not resume, then the appearance of the preview image, i.e., the execution of the preview performance, is controlled so that there is an 87% probability of "no appearance", i.e., no preview image appearing, a 10% probability of a preview image containing numerical information of "30%" appearing, a 3% probability of a preview image containing numerical information of "50%" appearing, and a 0% probability of a preview image containing numerical information of "100%" appearing.

[0282] Similarly, if the winning result is a "Chance Role" and the pseudo bonus state is not won and it is determined that the premonition performance will resume, the appearance of the preview image is controlled so that the probability of "no appearance" is 50%, the probability of a preview image containing numerical information of "30%" is 35%, the probability of a preview image containing numerical information of "50%" is 15%, and the probability of a preview image containing numerical information of "100%" is 0%.

[0283] Similarly, if the winning result is a "Chance Role", and a pseudo bonus state is won and it is determined that the premonition performance will not resume, the appearance of the preview image is controlled so that the probability of "no appearance" is 80%, the probability of a preview image containing numerical information of "30%" appears is 15%, the probability of a preview image containing numerical information of "50%" appears is 5%, and the probability of a preview image containing numerical information of "100%" appears is 0%.

[0284] Similarly, if the winning result is a "Chance Role", and if a pseudo bonus state is won and it is determined that the premonition performance will resume, the appearance of the preview image is controlled so that the probability of "no appearance" is 30%, the probability of a preview image containing numerical information of "30%" is 40%, the probability of a preview image containing numerical information of "50%" is 25%, and the probability of a preview image containing numerical information of "100%" is 5%. In addition, once the appearance of a preview image has been determined, even if a player wins a lottery trigger role in a pseudo bonus state in a subsequent game, the lottery for the appearance of the preview image will be invalid.

[0285] Since the appearance of the preview image, i.e., the execution of the preview effect, is controlled so as to achieve the above-mentioned appearance rates, if a preview effect is executed when a chance role is won during a fake premonition effect, there is a higher possibility that the premonition effect will be executed again after the fake premonition effect ends, making it possible to heighten the player's sense of anticipation when the preview effect is executed.

[0286] In addition, the sub-control device 20 can change numerical information indicating the degree of expectation in the preview image as the execution mode of the preview performance, depending on the result of a lottery on whether or not to transition to a pseudo bonus state as a special privilege when a chance role is won during the fake premonition performance. Therefore, when a premonition effect is executed, the larger the numerical information indicating the degree of expectation, the higher the possibility of the premonition effect resuming, as well as the probability of transitioning to a pseudo-bonus state if the premonition effect resumes. Therefore, when a premonition image with large numerical information appears, it is possible to further increase the player's sense of expectation. Furthermore, if a preview image containing "100%" appears, it is confirmed that the game will move to a pseudo bonus state, which can greatly heighten the player's sense of anticipation.

[0287] In addition, the sub-controller 20 is configured to cause the preview image to appear even if the premonition effect is not resumed or if the pseudo bonus state is not won during the fake premonition effect. In other words, during the execution of the fake premonition performance, the sub-control device 20 makes it possible to execute a preview performance even if a bonus is not awarded, based on the establishment of a winning lottery trigger role in a pseudo bonus state as a specific condition. Therefore, it is possible to increase the probability of the entire preview performance being executed, thereby making the game more interesting and increasing the player's sense of anticipation. In addition, even if the preview performance is not executed, a transition to a pseudo bonus state may occur, which makes it possible to prevent the player from feeling disappointed when the preview performance is not executed.

[0288] Also, in Figure 16, the appearance rate of the preview image when a chance role is won as a lottery trigger role for a pseudo bonus state during a fake premonition performance is illustrated, but the appearance of the preview image is similarly controlled when other roles (for example, a strong cherry role) are won. In addition, the preview image may appear at different appearance rates depending on whether a chance role or a strong cherry role is won. In addition, if the appearance of a preview image makes it more likely that the premonition effect will resume than if the preview image does not appear, the appearance rate may be other than the above-mentioned rates, and further, if the larger the numerical information, the higher the possibility that the premonition effect will resume and the possibility of winning the pseudo bonus state.

[0289] In addition, as a method of controlling the occurrence of the pseudo bonus state, in addition to generating the pseudo bonus state based on winning the lottery trigger role for the pseudo bonus state, the pseudo bonus state may be generated when a predetermined number of games are played. In this case (the case of so-called game number management), a preview image may be made to appear during the fake premonition performance when a certain number of games (e.g., 30 games) before the predetermined number of games is reached is reached, and a preview performance may be executed. Therefore, in this case, after the fake premonition effect ends, the actual premonition effect for the pseudo bonus state, which is entered when the number of executed games is consumed, will be resumed. As described above, the appearance rate of the preview image during the fake premonition performance is determined.

[0290] [Example of display when a preview performance is performed during a main premonition performance] Next, with reference to FIG. 17, a preview effect during the main premonition effect displayed on the main display device 8 will be described. As described above, if a chance role is won again during a fake premonition performance, the sub-control device 20 executes a preview performance with a predetermined probability. However, even during the actual premonition performance that is executed when a transition to the pseudo bonus state is decided, the sub-control device 20 executes a preview performance with a predetermined probability based on the chance role being won again.

[0291] However, since this premonition effect is executed when the transition to the pseudo-bonus state has already been decided, and therefore no lottery for the transition to the pseudo-bonus state is held during the game during this premonition effect, the preview effect executed during this premonition effect does not suggest (premonition) the resumption of the premonition effect, but rather suggests a bonus that will be added to the pseudo-bonus state that will occur after the end of this premonition effect. In other words, if a chance role is won during this premonition performance, a decision is made as to whether or not to add a bonus to the pseudo-bonus state that occurs thereafter, and the preview performance is executed in relation to the result of that decision.

[0292] In this embodiment, if a chance role is won during this premonition performance, a lottery is held to add to the number of games, and there is a predetermined probability (e.g., 10%) of winning 10 additional games, and a predetermined probability (e.g., 5%) of winning 20 additional games, and the number of added games won is added (added) to the initial number of games in the pseudo bonus state, and the premonition performance is executed based on the results of these addition lotteries.

[0293] FIG. 17 shows an effect image on the main display 8 when a chance combination is won in a game executed during this premonition effect. First, as shown in FIG. 17(a), when the main premonition effect is executed, a premonition effect image B43a corresponding to the main premonition effect is displayed in the main part of the screen of the main display device 8. Furthermore, since this premonition effect is visually indistinguishable from the fake premonition effect, the premonition effect image B43a will be a performance image (video) in which a specified character progresses through a cave, similar to premonition effect image A40a (see Figure 15).

[0294] Next, FIG. 17(b) shows an effect image on the main display 8 during execution of a game after a chance combination is won during the main premonition effect. As shown in Figure 17(b), if a chance role is won during the main premonition performance, a preview image A50a will be displayed on the lower right side of the main display 8 in parallel with the main premonition performance being executed, just as in the case where a chance role is won during a fake premonition performance in a subsequent game. If a chance role is won during the real premonition effect, a lottery is held to add to the number of games, and a preview image A50a is displayed based on this lottery. However, since it is not clear from appearance whether the premonition effect currently being performed is a real premonition effect or not, a preview image A50a similar to the one that indicates the resumption of the premonition effect during a fake premonition effect is displayed.

[0295] The preview image A50a includes text information such as "preview" and numerical information such as "30%", just like during the fake premonition performance. Furthermore, the preview image A50a that has appeared will continue to be displayed until the currently executed main premonition effect ends. The display of the expectation level will be described in detail later.

[0296] Next, FIG. 17(c) shows an effect image on the main display device 8 after the end of the final game of the consecutive effects executed at the end of this premonition effect. As shown in Figure 17 (c), this premonition effect is executed when the pseudo-bonus state is won, so after the end of the final game of the consecutive effects, an image indicating that the main character has won the battle effect and a result image B43b including the word "victory" are displayed in the main part of the screen of the main display 8. Furthermore, even after the final game of the consecutive effects has ended, the preview image A50a continues to be displayed.

[0297] Next, FIG. 17(d) shows an effect image on the main display device 8 at the start of the first game executed after the end of the main premonition effect. As shown in Figure 17 (d), when the first game begins after the end of this premonition effect, the already displayed preview image A50a changes to an enlarged preview image 50b, and a provocative effect similar to that described above is executed to increase anticipation for the resumption of the premonition effect. The enlarged preview image 50b is configured, for example, as a moving image in which the preview image A50a gradually expands, and is displayed for a predetermined time (for example, 2 seconds) from the start of the game. Moreover, in the background of the enlarged preview image 50b, since the game is after the consecutive effects have been won, a pseudo bonus state image 44 (see FIG. 17(e)), which is an image during the pseudo bonus state, is displayed.

[0298] If the additional lottery is not won when a chance role is won during this premonition effect, the enlarged preview image 50b will suddenly shrink and finally disappear after a predetermined time has elapsed since the start of the game, and the pseudo-bonus state image 44 that was displayed on the background will be displayed on the entire screen, as shown in Figure 17(e), and the pseudo-bonus state effect will then be executed on the main display 8.

[0299] On the other hand, if the player wins the additional lottery when a chance role is won during this premonition effect, the enlarged preview image 50b will continue to expand even after a predetermined time has passed since the start of the game, and will eventually cover the entire screen and then explode, and as shown in Figure 17(f), an additional image 60 will be displayed as a new image in front of the pseudo bonus state image 44, thereby notifying the player that the number of games remaining in the pseudo bonus state has been added. In addition, in FIG. 17(f), an example is shown in which an additional 10 games is won through an additional lottery, so information "+10G" is displayed as the additional image 60.

[0300] In this way, if a preview effect is executed while the main premonition effect is being executed, an additional effect will be executed at the end of the preview effect, which notifies the number of additional games. That is, the sub-control device 20 as the effect notice control means can execute the notice effect by displaying the notice image A50a or the enlarged notice image 50b, for example, when a chance role is won, even during the execution of the main premonition effect as the first specific effect. In addition, in relation to the notice effect, it can execute an additional effect that can notify the number of games to be added to the number of games in the pseudo bonus state as a bonus-related effect related to the bonus to be granted.

[0301] Therefore, even if the lottery trigger role in the pseudo bonus state is won again during the actual premonition performance, the preview performance will be executed, and depending on whether or not the preview performance is executed during the premonition performance, it is possible to prevent the player from knowing in advance whether the premonition performance being executed is an actual premonition performance or a fake premonition performance, and it is possible to maintain the player's interest in the premonition performance until the end.

[0302] This is because the preview effect during a fake premonition effect suggests the resumption of the premonition effect, and so when the preview effect is executed, it is confirmed that the premonition effect being executed is a fake premonition effect, and so the execution of the preview effect has the side of lowering the player's expectations. However, in this embodiment, a preview effect is also executed during the real premonition effect, and this preview effect is used to execute an additional effect, so it is possible to increase the player's expectations for an additional game number, and prevent the initially executed premonition effect from being confirmed as a fake premonition effect, and prevent the player's expectations for the premonition effect from being lowered. As described above, the preview performance is executed during the main premonition performance.

[0303] [Appearance rate of preview images during this premonition] Next, the appearance rate of the preview image during the main premonition effect will be described with reference to FIG. As described above, in the main control unit 10, if a lottery trigger role (e.g., a chance role) in a pseudo bonus state is won during this premonition performance, a lottery is held to select an additional number of games such that an additional 10 games is won with a predetermined probability (e.g., 10%), and an additional 20 games is won with a predetermined probability (e.g., 5%). Furthermore, the sub-control device 20 controls whether or not to display a preview image on the main display device 8 based on the result of the lottery for adding the number of games.

[0304] FIG. 18 shows the appearance rate of a preview image (probability of executing a preview effect) for each type of preview image (type of expectation) when a chance role is won during the main premonition effect in the sub-controller 20. First, as shown in FIG. 18, if the winning result is a "Chance Role" and the additional lottery determines that no additional bonus will be awarded, then the appearance of the preview image, i.e., the execution of the preview performance, is controlled so that the probability of "no appearance", i.e., no preview image will appear, is 75%, the probability of a preview image containing numerical information of "30%" will appear is 20%, the probability of a preview image containing numerical information of "50%" will appear is 5%, the probability of a preview image containing numerical information of "100%" will appear is 0%, and the probability of a preview image containing numerical information of "100% additional bonus" will be 0%. The "100% Added" preview image does not appear during fake premonition effects, and notifies the player that the lottery result is 100%, which is a win, as well as that the lottery content is an added-on, i.e., the premonition effect currently being performed is a real premonition effect.

[0305] Similarly, if the winning result is a "Chance Role" and the additional 10 games are won in the additional lottery, the appearance of the preview image, i.e., the execution of the preview performance, is controlled so that the probability of "no appearance", i.e., no preview image appearing, is 60%, the probability of a preview image containing numerical information of "30%" appearing is 25%, the probability of a preview image containing numerical information of "50%" appearing is 12%, the probability of a preview image containing numerical information of "100%" appears is 3%, and the probability of a preview image containing numerical information of "100% additional" appears is 0%.

[0306] Similarly, if the winning result is a "Chance Role" and the additional 20 games are won in the additional lottery, the appearance of the preview image, i.e., the execution of the preview performance, is controlled so that the probability of "no appearance", i.e., no preview image appearing, is 50%, the probability of a preview image containing numerical information of "30%" appearing is 30%, the probability of a preview image containing numerical information of "50%" appearing is 15%, the probability of a preview image containing numerical information of "100%" appears is 4%, and the probability of a preview image containing numerical information of "100% additional" appears is 1%.

[0307] Since the appearance of the preview image is controlled (the execution of the preview performance is controlled) so as to achieve the above-mentioned appearance rate, if a preview image appears when a chance role is won during this premonition performance, there is a high possibility that the number of games will be added to the continuing games in the pseudo-bonus state that are executed after the end of this premonition performance, making it possible to heighten the player's sense of anticipation.

[0308] Furthermore, when a preview image appears during this premonition performance, the more numerical information indicating the degree of expectation there is, the higher the possibility of the number of games being added, as well as the probability that the number of games being added will be large, and so when a preview image with a lot of numerical information appears, it is possible to further increase the player's sense of expectation. Furthermore, when a preview image including "100%" appears, it is confirmed that the number of games will be increased, which can further heighten the player's expectations. Furthermore, when a preview image including "100% extra" appears, not only is it confirmed that the number of games will be extra, but it is also confirmed that the premonition effect currently being performed is the real premonition effect, making it possible to greatly heighten the player's sense of anticipation.

[0309] Furthermore, since the appearance control is performed so that the preview image appears even if the number of games is not added, it is possible to increase the overall appearance rate of the preview image during the actual premonition performance, making it possible to increase the interest of the game and efficiently preventing the appearance of the preview image from confirming that the premonition performance being performed is a fake premonition performance. In addition, since the number of games may be increased even if the preview image does not appear, it is possible to prevent the player from feeling disappointed when the preview image does not appear.

[0310] Also, Figure 18 illustrates the appearance rate of the preview image when a chance role is won as a lottery trigger role for a pseudo bonus state during this premonition performance, but the appearance of the preview image is similarly controlled when other roles (for example, a strong cherry role) are won. In addition, the preview image may appear at different appearance rates depending on whether a chance role or a strong cherry role is won. In addition, if the appearance of the preview image increases the likelihood of the number of games being added compared to when the preview image does not appear, the appearance rate may be other than the above-mentioned, and further, if the more numerical information there is, the higher the likelihood of the number of games being added and the higher the likelihood of a larger number of games being added, the appearance rate may be other than the above-mentioned. As described above, the appearance rate of the preview image during the main premonition performance is determined.

[0311] [Preview Variation 1] Next, referring to FIG. 19, a preview performance in which the preview image displayed during the fake premonition performance is changed will be described as Variation 1 of the preview performance. As mentioned above, if a chance role, for example, is won as a lottery trigger for a pseudo bonus state during a fake premonition performance, a preview performance is executed by displaying a preview image on the main display 8 with a predetermined probability, and the numerical information representing the type of preview image at that time is determined with the probability shown in Figure 15 when determining whether the preview image will appear. In the above-described embodiment, the preview image that appears first is made to continue to be displayed until the preview performance ends, but in preview performance variant 1, the preview image that appears first can be changed when a lottery trigger role in the pseudo bonus state is won in a subsequent game.

[0312] In the sub-control device 20, with regard to the change of the preview image, when the preview image is changed, control is performed so that the expectation of the premonition effect resuming or the main premonition effect resuming is higher than when the preview image is not changed. For example, in a game executed while a preview image including numerical information of "30%" is already appearing, when a lottery trigger role in a pseudo-bonus state is won, if it has already been decided that the premonition effect will be resumed, the preview image is changed to one including numerical information of "50%" with a probability of 20%, and if it has not been decided that the premonition effect will be resumed, the preview image is changed to one including numerical information of "50%" with a probability of 10%.

[0313] Similarly, in a game that is being played while a preview image containing numerical information of "50%" is already appearing, when a lottery trigger role in a pseudo-bonus state is won, the preview image is changed to one containing numerical information of "100%" with a 3% probability only if it has already been decided to resume the premonition performance. Therefore, when the preview image is changed, the expectation that the premonition effect will be resumed and that the resumed premonition effect will be the main premonition effect increases. In addition, in a game that is executed while a preview image containing the numerical information "100%" is already appearing, if a lottery trigger role in a pseudo bonus state is won, the preview image will not be changed.

[0314] First, FIG. 19(a) shows a performance image on the main display 8 when a preview performance is executed during a fake premonition performance and it is decided to display a preview image A50a including numerical information of "30%". As shown in FIG. 19(a), when a chance role is won during a fake premonition effect and it is determined that a premonition effect is to be executed, a premonition effect image A40a and a premonition image A50a are displayed on the main display 8 in the same manner as described above.

[0315] Next, FIG. 19(b) shows an effect image on the main display 8 in the case where, for example, a chance combination is won and it is decided to change the preview image while the preview effect is already being executed. As shown in Figure 19(b), if it is decided to change the preview image while the preview performance is already being executed, the preview image A50a displayed on the main display 8 is changed to a preview image B50c including the numerical information "50%". Even if the preview image is changed, the premonition effect image A40a is not affected and is displayed as is. After that, although not shown in the figure, in the same manner as described above, after the teasing effect is executed, the image will return to that of the normal game state, or the premonition effect will resume.

[0316] As described above, in variant example 1 of the preview performance, the preview image can be changed to a preview image with a high expectation based on the winning of a lottery trigger role in a pseudo bonus state during a fake premonition performance in which a preview performance has already been executed. In other words, during the execution of a premonition effect as a specific effect, each time a lottery trigger role in the pseudo bonus state is won, the sub-control device 20 conducts a lottery to determine whether or not to change the execution mode of the preview effect, and if it is decided to change the execution mode of the preview effect, it changes the execution mode of the preview effect that is already being executed. Therefore, each time a pseudo bonus state lottery trigger role is won during a fake premonition performance, it is possible to increase the player's anticipation for the resumption of the premonition performance or the resumption of the main premonition performance, and it is possible to notify the player of the increased anticipation in an easy-to-understand manner, such as a change in the execution mode of the preview performance, making it possible to efficiently increase the player's anticipation.

[0317] In addition, a decision as to whether or not to change the preview image is made depending on whether or not it has already been decided that the premonition effect will be resumed. However, for example, while the preview image is displayed when the premonition effect is not to be resumed, a new lottery is held during the premonition effect to resume the premonition effect based on the winning of a lottery trigger role for the pseudo-bonus state, and a decision is made again to resume the premonition effect based on the result of this lottery, or the preview image may be changed if a lottery for transitioning to the pseudo-bonus state is won due to the winning of a lottery trigger role for the pseudo-bonus state. In addition, the preview image during this premonition performance may be changed so as to increase the probability of the number of games being added when a lottery trigger role in the pseudo bonus state is won. In this manner, preview performance variant 1 is realized.

[0318] [Variation 2 of the preview performance] Next, referring to FIG. 20, a preview performance in which a preview image is additionally displayed during a fake premonition performance will be described as a second modified preview performance. In the above-mentioned preview performance variant 1, the preview image that appears initially is changed midway through the game, but in the preview performance variant 2, in addition to the preview image that appears initially, a new preview image can be additionally displayed when a lottery trigger role in the pseudo bonus state in a subsequent game is won.

[0319] The sub-controller 20 performs control so that the preview image appears at the appearance rate shown in FIG. 16 described above, but once it has been decided that a preview image will appear, even if a lottery trigger role in a pseudo bonus state is won in a subsequent game, the lottery for the appearance of the preview image is invalidated.

[0320] In contrast, in the second variation of the preview performance, whether or not a preview image is to be displayed is determined each time a lottery trigger role in the pseudo bonus state is won, regardless of whether or not a preview image is displayed. Therefore, even if a preview image has already appeared, if a lottery trigger role in a pseudo-bonus state is won in a subsequent game, control is performed to make a new preview image appear based on that lottery, and if the lottery for the appearance of multiple preview images is won, multiple preview images can be displayed on the main display 8.

[0321] In addition, even if a lottery trigger role in a pseudo bonus state is won in a game after a preview image has already appeared, the appearance of the preview image is controlled so that the appearance rate is as shown in FIG. However, due to the screen area of ​​the main display 8, it is preferable to set a predetermined upper limit (for example, three) on the number of preview images.

[0322] First, FIG. 20(a) shows a performance image on the main display 8 when a preview performance is executed during a fake premonition performance and it is decided to display a preview image A50a including numerical information of "30%". As shown in FIG. 20(a), when a chance role is won during a fake premonition effect and it is determined that a premonition effect is to be executed, a premonition effect image A40a and a premonition image A50a are displayed on the main display 8 in the same manner as described above.

[0323] Next, FIG. 20(b) shows an image produced on the main display 8 when it is decided to additionally display a preview image while a preview performance is already being performed, for example, based on a winning chance role. As shown in FIG. 20(b), if a decision is made to display a preview image including numerical information of "50%", for example based on a winning chance role, while a preview performance is already being executed, a new preview image B50c including numerical information of "50%" is additionally displayed in addition to the preview image A50a already displayed on the main display 8. Even if a preview image is additionally displayed, the premonition effect image A40a is not affected and is displayed as is.

[0324] After that, although not shown in the figure, as described above, after the execution of the teasing effect, the images during the normal game state or the premonition effect will resume, but the teasing effect is executed in the order in which the preview images appear and for each preview image, and if the premonition effect is resumed after the teasing effect for the first preview image, the teasing effects for the remaining preview images will be invalidated, and if the premonition effect is not resumed after the teasing effect for the first preview image, then the teasing effect for the next preview image will be executed in the same way as the teasing effect for the first preview image. In addition, during any of the provocative effects, for example, when the first stop operation is performed on reel 4, the provocative effect may be cancelled.

[0325] As described above, in variant example 2 of the preview performance, a preview image is made to appear each time a lottery trigger role in the pseudo bonus state during the fake premonition performance is won, making it possible for multiple preview images to appear. In other words, during the execution of a premonition effect as a specific effect, each time a lottery trigger role in the pseudo bonus state is won, the sub-control device 20 conducts a lottery to determine whether or not to execute a preview effect, and if it decides to execute a preview effect, it executes a new preview effect in addition to the preview effect that has already been executed. Therefore, each time a lottery trigger role in the pseudo bonus state is won during the premonition effect, it is possible to increase the player's anticipation for the resumption of the premonition effect or the resumption of the main premonition effect.

[0326] Note that the preview image may be controlled so that the appearance rate of the preview image differs depending on whether the preview image has already appeared or not. In addition, regarding the preview image during this premonition performance, a lottery may be held to make a preview image appear each time a lottery trigger role in the pseudo bonus state is won, thereby making it possible for multiple preview images to appear. In this manner, preview performance variant 2 is realized.

[0327] [Preview Variation 3] Next, with reference to FIG. 21, a preview performance in which different types of preview images are displayed in parallel for the benefit to be granted during the fake premonition performance will be described as a third modified example of the preview performance. In the above-mentioned variant 2 of the preview performance, multiple preview images can appear, but all of the preview images that appear are previews (suggestions) regarding the pseudo-bonus state, such as the resumption of the premonition performance or a transition to the pseudo-bonus state. In contrast, in variant 3 of the preview performance, in addition to a preview (suggestion) regarding the pseudo-bonus state, a preview (suggestion) regarding the CZ state is also possible. Therefore, in the sub-controller 20 in variant example 3 of the preview performance, it is possible to give a preview (suggestion) regarding the transition to the CZ state based on the winning of a lottery trigger role in the CZ state (for example, a strong watermelon role) during a game during which a fake premonition performance is being performed.

[0328] In addition, in the sub-control device 20, for example, if a player wins the CZ state lottery trigger role in a game during a fake premonition performance and wins the CZ state transition lottery, a preview image for the CZ state transition is displayed with a 50% probability, and if the CZ state transition lottery is not won, a preview image for the CZ state transition is displayed with a 10% probability, so that when a preview image for the CZ state transition is displayed, anticipation for the CZ state transition is increased.

[0329] Furthermore, even if a preview image has already appeared, if a CZ state lottery trigger role is won in a subsequent game, control is performed to make a new preview image appear based on that lottery, and if the lottery for the appearance of multiple preview images is won, multiple preview images can be displayed on the main display 8. However, due to the screen area of ​​the main display 8, it is preferable to set a predetermined upper limit (for example, three) on the number of preview images.

[0330] First, Figure 21(a) shows the presentation image on the main display 8 when a preview performance is executed during a fake premonition performance and it is decided to display a preview image A50a containing numerical information of "30%", which is a preview image related to a pseudo bonus state. As shown in FIG. 21(a), during a fake premonition effect, for example, when a chance role is won and it is determined that a premonition effect is to be executed, a premonition image A50a is displayed on the main display 8 together with a premonition effect image A40a in the same manner as described above.

[0331] Next, FIG. 21(b) shows a presentation image on the main display 8 when it is decided to additionally display a preview image while a preview presentation is already being executed, for example, based on the winning of a strong watermelon role. As shown in Figure 21 (b), if it is decided that a preview image will appear while a preview performance is already being executed, for example based on winning a strong watermelon role, a new preview image related to the CZ state, CZ preview image 50e, is displayed in addition to preview image A50a already displayed on the main display 8. Even if a preview image is additionally displayed, the premonition effect image A40a is not affected and is displayed as is.

[0332] In addition, in Figure 21 (b), the expectation level in the CZ preview image 50e includes "50%". In this case, the expectation level can be controlled by selecting an image such that the higher the expectation level, the higher the probability of transitioning to the CZ state, similar to the preview images related to the pseudo-bonus state. In addition, it is preferable that the CZ preview image 50e, which is a preview image regarding the CZ state, has a different color scheme, pattern, size, and characters appearing therefrom from the preview image A50a.

[0333] After that, although not shown in the figure, as described above, after the teasing effect is executed, the image of the normal game state or the premonition effect will resume, but the teasing effect is executed from preview image A50a, which is a preview image related to the pseudo-bonus state, and if the premonition effect is resumed after the teasing effect for preview image A50a, the teasing effects for the remaining preview images will be invalidated, and if the premonition effect is not resumed after the teasing effect for preview image A50a, then the teasing effect for CZ preview image 50e, which is a preview image related to the CZ state, will be executed in the same manner as the teasing effect for preview image A50a.

[0334] In addition, during any of the provocative effects, for example, when the first stop operation is performed on reel 4, the provocative effect may be cancelled. In addition, there is a possibility that the CZ preview image 50e will appear before the preview image A50a, but even in this case, it is preferable to present the teasing effects in the order of the preview image A50a → CZ preview image 50e so as not to lower the player's sense of expectation.

[0335] In addition, in variant example 3 of the preview performance, even when transitioning to the CZ state, a CZ premonition performance spanning multiple games is executed, so if the CZ state transition lottery is won during a fake premonition performance and a preview image is displayed, the CZ premonition performance will resume after the fake premonition performance ends. In addition, if the period (delay period) between winning the CZ state lottery trigger role and actually generating the CZ state is short, the time to transition to the CZ state may be reached before the fake premonition performance ends. In that case, a teasing performance can be executed for the CZ preview image 50e at that point, and if the CZ state has been won, the image can then be changed to one in the CZ state, causing a transition to the CZ state. In such a case, the delay period can be extended to generate the CZ state after the fake premonition performance ends.

[0336] As described above, in variant 3 of the preview performance, in addition to the preview image relating to the pseudo bonus state during the fake premonition performance, a preview image relating to the CZ state also appears, and there is a possibility that multiple preview images will appear, so it is possible to increase the player's sense of anticipation each time the lottery trigger role for awarding a bonus is won. In addition, preview images for benefits with different degrees of advantage to the player are displayed individually, which increases the probability of the preview images appearing overall, making it possible to heighten the player's expectations and enabling more diverse presentations, thereby making it possible to increase the entertainment value of the game.

[0337] In addition, with regard to the preview images during this premonition performance, it may be possible to make multiple preview images appear by holding a lottery to make a preview image appear each time a lottery trigger role in the pseudo bonus state is won, and each time a lottery trigger role in the CZ state is won. In this case, it is preferable to use the preview performance as an additional performance by conducting a lottery to add to the number of games when the lottery trigger role in the CZ state is won. In addition, even if the AT state is directly won during a fake premonition performance (in the normal gaming state), a preview image may be displayed to notify (suggest) that the AT state has been directly won.

[0338] Also, multiple preview images for the pseudo bonus state and multiple preview images for the CZ state may be allowed to appear, but in order to prevent the presentation from becoming complicated, it is preferable to set a predetermined upper limit (for example, 3) on the number of preview images. Furthermore, when a predetermined upper limit is set, when a preview image for the pseudo bonus state is added when the predetermined upper limit is reached, the preview image for the CZ state that is already displayed may be deleted, and the preview image for the pseudo bonus state with a higher advantage may be preferentially displayed. In this manner, preview performance variant 3 is realized.

[0339] As described above, in the present invention, a gaming machine (slot machine 1) equipped with variable display means (reel 4) capable of variably displaying a plurality of symbols, lottery means (main control device 10) capable of executing a lottery relating to the awarding of a privilege, and variable display control means (main control device 10) capable of deriving a symbol combination mode related to a lottery result in the lottery means based on a player's operation, includes notification control means (sub-control device 20) capable of causing a predetermined notification means (e.g., main display 8) to execute a notification corresponding to the derived symbol combination mode based on the derivation of the symbol combination mode in the variable display means, and the variable display control means A first pattern combination mode and a second pattern combination mode different from the first pattern combination mode can be derived to the variable display means, and the notification control means is configured to include a first notification control means (sub-control device 20) capable of executing the notification in either a normal notification mode that cannot suggest information related to the granting of a predetermined benefit (for example, a pseudo bonus state) or a specific notification mode that can suggest information related to the granting of the predetermined benefit when the first pattern combination mode is derived, and a second notification control means (sub-control device 20) capable of executing the notification in a special notification mode different from the normal notification mode and the specific notification mode when the second pattern combination mode is derived.

[0340] Here, the lottery means, the variable display control means, the notification control means, the first notification control means, the second notification control means, and the performance advance notice control means may be provided in the main control device 10 or in the sub-control device 20. Also, they may be configured by the main control device 10 and the sub-control device 20 working together. Furthermore, the specified notification means may be a display means for displaying multiple pieces of information, such as a liquid crystal display, an LED display, or an EL display, such as the main display 8 or the sub-display 17, or may be a light-emitting means, such as a speaker or a lamp. Examples of the specified bonus include a pseudo bonus state, a CZ state, an AT state, etc., and the information related to the granting of the specified bonus includes information for generating the pseudo bonus state, a CZ state, an AT state, etc., and includes, for example, information that suggests or identifies a high probability state that generates the pseudo bonus state, a CZ state, an AT state, etc. with a higher probability than the normal probability state.

[0341] Therefore, even if the lottery results in the lottery means are the same, when the combination of the symbols is different, it is possible to reliably inform the player that the combination of the symbols is different. Furthermore, when a notification is made in a specific notification manner, information related to the awarding of a specified benefit is suggested, which makes it possible to increase the player's anticipation of the awarding of the specified benefit. In addition, when the second pattern combination pattern is derived, a notification is executed in a special notification mode different from the normal notification mode and the specific notification mode, so that the player can be surely made aware that the second pattern combination pattern has been derived.

[0342] The device also includes a setting means capable of changing the degree of advantage for the player in multiple stages, and the second notification control means is configured to be able to suggest the setting stage in the setting means depending on the type of the special notification mode. Therefore, by checking the type of special notification mode, the player can predict to some extent the setting stage at that time, and it is possible to provide the player with information that satisfies him, such as reference information for selecting a gaming machine to play on.

[0343] The second notification control means is configured to set a notification execution time in the special notification mode to be shorter than a notification execution time in the normal notification mode and a notification execution time in the specific notification mode. Therefore, it is possible to prevent notifications in a special notification mode from being made more than necessary, and to prevent players other than the players who should originally be notified from being notified, which would cause dissatisfaction among the intended players.

[0344] The second notification control means is configured to terminate notification in the special notification mode and switch to another notification mode based on the passage of a predetermined time after the notification in the special notification mode is executed. Therefore, it is possible to reliably prevent the special notification mode from being issued more than necessary.

[0345] In addition, the notification control means is capable of executing a notification corresponding to the pattern combination mode before the pattern combination mode is derived, the first notification control means, when executing a notification in the specific notification mode, is capable of executing a notification in the normal notification mode before the first pattern combination mode is derived and is capable of executing a notification in the specific notification mode after the first pattern combination mode is derived, and the second notification control means, when executing a notification in the special notification mode, is configured to be capable of continuously executing a notification in the special notification mode from before the second pattern combination mode is derived to after the second pattern combination mode is derived.

[0346] Therefore, the notification in the special notification mode is executed over a comparatively long period of time before the symbol combination mode is derived, and it is possible to execute the notification in the special notification mode reliably and efficiently. Furthermore, when a notification in a specific notification mode is executed, first a notification in a normal notification mode is executed, and then, once the pattern combination mode is derived, the notification mode changes to a specific notification mode, whereas when a notification in a special notification mode is executed, the notification mode does not change midway, so that by executing notifications with different notification modes, it is possible to reliably allow the player to recognize that the pattern combination mode is different.

[0347] On the other hand, Patent Document 1 discloses a gaming machine that includes a display device (image display device) in addition to reels, and displays various information on the display device. However, the information displayed on the display device of conventional gaming machines was not sufficient to increase interest, and it was not possible to provide accurate notifications according to the current situation, so it was insufficient in terms of increasing the player's expectations. In this way, the slot machine 1 of the present invention can solve all or part of the problems that need to be improved in conventional gaming machines.

[0348] The above describes a preferred embodiment of the gaming machine of the present invention. However, it goes without saying that the gaming machine of the present invention is not limited to the above-described embodiment, and various modifications can be made within the scope of the present invention. For example, in this embodiment, the AT state (AT) is given as a privilege, but ART or RT may be given. Also, a bonus state may be generated in addition to the pseudo bonus state.

[0349] In addition, in this embodiment, the type of AT state is a type in which the AT state that is executed in units of a specified number of games can be continued multiple times, but it may also be a type that ends when there are no more games remaining in the AT state.

[0350] In addition, in this embodiment, the effect button 2d and the upper effect button 2f are given as examples of operating means, but other means that output an input signal when operated by the player can be used, such as the bet button 2a, the stop button 5, the start lever 3, etc.

[0351] In addition, the front door 1a may be provided with a vibration means for vibrating the front door 1a by activating a motor, speaker, etc., and the vibration means may be activated at a specified time during the winning performance, premonition performance, and notice performance to heighten the player's sense of anticipation, or the vibration means may be activated when the winning performance, premonition performance, and notice performance are executed. In addition, a ventilation means may be provided on the front door 1a to blow air toward the player, and the ventilation means may be activated at specific times during the winning, premonition, and advance notice performances to heighten the player's sense of anticipation.

[0352] In addition, a main display 8 and a sub-display 17 are provided as display means, but the winning effects, premonition effects and advance notice effects may be executed by any one of the display means, or may be executed by both of the two display means.

[0353] In addition, the notification pattern of the winning performance is changed by changing the display mode on the main display 8, but the notification pattern of the winning performance may also be changed by changing the display mode of the main display 8 or the sub-display 17, or the notification mode of other notification means (lamp 11 or speaker 9).

[0354] In addition, in the above-described embodiment, the main control unit 10 performed operations as various means such as the lottery means, but the sub-control unit 20 may perform some or all of these operations and operate as the various means. Conversely, the main controller 10 can perform some or all of the operations executed by the sub-controllers 20, and the main controller 10 can operate as various means.

[0355] Furthermore, although the present invention is applied to a slot machine, it can also be applied to other gaming machines such as pachinko (for example, ball slot). The present invention can also be applied to so-called enclosed gaming machines that can execute games using pseudo gaming media in data format, without using actual gaming media such as medals or gaming balls. [Explanation of symbols]

[0356] 1: Slot machines 2: Bet button 4: Reel 5: Stop button 8: Main display unit 10: Main control unit 17: Sub display 20: Sub-controller

Claims

[Claim 1] A setting means capable of setting any one of a plurality of setting values ​​including a first setting value and a second setting value that allows a game to proceed more advantageously than the first setting value; a first determination means for determining, based on a set value set by the setting means, a piece of specific information to be output at a first timing from among a plurality of pieces of specific information including a first piece of specific information; A second determination means for determining special information to be output at a second timing different from the first timing from among a plurality of special information including the first special information, without being based on a set value set by the setting means; an output means capable of outputting the specific information determined by the first determination means at the first timing and outputting the special information determined by the second determination means at the second timing; Equipped with The first determination means is the setting means is capable of determining the first identification information with a higher probability when the second setting value is set than when the first setting value is set; The first identification information is The information is at least partially the same as the first special information. A gaming machine characterized by:

Citation Information

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